226 lines
8.5 KiB
C++
226 lines
8.5 KiB
C++
// Copyright 2012-2023 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>.
|
|
|
|
/* Copyright (C) 2012, dark_skeleton (d-rez) <dark.skeleton@gmail.com>
|
|
Copyright (C) 2005-2012, Thorvald Natvig <thorvald@natvig.com>
|
|
|
|
All rights reserved.
|
|
|
|
Redistribution and use in source and binary forms, with or without
|
|
modification, are permitted provided that the following conditions
|
|
are met:
|
|
|
|
- Redistributions of source code must retain the above copyright notice,
|
|
this list of conditions and the following disclaimer.
|
|
- Redistributions in binary form must reproduce the above copyright notice,
|
|
this list of conditions and the following disclaimer in the documentation
|
|
and/or other materials provided with the distribution.
|
|
- Neither the name of the Mumble Developers nor the names of its
|
|
contributors may be used to endorse or promote products derived from this
|
|
software without specific prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
|
|
``AS IS'' AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
|
|
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
|
|
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE FOUNDATION OR
|
|
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
|
|
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
|
|
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
|
|
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
|
|
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
|
|
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
|
|
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
|
|
*/
|
|
|
|
#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
|
|
#include "mumble_legacy_plugin.h"
|
|
|
|
#include "mumble_positional_audio_main.h"
|
|
|
|
/*
|
|
Arrays of bytes to find addresses accessed by respective functions so we don't have to blindly search for addresses
|
|
after every update Remember to disable scanning only the writable memory in CE! We're searching for functions here,
|
|
not values!
|
|
|
|
Camera and avatar position function: 89 10 8B 57 04 89 50 04 8B 57 08 89 50 08 DF E0 F6 C4 01
|
|
1) Camera position
|
|
2) Camera position (?)
|
|
3) Avatar position
|
|
Camera front vector function: 46 BF 00 89 15 (disassemble, then go up a few times in disassembly)
|
|
Unit front vector function: 89 1E 8B 5F 04 89 5E 04 8B 7F 08 89 7E 08 8B 7D 10 8D 71 28
|
|
To find the right front vector pointer, you'll need to make a pointer scan for the address that gets updated
|
|
only when >you< move, using different characters in different locations. It should leave you with only two possible
|
|
pointers after just 2 scans. Location function: 8D 14 DB 8D 34 90 8D 4E 14 (target
|
|
instruction is the one above the one you find)
|
|
Area function: A3 58 11 A3 00 E8 B8 02 00 00 BA 37 00 00 00 8B CE
|
|
|
|
Valid addresses from build b36001
|
|
|
|
Camera position vector address: 0xa30274
|
|
Avatar position vector address: 0xa302a4
|
|
Camera front vector address: 0xbf46b8
|
|
Avatar front vector address: 0xd55610 -> +0x8 --> +0x0 -> +0x1c
|
|
Location: 0xa3fa08
|
|
Area: 0xa31158
|
|
|
|
No need to care about top vector since the game doesn't use it anyway
|
|
Context is defined based on location + area combo. This is not enough to be unique in most cases (it doesn't let us
|
|
distinguish between districts and servers), but it's better than nothing
|
|
|
|
Location Pointer:
|
|
25 or 26: Explorable Area / Mission
|
|
26 or 27: Town
|
|
0 when logged in / in character select / in loading screen
|
|
1 when not logged in (in login screen)
|
|
|
|
Area Pointer:
|
|
This is a 4-byte decimal stating which area we are in. Note however, that some missions have the same area
|
|
assigned as cities, therefore we need our Location Pointer to distinguish where we are exactly to specify context
|
|
properly.
