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106.网络游戏逆向分析与漏洞攻防-装备系统数据分析-在UI中显示装备与技能信息

2024/10/6 10:31:08 来源:https://blog.csdn.net/qq_36301061/article/details/139510179  浏览:    关键词:106.网络游戏逆向分析与漏洞攻防-装备系统数据分析-在UI中显示装备与技能信息

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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:105.处理装备与技能数据的创建

码云版本号:a715264dcde99ef2789e15577a69513e4574255d

代码下载地址,在 titan 目录下,文件名为:titan-在UI中显示装备与技能信息.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 105.处理装备与技能数据的创建 它的代码为基础进行修改

效果图:

装备

物品

坐骑

扩展包

技能

上一个内容里,把装备、技能相关的结构体、数据包拦截函数(NetClient.h里面的OnSvrGameBaseReset函数)都已经搞好了,本次就是要把这些信息在ui界面中显示出来

上一个内容中的代码有一个问题

下图中15 03 00 05 00,也就是18 03数据包最大有5个,但是18 03这个数据包的序号是从1开始,这就会导致超出数组长度访问一个不确定的内存导致程序崩溃,所以数组长度我们要进行加1

新加一个Dialog

它的属性

添加一个类

类名,如果点了确定出现 COM组件的调用返回了错误HRESULT E_FAIL 98节里有解决方式,由中文目录引起的

给控件添加变量

控件的属性

变量名、变量类型

上方是物品相关的界面,下方是技能相关的界面

新加Dialog

Dialog属性

用到的控件

控件的属性

新加类

类名,CWndSkill

List控件添加变量

变量名,lstSkill

新加CWndSkill.cpp文件,技能窗口类

// CWndSkill.cpp: 实现文件
//#include "pch.h"
#include "CWndSkill.h"
#include "resource.h"
#include "CUI.h"
#include "extern_all.h"// CWndSkill 对话框IMPLEMENT_DYNAMIC(CWndSkill, CDialogEx)CWndSkill::CWndSkill(CWnd* pParent /*=nullptr*/): CDialogEx(IDD_PAGE_4, pParent)
{}CWndSkill::~CWndSkill()
{
}void CWndSkill::DoDataExchange(CDataExchange* pDX)
{CDialogEx::DoDataExchange(pDX);DDX_Control(pDX, IDC_LIST1, lstSkill);
}BOOL CWndSkill::OnInitDialog()
{CDialogEx::OnInitDialog();CUI* ui = (CUI*)Client;ui->SetListView(&lstSkill);lstSkill.InsertColumn(0, L"名称", 0, 100);lstSkill.InsertColumn(1, L"冷却时间", 0, 100);return TRUE;
}BEGIN_MESSAGE_MAP(CWndSkill, CDialogEx)ON_BN_CLICKED(IDC_BUTTON1, &CWndSkill::OnBnClickedButton1)
END_MESSAGE_MAP()// CWndSkill 消息处理程序void CWndSkill::OnBnClickedButton1()
{lstSkill.DeleteAllItems();CString txt;float coolDown;int index = 0;for (int i = 0; i < Client->SkillMax; i++){if (!Client->Skill[i].Isfree) {coolDown = Client->Skill[i].CoolDownTime / 1000;lstSkill.InsertItem(index, Client->Skill[i].Name);txt.Format(L"%.2f秒", coolDown);lstSkill.SetItemText(index++, 1, txt);}}
}

新加CWndSkill.h文件,技能窗口类

#pragma once
#include "afxdialogex.h"// CWndSkill 对话框class CWndSkill : public CDialogEx
{DECLARE_DYNAMIC(CWndSkill)public:CWndSkill(CWnd* pParent = nullptr);   // 标准构造函数virtual ~CWndSkill();// 对话框数据
#ifdef AFX_DESIGN_TIMEenum { IDD = IDD_PAGE_4 };
#endifprotected:virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV 支持virtual BOOL OnInitDialog();DECLARE_MESSAGE_MAP()
public:CListCtrl lstSkill;afx_msg void OnBnClickedButton1();
};

