mumble/plugins/bf2142/bf2142.cpp
Robert Adam 9b50fd7a12 BUILD(cmake): Reorganize how plugins are handled
Instead of excluding all plugins but the link one on OSes other than
Windows and Linux, the new approach allows for a more granular control
by introducing a list of plugins that is supported on the different
platforms.

This replaces the globbing approach which means that new plugins have
now to be included in this list explicitly.

The advantage of this is that this allows for a much greater flexibility
for handling plugins on different OS.

Furthermore the plugin's own directory is no longer added to the
include-path by default. If a plugin wishes to do this, it should do so
explicitly. This should help make the plugins easier to move around in
the future.
2021-06-16 19:24:25 +02:00

178 lines
6.3 KiB
C++

// Copyright 2009-2021 The Mumble Developers. All rights reserved.
// Use of this source code is governed by a BSD-style license
// that can be found in the LICENSE file at the root of the
// Mumble source tree or at <https://www.mumble.info/LICENSE>.
#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
#include "mumble_legacy_plugin.h"
#include "mumble_positional_audio_main.h" // Include standard positional audio header.
#include "mumble_positional_audio_utils.h" // Include positional audio header for special functions, like "escape".
// Variable to contain module's addresses
procptr_t RendDX9 = 0;
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) {
bool ok;
char server_name[100], soldier_name[100];
uint8_t team_id, squad_id, is_commander, is_squad_leader, target_squad_id, on_voip, on_voip_com;
for (int i = 0; i < 3; i++)
avatar_pos[i] = avatar_front[i] = avatar_top[i] = camera_pos[i] = camera_front[i] = camera_top[i] = 0.0f;
// Server name pointers
// Doubles as an in-server state variable (NULL if not in a game)
procptr_t server_offset_0 = peekProcPtr(pModule + 0x61B5D8);
if (!server_offset_0) {
context.clear(); // Clear context
identity.clear(); // Clear identity
return true; // This tells Mumble to ignore all vectors.
}
procptr_t server_offset_1 = peekProcPtr(server_offset_0 + 0x108);
if (!server_offset_1)
return false;
// Team ID pointers
procptr_t team_offset_0 = peekProcPtr(pModule + 0x624430);
if (!team_offset_0)
return false;
procptr_t team_offset_1 = peekProcPtr(team_offset_0 + 0x1B4);
if (!team_offset_1)
return false;
// Commander, SquadLeader, SquadID base pointers
procptr_t role_offset_0 = peekProcPtr(pModule + 0x685228);
if (!role_offset_0)
return false;
procptr_t role_offset_1 = peekProcPtr(role_offset_0 + 0x6C);
if (!role_offset_1)
return false;
// Tactical pointers
procptr_t tactical_offset_0 = peekProcPtr(pModule + 0x72D148);
if (!tactical_offset_0)
return false;
procptr_t tactical_offset_1 = peekProcPtr(tactical_offset_0 + 0xE4);
if (!tactical_offset_1)
return false;
// VoiP pointers
procptr_t voip_offset_0 = peekProcPtr(pModule + 0x620D30);
if (!voip_offset_0)
return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(pModule + 0x6697C8, avatar_pos, 12) && // Avatar position values (X, Y and Z).
peekProc(RendDX9 + 0x20E9F4, camera_pos, 12) && // Camera position values (X, Y and Z).
peekProc(RendDX9 + 0x2139D4, camera_front, 12) && // Avatar front vector values (X, Y and Z).
peekProc(RendDX9 + 0x2139C4, camera_top, 12) && // Avatar top vector values (X, Y and Z).
peekProc(server_offset_1, server_name) && // Server name.
peekProc(pModule + 0x6228B9, soldier_name) && // Soldier name.
peekProc(team_offset_1 + 0xA0, team_id) && // Team ID (0 for PAC, 1 for EU).
peekProc(role_offset_1 + 0x108, squad_id); // Squad ID (0 for none, 1-9 for squads).
peekProc(role_offset_1 + 0x10C, is_commander) && // Whether Commander.
peekProc(role_offset_1 + 0x10D, is_squad_leader) && // Whether Squad Leader.
peekProc(tactical_offset_1 + 0xCC, target_squad_id) && // Commander's selected squad.
peekProc(voip_offset_0 + 0xA1, on_voip) && // Whether VoiP is active.
peekProc(voip_offset_0 + 0xA0, on_voip_com); // Whether VoiP to/from commander is active.
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from
// memory addresses.
if (!ok)
return false;
// Begin context
std::ostringstream ocontext;
// Server name
escape(server_name, sizeof(server_name));
if (strcmp(server_name, "") != 0)
ocontext << " {\"ipport\": \"" << server_name << "\"}";
context = ocontext.str();
// End context
// Begin identity
std::wostringstream oidentity;
// Soldier name
escape(soldier_name, sizeof(soldier_name));
oidentity << "{"
<< "\"ipport\": \"" << server_name << "\", "
<< "\"team_id\": " << team_id << ", "
<< "\"squad_id\": " << squad_id << ", "
<< "\"is_commander\": " << (is_commander ? "true" : "false") << ", "
<< "\"is_squad_leader\": " << (is_squad_leader ? "true" : "false") << ", "
<< "\"target_squad_id\": " << target_squad_id << ", "
<< "\"on_voip\": " << (on_voip ? "true" : "false") << ", "
<< "\"on_voip_com\": " << (on_voip_com ? "true" : "false") << ", "
<< "\"name\": \"" << soldier_name << "\""
<< "}";
identity = oidentity.str();
// End identity
// Copy camera direction vectors to avatar
for (int i = 0; i < 3; i++) {
avatar_front[i] = camera_front[i];
avatar_top[i] = camera_top[i];
}
return true;
}
static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
if (!initialize(pids, L"BF2142.exe")) // Retrieve game executable's memory address
return false;
RendDX9 = getModuleAddr(L"RendDX9.dll"); // Retrieve "RendDX9.dll" module's memory address
// This prevents the plugin from linking to the game in case something goes wrong during module's memory address
// retrieval.
if (!RendDX9)
return false;
// Check if we can get meaningful data from it
float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
std::wstring sidentity;
std::string scontext;
if (fetch(apos, afront, atop, cpos, cfront, ctop, scontext, sidentity)) {
return true;
} else {
generic_unlock();
return false;
}
}
static const std::wstring longdesc() {
return std::wstring(L"Supports Battlefield 2142 version 1.51."); // Plugin long description
}
static std::wstring description(L"Battlefield 2142 1.51"); // Plugin short description
static std::wstring shortname(L"Battlefield 2142"); // Plugin short name
static int trylock1() {
return trylock(std::multimap< std::wstring, unsigned long long int >());
}
static MumblePlugin bf2142plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
generic_unlock, longdesc, fetch };
static MumblePlugin2 bf2142plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &bf2142plug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &bf2142plug2;
}