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Merge PR #2581: Positional audio support for Battlefield 1

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mkrautz committed Oct 20, 2016
2 parents 0785dea + 7ab7d1d commit c1cd99e78b4942fc62c991f5a1675e9a07ea4199
Showing with 264 additions and 1 deletion.
  1. +3 −0 installer/Plugins.wxs
  2. +255 −0 plugins/bf1/bf1.cpp
  3. +5 −0 plugins/bf1/bf1.pro
  4. +1 −1 plugins/plugins.pro
@@ -14,6 +14,9 @@
<Component Id="arma2.dll">
<File Source="$(var.SourceDir)\release\plugins\arma2.dll" KeyPath="yes" />
</Component>
<Component Id="bf1.dll">
<File Source="$(var.SourceDir)\release\plugins\bf1.dll" KeyPath="yes" />
</Component>
<Component Id="bf1942.dll">
<File Source="$(var.SourceDir)\release\plugins\bf1942.dll" KeyPath="yes" />
</Component>
@@ -0,0 +1,255 @@
// 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_64bit.h" // Include standard plugin header.
#include "../mumble_plugin_utils.h" // Include plugin 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];
BYTE squad, squad_leader;

// State pointers
procptr64_t state_base = peekProc<procptr64_t>(pModule + 0x3319598);
if (!state_base) return false;
procptr64_t state_offset_0 = peekProc<procptr64_t>(state_base + 0x5F0);
if (!state_offset_0) return false;
procptr64_t state_offset_1 = peekProc<procptr64_t>(state_offset_0 + 0x488);
if (!state_offset_1) return false;
procptr64_t state_offset_2 = peekProc<procptr64_t>(state_offset_1 + 0x8);
if (!state_offset_2) return false;
procptr64_t state_offset_3 = peekProc<procptr64_t>(state_offset_2 + 0x8);
if (!state_offset_3) return false;

// Camera pointer
procptr64_t camera_base = peekProc<procptr64_t>(pModule + 0x35B1CB0);
if (!camera_base) return false;

// Server name pointers
procptr64_t server_name_base = peekProc<procptr64_t>(pModule + 0x35E8CC8);
if (!server_name_base) return false;
procptr64_t server_name_offset = peekProc<procptr64_t>(server_name_base + 0x80);
if (!server_name_offset) return false;

// Team pointers
procptr64_t team_base = peekProc<procptr64_t>(pModule + 0x35F9D00);
if (!team_base) return false;
procptr64_t team_offset_0 = peekProc<procptr64_t>(team_base + 0x7D0);
if (!team_offset_0) return false;
procptr64_t team_offset_1 = peekProc<procptr64_t>(team_offset_0 + 0x440);
if (!team_offset_1) return false;
procptr64_t team_offset_2 = peekProc<procptr64_t>(team_offset_1 + 0x138);
if (!team_offset_2) return false;

// Squad pointers
procptr64_t squad_base = peekProc<procptr64_t>(pModule + 0x33186A0);
if (!squad_base) return false;
procptr64_t squad_offset_0 = peekProc<procptr64_t>(squad_base + 0x5E8);
if (!squad_offset_0) return false;
procptr64_t squad_offset_1 = peekProc<procptr64_t>(squad_offset_0 + 0xC0);
if (!squad_offset_1) return false;
procptr64_t squad_offset_2 = peekProc<procptr64_t>(squad_offset_1 + 0x58);
if (!squad_offset_2) return false;

// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(state_offset_3 + 0x50, &state, 1) && // Magical state value: 1 when in-game and 0 when not spawned or playing.
peekProc(pModule + 0x35D11E0, avatar_pos, 12) && // Avatar position values (X, Y and Z).
peekProc(camera_base + 0x2B0, camera_pos, 12) && // Camera position values (X, Y and Z).
peekProc(camera_base + 0x260, camera_front, 12) && // Avatar front vector values (X, Y and Z).
peekProc(camera_base + 0x250, camera_top, 12) && // Avatar top vector values (X, Y and Z).
peekProc(server_name_offset, server_name) && // Server name.
peekProc(team_offset_2 + 0x13, team) && // Team name.
peekProc(squad_offset_2 + 0x240, squad) && // Squad value: 0 (not in a squad), 1 (Apples), 2 (Butter), 3 (Charlie)... 26 (Zebra).
peekProc(squad_offset_2 + 0xDCC, squad_leader); // Squad leader value: 0 (False), 1 (True).

// 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
server_name[sizeof(server_name)-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(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
team[sizeof(team)-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(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 1.0.9.47594"); // 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,
NULL,
NULL,
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;
}
@@ -0,0 +1,5 @@
include(../plugins.pri)

TARGET = bf1
SOURCES = bf1.cpp
LIBS += -luser32
@@ -10,7 +10,7 @@ SUBDIRS = link
DIST = plugins.pri

win32 {
SUBDIRS += aoc arma2 bf1942 bf2 bf3 bf2142 bfbc2 bfheroes bf4 bf4_x86 blacklight borderlands borderlands2 breach cod2 cod4 cod5 codmw2 codmw2so cs css dods dys etqw tf2 gmod gtaiv gtav gw hl2dm insurgency jc2 l4d l4d2 lol lotro ql rl sr sto ut2004 ut3 ut99 wolfet wow wow_x64
SUBDIRS += aoc arma2 bf1 bf1942 bf2 bf3 bf2142 bfbc2 bfheroes bf4 bf4_x86 blacklight borderlands borderlands2 breach cod2 cod4 cod5 codmw2 codmw2so cs css dods dys etqw tf2 gmod gtaiv gtav gw hl2dm insurgency jc2 l4d l4d2 lol lotro ql rl sr sto ut2004 ut3 ut99 wolfet wow wow_x64
}

linux {

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