新加CWndItem.cpp文件,物品窗口类

// CWndItem.cpp: 实现文件
//#include "pch.h"
#include "CWndItem.h"
#include "resource.h"
#include "extern_all.h"
#include "CUI.h"// CWndItem 对话框IMPLEMENT_DYNAMIC(CWndItem, CDialogEx)CWndItem::CWndItem(CWnd* pParent /*=nullptr*/): CDialogEx(IDD_PAGE_3, pParent)
{}CWndItem::~CWndItem()
{
}void CWndItem::DoDataExchange(CDataExchange* pDX)
{CDialogEx::DoDataExchange(pDX);DDX_Control(pDX, IDC_LIST1, lstItem);
}BOOL CWndItem::OnInitDialog()
{CDialogEx::OnInitDialog();CUI* ui = (CUI*)Client;ui->SetListView(&lstItem);lstItem.InsertColumn(0, L"名称",0, 100);lstItem.InsertColumn(1, L"数量",0, 100);return TRUE;
}BEGIN_MESSAGE_MAP(CWndItem, CDialogEx)ON_BN_CLICKED(IDC_BUTTON1, &CWndItem::OnBnClickedButton1)ON_BN_CLICKED(IDC_BUTTON4, &CWndItem::OnBnClickedButton4)ON_BN_CLICKED(IDC_BUTTON5, &CWndItem::OnBnClickedButton5)ON_BN_CLICKED(IDC_BUTTON6, &CWndItem::OnBnClickedButton6)
END_MESSAGE_MAP()// CWndItem 消息处理程序void CWndItem::OnBnClickedButton1()
{lstItem.DeleteAllItems();CString txt;int index = 0;for (int i = 0; i < Client->EquipMax; i++){if (!Client->Equip[i].Isfree) {lstItem.InsertItem(index, Client->Equip[i].Name);txt.Format(L"%d/%d", Client->Equip[i].Amount, Client->Equip[i].MaxAmount);lstItem.SetItemText(index++, 1, txt);}}
}void CWndItem::OnBnClickedButton4()
{lstItem.DeleteAllItems();CString txt;int index = 0;for (int i = 0; i < Client->ItemMax; i++){if (!Client->ItemBag[i].Isfree) {lstItem.InsertItem(index, Client->ItemBag[i].Name);txt.Format(L"%d/%d", Client->ItemBag[i].Amount, Client->ItemBag[i].MaxAmount);lstItem.SetItemText(index++, 1, txt);}}
}void CWndItem::OnBnClickedButton5()
{lstItem.DeleteAllItems();CString txt;int index = 0;for (int i = 0; i < Client->MountMax; i++){if (!Client->MountBag[i].Isfree) {lstItem.InsertItem(index, Client->MountBag[i].Name);txt.Format(L"%d/%d", Client->MountBag[i].Amount, Client->MountBag[i].MaxAmount);lstItem.SetItemText(index++, 1, txt);}}
}void CWndItem::OnBnClickedButton6()
{lstItem.DeleteAllItems();CString txt;int index = 0;for (int i = 0; i < Client->ItemExMax; i++){if (!Client->ItemEx[i].Isfree) {lstItem.InsertItem(index, Client->ItemEx[i].Name);txt.Format(L"%d/%d", Client->ItemEx[i].Amount, Client->ItemEx[i].MaxAmount);lstItem.SetItemText(index++, 1, txt);}}
}

新加CWndItem.h文件,物品窗口类

#pragma once
#include "afxdialogex.h"// CWndItem 对话框class CWndItem : public CDialogEx
{DECLARE_DYNAMIC(CWndItem)public:CWndItem(CWnd* pParent = nullptr);   // 标准构造函数virtual ~CWndItem();// 对话框数据
#ifdef AFX_DESIGN_TIMEenum { IDD = IDD_PAGE_3 };
#endifprotected:virtual void DoDataExchange(CDataExchange* pDX);    // DDX/DDV 支持virtual BOOL OnInitDialog();DECLARE_MESSAGE_MAP()
public:CListCtrl lstItem;afx_msg void OnBnClickedButton1();afx_msg void OnBnClickedButton4();afx_msg void OnBnClickedButton5();afx_msg void OnBnClickedButton6();
};

