mumble/plugins/cod2/cod2.cpp
Robert Adam 9b50fd7a12 BUILD(cmake): Reorganize how plugins are handled
Instead of excluding all plugins but the link one on OSes other than
Windows and Linux, the new approach allows for a more granular control
by introducing a list of plugins that is supported on the different
platforms.

This replaces the globbing approach which means that new plugins have
now to be included in this list explicitly.

The advantage of this is that this allows for a much greater flexibility
for handling plugins on different OS.

Furthermore the plugin's own directory is no longer added to the
include-path by default. If a plugin wishes to do this, it should do so
explicitly. This should help make the plugins easier to move around in
the future.
2021-06-16 19:24:25 +02:00

118 lines
2.9 KiB
C++

// Copyright 2008-2021 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 <https://www.mumble.info/LICENSE>.
#include "ProcessWindows.h"
#define MUMBLE_ALLOW_DEPRECATED_LEGACY_PLUGIN_API
#include "mumble_legacy_plugin.h"
#include "mumble_positional_audio_utils.h"
#include <memory>
std::unique_ptr< ProcessWindows > process;
static inline bool inGame() {
uint8_t state;
if (!process->peek(0x96B688, &state, sizeof(state))) {
return false;
}
// 0 = in-game/out-of-game
// 4 = spectator
return state != 4;
}
static int fetch(float *avatarPos, float *avatarFront, float *avatarTop, float *cameraPos, float *cameraFront,
float *cameraTop, std::string &, std::wstring &) {
for (uint8_t i = 0; i < 3; ++i) {
avatarPos[i] = avatarFront[i] = avatarTop[i] = cameraPos[i] = cameraFront[i] = cameraTop[i] = 0.0f;
}
if (!inGame()) {
return true;
}
float position[3];
if (!process->peek(0x1516608, position, sizeof(position))) {
return false;
}
float rotation[2];
if (!process->peek(0x151A110, rotation, sizeof(rotation))) {
return false;
}
// Mumble | Game
// X | -Y
// Y | Z
// Z | X
//
// 40 units = 1 meter (not confirmed)
avatarPos[0] = -position[1] / 40.0f;
avatarPos[1] = position[2] / 40.0f;
avatarPos[2] = position[0] / 40.0f;
rotation[0] = degreesToRadians(rotation[0]);
rotation[1] = degreesToRadians(rotation[1]);
avatarFront[0] = -sin(rotation[1]) * cos(rotation[0]);
avatarFront[1] = -sin(rotation[0]);
avatarFront[2] = cos(rotation[0]) * cos(rotation[1]);
// Sync camera vectors with avatar ones.
for (uint8_t i = 0; i < 3; ++i) {
cameraPos[i] = avatarPos[i];
cameraFront[i] = avatarFront[i];
}
return true;
}
static int tryLock(const std::multimap< std::wstring, unsigned long long int > &pids) {
const std::string name = "CoD2MP_s.exe";
const auto id = Process::find(name, pids);
if (!id) {
return false;
}
process = std::make_unique< ProcessWindows >(id, name);
if (!process->isOk()) {
process.reset();
return false;
}
return true;
}
static const std::wstring longDesc() {
return std::wstring(L"Supports Call of Duty 2 v1.3. No context or identity support yet.");
}
static std::wstring description(L"Call of Duty 2 v1.3");
static std::wstring shortName(L"Call of Duty 2");
static int tryLock1() {
return tryLock(std::multimap< std::wstring, unsigned long long int >());
}
static void nullUnlock() {
}
static MumblePlugin cod2Plug = { MUMBLE_PLUGIN_MAGIC, description, shortName, nullptr, nullptr, tryLock1,
nullUnlock, longDesc, fetch };
static MumblePlugin2 cod2Plug2 = { MUMBLE_PLUGIN_MAGIC_2, MUMBLE_PLUGIN_VERSION, tryLock };
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin *getMumblePlugin() {
return &cod2Plug;
}
extern "C" MUMBLE_PLUGIN_EXPORT MumblePlugin2 *getMumblePlugin2() {
return &cod2Plug2;
}