|
|
|
|
*/
|
|
|
|
static procptr_t camptr = 0xa30274;
|
|
static procptr_t posptr = 0xa302a4;
|
|
static procptr_t camfrontptr = 0xbf46b8;
|
|
static procptr_t frontptr_ = 0xd55610;
|
|
static procptr_t frontptr;
|
|
|
|
static procptr_t locationptr = 0xa3fa08;
|
|
static procptr_t areaptr = 0xa31158;
|
|
|
|
static char prev_location;
|
|
static int prev_areaid;
|
|
|
|
static bool calcout(float *pos, float *front, float *cam, float *camfront, float *opos, float *ofront, float *ocam,
|
|
float *ocamfront) {
|
|
// Seems Guild Wars is in... inches, yeah :) ---> same as in GW2, proof here:
|
|
// http://www.guildwars2guru.com/topic/21519-reddit-ama-all-questions-answers (question #31) coordinate Y is swapped
|
|
// with Z Y is negative (looks like somewhere underground is 0.00 and land is for example -120. When we climb up a
|
|
// hill, it decreases (e.g. -130), and when we descent, it goes higher (e.g. -100)
|
|
|
|
opos[0] = pos[0] / 39.37f;
|
|
opos[1] = -pos[2] / 39.37f;
|
|
opos[2] = pos[1] / 39.37f;
|
|
|
|
ocam[0] = cam[0] / 39.37f;
|
|
ocam[1] = -cam[2] / 39.37f;
|
|
ocam[2] = cam[1] / 39.37f;
|
|
|
|
ofront[0] = front[0];
|
|
ofront[1] = -front[2];
|
|
ofront[2] = front[1];
|
|
|
|
ocamfront[0] = camfront[0];
|
|
ocamfront[1] = -camfront[2];
|
|
ocamfront[2] = camfront[1];
|
|
|
|
return true;
|
|
}
|
|
|
|
static bool refreshPointers(void) {
|
|
frontptr = 0;
|
|
|
|
frontptr = peekProcPtr(frontptr_);
|
|
if (!frontptr)
|
|
return false;
|
|
frontptr = peekProcPtr(frontptr + 0x8);
|
|
if (!frontptr)
|
|
return false;
|
|
frontptr = peekProcPtr(frontptr);
|
|
if (!frontptr)
|
|
return false;
|
|
frontptr = frontptr + 0x1c;
|
|
|
|
return true;
|
|
}
|
|
|
|
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;
|
|
float cam[3], pos[3], front[3], camfront[3];
|
|
char location;
|
|
int areaid;
|
|
|
|
ok = peekProc(camptr, cam) && peekProc(posptr, pos) && peekProc(camfrontptr, camfront)
|
|
&& peekProc(locationptr, &location, 1) && peekProc(areaptr, &areaid, 4);
|
|
|
|
if (!ok) // First we check, if the game is even running or if we should unlink because it's not / it's broken
|
|
return false;
|
|
|
|
ok = refreshPointers(); // yes, we need to do this pretty often since the pointer gets wiped and changed evey time
|
|
// you leave a world instance (that means on loading screens etc)
|
|
if (!ok) { // Next we check, if we're inside the game or in menus/in a loading screen
|
|
context.clear();
|
|
return true; // don't report positional data but stay linked to avoid unnecessary unlinking on loading screens
|
|
} else { // If we're inside the game, try to peekProc the last value we need or unlink (again, in case something
|
|
// went wrong)
|
|
if (!peekProc(frontptr, front))
|
|
return false;
|
|
}
|
|
|
|
calcout(pos, front, cam, camfront, avatar_pos, avatar_front, camera_pos, camera_front);
|
|
|
|
if (areaid != prev_areaid || location != prev_location) {
|
|
prev_areaid = areaid;
|
|
prev_location = location;
|
|
|
|
std::ostringstream contextstream;
|
|
contextstream << "{\"instance\": \"" << areaid << ":" << static_cast< int >(location) << "\"}";
|
|
context = contextstream.str();
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
static int trylock(const std::multimap< std::wstring, unsigned long long int > &pids) {
|
|
if (!initialize(pids, L"Gw.exe"))
|
|
return false;
|
|
|
|
float cam[3], pos[3], front[3], camfront[3], top[3], camtop[3];
|
|
std::string context;
|
|
std::wstring identity;
|
|
|
|
prev_areaid = 0;
|
|
prev_location = 0;
|
|
|
|
if (fetch(pos, front, top, cam, camfront, camtop, context, identity)) {
|
|
prev_areaid = 0;
|
|
prev_location = 0; // we need to do this again since fetch() above overwrites this (which results in empty
|
|
// context until next change)
|
|
return true;
|
|
} else {
|
|
generic_unlock();
|
|
return false;
|
|
}
|
|
}
|
|
|
|
static const std::wstring longdesc() {
|
|
return std::wstring(L"Supports Guild Wars build 36,001 with partial context support.");
|
|
}
|
|
|
|
static std::wstring description(L"Guild Wars b36001");
|
|
static std::wstring shortname(L"Guild Wars");
|
|
|
|
static int trylock1() {
|
|
return trylock(std::multimap< std::wstring, unsigned long long int >());
|
|
}
|
|
|
|
static MumblePlugin gwplug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1,
|
|
generic_unlock, longdesc, fetch };
|
|
|
|
static MumblePlugin2 gwplug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock };
|
|
|
|
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
|
|
return &gwplug;
|
|
}
|
|
|
|
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
|
|
return &gwplug2;
|
|
}
|