SKILL.cpp文件的修改:修改了 SetConfigID函数

#include "pch.h"
#include "SKILL.h"
#include "extern_all.h"void SKILL::SetConfigID(char*& buffStart)
{GAMEOBJECT::SetConfigID(buffStart);CStringA txt;txt.Format("desc_%s_1", ConfigID);Name = txtManger->ReadTextById(txt.GetBuffer());if (Name.IsEmpty()) {Name = ConfigID;}
}

NetClient.h文件的修改:新加 EquipMax变量、MountMax变量、ItemMax变量、SkillMax变量

#pragma once
#include "NetClass.h"
#include "GameWinSock.h"
#include "AIM.h"
#include "ITEM.h"
#include "SKILL.h"#define CAMP_NAME_QH "xuanrenQH"
#define CAMP_NAME_ZE "xuanrenZQ"#define MAX_AIM 0x200class NetClient // 监视客户端每一个操作
{typedef bool (NetClient::* DATAPROC)(char*&, unsigned&);
public:AIM Player; // 玩家角色/* 怪物列表,最好排序,使用lId排序,然后使用二分查找实现快速查询结构用链表或者数组都可以怪物或附近玩家这种东西不可能会很多如果太多电脑处理不过来,所以数组设置为0x100大小差不多够用*/PAIM Aimlst[MAX_AIM]{};// 用来控制飞天bool HideMode;/*18 01 是装备18 02 是角色背包18 03 是扩展背包18 08 是坐骑背包18 31 是攻击技能18 28 是移动类型技能*/PITEM Equip = nullptr; // 装备栏,18 01 是装备PITEM MountBag = nullptr; // 坐骑栏,18 08 是坐骑背包PITEM ItemBag = nullptr; // 物品栏,18 02 是角色背包PITEM ItemEx = nullptr; // 扩展栏,18 03 是扩展背包PSKILL Skill = nullptr;  // 技能栏,18 28 是技能信息short EquipMax = 0; // 装备栏数据个数short MountMax = 0; // 坐骑栏数据个数short ItemMax = 0; // 物品栏数据个数short ItemExMax = 0; // 扩展栏数据个数short SkillMax = 0; // 技能栏数据个数protected:PSTRUCT_DESC StructTable = nullptr;char* StructTxt = nullptr;POBJ_DESC ObjectTable = nullptr;// 游戏的数据类型表char* ObjectTxt = nullptr;DATAPROC SendProc[0x100];DATAPROC RecvProc[0x100];bool DefaultProc(char*&, unsigned&);
protected: // 消息处理函数-SENDbool OnClientlogin(char*& buff, unsigned& len); // 登录数据包的处理 I_LOGINbool OnClientStartCreateRole(char*& buff, unsigned& len);  // 申请进入创建角色界面 I_CREATEROLE_STARTbool OnClientDelRole(char*& buff, unsigned& len);bool OnClientSendCustom(char*& buff, unsigned& len);bool OnClientCreateRole(char*& buff, unsigned& len);bool OnClientSelectRole(char*& buff, unsigned& len);
protected: // 消息处理函数-RECVbool OnSvrTips(char*& buff, unsigned& len);bool OnSvrloginOk(char*& buff, unsigned& len);bool OnSvrStartCreateRole(char*& buff, unsigned& len);bool OnSverNotice(char*& buff, unsigned& len);bool OnSverObject(char*& buff, unsigned& len);bool OnSverStruct(char*& buff, unsigned& len);bool OnSvrObjectInit(char*& buff, unsigned& len);bool OnSvrObjectInitEx(char*& buff, unsigned& len);bool OnSvrUpdateCord(char*& buff, unsigned& len);bool OnSvrUpdateProperty(char*& buff, unsigned& len);bool OnSvrUpdatePropertyMu(char*& buff, unsigned& len);bool OnSvrRemoveObjectMu(char*& buff, unsigned& len);bool OnSvrUpdateCordEx(char*& buff, unsigned& len);bool OnSvrGameBase(char*& buff, unsigned& len);bool OnSvrGameBaseReset(char*& buff, unsigned& len);
public:PROLEDATA roles;unsigned rolecount;bool logined = false;
private:GameWinSock* WinSock;bool DelRole(const wchar_t* rolename, unsigned _len);PAIM GetAimById(long long lId);PAIM CreateAim(long long lId);void RemoveAimById(long long lId);POBJECTBASE GetGameOBJECT(short MainIndex, short Index);// 获取一个物品或技能void ReSetGameOBJECT(short MainIndex, short max);
public:// 通过角色名获取附近角色的信息PAIM GetAimByName(const wchar_t* name);// 获取面向float GetFace(float x, float y, float targetX, float targetY);// 通过附近角色名获取它的信息,然后通过它的信息里的坐标,再通过我们角色坐标计算面向,效果就是面向 GetAimByName(name); 这个角色void FaceTo(const wchar_t* name);
