mirror of
https://github.com/mumble-voip/mumble.git
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250 lines
7.4 KiB
C++
250 lines
7.4 KiB
C++
/* Copyright (C) 2005-2010, Thorvald Natvig <thorvald@natvig.com>
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All rights reserved.
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Redistribution and use in source and binary forms, with or without
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modification, are permitted provided that the following conditions
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are met:
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- Redistributions of source code must retain the above copyright notice,
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this list of conditions and the following disclaimer.
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- Redistributions in binary form must reproduce the above copyright notice,
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this list of conditions and the following disclaimer in the documentation
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and/or other materials provided with the distribution.
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- Neither the name of the Mumble Developers nor the names of its
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contributors may be used to endorse or promote products derived from this
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software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
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CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
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LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
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NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "../mumble_plugin_win32.h"
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using namespace std;
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bool ptr_chain_valid = false;
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// Modules
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BYTE *pmodule_bf2;
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BYTE *pmodule_renddx9;
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// Magic ptrs
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BYTE* const login_ptr = (BYTE*)0x30058642;
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BYTE* const state_ptr = (BYTE*)0x00A1D0A8;
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// Vector ptrs
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BYTE *pos_ptr;
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BYTE *face_ptr;
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BYTE *top_ptr;
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// Context ptrs
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BYTE* const ipport_ptr = (BYTE*)0x009A80B8;
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// Identity ptrs
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BYTE *commander_ptr;
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BYTE *squad_leader_ptr;
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BYTE *squad_state_ptr;
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BYTE *team_state_ptr;
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inline bool resolve_ptrs() {
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pos_ptr = face_ptr = top_ptr = commander_ptr = squad_leader_ptr = squad_state_ptr = team_state_ptr = NULL;
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//
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// Resolve all pointer chains to the values we want to fetch
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//
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BYTE *base_bf2audio = pModule + 0x4645c;
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BYTE *base_bf2audio_2 = peekProc<BYTE *>(base_bf2audio);
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if (!base_bf2audio_2) return false;
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pos_ptr = peekProc<BYTE *>(base_bf2audio_2 + 0xb4);
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face_ptr = peekProc<BYTE *>(base_bf2audio_2 + 0xb8);
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top_ptr = peekProc<BYTE *>(base_bf2audio_2 + 0xbc);
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if (!pos_ptr || !face_ptr || !top_ptr) return false;
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/*
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Magic:
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Logincheck : 0x30058642 BYTE 0 means not logged in
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state : 0x00A1D0A8 BYTE 0 while not in game
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usually 1, never 0 if you create your own server ingame; this value will switch to 1 the instant you click "Join Game"
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usually 3, never 0 if you load into a server; this value will switch to 3 the instant you click "Join Game"
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Context:
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IP:Port of server: 0x009A80B8 char[128] ip:port of the server
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Identity:
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Commander: RendDX9.dll+00244AE0 +0x60 -> + 0x110 BYTE 0 means not commander
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Squad leader state: RendDX9.dll+00244AE0 + 0x60 -> + 0x111 BYTE 0 is not squad leader
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Squad state: RendDX9.dll+00244AE0 + 0x60 -> 10C BYTE 0 is not in squad; 1 is in Alpha squad, 2 Bravo, ... , 9 India
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Team state: BF2.exe+0058734C + 0x239 BYTE 0 is blufor (US team, for example), 1 is opfor (Insurgents)
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*/
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BYTE *base_renddx9 = peekProc<BYTE *>(pmodule_renddx9 + 0x00244AE0);
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if (!base_renddx9) return false;
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BYTE *base_renddx9_2 = peekProc<BYTE *>(base_renddx9 + 0x60);
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if (!base_renddx9_2) return false;
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commander_ptr = base_renddx9_2 + 0x110;
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squad_leader_ptr = base_renddx9_2 + 0x111;
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squad_state_ptr = base_renddx9_2 + 0x10C;
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BYTE *base_bf2 = peekProc<BYTE *>(pmodule_bf2 + 0x0058734C);
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if (!base_bf2) return false;
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team_state_ptr = base_bf2 + 0x239;
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return true;
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}
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static int fetch(float *avatar_pos, float *avatar_front, float *avatar_top, float *camera_pos, float *camera_front, float *camera_top, std::string &context, std::wstring &identity) {
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for (int i=0;i<3;i++)
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avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
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bool ok;
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BYTE logincheck;
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ok = peekProc(login_ptr, &logincheck, 1);
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if (! ok)
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return false;
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if (logincheck == 0)
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return false;
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BYTE state;
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ok = peekProc(state_ptr , &state, 1); // Magical state value
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if (! ok)
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return false;
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if (state == 0) {
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ptr_chain_valid = false;
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return true; // This results in all vectors beeing zero which tells Mumble to ignore them.
