mumble/plugins/ql/ql.cpp
Davide Beatrici cb8cbd0411 Plugin update for latest version of Quake Live
Also updated the avatar position memory addresses for a better value refresh time.

Game Version: 1068
http://steamcommunity.com/games/282440/announcements/detail/889835423172957348
2016-04-30 17:09:57 +02:00

165 lines
5.4 KiB
C++

// Copyright 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"
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, spec;
char host[22];
BYTE team;
// 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], viewHor, viewVer;
// Peekproc and assign game addresses to our containers, so we can retrieve positional data
ok = peekProc((BYTE *) pModule + 0x0188248, &state, 1) && // Magical state value: 1 when in-game and 0 when in main menu.
peekProc((BYTE *) pModule + 0x1041CAC, &spec, 1) && // Spectator state value: 1 when spectating and 0 when playing.
peekProc((BYTE *) pModule + 0x0EB8950, &avatar_pos_corrector, 12) && // Avatar Position values (Z, X and Y, respectively).
peekProc((BYTE *) pModule + 0x0E6093C, &camera_pos_corrector, 12) && // Camera Position values (Z, X and Y, respectively).
peekProc((BYTE *) pModule + 0x1072954, &viewHor, 4) && // Changes in a range from 87.890625 (looking down) to -87.890625 (looking up).
peekProc((BYTE *) pModule + 0x1072950, &viewVer, 4) && // Changes in a range from 180 to -180 when moving the view to left/right.
peekProc((BYTE *) pModule + 0x0E4A638, host) && // Server value: "IP:Port" when in a remote server, "loopback" when on a local server.
peekProc((BYTE *) pModule + 0x106CE6C, team); // Team value: 0 when in a FFA game (no team); 1 when in Red team; 2 when in Blue team; 3 when in Spectators.
if (! ok) {
return false;
}
if (! state) { // If not in-game
context.clear(); // Clear context
identity.clear(); // Clear identity
return true; // This results in all vectors beeing zero which tells Mumble to ignore them.
}
if (state && spec) { // If in-game as spectator
// Set to 0 avatar and camera values.
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;
}
// Set team to SPEC.
std::wostringstream oidentity;
oidentity << "{\"team\": \"SPEC\"}";
identity = oidentity.str();
return true; // This results in all vectors beeing zero which tells Mumble to ignore them.
}
host[sizeof(host) - 1] = '\0';
std::string Server(host);
// This string can be either "xxx.xxx.xxx.xxx:yyyyy" (or shorter), "loopback" or "" (empty) when loading. Hence 22 size for char.
if (!Server.empty()) {
if (Server.find("loopback") == std::string::npos) {
std::ostringstream newcontext;
newcontext << "{\"ipport\": \"" << Server << "\"}";
context = newcontext.str();
}
std::wostringstream oidentity;
if (team == 0)
oidentity << "{\"team\": \"FFA\"}";
else if (team == 1)
oidentity << "{\"team\": \"RED\"}";
else if (team == 2)
oidentity << "{\"team\": \"BLUE\"}";
else if (team == 3)
oidentity << "{\"team\": \"SPEC\"}";
identity = oidentity.str();
}
/*
Game | Mumble
X | Y
Y | Z
Z | X
*/
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];
// Scale to meters
for (int i=0;i<3;i++) {
avatar_pos[i]/=70.0f;
camera_pos[i]/=70.0f;
}
viewVer *= static_cast<float>(M_PI / 180.0f);
viewHor *= static_cast<float>(M_PI / 180.0f);
avatar_front[0] = camera_front[0] = -sin(viewHor) * cos(viewVer);
avatar_front[1] = camera_front[1] = -sin(viewVer);
avatar_front[2] = camera_front[2] = cos(viewHor) * cos(viewVer);
avatar_top[0] = camera_top[0] = -sin(viewHor) * cos(viewVer);
avatar_top[1] = camera_top[1] = -sin(viewVer);
avatar_top[2] = camera_top[2] = cos(viewHor) * cos(viewVer);
return true;
}
static int trylock(const std::multimap<std::wstring, unsigned long long int> &pids) {
if (! initialize(pids, L"quakelive_steam.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 Quake Live version 1068 with context and identity support."); // Plugin long description
}
static std::wstring description(L"Quake Live (v1068)"); // Plugin short description
static std::wstring shortname(L"Quake Live"); // Plugin short name
static int trylock1() {
return trylock(std::multimap<std::wstring, unsigned long long int>());
}
static MumblePlugin qlplug = {
MUMBLE_PLUGIN_MAGIC,
description,
shortname,
NULL,
NULL,
trylock1,
generic_unlock,
longdesc,
fetch
};
static MumblePlugin2 qlplug2 = {
MUMBLE_PLUGIN_MAGIC_2,
MUMBLE_PLUGIN_VERSION,
trylock
};
extern "C" __declspec(dllexport) MumblePlugin *getMumblePlugin() {
return &qlplug;
}
extern "C" __declspec(dllexport) MumblePlugin2 *getMumblePlugin2() {
return &qlplug2;
}