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如果看不懂、不知道现在做的什么,那就跟着做完看效果,代码看不懂是正常的,只要会抄就行,抄着抄着就能懂了
内容参考于:易道云信息技术研究院
上一个内容:94.利用数据包实现使用技能
码云版本号:2827cd4dfd810afb514b838b6a7c1ee0a11e639e
代码下载地址,在 titan 目录下,文件名为:titan-ui的设计与架构.zip
链接:https://pan.baidu.com/s/1W-JpUcGOWbSJmMdmtMzYZg
提取码:q9n5
--来自百度网盘超级会员V4的分享
HOOK引擎,文件名为:黑兔sdk升级版.zip
链接:https://pan.baidu.com/s/1IB-Zs6hi3yU8LC2f-8hIEw
提取码:78h8
--来自百度网盘超级会员V4的分享
以 94.利用数据包实现使用技能 它的代码为基础进行修改
现在实现了好多功能,但是没有一个界面显示都有什么功能,没有界面感觉有一点黑灯瞎火的,所以接下来先把ui给实现了,再搞其它的
下方的ui界面是黑兔sdk模板里的(去百度网盘下载)
tab控件的属性,属性可不改,改它只是为了好看点的
添加一个list控件,属性可不改,改它只是为了好看点的
给控件添加一个变量
输入个变量名,直接点完成,推荐变量名与下图中一致(lstlog)方便以后跟节奏
效果图:
CUIWnd_0.cpp文件也修改了,它修改的内容不重要,所以不在这把代码贴出来了
TextManger.h文件的修改:新加 TextManger构造函数
#pragma once
#include <iostream>
#include <fstream>/*
03E1B73B | 68 58120304 | push fxgamelogic.4031258 | 4031258:"gui"
03E1B740 | E8 7BEF0F00 | call fxgamelogic.3F1A6C0 |
03E1B745 | 83C4 04 | add esp,4 |
03E1B748 | 85C0 | test eax,eax |
03E1B74A | 0F84 10090000 | je fxgamelogic.3E1C060 |
03E1B750 | 68 4C120304 | push fxgamelogic.403124C | 403124C:"TextManager"
03E1B755 | 50 | push eax |
03E1B756 | 8D4C24 64 | lea ecx,dword ptr ss:[esp+64] |
03E1B75A | 51 | push ecx |
03E1B75B | E8 00091000 | call fxgamelogic.3F1C060 |
03E1B760 | 8D5424 68 | lea edx,dword ptr ss:[esp+68] |
03E1B764 | 52 | push edx |
03E1B765 | E8 16EF0F00 | call fxgamelogic.3F1A680 | 111111111111
03E1B76A | 83C4 10 | add esp,10 |
03E1B76D | 85C0 | test eax,eax |
03E1B76F | 894424 14 | mov dword ptr ss:[esp+14],eax | [esp+14]:CD3DDDIDX10_DrawIndexedPrimitive+113
*/
// 游戏中的中文表结构是 中文名英文id 这样的
typedef class TextTable {
public:int next = ((int)0xFFFFFFFF);int un = sizeof(TextTable);wchar_t* Txt;// 中文char TxtId[0x24];// 中文对应的英文id
}*PTextTable;typedef class TextManger
{
public:static unsigned ReadTextProc;static const wchar_t NullText[2];TextManger(const char* file);
private://int un[0x20];// 0x20 * 0x4 = 0x80int un[0x1E];union {char* TextBuff;unsigned* Count;};PTextTable textDatas = nullptr; // 中文结构
public:PTextTable* textTable = nullptr; // 暂时无用
private:int un1;
public:unsigned hashCount;unsigned* HashIndexTable = nullptr; // 哈希表
public:bool CreateTextDat(const char* filename); // 导出语言包bool LoadTextData(const char* _filename); // 加载 CreateTextDat函数写出的文件const wchar_t* ReadTextById(const char* _id); // 根据id获取中文名unsigned Hashcode(const char* id);// 哈希函数// 获取一个未使用的中文与对应id结构,用与存放从文件中读取的中文与对应idPTextTable GetNullText(PTextTable _table);
}*PTextManger;
TextManger.cpp文件的修改:新加 TextManger构造函数
#include "pch.h"
