re | 植物大战僵尸年度版gdi僵尸位置画框
re | 植物大战僵尸年度版gdi僵尸位置画框
最近写的东西,随便练练手,绘制的部分上一个博客中有精简版本。
程序使用的是僵尸结构体线性数组,取僵尸的部分写的非常优雅,感兴趣的可以去逆一下看看。
效果:
代码如下:
#include <Windows.h>
WCHAR szTitle[] = L"mzbox";
WCHAR szWindowClass[] = L"mzclazz";
HINSTANCE g_hInst;
HWND g_hWnd;
LONG g_lWndWidth, g_lWndHeight;
// 游戏数据绘制
struct Zombie {
FLOAT x, y;
DWORD hp;
};
DWORD g_zombie_num = 0;
Zombie g_zombies[100];
BOOL InitInstance(HINSTANCE hInstance, int nCmdShow)
{
g_hInst = hInstance; // 将实例句柄存储在全局变量中
// ex: 置顶、分层、鼠标穿透
HWND hWnd = CreateWindowEx(WS_EX_TOPMOST | WS_EX_LAYERED | WS_EX_TRANSPARENT, szWindowClass, szTitle, WS_POPUP, 200, 200, 200, 200, NULL, NULL, hInstance, NULL);
g_hWnd = hWnd; // 保存全局句柄
if (!hWnd)
{
return FALSE;
}
//SetLayeredWindowAttributes(hWnd, 0, (255 * 50) / 100, LWA_ALPHA); // 整个窗口透明
SetLayeredWindowAttributes(hWnd, RGB(255, 255, 255), 0, LWA_COLORKEY);
ShowWindow(hWnd, nCmdShow);
UpdateWindow(hWnd);
return TRUE;
}
LRESULT CALLBACK WndProc(HWND hWnd, UINT message, WPARAM wParam, LPARAM lParam)
{
switch (message)
{
case WM_COMMAND:
{
int wmId = LOWORD(wParam);
// 分析菜单选择:
switch (wmId)
{
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
}
break;
case WM_PAINT:
{
PAINTSTRUCT ps;
HDC hdc = BeginPaint(hWnd, &ps);
// TODO: 在此处添加使用 hdc 的任何绘图代码...
HPEN hPenRed, hPenGreen;
hPenRed = CreatePen(PS_SOLID, 3, RGB(255, 0, 0));
hPenGreen = CreatePen(PS_SOLID, 3, RGB(0, 255, 0));
SelectObject(hdc, hPenRed);
// SelectObject(hdc, CreateSolidBrush(RGB(0, 255, 0)));
Rectangle(hdc, 0, 0, g_lWndWidth, g_lWndHeight); // 标记目标窗口
// 画僵尸框
int length = g_zombie_num;
int x = 0;
int y = 0;
SelectObject(hdc, GetStockObject(NULL_BRUSH));
SelectObject(hdc, hPenGreen);
for (int i = 0; i < length; i++) {
x = (int)(g_zombies[i].x * 0.68);
y = (int)(g_zombies[i].y * 0.65+25);
Rectangle(hdc, x, y, x+50, y+50);
}
DeleteObject(hPenRed);
DeleteObject(hPenGreen);
EndPaint(hWnd, &ps);
}
break;
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hWnd, message, wParam, lParam);
}
return 0;
}
ATOM MyRegisterClass(HINSTANCE hInstance)
{
WNDCLASSEXW wcex = { 0 };
wcex.cbSize = sizeof(WNDCLASSEX);
wcex.style = CS_HREDRAW | CS_VREDRAW;
wcex.lpfnWndProc = WndProc;
wcex.cbClsExtra = 0;
wcex.cbWndExtra = 0;
wcex.hInstance = hInstance;
wcex.hCursor = LoadCursor(nullptr, IDC_ARROW);
wcex.hbrBackground = NULL;
wcex.lpszMenuName = NULL;
wcex.lpszClassName = szWindowClass;
return RegisterClassExW(&wcex);
}
// 刷新函数,在这里编写辅助的逻辑
DWORD WINAPI ThreadProc(
_In_ LPVOID lpParameter
) {
int x = 0;
int y = 0;
int width = 0;
int height = 0;
Sleep(1000); // 启动延迟
// 获取基本信息
HWND pvz_hWnd = FindWindow(NULL, L"Plants vs. Zombies"); // 获取窗口句柄
RECT rect = { 0 }; // 窗口RECT
DWORD pid = NULL;
WCHAR buf[512] = { 0 };
