// Copyright 2005-2021 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 . #include "../mumble_plugin_main.h" // Include standard plugin header. #include "../mumble_plugin_utils.h" // Include plugin header for special functions, like "escape". // Variable to contain module's addresses procptr_t RendDX9 = 0; 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) { bool ok; char server_name[100], soldier_name[100]; uint8_t team_id, squad_id, is_commander, is_squad_leader, target_squad_id, on_voip, on_voip_com; 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; // Server name pointers // Doubles as an in-server state variable (NULL if not in a game) procptr_t server_offset_0 = peekProcPtr(pModule + 0x61B5D8); if (!server_offset_0) { context.clear(); // Clear context identity.clear(); // Clear identity return true; // This tells Mumble to ignore all vectors. } procptr_t server_offset_1 = peekProcPtr(server_offset_0 + 0x108); if (!server_offset_1) return false; // Team ID pointers procptr_t team_offset_0 = peekProcPtr(pModule + 0x624430); if (!team_offset_0) return false; procptr_t team_offset_1 = peekProcPtr(team_offset_0 + 0x1B4); if (!team_offset_1) return false; // Commander, SquadLeader, SquadID base pointers procptr_t role_offset_0 = peekProcPtr(pModule + 0x685228); if (!role_offset_0) return false; procptr_t role_offset_1 = peekProcPtr(role_offset_0 + 0x6C); if (!role_offset_1) return false; // Tactical pointers procptr_t tactical_offset_0 = peekProcPtr(pModule + 0x72D148); if (!tactical_offset_0) return false; procptr_t tactical_offset_1 = peekProcPtr(tactical_offset_0 + 0xE4); if (!tactical_offset_1) return false; // VoiP pointers procptr_t voip_offset_0 = peekProcPtr(pModule + 0x620D30); if (!voip_offset_0) return false; // Peekproc and assign game addresses to our containers, so we can retrieve positional data ok = peekProc(pModule + 0x6697C8, avatar_pos, 12) && // Avatar position values (X, Y and Z). peekProc(RendDX9 + 0x20E9F4, camera_pos, 12) && // Camera position values (X, Y and Z). peekProc(RendDX9 + 0x2139D4, camera_front, 12) && // Avatar front vector values (X, Y and Z). peekProc(RendDX9 + 0x2139C4, camera_top, 12) && // Avatar top vector values (X, Y and Z). peekProc(server_offset_1, server_name) && // Server name. peekProc(pModule + 0x6228B9, soldier_name) && // Soldier name. peekProc(team_offset_1 + 0xA0, team_id) && // Team ID (0 for PAC, 1 for EU). peekProc(role_offset_1 + 0x108, squad_id); // Squad ID (0 for none, 1-9 for squads). peekProc(role_offset_1 + 0x10C, is_commander) && // Whether Commander. peekProc(role_offset_1 + 0x10D, is_squad_leader) && // Whether Squad Leader. peekProc(tactical_offset_1 + 0xCC, target_squad_id) && // Commander's selected squad. peekProc(voip_offset_0 + 0xA1, on_voip) && // Whether VoiP is active. peekProc(voip_offset_0 + 0xA0, on_voip_com); // Whether VoiP to/from commander is active. // This prevents the plugin from linking to the game in case something goes wrong during values retrieval from // memory addresses. if (!ok) return false; // Begin context std::ostringstream ocontext; // Server name escape(server_name, sizeof(server_name)); if (strcmp(server_name, "") != 0) ocontext << " {\"ipport\": \"" << server_name << "\"}"; context = ocontext.str(); // End context // Begin identity std::wostringstream oidentity; // Soldier name escape(soldier_name, sizeof(soldier_name)); oidentity << "{" << "\"ipport\": \"" << server_name << "\", " << "\"team_id\": " << team_id << ", " << "\"squad_id\": " << squad_id << ", " << "\"is_commander\": " << (is_commander ? "true" : "false") << ", " << "\"is_squad_leader\": " << (is_squad_leader ? "true" : "false") << ", " << "\"target_squad_id\": " << target_squad_id << ", " << "\"on_voip\": " << (on_voip ? "true" : "false") << ", " << "\"on_voip_com\": " << (on_voip_com ? "true" : "false") << ", " << "\"name\": \"" << soldier_name << "\"" << "}"; identity = oidentity.str(); // End identity // Copy camera direction vectors to avatar 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"BF2142.exe")) // Retrieve game executable's memory address return false; RendDX9 = getModuleAddr(L"RendDX9.dll"); // Retrieve "RendDX9.dll" module's memory address // This prevents the plugin from linking to the game in case something goes wrong during module's memory address // retrieval. if (!RendDX9) 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 2142 version 1.51."); // Plugin long description } static std::wstring description(L"Battlefield 2142 1.51"); // Plugin short description static std::wstring shortname(L"Battlefield 2142"); // Plugin short name static int trylock1() { return trylock(std::multimap< std::wstring, unsigned long long int >()); } static MumblePlugin bf2142plug = { MUMBLE_PLUGIN_MAGIC, description, shortname, nullptr, nullptr, trylock1, generic_unlock, longdesc, fetch }; static MumblePlugin2 bf2142plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, trylock }; extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() { return &bf2142plug; } extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() { return &bf2142plug2; }