mumble/plugins/gtav/gtav.cpp

242 lines
8.5 KiB
C++

// Copyright 2005-2019 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_main.h" // Include standard plugin header.
#include "../mumble_plugin_utils.h" // Include plugin header for special functions, like "escape".
#include <algorithm> // Include algorithm header for the game version detector
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;
}
// Memory addresses
char game_name[20];
procptr_t state_address, in_game_address, avatar_pos_address, camera_pos_address, avatar_base_address, avatar_base, avatar_front_address, avatar_top_address, camera_front_address, camera_top_address, player_address, vehicle_address, location_address, street_address;
#define VERSION_EQ(buf, strlit) \
memcmp(buf, strlit, std::min(sizeof(buf), sizeof(strlit)-1)) == 0
// Steam version
if (peekProc(pModule + 0x18AFBA8, game_name) && VERSION_EQ(game_name, "Grand Theft Auto V")) {
state_address = pModule + 0x28ACB20;
in_game_address = pModule + 0x25C7740;
avatar_pos_address = pModule + 0x1F3E7A0;
camera_pos_address = pModule + 0x1F3B110;
avatar_front_address = pModule + 0x1FDDB50;
avatar_top_address = pModule + 0x1FDDB40;
camera_front_address = pModule + 0x1F3D990;
camera_top_address = pModule + 0x1F3D980;
player_address = pModule + 0x28B9E5C;
vehicle_address = pModule + 0x2499C10;
location_address = pModule + 0x249956B;
street_address = pModule + 0x24963B0;
// Retail version
} else if (peekProc(pModule + 0x180D4D8, game_name) && VERSION_EQ(game_name, "Grand Theft Auto V")) {
state_address = pModule + 0x2733490;
in_game_address = pModule + 0x1BC6687;
avatar_pos_address = pModule + 0x1F7EAA0;
camera_pos_address = pModule + 0x1C58630;
avatar_base_address = pModule + 0x1B956C0;
// Avatar pointer
avatar_base = peekProcPtr(avatar_base_address);
if (!avatar_base) return false;
avatar_front_address = avatar_base + 0x70;
avatar_top_address = avatar_base + 0x80;
camera_front_address = pModule + 0x1C5A0F0;
camera_top_address = pModule + 0x1F7D9F0;
player_address = pModule + 0x273DBAC;
vehicle_address = pModule + 0x2331890;
location_address = pModule + 0x233125B;
street_address = pModule + 0x232DFA0;
// Unknown version
} else {
generic_unlock();
return false;
}
// Boolean value to check if game addresses retrieval is successful
bool ok;
// Create containers to stuff our raw data into, so we can convert it to Mumble's coordinate system
float avatar_pos_corrector[3], camera_pos_corrector[3], avatar_front_corrector[3], avatar_top_corrector[3], camera_front_corrector[3], camera_top_corrector[3];
// Char values for extra features
char state, in_game, player[50], vehicle[50], location[50], street[50];
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc(state_address, &state, 1) && // Magical state value: 0 when in single player, 2 when online and 3 when in a lobby.
peekProc(in_game_address, &in_game, 1) && // 0 when loading or not in-game, 1 when in-game.
peekProc(avatar_pos_address, avatar_pos_corrector, 12) && // Avatar Position values (X, Z and Y).
peekProc(camera_pos_address, camera_pos_corrector, 12) && // Camera Position values (X, Z and Y).
peekProc(avatar_front_address, avatar_front_corrector, 12) && // Avatar Front Vector values (X, Z and Y).
peekProc(avatar_top_address, avatar_top_corrector, 12) && // Avatar Top Vector values (X, Z and Y).
peekProc(camera_front_address, camera_front_corrector, 12) && // Camera Front Vector values (X, Z and Y).
peekProc(camera_top_address, camera_top_corrector, 12) && // Camera Top Vector values (X, Z and Y).
peekProc(player_address, player) && // Player nickname.
peekProc(vehicle_address, vehicle) && // Vehicle name if in a vehicle, empty if not.
peekProc(location_address, location) && // Location name.
peekProc(street_address, street); // Street name if on a street, empty if not.
