mumble/plugins/bf4/bf4.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

253 lines
9.5 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 serverid[37], host[22], team[3];
uint8_t squad, squad_leader, squad_state;
// Server ID pointers
procptr_t serverid_base = peekProcPtr(pModule + 0x23D5368);
if (!serverid_base)
return false;
procptr_t serverid_offset_0 = peekProcPtr(serverid_base + 0x18);
if (!serverid_offset_0)
return false;
procptr_t serverid_offset_1 = peekProcPtr(serverid_offset_0 + 0x28);
if (!serverid_offset_1)
return false;
procptr_t serverid_offset = peekProcPtr(serverid_offset_1 + 0x350);
if (!serverid_offset)
return false;
// Squad pointers
procptr_t squad_base = peekProcPtr(pModule + 0x23D5458);
if (!squad_base)
return false;
procptr_t squad_offset_0 = peekProcPtr(squad_base + 0xD8);
if (!squad_offset_0)
return false;
procptr_t squad_offset_1 = peekProcPtr(squad_offset_0 + 0x100);
if (!squad_offset_1)
return false;
procptr_t squad_offset_2 = peekProcPtr(squad_offset_1 + 0x58);
if (!squad_offset_2)
return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(pModule + 0x23B2D70, &state, 1) && // Magical state value: 0 when in-game and 1 when in menu/dead.
peekProc(pModule + 0x23862C0, avatar_pos, 12) && // Avatar Position values (X, Y and Z).
peekProc(pModule + 0x23B2F60, camera_pos, 12) && // Camera Position values (X, Y and Z).
peekProc(pModule + 0x23B2F40, avatar_top, 12) && // Avatar Top Vector values (X, Y and Z).
peekProc(pModule + 0x23B2F50, avatar_front, 12) && // Avatar Front Vector values (X, Y and Z).
peekProc(serverid_offset, serverid) && // Server ID (36 characters).
peekProc(pModule + 0x2378B60, host)
&& // Host value: "IP:Port" when in a server, "bot" when loading and empty when it's hidden.
peekProc(pModule + 0x2674B35, team) && // Team value: US (United States); RU (Russia); CH (China).
peekProc(squad_offset_2 + 0x230, squad)
&& // Squad value: 0 (not in a squad); 1 (Alpha); 2 (Bravo); 3 (Charlie)... 26 (Zulu).
peekProc(squad_offset_2 + 0x234, squad_leader) && // Squad leader value: 0 (False); 1 (True).
peekProc(squad_offset_2 + 0x235, squad_state); // Squad state value: 0 (Public); 1 (Private).
// 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.
}
escape(serverid, sizeof(serverid));
std::ostringstream ocontext;
ocontext << " {\"Server ID\": \"" << serverid << "\"}"; // Set context with server ID
context = ocontext.str();
std::wostringstream oidentity;
oidentity << "{";
escape(host, sizeof(host));
// Only include host (IP:port) if it is not empty and does not include the string "bot" (which means it's a local
// server).
if (strcmp(host, "") != 0 && !strstr(host, "bot")) {
oidentity << std::endl << "\"Host\": \"" << host << "\",";
}
std::string Team(team);
if (!Team.empty()) {
oidentity << std::endl;
if (Team == "US")
oidentity
<< "\"Team\": \"United States\","; // If team value is US, set "United States" as team in identity.
else if (Team == "CH")
oidentity << "\"Team\": \"China\","; // If team value is CH, set "China" as team in identity.
else if (Team == "RU")
oidentity << "\"Team\": \"Russia\","; // If team value is RU, set "Russia" as team in identity.