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} else if (!ptr_chain_valid) {
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if (!resolve_ptrs())
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return false;
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ptr_chain_valid = true;
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}
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char ccontext[128];
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BYTE is_commander;
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BYTE is_squad_leader;
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BYTE is_in_squad;
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BYTE is_opfor;
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ok = peekProc(pos_ptr, avatar_pos, 12) &&
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peekProc(face_ptr, avatar_front, 12) &&
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peekProc(top_ptr, avatar_top, 12) &&
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peekProc(ipport_ptr, ccontext, 128) &&
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peekProc(commander_ptr, &is_commander, 1) &&
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peekProc(squad_leader_ptr, &is_squad_leader, 1) &&
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peekProc(squad_state_ptr, &is_in_squad, 1) &&
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peekProc(team_state_ptr, &is_opfor, 1);
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if (! ok)
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return false;
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/*
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Get context string; in this plugin this will be an
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ip:port (char 128 bytes) string
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*/
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ccontext[127] = 0;
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if(ccontext[0] != '0') {
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// With the current plugin ipport can switch to "0" sometimes.
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// As this is only transitory and switches back quickly just
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// keep on reporting the previous state as long as this happens.
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ostringstream ocontext;
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ocontext << "{ \"ipport\": \"" << ccontext << "\"}";
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context = ocontext.str();
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/*
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Get identity string.
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*/
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wostringstream oidentity;
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oidentity << "{"
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<< "\"commander\":" << (is_commander ? "true" : "false") << ","
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<< "\"squad_leader\":" << (is_squad_leader ? "true" : "false") << ","
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<< "\"squad\":" << static_cast<unsigned int>(is_in_squad) << ","
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<< "\"team\":\"" << (is_opfor ? "opfor" : "blufor") << "\""
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<< "}";
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identity = oidentity.str();
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}
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for (int i=0;i<3;i++) {
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camera_pos[i] = avatar_pos[i];
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camera_front[i] = avatar_front[i];
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camera_top[i] = avatar_top[i];
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}
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return ok;
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}
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static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
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if (! initialize(pids, L"BF2.exe", L"BF2Audio.dll"))
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return false;
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pmodule_bf2 = getModuleAddr(L"BF2.exe");
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if (!pmodule_bf2) return false;
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pmodule_renddx9 = getModuleAddr(L"RendDX9.dll");
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if (!pmodule_renddx9) return false;
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float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
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std::string context;
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std::wstring identity;
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if (fetch(apos, afront, atop, cpos, cfront, ctop, context, identity)) {
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return true;
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} else {
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generic_unlock();
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return false;
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}
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}
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static const std::wstring longdesc() {
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return std::wstring(L"Supports Battlefield 2 v1.50");
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}
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static std::wstring description(L"Battlefield 2 v1.50");
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static std::wstring shortname(L"Battlefield 2");
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static int trylock1() {
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return trylock(std::multimap<std::wstring, unsigned long long int>());
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}
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static MumblePlugin bf2plug = {
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MUMBLE_PLUGIN_MAGIC,
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description,
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shortname,
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NULL,
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NULL,
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trylock1,
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generic_unlock,
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longdesc,
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fetch
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};
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static MumblePlugin2 bf2plug2 = {
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MUMBLE_PLUGIN_MAGIC_2,
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MUMBLE_PLUGIN_VERSION,
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trylock
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};
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extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() {
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return &bf2plug;
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}
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extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
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return &bf2plug2;
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}
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