内容参考于:易道云信息技术研究院VIP课
上一个内容:物品交换的逆向分析与C++封装-CSDN博客
码云地址(ui显示角色数据 分支):https://gitee.com/dye_your_fingers/sro_-ex.git
码云版本号:f1b9b1a69ac3e2c32a671a9d34f38bf5b02c9ac1
代码下载地址,在 SRO_EX 目录下,文件名为:SRO_Ex-物品使用策略管理UI的设计.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.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 物品交换的逆向分析与C++封装-CSDN博客 它的代码为基础进行修改
添加控件:
窗口0
窗口1
变量的名是什么详情看:mfc的添加变量
CUIWnd_0.h文件的修改:添加ui输入框变量
#pragma once
#include "afxdialogex.h"
// CUIWnd_0 对话框
class CUIWnd_0 : public CDialogEx
{
DECLARE_DYNAMIC(CUIWnd_0)
public:
CUIWnd_0(CWnd* pParent = nullptr); // 标准构造函数
virtual ~CUIWnd_0();
// 对话框数据
#ifdef AFX_DESIGN_TIME
enum { IDD = IDD_PAGE_0 };
#endif
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持
DECLARE_MESSAGE_MAP()
public:
// 玩家信息
CString txt_Player;
BOOL OnInitDialog();
void ShowPlayerTxt();
CString txtWeapon;
CString txtMP;
CString txtHPEx;
CString txtHP;
int HpMin;
int HpExMin;
int MpMin;
afx_msg void OnBnClickedButton1();
};
CUIWnd_0.cpp文件的修改:新加 OnBnClickedButton1函数,OnBnClickedButton1函数是应用按钮的点击事件处理函数
// CUIWnd_0.cpp: 实现文件
//
#include "pch.h"
#include "htdMfcDll.h"
#include "CUIWnd_0.h"
#include "GameBase.h"
#include "extern_all.h"
// CUIWnd_0 对话框
CUIWnd_0* UI_0;
void _stdcall TimeProc(HWND, UINT, UINT_PTR, DWORD) {
if (UI_0) {
UI_0->ShowPlayerTxt();
}
}
IMPLEMENT_DYNAMIC(CUIWnd_0, CDialogEx)
CUIWnd_0::CUIWnd_0(CWnd* pParent /*=nullptr*/)
: CDialogEx(IDD_PAGE_0, pParent)
, txt_Player(_T(""))
, txtWeapon(_T("瞬间回城卷轴"))
, txtMP(_T("MP 回复草药 (特)"))
, txtHPEx(_T("紫色棒棒糖"))
, txtHP(_T("HP 回复草药 (特)"))
, HpMin(75)
, HpExMin(40)
, MpMin(60)
{
UI_0 = this;
}
CUIWnd_0::~CUIWnd_0()
{
}
void CUIWnd_0::DoDataExchange(CDataExchange* pDX)
{
CDialogEx::DoDataExchange(pDX);
DDX_Text(pDX, IDC_EDIT1, txt_Player);
DDX_Text(pDX, IDC_EDIT9, txtWeapon);
DDX_Text(pDX, IDC_EDIT5, txtMP);
DDX_Text(pDX, IDC_EDIT6, txtHPEx);
DDX_Text(pDX, IDC_EDIT7, txtHP);
DDX_Text(pDX, IDC_EDIT2, HpMin);
DDX_Text(pDX, IDC_EDIT3, HpExMin);
DDX_Text(pDX, IDC_EDIT4, MpMin);
}
BOOL CUIWnd_0::OnInitDialog()
{
CDialogEx::OnInitDialog();
::SetTimer(this->m_hWnd, 0x100001, 10, TimeProc);
return TRUE;
}
void CUIWnd_0::ShowPlayerTxt()
{
UpdateData(TRUE);
if ((_pgamebase) && (_pgamebase->SRO_Player)) {
CString txtTmp;
txtTmp.Format(L"角色名:[%s] 等级[lv:%d]\r\n", _pgamebase->SRO_Player->Name.wcstrByName(), _pgamebase->SRO_Player->LV);
txt_Player = txtTmp;
txtTmp.Format(L"经验值:[%d] 技能点[%d]\r\n", _pgamebase->SRO_Player->Exp, _pgamebase->SRO_Player->SkillPoint);
txt_Player += txtTmp;
txtTmp.Format(L"血量:[%d/%d]\r\n", _pgamebase->SRO_Player->HP, _pgamebase->SRO_Player->MaxHP);
txt_Player += txtTmp;
txtTmp.Format(L"蓝量:[%d/%d]\r\n", _pgamebase->SRO_Player->MP, _pgamebase->SRO_Player->MaxMP);
txt_Player += txtTmp;
txtTmp.Format(L"坐标:[%f][%f][%f]\r\n", _pgamebase->SRO_Player->x, _pgamebase->SRO_Player->h, _pgamebase->SRO_Player->y);
txt_Player += txtTmp;
// 计算百分比
txtTmp.Format(L"怒气:[%f/100]\r\n", (float)_pgamebase->SRO_Player->Rage/5*100);
txt_Player += txtTmp;
}
UpdateData(FALSE);
}
BEGIN_MESSAGE_MAP(CUIWnd_0, CDialogEx)
ON_BN_CLICKED(IDC_BUTTON1, &CUIWnd_0::OnBnClickedButton1)
END_MESSAGE_MAP()
// CUIWnd_0 消息处理程序
