mumble/plugins/bf1/bf1.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

287 lines
9.6 KiB
C++

// Copyright 2016-2021 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".
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) {
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;
}
bool ok, state;
char server_name[100], team[4];
uint8_t squad, squad_leader;
// State pointers
procptr_t state_base = peekProcPtr(pModule + 0x33DBD08);
if (!state_base)
return false;
procptr_t state_offset_0 = peekProcPtr(state_base + 0x5F0);
if (!state_offset_0)
return false;
procptr_t state_offset_1 = peekProcPtr(state_offset_0 + 0x488);
if (!state_offset_1)
return false;
procptr_t state_offset_2 = peekProcPtr(state_offset_1 + 0x8);
if (!state_offset_2)
return false;
procptr_t state_offset_3 = peekProcPtr(state_offset_2 + 0x8);
if (!state_offset_3)
return false;
// Camera pointer
procptr_t camera_base = peekProcPtr(pModule + 0x368E828);
if (!camera_base)
return false;
// Server name pointers
procptr_t server_name_base = peekProcPtr(pModule + 0x3103A38);
if (!server_name_base)
return false;
procptr_t server_name_offset_0 = peekProcPtr(server_name_base + 0x738);
if (!server_name_offset_0)
return false;
procptr_t server_name_offset_1 = peekProcPtr(server_name_offset_0 + 0x370);
if (!server_name_offset_1)
return false;
procptr_t server_name_offset_2 = peekProcPtr(server_name_offset_1 + 0x10);
if (!server_name_offset_2)
return false;
// Team pointers
procptr_t team_base = peekProcPtr(pModule + 0x36CC128);
if (!team_base)
return false;
procptr_t team_offset_0 = peekProcPtr(team_base + 0x20);
if (!team_offset_0)
return false;
procptr_t team_offset_1 = peekProcPtr(team_offset_0 + 0x648);
if (!team_offset_1)
return false;
procptr_t team_offset_2 = peekProcPtr(team_offset_1 + 0xF8);
if (!team_offset_2)
return false;
// Squad pointers
procptr_t squad_base = peekProcPtr(pModule + 0x31C3E40);
if (!squad_base)
return false;
procptr_t squad_offset_0 = peekProcPtr(squad_base + 0x30);
if (!squad_offset_0)
return false;
procptr_t squad_offset_1 = peekProcPtr(squad_offset_0 + 0x578);
if (!squad_offset_1)
return false;
procptr_t squad_offset_2 = peekProcPtr(squad_offset_1 + 0xC0);
if (!squad_offset_2)
return false;
procptr_t squad_offset_3 = peekProcPtr(squad_offset_2 + 0x58);
if (!squad_offset_3)
return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
// Magical state value: 1 when in-game and 0 when not spawned or playing.
ok = peekProc(state_offset_3 + 0x50, &state, 1)
// Avatar position values (X, Y and Z).
&& peekProc(pModule + 0x36B1500, avatar_pos, 12)
// Camera position values (X, Y and Z).
&& peekProc(camera_base + 0x2B0, camera_pos, 12)
// Avatar front vector values (X, Y and Z).
&& peekProc(camera_base + 0x260, camera_front, 12)
// Avatar top vector values (X, Y and Z).
&& peekProc(camera_base + 0x250, camera_top, 12)
// Server name.
&& peekProc(server_name_offset_2, server_name)
// Team name.
&& peekProc(team_offset_2 + 0x13, team)
// Squad value: 0 (not in a squad), 1 (Apples), 2 (Butter), 3 (Charlie)... 26 (Zebra).
&& peekProc(squad_offset_3 + 0x240, squad)
// Squad leader value: 0 (False), 1 (True).
&& peekProc(squad_offset_3 + 0x244, squad_leader);
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from
// memory addresses.
if (!ok) {
return false;
}
if (!state) { // If not in-game
context.clear(); // Clear context
identity.clear(); // Clear identity
// Set vectors values to 0.
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;
}
return true; // This tells Mumble to ignore all vectors.
}
// Begin context
std::ostringstream ocontext;
// Server name
escape(server_name, sizeof(server_name));
if (strcmp(server_name, "") != 0) {
ocontext << " {\"Server name\": \"" << server_name << "\"}"; // Set context with server name.