public:void virtual Init(GameWinSock * _winSock);// 模拟接收的数据包bool SetCoord(long long lId, float x, float h, float y, float face);bool SetProperty(long long lId, int ProType, void* value);/*模拟登陆的方法Id是账号Pass是密码它要基于发送的方法实现,因为我们没有连接socket的操作*/bool login(const char* Id, const char* Pass);bool DelRole(const wchar_t* rolename);bool StartCreateRole();// 用于创建角色bool SelectCamp(const char* _campname);// 选择阵营/*性别 0 男 1 女阵营 1 艾森赫特 2 格兰蒂尔种族 1 布冯特人 3 格洛玛人 4 尤恩图人 6 喀什人职业 1 仲裁者 3秘法师 6 猎魔人 8 元素法师脸型 0 1 2 3*/bool CreateRole(wchar_t* name,double sex, double camp, double face, double occu, const char* photo, const char*infos, const char* txt, double faceShape);// 角色创建// 选择角色并且登录进游戏bool SelectRole(const wchar_t* rolename);// 坠落bool Fall();// 瞬移void Teleport(float x, float h, float y, float face);// 模拟停止bool MoveStop(float x, float h, float y, float face);// 原地跳bool MoveJump(float x, float h, float y, float face, float oldy, float xNext, float yNext);// 移动开始bool MoveWalk(float x, float h, float y, float face, float oldy, float xNext, float yNext);// 应该是移动时跳跃bool MoveWJump(float x, float h, float y, float face, float oldy, float xNext, float yNext);// 使用技能bool UseSkill(const char* _skillName, float x, float h, float y, float face, float xTarget = 0, float hTarget = 0, float yTarget = 0, int rInt1 = 0, int rInt2 = 0, int rInt3 = 0);// 根据角色名字获取一个登录成功数据包(选择角色列表里的一个数据)PROLEDATA GetRoleByName(const wchar_t* rolename);bool Talk(wchar_t* txt, int PdId = 1, double un = 0.0);bool TalkTo(wchar_t* name, wchar_t* txt, double un = 0.0);bool HeartBeep();// 心跳数据包(5秒)bool HeartLoop();// 延迟心跳数据包(20秒)bool Backtoroles(); // 返回到选择角色界面
public:// 用于拦截游戏删除角色功能bool virtual OnDelRole(wchar_t* rolename, unsigned _len);// 用于拦截游戏登录功能void virtual Onlogin(const char* Id, const char*Pass);// 用于拦截游戏创建角色功能bool virtual OnStartCreateRole(int code);// 拦截创建角色bool virtual OnCreateRole(PNS_CREATEROLE _header, PCREATE_ROLE_DATAS _body);// opcode意思是操作码,count意思是数量,buffStart意思是解码的内容开始,buffend意思是解码的内容结束,buffer是原始的数据,len是原始数据的长度// char& buffer, int& len这俩参数带&的原因是,在 OnSendCustom 里进行修改之后,通过&的方式传递回去bool virtual OnSendCustom(PNET_SEND_CHEAD _coder, char*& buffer, unsigned& len);// 拦截0xA开头发送的数据包bool virtual OnSelectRole(wchar_t* rolename);
public:// 针对SendCustom的单独处理bool virtual OnChooseCamp(PNS_CHOOSECAMP _coder);bool virtual OnChat(PCHAT_DATA _coder);bool virtual OnChatPublic(PCHAT_PUB _coder);bool virtual OnChatPrivate(PCHAT_PRV _coder);bool virtual OnHeartBeep(PHEART_BEEP _coder);bool virtual OnHeartLoop(PHEART_LOOP _coder);// 分发移动处理函数bool virtual OnMove(PMOVE_DATA _coder);// 移动中处理函数bool virtual OnMoveWalk(PMOVE_DATA_WALK _coder);// 停止移动处理函数bool virtual OnMoveStop(PMOVE_DATA_STOP _coder);// 跳跃处理函数bool virtual OnMoveJump(PMOVE_DATA_JUMP _coder);// 移动时跳跃bool virtual OnMoveWJump(PMOVE_DATA_WJUMP _coder);//  分发坠落函数bool virtual OnFall(PFALL_DATA_START _coder);// 针对Notice的单独处理bool virtual OnSvrChat(PCHAT_PRV _coder);bool virtual OnUseSkill(PUSESKILL _coder);bool virtual OnInited(); // 发送完了964数据包,表示角色上线public:// 处理失败,参数是错误码bool virtual Tips(int code);void virtual loginok(ROLE_DATA* _roles, int count);bool virtual OnScrStartCreateRole(short code,wchar_t* _txt);bool virtual OnSvrNotice(PNET_SEND_CHEAD _coder, int count, char*& buffer, unsigned& len);
public:bool virtual OnRecvData(char*& buff, unsigned& len);bool virtual OnSendData(char*& buff, unsigned& len);bool virtual OnConnect(char*& ip, unsigned& port);};