}
// If squad value is in a value between 1 and 26, set squad name in identity using NATO Phonetic alphabet.
if (squad > 0 && squad < 27) {
if (squad == 1)
oidentity << std::endl << "\"Squad\": \"Alpha\",";
else if (squad == 2)
oidentity << std::endl << "\"Squad\": \"Bravo\",";
else if (squad == 3)
oidentity << std::endl << "\"Squad\": \"Charlie\",";
else if (squad == 4)
oidentity << std::endl << "\"Squad\": \"Delta\",";
else if (squad == 5)
oidentity << std::endl << "\"Squad\": \"Echo\",";
else if (squad == 6)
oidentity << std::endl << "\"Squad\": \"Foxtrot\",";
else if (squad == 7)
oidentity << std::endl << "\"Squad\": \"Golf\",";
else if (squad == 8)
oidentity << std::endl << "\"Squad\": \"Hotel\",";
else if (squad == 9)
oidentity << std::endl << "\"Squad\": \"India\",";
else if (squad == 10)
oidentity << std::endl << "\"Squad\": \"Juliet\",";
else if (squad == 11)
oidentity << std::endl << "\"Squad\": \"Kilo\",";
else if (squad == 12)
oidentity << std::endl << "\"Squad\": \"Lima\",";
else if (squad == 13)
oidentity << std::endl << "\"Squad\": \"Mike\",";
else if (squad == 14)
oidentity << std::endl << "\"Squad\": \"November\",";
else if (squad == 15)
oidentity << std::endl << "\"Squad\": \"Oscar\",";
else if (squad == 16)
oidentity << std::endl << "\"Squad\": \"Papa\",";
else if (squad == 17)
oidentity << std::endl << "\"Squad\": \"Quebec\",";
else if (squad == 18)
oidentity << std::endl << "\"Squad\": \"Romeo\",";
else if (squad == 19)
oidentity << std::endl << "\"Squad\": \"Sierra\",";
else if (squad == 20)
oidentity << std::endl << "\"Squad\": \"Tango\",";
else if (squad == 21)
oidentity << std::endl << "\"Squad\": \"Uniform\",";
else if (squad == 22)
oidentity << std::endl << "\"Squad\": \"Victor\",";
else if (squad == 23)
oidentity << std::endl << "\"Squad\": \"Whiskey\",";
else if (squad == 24)
oidentity << std::endl << "\"Squad\": \"X-ray\",";
else if (squad == 25)
oidentity << std::endl << "\"Squad\": \"Yankee\",";
else if (squad == 26)
oidentity << std::endl << "\"Squad\": \"Zulu\",";
// 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.
// Squad state
if (squad_state == 1)
oidentity << std::endl
<< "\"Squad state\": \"Private\""; // If squad state value is true, set squad state to "Private"
// in identity.
else
oidentity << std::endl
<< "\"Squad state\": \"Public\""; // If squad state value is false, set squad state to "Public" 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 << "\"Squad state\": null"; // If not in a squad, set squad state to "null" in identity.
}
oidentity << std::endl << "}";
identity = oidentity.str();
// Flip the front vector
for (int i = 0; i < 3; i++) {
avatar_front[i] = -avatar_front[i];
}
// Convert from right to left handed
avatar_pos[0] = -avatar_pos[0];
camera_pos[0] = -camera_pos[0];
avatar_front[0] = -avatar_front[0];
avatar_top[0] = -avatar_top[0];
// Sync camera front and top vectors with avatar ones
for (int i = 0; i < 3; i++) {
camera_front[i] = avatar_front[i];
camera_top[i] = avatar_top[i];
}
return true;
}
static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
if (!initialize(pids, L"bf4.exe")) { // Link the game executable
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 4 with context and identity support."); // Plugin long description
}
static std::wstring description(L"Battlefield 4 (x64) version 1.8.2.48475"); // Plugin short description
static std::wstring shortname(L"Battlefield 4"); // Plugin short name
static int trylock1() {
return trylock(std::multimap< std::wstring, unsigned long long int >());
}
static MumblePlugin bf4plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
generic_unlock, longdesc, fetch };
static MumblePlugin2 bf4plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &bf4plug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &bf4plug2;
}