#include "TextManger.h"unsigned TextManger::ReadTextProc = 0x10295FB0;
const wchar_t TextManger::NullText[2]{};TextManger::TextManger(const char* file)
{LoadTextData(file);
}bool TextManger::CreateTextDat(const char* _filename)
{if (!textTable) {return false;}std::ofstream out(_filename, std::ios::out|std::ios::binary);if (out.bad())return false;out.write((char*)&hashCount, sizeof(hashCount));for (int i = 0; i < hashCount; i++) {// 游戏中的中文表结构是 中文名英文id 这样的int lenId = strlen(textTable[i]->TxtId) + 1;// 宽字节一个字是2字节,wcslen函数返回值是字的个数int lenTxt = wcslen(textTable[i]->Txt) + 1;lenTxt = lenTxt * 2;out.write(textTable[i]->TxtId, lenId);out.write((char*)textTable[i]->Txt, lenTxt);}out.close();return true;
}bool TextManger::LoadTextData(const char* _filename)
{CString txt;if (textDatas)return false;std::ifstream file(_filename, std::ios::in | std::ios::binary|std::ios::ate);if(file.bad()) {return false;}unsigned buffSize = file.tellg();TextBuff = new char[buffSize];file.seekg(std::ios::beg);file.read(TextBuff, buffSize);// textTable = new PTextTable[Count[0]];textDatas = new TextTable[Count[0]];txt.Format(L"%X", &textDatas);AfxMessageBox(txt);char* buffStart = TextBuff + 4;char* buffEnd = buffStart + buffSize;int icount = 0;while(buffStart < buffEnd){// 读取语言文件的数据到 textDatas 变量里int lenId = strlen(buffStart) + 1;memcpy(textDatas[icount].TxtId, buffStart, 0x24);buffStart = buffStart + lenId;int lenTxt = wcslen((wchar_t*)buffStart) + 1;lenTxt = lenTxt * 2;textDatas[icount].Txt = (wchar_t*)buffStart;buffStart = buffStart + lenTxt;icount++;}hashCount = Count[0];HashIndexTable = new unsigned[hashCount];memset(HashIndexTable, 0xFF, hashCount * sizeof(unsigned));for (int i = 0; i < Count[0]; i++) {// 给 textDatas 变量添加哈希算法索引(哈希表存放 textDatas的下标)unsigned hash = Hashcode(textDatas[i].TxtId);hash = hash % (hashCount + 1);if (HashIndexTable[hash] == -1) {HashIndexTable[hash] = i;}else {PTextTable nullTable = GetNullText(&textDatas[HashIndexTable[hash]]);nullTable->next = i;}}return false;
}const wchar_t* TextManger::ReadTextById(const char* _id)
{// unsigned callProc = 0x10295FB0;if (textTable) {int index;_asm {push ebxmov ebx, thispush _idcall ReadTextProcmov index, eaxpop ebx}if (index < 0)return NullText;PTextTable* _table = textTable;return (wchar_t*)_table[index]->Txt;}else {unsigned hash = Hashcode(_id);hash = hash % (hashCount + 1);unsigned index = HashIndexTable[hash];if (index > hashCount) {// index的值如果是-1那么它肯定比hashCount大return NullText;}while (strcmp(textDatas[index].TxtId, _id)) {index = textDatas[index].next;if (index > hashCount)return NullText;}return textDatas[index].Txt;}