CUI.cpp文件的修改:修改了 OnInitDialog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), txtDetails(_T("")), txtChat(_T("")), txtChatName(_T(""))
{}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);DDX_Text(pDX, IDC_EDIT1, txtDetails);DDX_Text(pDX, IDC_EDIT3, txtChat);DDX_Text(pDX, IDC_EDIT2, txtChatName);DDX_Control(pDX, IDC_COMBO2, cmbChat);
}BOOL CUI::OnInitDialog()
{CDialogEx::OnInitDialog();SetListView(&lstlog);InstallPage(new CUIWnd_0(this), IDD_PAGE_0, L"角色", TRUE);InstallPage(new CUIWnd_1(this), IDD_PAGE_1, L"周围");InstallPage(new CWndSet(), IDD_PAGE_2, L"设置");InstallPage(new CWndItem(), IDD_PAGE_3, L"装备");InstallPage(new CWndSkill(), IDD_PAGE_4, L"技能");lstlog.InsertColumn(0, L"消息", 0, 70);lstlog.InsertColumn(1, L"内容", 0, 700);lstlog.InsertColumn(2, L"时间", 0, 200);//PageINJ.Init(wAppPath);//PageRAN.SetAppPath(wAppPath);for (CString & txt : ChatPdName){cmbChat.AddString(txt);}cmbChat.SetCurSel(0);return TRUE;
}bool CUI::InstallPage(CDialogEx* wnd, int IDD_WND, CString&& _Name, BOOL IsShow)
{if (CurPage >= (sizeof(WNDS) / sizeof(CDialogEx*))) 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 += 32;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)ON_WM_TIMER()ON_BN_CLICKED(IDC_BUTTON1, &CUI::OnBnClickedButton1)
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;
}void CUI::loginok(ROLE_DATA* _roles, int count)
{PushLog(LOGTYPE::SYS, L"账号登录成功");NetClient::loginok(_roles, count);wnds.wndRole->lstRole.DeleteAllItems();CString txtInfos;for (int i = 0; i < count; i++){txtInfos = _roles[i].infos.value();txtInfos = txtInfos + L";";CString txtIndex, txtSex, txtMap, txtJob, txtCamp, txtRace, txtLv;CStringA stxtMap, stxtJob, stxtCamp, stxtRace;txtSex = ReadValue(txtInfos, L"1,", L";");txtMap = ReadValue(txtInfos, L"56,", L";");txtJob = L"job_" + ReadValue(txtInfos, L"37,", L";");txtCamp = L"camp_" + ReadValue(txtInfos, L"35,", L";");txtRace = L"race_" + ReadValue(txtInfos, L"36,", L";");txtLv = ReadValue(txtInfos, L"38,", L";");txtIndex.Format(L"%d", _roles[i].index.value());stxtMap = txtMap;stxtJob = txtJob;stxtCamp = txtCamp;stxtRace = txtRace;txtSex = SexName[txtSex == L"1"];wnds.wndRole->lstRole.InsertItem(0, txtIndex);wnds.wndRole->lstRole.SetItemText(0, 1, _roles[i].name);wnds.wndRole->lstRole.SetItemText(0, 2, txtLv);wnds.wndRole->lstRole.SetItemText(0, 3, txtSex);wnds.wndRole->lstRole.SetItemText(0, 4, getTxtManger()->ReadTextById(stxtCamp.GetBuffer()));wnds.wndRole->lstRole.SetItemText(0, 5, getTxtManger()->ReadTextById(stxtMap.GetBuffer()));wnds.wndRole->lstRole.SetItemText(0, 6, getTxtManger()->ReadTextById(stxtRace.GetBuffer()));wnds.wndRole->lstRole.SetItemText(0, 7, getTxtManger()->ReadTextById(stxtJob.GetBuffer()));}
}bool CUI::Tips(int code)
{CString logName;logName.Format(L"服务器提示:%d", code);PushLog(LOGTYPE::TIPS, logName.GetBuffer());// NetClient::Tips(code);return true;
}bool CUI::OnInited()
{SetTimer(0x10001, 50, NULL);return true;
