mumble/plugins/l4d2/l4d2.cpp

214 lines
7.8 KiB
C++

// Copyright 2005-2016 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>.
#include "../mumble_plugin_win32_x86.h" // Include standard plugin header.
#include "../mumble_plugin_utils.h" // Include plugin header for special functions, like "escape".
procptr32_t serverid_steamclient, player_engine; // BYTE values to contain modules addresses
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;
}
// Boolean value to check if game addresses retrieval is successful
bool ok;
// Create containers to stuff our raw data into, so we can convert it to Mumble's coordinate system
float avatar_pos_corrector[3], camera_pos_corrector[3], avatar_front_corrector[3], avatar_top_corrector[3];
// Char values for extra features
char serverid[22], host[22], servername[50], map[30], player[33];
// State
BYTE state;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(pModule + 0x06ACBD5, &state, 1) && // Magical state value: 0 or 255 when in main menu and 1 when in-game.
peekProc(pModule + 0x06B9E1C, avatar_pos_corrector, 12) && // Avatar Position values (X, Z and Y).
peekProc(pModule + 0x0774B98, camera_pos_corrector, 12) && // Camera Position values (X, Z and Y).
peekProc(pModule + 0x0774BF8, avatar_front_corrector, 12) && // Front vector values (X, Z and Y).
peekProc(pModule + 0x0774C28, avatar_top_corrector, 12) && // Top vector values (Z, X and Y).
peekProc(serverid_steamclient, serverid) && // Unique server Steam ID.
peekProc(pModule + 0x0772B24, host) && // Server value: "IP:Port" (xxx.xxx.xxx.xxx:yyyyy) when in a remote server, "loopback:0" when on a local server and empty when not playing.
peekProc(pModule + 0x0772D2C, servername) && // Server name.
peekProc(pModule + 0x0772C28, map) && // Map name.
peekProc(player_engine, player); // Player nickname.
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses.
if (! ok)
return false;
// State
if (state != 1) { // 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
serverid[sizeof(serverid)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
escape(serverid);
std::ostringstream ocontext;
if (strcmp(serverid, "") != 0) {
ocontext << " {\"Server ID\": \"" << serverid << "\"}"; // Set context with IP address and port
}
context = ocontext.str();
// End context
// Begin identity
std::wostringstream oidentity;
oidentity << "{";
// Host
host[sizeof(host)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
escape(host);
if (strcmp(host, "") != 0 && strstr(host, "loopback") == NULL) { // Only include host (IP:Port) if it is not empty and does not include the string "loopback" (which means it's a local server).
oidentity << std::endl;
oidentity << "\"Host\": \"" << host << "\","; // Set host address in identity.
} else {
oidentity << std::endl << "\"Host\": null,";
}
// Server name
servername[sizeof(servername)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
escape(servername);
if (strcmp(servername, "") != 0) {
oidentity << std::endl;
oidentity << "\"Server name\": \"" << servername << "\","; // Set server name in identity.
} else {
oidentity << std::endl << "\"Server name\": null,";
}
// Map
map[sizeof(map)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
escape(map);
if (strcmp(map, "") != 0) {
oidentity << std::endl;
oidentity << "\"Map\": \"" << map << "\","; // Set map name in identity.
} else {
oidentity << std::endl << "\"Map\": null,";
}
// Player
player[sizeof(player)-1] = 0; // NUL terminate queried C strings. We do this to ensure the strings from the game are NUL terminated. They should be already, but we can't take any chances.
escape(player);
if (strcmp(player, "") != 0) {
oidentity << std::endl;
oidentity << "\"Player\": \"" << player << "\","; // Set player nickname in identity.
} else {
oidentity << std::endl << "\"Player\": null";
}
oidentity << std::endl << "}";
identity = oidentity.str();
// End identity
/*
Mumble | Game
X | X
Y | Z
Z | Y
*/
avatar_pos[0] = avatar_pos_corrector[0];
avatar_pos[1] = avatar_pos_corrector[2];
avatar_pos[2] = avatar_pos_corrector[1];
camera_pos[0] = camera_pos_corrector[0];
camera_pos[1] = camera_pos_corrector[2];
camera_pos[2] = camera_pos_corrector[1];
avatar_front[0] = avatar_front_corrector[0];
avatar_front[1] = avatar_front_corrector[2];
avatar_front[2] = avatar_front_corrector[1];
avatar_top[0] = avatar_top_corrector[0];
avatar_top[1] = avatar_top_corrector[2];
avatar_top[2] = avatar_top_corrector[1];
// Convert from inches to meters and sync camera vectors with avatar ones
for (int i=0;i<3;i++) {
avatar_pos[i]/=39.37f;
camera_pos[i]/=39.37f;
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"left4dead2.exe", L"client.dll")) { // Link the game executable
return false;
}
procptr32_t steamclient=getModuleAddr(L"steamclient.dll"); // Link "steamclient.dll" module
// This prevents the plugin from linking to the game in case something goes wrong during module linking.
if (!steamclient)
return false;
serverid_steamclient = steamclient + 0x09888ED; // Module + Server ID offset
procptr32_t engine=getModuleAddr(L"engine.dll"); // // Link "engine.dll" module
// This prevents the plugin from linking to the game in case something goes wrong during module linking.
if (!engine)
return false;
player_engine = engine + 0x06795D1; // Module + Player offset
// 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 Left 4 Dead 2 version 2.1.4.6 with context and identity support."); // Plugin long description
}
static std::wstring description(L"Left 4 Dead 2 (v2.1.4.6)"); // Plugin short description
static std::wstring shortname(L"Left 4 Dead 2"); // Plugin short name
static int trylock1() {
return trylock(std::multimap<std::wstring, unsigned long long int>());
}
static MumblePlugin l4d2plug = {
MUMBLE_PLUGIN_MAGIC,
description,
shortname,
NULL,
NULL,
trylock1,
generic_unlock,
longdesc,
fetch
};
static MumblePlugin2 l4d2plug2 = {
MUMBLE_PLUGIN_MAGIC_2,
MUMBLE_PLUGIN_VERSION,
trylock
};
extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() {
return &l4d2plug;
}
extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
return &l4d2plug2;
}