mumble/plugins/gtav/Game.cpp

163 lines
5.9 KiB
C++

// Copyright 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 "Game.h"
#include "mumble_positional_audio_utils.h"
#include <cstring>
Game::Game(const procid_t id, const std::string &name) : m_proc((id), name) {
}
Mumble_PositionalDataErrorCode Game::init() {
if (!m_proc.isOk()) {
return MUMBLE_PDEC_ERROR_TEMP;
}
const Modules &modules = m_proc.modules();
const auto iter = modules.find("GTA5.exe");
if (iter == modules.cend()) {
return MUMBLE_PDEC_ERROR_TEMP;
}
// Find out the offset of the memory region
const MemoryRegions &regions = iter->second.regions();
const auto &r = regions.cbegin();
if (r != regions.cend()) {
m_moduleBase = r->address;
}
// Check if we can get meaningful data from it
const std::string expected_name = "Grand Theft Auto V";
if (m_proc.peekString(m_moduleBase + 0x1901130, expected_name.length()) == expected_name) {
// Steam version
m_stateAddr = m_moduleBase + 0x291B2F0;
m_avatarPosAddr = m_moduleBase + 0x1D1D850;
m_cameraPosAddr = m_moduleBase + 0x1DACEB0;
m_avatarDirAddr = m_moduleBase + 0x20476D0;
m_avatarAxisAddr = m_moduleBase + 0x20476A0;
m_cameraDirAddr = m_moduleBase + 0x1FA7A80;
m_cameraAxisAddr = m_moduleBase + 0x1FA7A90;
m_playerAddr = m_moduleBase + 0x2928674;
m_vehicleAddr = m_moduleBase + 0x2503F10;
m_locationAddr = m_moduleBase + 0x25038CB;
m_streetAddr = m_moduleBase + 0x2500600;
} else if (m_proc.peekString(0x180D4D8, expected_name.length()) == expected_name) {
// Retail version
m_stateAddr = m_moduleBase + 0x2733490;
m_avatarPosAddr = m_moduleBase + 0x1F7EAA0;
m_cameraPosAddr = m_moduleBase + 0x1C58630;
m_avatarBaseAddr = m_moduleBase + 0x1B956C0;
// Avatar pointer
procptr_t avatarBase = m_proc.peekPtr(m_avatarBaseAddr);
if (!avatarBase)
return MUMBLE_PDEC_ERROR_TEMP;
m_avatarDirAddr = avatarBase + 0x70;
m_avatarAxisAddr = avatarBase + 0x80;
m_cameraDirAddr = m_moduleBase + 0x1C5A0F0;
m_cameraAxisAddr = m_moduleBase + 0x1F7D9F0;
m_playerAddr = m_moduleBase + 0x273DBAC;
m_vehicleAddr = m_moduleBase + 0x2331890;
m_locationAddr = m_moduleBase + 0x233125B;
m_streetAddr = m_moduleBase + 0x232DFA0;
} else {
// Return permanent error on unknown version
return MUMBLE_PDEC_ERROR_PERM;
}
// Check if we can get meaningful data from it
float apos[3], afront[3], atop[3], cpos[3], cfront[3], ctop[3];
const char *identity = "";
const char *context = "";
return fetchPositionalData(apos, afront, atop, cpos, cfront, ctop, &context, &identity);
}
Mumble_PositionalDataErrorCode Game::fetchPositionalData(float *avatarPos, float *avatarDir, float *avatarAxis,
float *cameraPos, float *cameraDir, float *cameraAxis,
const char **contextPtr, const char **identityPtr) {
for (uint8_t i = 0; i < 3; ++i) {
avatarPos[i] = avatarDir[i] = avatarAxis[i] = cameraPos[i] = cameraDir[i] = cameraAxis[i] = 0.0f;
}
// Boolean value to check if game addresses retrieval is successful
bool ok;
// Char values for extra features
char state, player[50], vehicle[50], location[50], street[50];
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = m_proc.peek(m_stateAddr, &state, 1)
&& // Magical state value: 0 when in single player, 2 when online and 3 when in a lobby.
m_proc.peek(m_avatarPosAddr, avatarPos, 12) && // Avatar Position values (X, Z and Y).
m_proc.peek(m_cameraPosAddr, cameraPos, 12) && // Camera Position values (X, Z and Y).
m_proc.peek(m_avatarDirAddr, avatarDir, 12) && // Avatar Front Vector values (X, Z and Y).
m_proc.peek(m_avatarAxisAddr, avatarAxis, 12) && // Avatar Top Vector values (X, Z and Y).
m_proc.peek(m_cameraDirAddr, cameraDir, 12) && // Camera Front Vector values (X, Z and Y).
m_proc.peek(m_cameraAxisAddr, cameraAxis, 12) && // Camera Top Vector values (X, Z and Y).
m_proc.peek(m_playerAddr, player) && // Player nickname.
m_proc.peek(m_vehicleAddr, vehicle) && // Vehicle name if in a vehicle, empty if not.
m_proc.peek(m_locationAddr, location) && // Location name.
m_proc.peek(m_streetAddr, 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 MUMBLE_PDEC_ERROR_TEMP;
// State
if (state != 2) { // If not in-game
*contextPtr = ""; // Clear contextPtr
*identityPtr = ""; // Clear identityPtr
return MUMBLE_PDEC_ERROR_TEMP;
}
// Begin identity
std::stringstream 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 << "}";
m_identity = oidentity.str();
*identityPtr = m_identity.c_str();
// End identity
return MUMBLE_PDEC_OK;
}