}bool CUI::OnSvrChat(PCHAT_PRV _coder)
{CString txt;CString txtPd;CString txtName = _coder->name;CString txtInfo = _coder->txt;txt.Format(L"%d", _coder->ChartId.value());AfxMessageBox(txt);switch (_coder->ChartId){case 1:// 附近频道txtPd = L"附近";break;case 2:// 区域频道txtPd = L"区域";break;case 3:// 私聊txtPd = L"接收的私聊";// return OnChatPrivate((PCHAT_PRV)_coder);break;case 6:// 公会频道txtPd = L"公会";break;case 9:// 阵营频道txtPd = L"阵营";break;case 21:// 喊话频道txtPd = L"喊话";// return OnChatPublic((PCHAT_PUB)_coder);break;case 103:// 喊话频道txtPd = L"发送的私信";// return OnChatPublic((PCHAT_PUB)_coder);break;}txt.Format(L"[%s][%s][%s]", txtPd, txtInfo, txtName);PushLog(LOGTYPE::CHAT, txt.GetBuffer());return true;
}bool CUI::OnFall(PFALL_DATA_START _coder)
{NetClient::OnFall(_coder);return !wnds.wndSet->setValue[(unsigned)SETNAME::NeverFall];
}bool CUI::OnMoveWalk(PMOVE_DATA_WALK _coder)
{if (wnds.wndSet->setValue[(unsigned)SETNAME::AddSpeed]){float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;MoveSpeed[0] = wnds.wndSet->OldSpeed;}return true;
}bool CUI::OnMoveJump(PMOVE_DATA_JUMP _coder)
{if (wnds.wndSet->setValue[(unsigned)SETNAME::AddSpeed]){float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;MoveSpeed[0] = wnds.wndSet->OldSpeed;}return true;
}bool CUI::OnMoveWJump(PMOVE_DATA_WJUMP _coder)
{if (wnds.wndSet->setValue[(unsigned)SETNAME::AddSpeed]){float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;MoveSpeed[0] = wnds.wndSet->OldSpeed;}return true;
}CString CUI::ReadValue(CString& txt, wchar_t* key, wchar_t* endStr)
{CString result = L"";int iStart = txt.Find(key);if (iStart > -1) {iStart = iStart + wcslen(key);int iend = txt.Find(endStr, iStart);if (iend > -1)result = txt.Mid(iStart, iend - iStart);}return result;
}void CUI::PushLog(LOGTYPE type, wchar_t* txt)
{struct tm newtiem {};time_t t;time(&t);localtime_s(&newtiem, &t); // 获取时间CString logName;logName.Format(L"%.4d-%.2d-%.2d %.2d:%.2d:%.2d", newtiem.tm_year + 1900, newtiem.tm_mon + 1, newtiem.tm_mday, newtiem.tm_hour, newtiem.tm_min, newtiem.tm_sec);lstlog.InsertItem(0, MsgName[(int)type]);lstlog.SetItemText(0, 1, txt);lstlog.SetItemText(0, 2, logName);
}void CUI::OnTimer(UINT_PTR nIDEvent)
{// wnds.wndAIM->UI();CStringA tmp;tmp.Format("%d", Player.CurArea);txtDetails.Format(L"lv.%d.%s 生命值[%d/%d] 经验值[%d/%d] 当前所在场景[%s](%.2f|%.2f|%.2f)", Player.Level, Player.Name,  Player.HP, Player.MaxHP + Player.MaxHPAdd, Player.PlayerExp, Player.PlayerUpgradeExp, getTxtManger()->ReadTextById(tmp.GetBuffer()), Player.x, Player.h, Player.y);SetDlgItemText(IDC_EDIT1, txtDetails.GetBuffer());// UpdateData(FALSE);__super::OnTimer(nIDEvent);
}void CUI::OnBnClickedButton1()
{int nsel = cmbChat.GetCurSel();UpdateData(TRUE);if (nsel > -1) {if (ChatPdId[nsel] != -1) {Talk(txtChat.GetBuffer(), ChatPdId[nsel]);}else {TalkTo(txtChatName.GetBuffer(), txtChat.GetBuffer());}txtChat = L"";}SetDlgItemText(IDC_EDIT3, txtChat.GetBuffer());}

