mumble-voip_mumble/plugins/bf1/bf1.cpp

287 lines
9.6 KiB
C++

// Copyright 2016-2023 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;
}