void CUIWnd_0::OnBnClickedButton1()
{
UpdateData(TRUE);
}
CUIWnd_1.h文件的修改:添加了列表的点击事件
#pragma once
#include "afxdialogex.h"
// CUIWnd_1 对话框
class CUIWnd_1 : public CDialogEx
{
DECLARE_DYNAMIC(CUIWnd_1)
public:
CUIWnd_1(CWnd* pParent = nullptr); // 标准构造函数
virtual ~CUIWnd_1();
// 对话框数据
#ifdef AFX_DESIGN_TIME
enum { IDD = IDD_PAGE_1 };
#endif
protected:
virtual void DoDataExchange(CDataExchange* pDX); // DDX/DDV 支持
DECLARE_MESSAGE_MAP()
public:
afx_msg void OnBnClickedButton1();
CListBox lstPack;
afx_msg void OnBnClickedButton2();
afx_msg void OnBnClickedButton3();
CString txtInfo;
afx_msg void OnLbnSelchangeList1();
};
CUIWnd_1.cpp文件的修改:添加了列表的点击事件
// CUIWnd_1.cpp: 实现文件
//
#include "pch.h"
#include "htdMfcDll.h"
#include "CUIWnd_1.h"
#include "afxdialogex.h"
#include "extern_all.h"
// CUIWnd_1 对话框
IMPLEMENT_DYNAMIC(CUIWnd_1, CDialogEx)
CUIWnd_1::CUIWnd_1(CWnd* pParent /*=nullptr*/)
: CDialogEx(IDD_PAGE_1, pParent)
, txtInfo(_T(""))
{
}
CUIWnd_1::~CUIWnd_1()
{
}
void CUIWnd_1::DoDataExchange(CDataExchange* pDX)
{
CDialogEx::DoDataExchange(pDX);
DDX_Control(pDX, IDC_LIST1, lstPack);
DDX_Text(pDX, IDC_EDIT1, txtInfo);
}
BEGIN_MESSAGE_MAP(CUIWnd_1, CDialogEx)
ON_BN_CLICKED(IDC_BUTTON1, &CUIWnd_1::OnBnClickedButton1)
ON_BN_CLICKED(IDC_BUTTON2, &CUIWnd_1::OnBnClickedButton2)
ON_BN_CLICKED(IDC_BUTTON3, &CUIWnd_1::OnBnClickedButton3)
ON_LBN_SELCHANGE(IDC_LIST1, &CUIWnd_1::OnLbnSelchangeList1)
END_MESSAGE_MAP()
// CUIWnd_1 消息处理程序
void CUIWnd_1::OnBnClickedButton1()
{
// int count = _pgamebase->SRO_Control->GetPPack()->GetPackBack()->PackCount();
CString tmp;
// tmp.Format(L"%d", count);
// AfxMessageBox(tmp);
PBackPack _PackBack = _pgamebase->SRO_Control->GetPPack()->GetPackBack();
lstPack.ResetContent();
for (int i = 0; i < _PackBack->PackCount(); i++)
{
PITEM item = _PackBack->GetItem(i);
if ((item != NULL) && (item->Type)) {
tmp.Format(L"[%s][数量:%d][耐久:%d/%d]\n", item->GetNameByWide(), item->Count, item->Durabillty, item->MaxDurabillty);
lstPack.AddString(tmp);
}
}
}
void CUIWnd_1::OnBnClickedButton2()
{
// int count = _pgamebase->SRO_Control->GetPPack()->GetPackBack()->PackCount();
CString tmp;
// tmp.Format(L"%d", count);
// AfxMessageBox(tmp);
PEquipPack _PackBack = _pgamebase->SRO_Control->GetPPack()->GetEquipBack();
lstPack.ResetContent();
for (int i = 0; i < 13; i++)
{
PITEM item = _PackBack->GetItem((EquipType)i);
if ((item != NULL) && (item->Type > 0)) {
tmp.Format(L"[%s][数量:%d][耐久:%d/%d]\n", item->GetNameByWide(), item->Count, item->Durabillty, item->MaxDurabillty);
lstPack.AddString(tmp);
}
}
}
void CUIWnd_1::OnBnClickedButton3()
{
// 不能一起调用,如果一起调用只有第一个会生效,可能需要多线程处理,多线程时需要加锁防止出现数据冲突的问题
// _pgamebase->SRO_Control->MangeItem(0x46, 0x7, 0x0, 0x0);// 丢物品
// _pgamebase->SRO_Control->MangeItem(0x46, 0x1, 0x47, 0x6);// 穿装备
// _pgamebase->SRO_Control->MangeItem(0x46, 0x4, 0x47, 0x6);// 换装备
// _pgamebase->SRO_Control->MangeItem(0x46, 0x10, 0x46, 0x16, -1);// 移动物品
_pgamebase->SRO_Control->MangeItem(0x46, 0x5, 0x46, 0x17, 2000);// 拆分物品
}
void CUIWnd_1::OnLbnSelchangeList1()
{
int n = lstPack.GetCurSel();
if (n > -1) {
lstPack.GetText(n, txtInfo);
UpdateData(FALSE);
}
}