}
context = ocontext.str();
// End context
// Begin identity
std::wostringstream oidentity;
oidentity << "{";
// Team
escape(team, sizeof(team));
if (strcmp(team, "") != 0) {
oidentity << std::endl << "\"Team\": \"" << team << "\","; // Set team name in identity.
}
// Squad
if (squad > 0 && squad < 27) { // If squad value is between 1 and 26, set squad name in identity using RAF (1917)
// Phonetic alphabet.
// Squad name
if (squad == 1)
oidentity << std::endl << "\"Squad\": \"Apples\",";
else if (squad == 2)
oidentity << std::endl << "\"Squad\": \"Butter\",";
else if (squad == 3)
oidentity << std::endl << "\"Squad\": \"Charlie\",";
else if (squad == 4)
oidentity << std::endl << "\"Squad\": \"Duff\",";
else if (squad == 5)
oidentity << std::endl << "\"Squad\": \"Edward\",";
else if (squad == 6)
oidentity << std::endl << "\"Squad\": \"Freddy\",";
else if (squad == 7)
oidentity << std::endl << "\"Squad\": \"George\",";
else if (squad == 8)
oidentity << std::endl << "\"Squad\": \"Harry\",";
else if (squad == 9)
oidentity << std::endl << "\"Squad\": \"Ink\",";
else if (squad == 10)
oidentity << std::endl << "\"Squad\": \"Johnnie\",";
else if (squad == 11)
oidentity << std::endl << "\"Squad\": \"King\",";
else if (squad == 12)
oidentity << std::endl << "\"Squad\": \"London\",";
else if (squad == 13)
oidentity << std::endl << "\"Squad\": \"Monkey\",";
else if (squad == 14)
oidentity << std::endl << "\"Squad\": \"Nuts\",";
else if (squad == 15)
oidentity << std::endl << "\"Squad\": \"Orange\",";
else if (squad == 16)
oidentity << std::endl << "\"Squad\": \"Pudding\",";
else if (squad == 17)
oidentity << std::endl << "\"Squad\": \"Queenie\",";
else if (squad == 18)
oidentity << std::endl << "\"Squad\": \"Robert\",";
else if (squad == 19)
oidentity << std::endl << "\"Squad\": \"Sugar\",";
else if (squad == 20)
oidentity << std::endl << "\"Squad\": \"Tommy\",";
else if (squad == 21)
oidentity << std::endl << "\"Squad\": \"Uncle\",";
else if (squad == 22)
oidentity << std::endl << "\"Squad\": \"Vinegar\",";
else if (squad == 23)
oidentity << std::endl << "\"Squad\": \"Willie\",";
else if (squad == 24)
oidentity << std::endl << "\"Squad\": \"Xerxes\",";
else if (squad == 25)
oidentity << std::endl << "\"Squad\": \"Yellow\",";
else if (squad == 26)
oidentity << std::endl << "\"Squad\": \"Zebra\",";
// Squad leader
if (squad_leader == 1)
oidentity << std::endl
<< "\"Squad leader\": true"; // If squad leader value is true, set squad leader state to "True" in
// identity.
else
oidentity << std::endl
<< "\"Squad leader\": false"; // If squad leader value is false, set squad leader state to "False"
// in identity.
// When not in a squad
} else {
oidentity << std::endl
<< "\"Squad\": null,"; // If squad value isn't between 1 and 26, set squad to "null" in identity.
oidentity << std::endl
<< "\"Squad leader\": null"; // If not in a squad, set squad leader state to "null" in identity.
}
oidentity << std::endl << "}";
identity = oidentity.str();
// End identity
// Flip the front vector
for (int i = 0; i < 3; i++) {
camera_front[i] = -camera_front[i];
}
// Convert from right to left handed
avatar_pos[0] = -avatar_pos[0];
camera_pos[0] = -camera_pos[0];
camera_front[0] = -camera_front[0];
camera_top[0] = -camera_top[0];
// Sync avatar front and top vectors with camera ones
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"bf1.exe")) { // Retrieve game executable's memory address
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 1 with context and identity support."); // Plugin long description
}
static std::wstring description(L"Battlefield 1 version 1.0.49.52296"); // Plugin short description
static std::wstring shortname(L"Battlefield 1"); // Plugin short name
static int trylock1() {
return trylock(std::multimap< std::wstring, unsigned long long int >());
}
static MumblePlugin bf1plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
generic_unlock, longdesc, fetch };
static MumblePlugin2 bf1plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &bf1plug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &bf1plug2;
}