}unsigned TextManger::Hashcode(const char* id)
{unsigned hash = 0;for (int i = 0; id[i]; i++){hash = hash * 131 + id[i];}return hash;
}PTextTable TextManger::GetNullText(PTextTable _table)
{while (_table->next != -1) {// 从链表中找出最后一个(next的值是-1的)_table = &textDatas[_table->next];}return _table;
}
htdMfcDll.cpp文件的修改:修改了 InitInstance函数、KeyCallBack函数
// htdMfcDll.cpp: 定义 DLL 的初始化例程。这是一个MFC的dll
//#include "pch.h"
#include "framework.h"
#include "htdMfcDll.h"
#include "extern_all.h"#ifdef _DEBUG
#define new DEBUG_NEW
#endif// 注释掉下方宏,以入口点注入的方式注入
// #define WNDHOOK
#ifdef WNDHOOK
typedef struct htdDll
{HHOOK keyHook;unsigned KbdProc;unsigned SetDll;}*PHtdDll;
void htdSetDll(htdDll hDll);
htdDll mDll;
#endifBEGIN_MESSAGE_MAP(ChtdMfcDllApp, CWinApp)
END_MESSAGE_MAP()// ChtdMfcDllApp 构造ChtdMfcDllApp::ChtdMfcDllApp()
{}ChtdMfcDllApp theApp;
ChtdMfcDllApp* PtheApp;HHOOK keyHook;
LRESULT CALLBACK KeyCallBack(int nCode, WPARAM w, LPARAM l);BOOL ChtdMfcDllApp::InitInstance()
{CWinApp::InitInstance();PtheApp = this;
#ifdef WNDHOOKmDll.KbdProc = (DWORD)(KeyCallBack);mDll.SetDll = 0;
#elsekeyHook = SetWindowsHook(WH_KEYBOARD, KeyCallBack);// 代码一开始,在这注册一个键盘事件的钩子
#endifPGameProc = new GameProc();wndMain = new CUI();wndMain->Create(IDD_MAIN);Client = wndMain;return TRUE;
}// 钩子处理事件
LRESULT CALLBACK KeyCallBack(int nCode, WPARAM w, LPARAM l)
{if (nCode == 0){if ((l & (1 << 31)) == 0){switch (w){case VK_HOME:PtheApp->wndMain->ShowWindow(TRUE);break;}}}return CallNextHookEx(keyHook, nCode, w, l);
}
#ifdef WNDHOOK
void htdInit(htdDll* hDll)
{hDll->KbdProc = mDll.KbdProc;hDll->keyHook = mDll.keyHook;hDll->SetDll = mDll.SetDll;
}void htdSetDll(htdDll hDll)
{mDll = hDll;
}
#else
void htdInit()
{
}
#endif
GameProc.cpp文件的修改:修改了 Init函数
#include "pch.h"
#include "GameProc.h"
#include "extern_all.h"// typedef bool(GameWinSock::* U)(char*, unsigned);bool _OnComprase(HOOKREFS2) {return WinSock->OnRecv((char*)_EDI, _EBP);
}bool _OnRecv(HOOKREFS2) {_EAX = WinSock->RecvPoint;return true;
}bool _OnConnect(HOOKREFS2) {/*根据虚函数表做HOOK的操作截取 ecx 获取 winsock 的值(指针)*/unsigned* vtable = (unsigned*)_EDX;//WinSock = (GameWinSock *)_ECX;/*联合体的特点是共用一个内存由于 GameWinSock::OnConnect 的 OnConnect函数是 GameWinSock类的成员函数直接 vtable[0x34 / 4] = (unsigned)&GameWinSock::OnConnect; 这样写语法不通过所以使用联合体,让语法通过*/union {unsigned value;bool(GameWinSock::* _proc)(char*, unsigned);} vproc;DWORD oldPro, backProc;VirtualProtect(vtable, 0x100, PAGE_EXECUTE_READWRITE, &oldPro);/*vproc._proc = &GameWinSock::OnConnect; 这一句是把我们自己写的调用connect函数的地址的出来*/ vproc._proc = &GameWinSock::OnConnect; /*InitClassProc函数里做的是给指针赋值的操作InitClassProc(&GameWinSock::_OnConnect, vtable[0x34/4]);这一句的意思是把GameWinSock类里的_OnConnect变量的值赋值成vtable[0x34/4],这个 vtable[0x34/4] 是虚表里的函数vtable[0x34/4]是游戏中调用connect函数的函数地址,经过之前的分析调用connect是先调用了虚表中的一个函数,然后从这个函数中调用了connect函数*/InitClassProc(&GameWinSock::_OnConnect, vtable[0x34/4]);vtable[0x34 / 4] = vproc.value;vproc._proc = &GameWinSock::OnSend;InitClassProc(&GameWinSock::_OnSend, vtable[0x3C / 4]);vtable[0x3C / 4] = vproc.value;VirtualProtect(vtable, 0x100, oldPro, &backProc);PGameProc->InitTextManger();return true;
}GameProc::GameProc()
{hooker = new htd::hook::htdHook2();Init();InitInterface();
}void GameProc::LoadBase()
{LoadLibraryA("fxnet2.dll");hlogic = LoadLibraryA("fxgamelogic.dll");// 如果fxgamelogic.dll里用到了其它dll里面的东西,在这赋值可能会有问题// 最好在游戏网络连接成功哪里赋值,或者进入到游戏中之后再搞GetClassByName = (PGetClassByName)((unsigned)hlogic + 0x60A6C0);GetClassModByName = (PGetClassModByName)((unsigned)hlogic + 0x60C060);GetClassObject = (PGetClassObject)((unsigned)hlogic + 0x60A680);
}void GameProc::InitTextManger()
{CLASS_OFFSET offSet;void* classPointer = GetClassByName("gui");GetClassModByName(&offSet, classPointer, "TextManager");txtManger = GetClassObject(&offSet);
}void GameProc::Init()
{
#ifdef Anlyanly = new CAnly();GameAnlyer = new GameAnly();
#endif/*这里的 WinSock 是0没有创建对象,但是还是能调用Init函数这是因为Init函数里面没有用到this,没用到就不会报错*/// Client = new NetClient();init_datadesc();
}void GameProc::InitInterface()
{LoadBase();// MessageBoxA(0, "1", "1", MB_OK);// 只会HOOK一次,一次性的HOOKhooker->SetHook((LPVOID)0x10617046, 0x1, _OnConnect, 0, true);/*第一个参数是HOOK的位置第二个参数是HOOK的位置的汇编代码的长度(用于保证执行的汇编代码完整)第三个参数是HOOK之后当游戏执行到第一个参数的位置的时候跳转的位置第四个参数是 _OnRecv 函数返回 false 之后跳转的位置*/hooker->SetHook((LPVOID)0x10618480, 0x1, _OnRecv, 0);hooker->SetHook((LPVOID)0x1061161D, 0x3, _OnComprase, (LPVOID)0x10611602);/*在这里绑定游戏处理数据包函数(0x10618480函数)然后0x10618480函数在上面一行代码已经进行了HOOK所以在调用_OnRecv函数指针时,它就会进入我们HOOK*/InitClassProc(&GameWinSock::_OnRecv, 0x10618480);}
CUI.cpp文件的修改:新加 SetListView函数、getTxtManger函数,修改了 DoDataExchange函数、OnInitDialog函数、InstallPage函数
// CUI.cpp: 实现文件
//#include "pch.h"
#include "htdMfcDll.h"
#include "CUI.h"
#include "afxdialogex.h"
#include "extern_all.h"// CUI 对话框IMPLEMENT_DYNAMIC(CUI, CDialogEx)CUI::CUI(CWnd* pParent /*=nullptr*/): CDialogEx(IDD_MAIN, pParent)
{}CUI::~CUI()
{
}void CUI::SetListView(CListCtrl* lst)