// This prevents the plugin from linking to the game in case something goes wrong during values retrieval from memory addresses.
if (! ok)
return false;
// State
if (state != 2 || in_game == 0) { // 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;
// Host
escape(host);
if (strcmp(host, "") != 0 && strstr(host, "127.0.0.1") == NULL) { // Set host string as empty if "127.0.0.1" is found in it.
ocontext << " {\"Host\": \"" << host << "\"}"; // Set context with IP address and port
}
context = ocontext.str();
// End context
*/
// Begin identity
std::wostringstream oidentity;
oidentity << "{";
// Player
escape(player, sizeof(player));
if (strcmp(player, "") != 0) {
oidentity << std::endl;
oidentity << "\"Player\": \"" << player << "\","; // Set player nickname in identity.
} else {
oidentity << std::endl << "\"Player\": null,";
}
// Vehicle
escape(vehicle, sizeof(vehicle));
if (strcmp(vehicle, "") != 0) {
oidentity << std::endl;
oidentity << "\"Vehicle\": \"" << vehicle << "\","; // Set vehicle name in identity.
} else {
oidentity << std::endl << "\"Vehicle\": null,";
}
// Location
escape(location, sizeof(location));
if (strcmp(location, "") != 0) {
oidentity << std::endl;
oidentity << "\"Location\": \"" << location << "\","; // Set location name in identity.
} else {
oidentity << std::endl << "\"Location\": null,";
}
// Street
escape(street, sizeof(street));
if (strcmp(street, "") != 0) {
oidentity << std::endl;
oidentity << "\"Street\": \"" << street << "\""; // Set street name in identity.
} else {
oidentity << std::endl << "\"Street\": null";
}
oidentity << std::endl << "}";
identity = oidentity.str();
// End identity
/*
Mumble | Game
X | X
Y | Z
Z | Y
*/
avatar_pos[0] = avatar_pos_corrector[0];
avatar_pos[1] = avatar_pos_corrector[2];
avatar_pos[2] = avatar_pos_corrector[1];
camera_pos[0] = camera_pos_corrector[0];
camera_pos[1] = camera_pos_corrector[2];
camera_pos[2] = camera_pos_corrector[1];
avatar_front[0] = avatar_front_corrector[0];
avatar_front[1] = avatar_front_corrector[2];
avatar_front[2] = avatar_front_corrector[1];
avatar_top[0] = avatar_top_corrector[0];
avatar_top[1] = avatar_top_corrector[2];
avatar_top[2] = avatar_top_corrector[1];
camera_front[0] = camera_front_corrector[0];
camera_front[1] = camera_front_corrector[2];
camera_front[2] = camera_front_corrector[1];
camera_top[0] = camera_top_corrector[0];
camera_top[1] = camera_top_corrector[2];
camera_top[2] = camera_top_corrector[1];
return true;
}
static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
if (! initialize(pids, L"GTA5.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 Grand Theft Auto V version 1.48 (Steam) and 1.38 (Retail) with identity support."); // Plugin long description
}
static std::wstring description(L"Grand Theft Auto V (v1.48 [Steam] & v1.38 [Retail])"); // Plugin short description
static std::wstring shortname(L"Grand Theft Auto V"); // Plugin short name
static int trylock1() {
return trylock(std::multimap<std::wstring, unsigned long long int>());
}
static MumblePlugin gtavplug = {
MUMBLE_PLUGIN_MAGIC,
description,
shortname,
NULL,
NULL,
trylock1,
generic_unlock,
longdesc,
fetch
};
static MumblePlugin2 gtavplug2 = {
MUMBLE_PLUGIN_MAGIC_2,
MUMBLE_PLUGIN_VERSION,
trylock
};
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &gtavplug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &gtavplug2;
}