CUI.h文件的修改:新加 CWndItem.h头文件、CWndSkill.h头文件,修改了 WNDS结构体

#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"
#include "CWndSet.h"
#include "CWndItem.h"
#include "CWndSkill.h"
//游戏辅助UI类
// CUI 对话框enum class LOGTYPE {TIPS = 0,SYS = 1,CHAT = 2,MAX
};typedef struct WNDS {CUIWnd_0* wndRole;CUIWnd_1* wndAIM;CWndSet* wndSet;CWndItem* wndItem;CWndSkill* wndSkill;
}*PWNDS;// #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()union {CDialogEx* Pages[sizeof(WNDS)/sizeof(CDialogEx*)];WNDS wnds;};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;
protected:CString MsgName[(unsigned int)LOGTYPE::MAX]{L"错误",L"系统",L"聊天"};CString SexName[2]{L"男",L"女"};CString ChatPdName[6]{L"附近",L"区域",L"公会",L"阵营",L"喊话",L"私信"};int ChatPdId[6]{1, 2, 6, 9, 21, -1};void PushLog(LOGTYPE type, wchar_t* txt);
protected:void virtual loginok(ROLE_DATA* _roles, int count);bool virtual Tips(int code);bool virtual OnInited();bool virtual OnSvrChat(PCHAT_PRV _coder);//  分发坠落函数bool virtual OnFall(PFALL_DATA_START _coder);// 移动中处理函数bool virtual OnMoveWalk(PMOVE_DATA_WALK _coder);// 跳跃处理函数bool virtual OnMoveJump(PMOVE_DATA_JUMP _coder);// 移动时跳跃bool virtual OnMoveWJump(PMOVE_DATA_WJUMP _coder);// 解析角色的信息,性别、种族、阵营等CString ReadValue(CString&txt, wchar_t* key, wchar_t* endStr);
public:CString txtDetails;afx_msg void OnTimer(UINT_PTR nIDEvent);CString txtChat;CString txtChatName;afx_msg void OnBnClickedButton1();CComboBox cmbChat;
};

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