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// Copyright 2005-2018 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) 2010-2011, Snares <snares@users.sourceforge.net>
Copyright (C) 2005-2011, Thorvald Natvig <thorvald@natvig.com>
Copyright (C) 2011, Ryan Austin <ryan@gameforcecenters.com>
Copyright (C) 2012, Bojan Hartmann <bogie@bawki.de>
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.
*/
#include "../mumble_plugin_win32.h"
static bool ptr_chain_valid = false;
// Magic ptrs
static procptr_t const state_ptr = 0x238ABDC;
// Vector ptrs
static procptr_t const avatar_pos_ptr = 0x0238AB70;
static procptr_t const avatar_front_ptr = 0x0238ABA0;
static procptr_t const avatar_top_ptr = 0x0238AB90;
// Context ptrs
static procptr_t const ipport_ptr = 0x0235DB90;
// Identity ptrs
static procptr_t team_state_ptr, squad_state_ptr, squad_lead_state_ptr;
// Offsets
static const int base_offset = 0x01EF25C4;
static const int identity_offset1 = 0x1C;
static const int identity_offset2 = 0xBC;
static const int identity_offset3 = 0x36C;
static const int identity_offset4 = 0x8;
static const int squad_state_offset = 0x104;
static const int squad_lead_state_offset = 0x108;
static const int team_state_offset = 0x31C;
enum state_values {
STATE_UNKN = 0,
STATE_LOADING = 1,
STATE_IN_GAME = 2,
STATE_IN_MENU = 3
};
inline bool resolve_ptrs() {
team_state_ptr = squad_state_ptr = squad_lead_state_ptr = 0;
/*
Analysis for future patches:
- state_ptr is always 0x6C after avatar_pos_ptr
- avatar_front_ptr is always 0x30 after avatar_pos_ptr
- avatar_top_ptr is always 0x20 after avatar_pos_ptr
- you can find avatar_pos_ptr easily by jumping in a jet/heli and look at the altitude indicator
- for squad/team/squad lead pointers, search for your name
- name address - 0x20 = squad lead(1=yes/0=no)
- squad lead - 0x4 = squad number(1=alpha etc)
- squad number - 0x150 = team number(1=US,2=RU)
*/
/*
Magic:
state : 0x238ABDC BYTE 1 when playing
2 while in menu/dead
Context:
IP:Port of server: 0x0235DB90 char[128] ip:port of the server
Identity:
Squad state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x36C + 0x8 + 0x104 BYTE 0 is not in squad; 1 is in Alpha squad, 2 Bravo, ... , 9 India
SLead state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x36C + 0x8 + 0x108 BYTE 0 is not lead; 1 is lead
Team state: BF3.exe+0x01EF25C4 + 0x1C + 0xBC + 0x31C BYTE 1 is blufor (US team, for example), 2 is opfor (RU), 0 is probably upcoming spec mode
*/
procptr_t base_bf3 = peekProcPtr(pModule + base_offset);
if (!base_bf3)
return false;
procptr_t offset_ptr1 = peekProcPtr(base_bf3 + identity_offset1);
if (!offset_ptr1) return false;
procptr_t offset_ptr2 = peekProcPtr(offset_ptr1 + identity_offset2);
if (!offset_ptr2) return false;
procptr_t offset_ptr3 = peekProcPtr(offset_ptr2 + identity_offset3);
if (!offset_ptr3) return false;
procptr_t offset_ptr4 = peekProcPtr(offset_ptr3 + identity_offset4);
if (!offset_ptr4) return false;
squad_state_ptr = offset_ptr4 + squad_state_offset;
squad_lead_state_ptr = offset_ptr4 + squad_lead_state_offset;
team_state_ptr = offset_ptr2 + team_state_offset;
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;
char ccontext[128];
char state;
BYTE squad_state;
BYTE is_squadleader;
BYTE team_state;
bool ok;
ok = peekProc(state_ptr, &state, 1); // State value
if (! ok)
return false;
if (state != STATE_IN_GAME && state != STATE_IN_MENU) {
ptr_chain_valid = false;
context.clear();
identity.clear();
return true;
} else if (!ptr_chain_valid) {
if (!resolve_ptrs())
return false;
ptr_chain_valid = true;
}
ok = peekProc(avatar_pos_ptr, avatar_pos, 12) &&
peekProc(avatar_front_ptr, avatar_front, 12) &&
peekProc(avatar_top_ptr, avatar_top, 12) &&
peekProc(squad_state_ptr,&squad_state,1) &&
peekProc(squad_lead_state_ptr, &is_squadleader,1) &&
peekProc(team_state_ptr,&team_state,1) &&
peekProc(ipport_ptr,ccontext,128);
if (! ok)
return false;
ccontext[sizeof(ccontext) - 1] = 0;
if (ccontext[0] != '0') {
std::ostringstream ocontext;
ocontext << "{ \"ipport\": \"" << ccontext << "\" }";
context = ocontext.str();
/*
Get identity string.
*/
std::wostringstream oidentity;
oidentity << "{"
<< "\"squad\":" << static_cast<unsigned int>(squad_state) << ","
<< "\"squad_leader\":" << (is_squadleader ? "true" : "false") << ",";
if (team_state == 0)
oidentity << "\"team\": \"SPEC\"";
else if (team_state == 1)
oidentity << "\"team\": \"US\"";
else if (team_state == 2)
oidentity << "\"team\": \"RU\"";
oidentity << "}";
identity = oidentity.str();
}
// Flip our 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];
avatar_front[0] = -avatar_front[0];
avatar_top[0] = -avatar_top[0];
for (int i=0;i<3;i++) {
camera_pos[i] = avatar_pos[i];
camera_front[i] = avatar_front[i];
camera_top[i] = avatar_top[i];
}
return ok;
}
static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
if (! initialize(pids, L"bf3.exe"))
return false;
float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
std::string context;
std::wstring identity;
if (!fetch(apos, afront, atop, cpos, cfront, ctop, context, identity)) {
generic_unlock();
return false;
}
return true;
}
static const std::wstring longdesc() {
return std::wstring(L"Supports Battlefield 3 with context and identity support.");
}
static std::wstring description(L"Battlefield 3 v1147186 - Endgame");
static std::wstring shortname(L"Battlefield 3");
static int trylock1() {
return trylock(std::multimap<std::wstring, unsigned long long int>());
}
static MumblePlugin bf3plug = {
MUMBLE_PLUGIN_MAGIC,
description,
shortname,
NULL,
NULL,
trylock1,
generic_unlock,
longdesc,
fetch
};
static MumblePlugin2 bf3plug2 = {
MUMBLE_PLUGIN_MAGIC_2,
MUMBLE_PLUGIN_VERSION,
trylock
};
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &bf3plug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &bf3plug2;
}
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