GetWindowThreadProcessId(pvz_hWnd, &pid);
HANDLE hProcess = OpenProcess(PROCESS_ALL_ACCESS, 0, pid);
wsprintf(buf, L"ok: handle: %p \n", hProcess);
OutputDebugString(buf);
while (1) {
// 移动窗口位置, 跟随游戏窗口
GetWindowRect(pvz_hWnd, &rect);
x = rect.left;
y = rect.top;
width = rect.right - rect.left;
height = rect.bottom - rect.top;
g_lWndWidth = width;
g_lWndHeight = height;
SetWindowPos(g_hWnd, g_hWnd, x, y, width, height, SWP_NOZORDER);
DWORD game_base = 0; // 整个游戏对象
DWORD game_struct = 0; // 一局游戏的结构体
DWORD sun = 0;
// 获取游戏信息
ReadProcessMemory(hProcess, (LPCVOID)0x755e0c, (LPVOID)&game_base, 4, NULL);
ReadProcessMemory(hProcess, (LPCVOID)(game_base + 0x868), (LPVOID)&game_struct, 4, NULL);
ReadProcessMemory(hProcess, (LPCVOID)(game_struct + 0x5578), (LPVOID)&sun, 4, NULL); // 阳光数值
wsprintf(buf, L"sun: %d \n\0", sun);
OutputDebugString(buf);
// 获取僵尸数组开头地址和大小
CONST DWORD ZOMBIE_SIZE = 0x168; // 僵尸结构体大小
DWORD zombie_array_length = 0;
DWORD zombie_array_addr = 0;
BYTE zombie_array_buffer[0x10000] = { 0 }; // 用于存放僵尸数组内容
FLOAT x = y = 0;
ReadProcessMemory(hProcess, (LPCVOID)(game_struct + 0xac), (LPVOID)&zombie_array_length, 4, NULL);
ReadProcessMemory(hProcess, (LPCVOID)(game_struct + 0xa8), (LPVOID)&zombie_array_addr, 4, NULL);
wsprintf(buf, L"zombie_num: %d \n\0", zombie_array_length);
OutputDebugString(buf);
// 获取僵尸数组内容
ReadProcessMemory(hProcess, (LPCVOID)(zombie_array_addr), (LPVOID)zombie_array_buffer, ZOMBIE_SIZE * zombie_array_length, NULL);
// 遍历有效僵尸
DWORD alive_num = 0;
for (int i = 0; i < zombie_array_length; i++) {
DWORD alive = (*(DWORD*)((zombie_array_buffer + 0x168 * i)+ 0x164)) & 0xffff0000; // 僵尸是否存活
/*wsprintf(buf, L" [%d] alive: %d \n\0", i,alive);
OutputDebugString(buf);*/
if (alive != 0) { // 活着
// 读取位置
x = (*(FLOAT*)((zombie_array_buffer + 0x168 * i) + 0x2c));
y = (*(FLOAT*)((zombie_array_buffer + 0x168 * i) + 0x30));
wsprintf(buf, L" [%d] pos: %d, %d \n\0", i, (int)x, (int)y);
OutputDebugString(buf);
g_zombies[alive_num].x = x;
g_zombies[alive_num].y = y;
alive_num += 1;
}
}
g_zombie_num = alive_num; // 保存最大存活数量
InvalidateRect(g_hWnd, NULL, true); // 刷新画面重新绘制
Sleep(200);
}
}
int APIENTRY wWinMain(_In_ HINSTANCE hInstance,
_In_opt_ HINSTANCE hPrevInstance,
_In_ LPWSTR lpCmdLine,
_In_ int nCmdShow)
{
MyRegisterClass(hInstance);
// 执行应用程序初始化:
if (!InitInstance(hInstance, nCmdShow))
{
return FALSE;
}
// 启动刷新线程
CreateThread(NULL, 0, ThreadProc, NULL, 0, NULL);
MSG msg;
// 主消息循环:
while (GetMessage(&msg, nullptr, 0, 0))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
}
return (int)msg.wParam;
}
``
本文来自博客园,作者:Mz1,转载请注明原文链接:https://www.cnblogs.com/Mz1-rc/p/17945010
如果有问题可以在下方评论或者email:mzi_mzi@163.com