mumble/plugins/gtav/gtav.cpp
Davide Beatrici c695463fae Positional Audio support for Grand Theft Auto V
No context support yet.
Identity: Player nickname, vehicle, location and street.

Details: 64-bit only.
2016-05-29 01:26:22 +02:00

203 lines
7.6 KiB
C++

// 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.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;
}
// 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];
// Avatar pointer
BYTE *avatar_base = peekProc<BYTE *>(pModule + 0x01B2C3D0);
if (!avatar_base) return false;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc((BYTE *) pModule + 0x264DE00, &state, 1) && // Magical state value: 0 when in single player, 2 when online and 3 when in a lobby.
peekProc((BYTE *) pModule + 0x1B5C5EF, &in_game, 1) && // 0 when loading or not in-game, 1 when in-game.
peekProc((BYTE *) pModule + 0x1B9E620, avatar_pos_corrector, 12) && // Avatar Position values (Z, X and Y).
peekProc((BYTE *) pModule + 0x1BEDBE0, camera_pos_corrector, 12) && // Camera Position values (Z, X and Y).
peekProc((BYTE *) avatar_base + 0x70, avatar_front_corrector, 12) && // Avatar Front Vector values (Z, X and Y).
peekProc((BYTE *) avatar_base + 0x80, avatar_top_corrector, 12) && // Avatar Top Vector values (Z, X and Y).
peekProc((BYTE *) pModule + 0x1BEF6A0, camera_front_corrector, 12) && // Camera Front Vector values (Z, X and Y).
peekProc((BYTE *) pModule + 0x1B6F710, camera_top_corrector, 12) && // Camera Top Vector values (Z, X and Y).
peekProc((BYTE *) pModule + 0x265857C, player) && // Player nickname.
peekProc((BYTE *) pModule + 0x22506D0, vehicle) && // Vehicle name if in a vehicle, empty if not.
peekProc((BYTE *) pModule + 0x22500AB, location) && // Location name.
peekProc((BYTE *) pModule + 0x224CE70, 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
host[sizeof(host)-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(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
player[sizeof(player)-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(player);
if (strcmp(player, "") != 0) {
oidentity << std::endl;
oidentity << "\"Player\": \"" << player << "\","; // Set player nickname in identity.
} else {
oidentity << std::endl << "\"Player\": null,";
}
// Vehicle
vehicle[sizeof(vehicle)-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(vehicle);
if (strcmp(vehicle, "") != 0) {
oidentity << std::endl;
oidentity << "\"Vehicle\": \"" << vehicle << "\","; // Set vehicle name in identity.
} else {
oidentity << std::endl << "\"Vehicle\": null,";
}
// Location
location[sizeof(location)-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(location);
if (strcmp(location, "") != 0) {
oidentity << std::endl;
oidentity << "\"Location\": \"" << location << "\","; // Set location name in identity.
} else {
oidentity << std::endl << "\"Location\": null,";
}
// Street
street[sizeof(street)-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(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 | Z
Y | X
Z | Y
*/
avatar_pos[0] = avatar_pos_corrector[1];
avatar_pos[1] = avatar_pos_corrector[2];
avatar_pos[2] = avatar_pos_corrector[0];
camera_pos[0] = camera_pos_corrector[1];
camera_pos[1] = camera_pos_corrector[2];
camera_pos[2] = camera_pos_corrector[0];
avatar_front[0] = avatar_front_corrector[1];
avatar_front[1] = avatar_front_corrector[2];
avatar_front[2] = avatar_front_corrector[0];
avatar_top[0] = avatar_top_corrector[1];
avatar_top[1] = avatar_top_corrector[2];
avatar_top[2] = avatar_top_corrector[0];
camera_front[0] = camera_front_corrector[1];
camera_front[1] = camera_front_corrector[2];
camera_front[2] = camera_front_corrector[0];
camera_top[0] = camera_top_corrector[1];
camera_top[1] = camera_top_corrector[2];
camera_top[2] = camera_top_corrector[0];
return true;
}
static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
if (! initialize(pids, L"GTA5.exe")) { // Link the game executable
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 with identity support."); // Plugin long description
}
static std::wstring description(L"Grand Theft Auto V version 1.33"); // 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" __declspec(dllexport) MumblePlugin *getMumblePlugin() {
return &gtavplug;
}
extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
return &gtavplug2;
}