{auto lStyle = GetWindowLongPtr(lst->m_hWnd, GWL_STYLE); // 获取窗口样式lStyle |= LVS_REPORT; // 设置为报表模式SetWindowLongPtr(lst->m_hWnd, GWL_STYLE, lStyle);// 给窗口设置样式auto dStyle = lst->GetExtendedStyle(); // 获取扩展样式dStyle |= LVS_EX_FULLROWSELECT; // 设置选择时选择一行dStyle |= LVS_EX_GRIDLINES; // 画网格线lst->SetExtendedStyle(dStyle); // 设置扩展样式
}void CUI::DoDataExchange(CDataExchange* pDX)
{CDialogEx::DoDataExchange(pDX);DDX_Control(pDX, IDC_TAB1, mTab);DDX_Control(pDX, IDC_LIST1, lstlog);
}BOOL CUI::OnInitDialog()
{CDialogEx::OnInitDialog();SetListView(&lstlog);InstallPage(new CUIWnd_0(), IDD_PAGE_0, L"角色", TRUE);InstallPage(new CUIWnd_1(), IDD_PAGE_1, L"信息");lstlog.InsertColumn(0, L"消息", 0, 70);lstlog.InsertColumn(1, L"内容", 0, 700);lstlog.InsertColumn(2, L"时间", 0, 130);//PageINJ.Init(wAppPath);//PageRAN.SetAppPath(wAppPath);return TRUE;
}bool CUI::InstallPage(CDialogEx* wnd, int IDD_WND, CString&& _Name, BOOL IsShow)
{if (CurPage >= MAX_PAGE_MAIN) return false;Pages[CurPage] = wnd;Pages[CurPage]->Create(IDD_WND, this);//Pages[CurPage]->SetParent(this);Pages[CurPage]->ShowWindow(IsShow);CRect rect;mTab.GetClientRect(&rect);rect.top += 28;rect.left += 5;rect.bottom -= 4;rect.right -= 5;Pages[CurPage]->MoveWindow(&rect);mTab.InsertItem(CurPage, _Name);CurPage++;return true;
}BEGIN_MESSAGE_MAP(CUI, CDialogEx)ON_NOTIFY(TCN_SELCHANGE, IDC_TAB1, &CUI::OnTcnSelchangeTab1)
END_MESSAGE_MAP()// CUI 消息处理程序void CUI::OnTcnSelchangeTab1(NMHDR* pNMHDR, LRESULT* pResult)
{// TODO: 在此添加控件通知处理程序代码*pResult = 0;int n = mTab.GetCurSel();for (int i = 0; i < CurPage; i++){Pages[i]->ShowWindow(i == n);}
}PTextManger CUI::getTxtManger()
{if (!txtManger)txtManger = new TextManger("F:\\语言包.txt");return txtManger;
}
CUI.h文件的修改:修改了 CUI类,引入 NetClient头文件、TextManger头文件,新加 SetListView函数、getTxtManger函数、lstlog变量
#pragma once
#include "afxdialogex.h"
#include "NetClient.h"
#include "TextManger.h"
//增加页面头文件
#include "CUIWnd_0.h"
#include "CUIWnd_1.h"
//游戏辅助UI类
// CUI 对话框
#define MAX_PAGE_MAIN 3// 这里用了多重继承,这回有一个问题,函数名一样的会发生冲突
// 所以在继承的时候要注意函数名
class CUI : public CDialogEx,public NetClient
{DECLARE_DYNAMIC(CUI)public:CUI(CWnd* pParent = nullptr); // 标准构造函数virtual ~CUI();// 对话框数据
#ifdef AFX_DESIGN_TIMEenum { IDD = IDD_MAIN };
#endifprotected:virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持DECLARE_MESSAGE_MAP()CDialogEx* Pages[MAX_PAGE_MAIN];short CurPage = 0;
public:CTabCtrl mTab;virtual BOOL OnInitDialog();bool InstallPage(CDialogEx* wnd, int IDD_WND, CString&& _Name, BOOL IsShow=FALSE);afx_msg void OnTcnSelchangeTab1(NMHDR* pNMHDR, LRESULT* pResult);
public:void SetListView(CListCtrl* lst);PTextManger getTxtManger();CListCtrl lstlog;
};