Files
spice2x.github.io/src/spice2x/games/drs/motion_cam.cpp
T
bicarus 67963389ef drs: hook down movement, adjust touch hooks (#898)
When Down Motion button is bound, install hooks into the game that
detects down movement via patches.

When Disable Touch option is enabled, don't install touch hooks.
2026-08-29 17:21:21 -07:00

110 lines
4.8 KiB
C++

#include "games/drs/motion_cam.h"
#include <cstdint>
#include "avs/game.h"
#include "util/detour.h"
#include "util/logging.h"
#include "util/sigscan.h"
#include "io.h"
namespace games::drs {
// the game reads down movement from a depth camera whose driver is compiled into the game DLL,
// so there is no import to replace.
//
// with no camera the tracked height never changes, so the motion state never leaves "still"
// and DOWN notes can never be hit.
//
// rather than answer CInputManager::IsDown, the button drives the same state pair the camera
// would; that leaves the game's own edge test untouched and keeps every note in a frame seeing
// one answer.
static int32_t *MOTION_STATE = nullptr;
static int32_t *MOTION_STATE_PREV = nullptr;
static constexpr int32_t MOTION_STATE_STILL = 1;
static constexpr int32_t MOTION_STATE_DOWN = 2;
static void (*UpdateMotion_orig)() = nullptr;
static bool DOWN_MOTION_HELD = false;
static void InputManager_UpdateMotion() {
UpdateMotion_orig();
auto &buttons = get_buttons();
const bool held = GameAPI::Buttons::getState(RI_MGR, buttons.at(Buttons::DownMotion));
// a state of DOWN only counts as movement when the frame before it was something else
if (held) {
*MOTION_STATE_PREV = DOWN_MOTION_HELD ? MOTION_STATE_DOWN : MOTION_STATE_STILL;
*MOTION_STATE = MOTION_STATE_DOWN;
}
DOWN_MOTION_HELD = held;
}
void init_down_motion_hook() {
// only hook motion camera if the user has down motion button bound to something
auto &buttons = get_buttons();
if (!buttons.at(Buttons::DownMotion).isSet()) {
return;
}
// CInputManager::IsDown - read the state pair out of its two operands.
// Identical in game versions 2020121400 and 2022121400 / 2024120300:
//
// 83 3D xx xx xx xx 02 cmp dword [rip+prev], 2 ; state one frame ago
// 74 0C je FALSE ; already down, so no new edge
// 83 3D xx xx xx xx 02 cmp dword [rip+cur], 2 ; state this frame
// 75 03 jne FALSE ; not down
// B0 01 mov al, 1 ; went down on this frame
// C3 ret
// 32 C0 FALSE: xor al, al
// C3 ret
auto is_down = reinterpret_cast<uint8_t *>(find_pattern(
avs::game::DLL_INSTANCE,
"833D0000000002740C833D00000000027503B001C332C0C3",
"XX????XXXXX????XXXXXXXXX",
0, 0));
if (is_down == nullptr) {
log_warning("drs", "motion sensor state not found, DOWN motion button unavailable");
return;
}
// rip-relative displacements resolve against the end of their own instruction, and each
// cmp above is 7 bytes with its displacement 4 bytes in: the first ends at +7 with its
// displacement at +2, the second starts at +9 so it ends at +16 with its own at +11.
// read signed, since a target sitting below the instruction encodes as negative.
MOTION_STATE_PREV = (int32_t *) (is_down + 7 + *(int32_t *) (is_down + 2));
MOTION_STATE = (int32_t *) (is_down + 16 + *(int32_t *) (is_down + 11));
// CInputManager::UpdateMotion is hooked for the sole purpose of reading the Down Motion
// button mapping frequently enough so that the rising edge can be detected.
//
// Matched over the prologue up to the camera read; the wildcards are a float and a callee:
//
// 48 83 EC 38 sub rsp, 0x38
// 0F 29 74 24 20 movaps [rsp+0x20], xmm6
// F3 0F 10 35 xx xx xx xx movss xmm6, [rip+height] ; reading as of last frame
// E8 xx xx xx xx call GetPlayVideoProcess
// 48 8B C8 mov rcx, rax
// 48 8B 10 mov rdx, [rax]
// FF 52 60 call [rdx+0x60] ; reading off the newest frame
auto update = reinterpret_cast<void *>(find_pattern(
avs::game::DLL_INSTANCE,
"4883EC380F29742420F30F103500000000E800000000488BC8488B10FF5260",
"XXXXXXXXXXXXX????X????XXXXXXXXX",
0, 0));
if (update == nullptr ||
!detour::trampoline_try(
update, (void *) InputManager_UpdateMotion, (void **) &UpdateMotion_orig)) {
log_warning("drs", "motion update not hooked, DOWN motion button unavailable");
return;
}
log_info("drs", "hooked DOWN motion at +{:#x}",
(uintptr_t) ((uint8_t *) update - (uint8_t *) avs::game::DLL_INSTANCE));
}
}