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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
现在的代码都是依据数据包来写的,如果看不懂代码,就说明没看懂数据包
内容参考于: 易道云信息技术研究院VIP课
上一个内容:108.利用数据包实现物品的使用丢弃交换
码云版本号:2d53d9eadcd3122e198f5305ffafdbf69556f84c
代码下载地址,在 titan 目录下,文件名为:titan-商店与捨取窗口数据的处理.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 108.利用数据包实现物品的使用丢弃交换 它的代码为基础进行修改
本次来处理商店与捨取窗口的数据,这样以后打怪捡东西也可以了
进入游戏点击商店
打开商店发送的数据包是 552
然后是15数据包
剩下的都是18数据包,18数据包在处理背包数据时已经处理过了
然后再换一个商店(防具店),它出现了17的数据包
17数据包的拆分,它看着像是对15数据包的一个补充
商人坐标位置
通过观察打开商店它的数据包,发现并没有告诉客户端商店背包结构大小修改的东西,所以猜测它是每打开一次商店它会重新申请一次内存,这里在我们的代码中给它优化一下,不要每次都申请内存
捨取窗口
数据包 18 50
点击全部捨取的数据包
16数据包可能代表了关闭捨取窗口
有个王者之箱的物品,它也可以弹出捨取窗口
它的数据包,它的捨取看着有点不一样,这里先不管了
本次代码为了使用起来方便,修改了物品相关代码(物品获取、修改框架),没有做功能性的东西(只是简单的把商店、捨取窗口结构创建了出来,并且实现初始化,但是并没有进行测试)
NetClient.cpp文件的修改:修改了 GetGameOBJECT函数、ReSetGameOBJECT函数、ExChangeOBJECT函数、,新加 GetGameOBJECTUnion函数
#include "pch.h"
#include "NetClient.h"
#include "extern_all.h"
bool NetClient::login(const char* Id, const char* Pass)
{
const int bufflen = sizeof(DATA_LOGIN) + 1;
char buff[bufflen];
DATA_LOGIN data;
// 有些操作系统这样写会报错,因为内存不对齐,现在Windows下没事
//PDATALOGIN _data = (PDATALOGIN)(buff + 1);
// 这样写就能解决内存对齐问题
PDATALOGIN _data =&data;
int len = strlen(Id);
memcpy(_data->Id, Id, len);
len = strlen(Pass);
memcpy(_data->Pass, Pass, len);
memcpy(buff+1, _data, sizeof(DATA_LOGIN));
buff[0] = I_LOGIN;
return NetSend(buff, sizeof(buff));
}
bool NetClient::DelRole(const wchar_t* rolename)
{
PROLEDATA _role = GetRoleByName(rolename);
if (_role == nullptr) {
return false;
}
else {
return DelRole(rolename, _role->name.lenth);
}
return false;
}
bool NetClient::StartCreateRole()
{
NET_CREATEROLE_START _data;
return NetSend(&_data.op, _data.len);
}
bool NetClient::SelectCamp(const char* _campname)
{
NET_SEND_BUFF _buff;
NET_SEND_CHOOSECAMP _data;
_data.opcode.Set(SC_CHOOSECAMP);
_data.camps.Set(_campname);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
//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 NetClient::CreateRole(wchar_t* name, double sex, double camp, double race, double occu, const char* photo, const char* infos, const char* txt, double faceShape)
{
// rolecount > 4说明角色的数量够了
if (rolecount > 4)return false;
int index = 0;
bool roleindex[5]{true, true, true, true, true };
for (int i = 0; i < rolecount; i++) {
roleindex[roles[i].index] = false;
}
for (int i = 0; i < 5; i++)
{
if (roleindex[i]) {
index = i;
break;
}
}
// wchar_t _name[] = L"am52111";
NS_CREATEROLE_HEAD_BUFF _buff;
CREATE_ROLE_DATAS _data;
_data.sex.Set(sex);
_data.camp.Set(camp);
_data.face.Set(race);
_data.occu.Set(occu);
_data.faceSahpe.Set(faceShape);
//_data.Photo.Set("gui\BG_team\TeamRole\Teamrole_zq_humF_001.PNG");
_data.Photo.Set(photo);
//_data.Infos.Set("Face,0;Hat,0;Eyes,0;Beard,0;Ears,0;Tail,0;Finger,0;Cloth,0;Pants,0;Gloves,0;Shoes,0;Trait,0;HairColor,0;SkinColor,0;SkinMtl,0;Tattoo,0;TattooColor,16777215;");
_data.Infos.Set(infos);
_data.Txt.Set(txt);
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
_buff.index = index;
int lenth = wcslen(name) + 1;
lenth = lenth * 2;
memcpy(_buff.name, name, lenth);
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEHD_CREATEROLE_HEAD) - 3;
return NetSend(&_buff.op, ilen);
}
bool NetClient::SelectRole(const wchar_t* rolename)
{
PROLEDATA roles = GetRoleByName(rolename);
if (roles == nullptr)return false;
NS_SELECTROLE _data;
memcpy(_data.buff, roles->name.value(), roles->name.lenth);
return NetSend((char*)&_data, sizeof(_data));
}
bool NetClient::Fall()
{
NET_SEND_BUFF _buff;
FALL_DATA_STOP _data2;
_data2.opcode.Set(SC_FALL_HEADER);
_data2.Mode.Set(0x2);
_data2.StartH.Set(Player.h);
_data2.NextH.Set(Player.h - 12);
_data2.EndH.Set(Player.h - 120);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data2) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data2.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
void NetClient::Teleport(float x, float h, float y, float face)
{
// 修正坐标
//PAIM aim = GetAimByName(L"r");
//if (aim == nullptr) {
// return;
//}
// 目的地坐标
//float decX = aim->x;
//float decH = aim->h;
//float decY = aim->y;
/* float decX = 3843.776123f;
float decH = 11.731983f;
float decY = -2005.533813f;
float face = 0.0f;*/
union {
unsigned nt = 0xFFC00000;
float fNan;
}v;
/*
这里的参数虽然都是无效值,但不见得就非要全部是无效值
可能只设置x坐标就可以,可能值设置y坐标就可以,可能要设置x、y坐标就可以。。。
现在全部设置成无效值了,如果游戏服务端有这个漏洞,我们角色的坐标就会
全部设置成无效值,然后按照逻辑来讲下一次设置坐标的函数可以任意修改
然后还可能有的游戏设置NaN不成功,这种的可以多试几个修改坐标或者其它数据的函数
如果还都不行那就没办法了
*/
//MoveWJump(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
//MoveWalk(v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
MoveStop(v.fNan, v.fNan, v.fNan, v.fNan); // 可以把坐标设置成nan
MoveStop(x, h, y, face);
// 利用修正坐标数据包瞬移
SetCoord(Player.lId, x, h, y, face);
}
bool NetClient::MoveStop(float x, float h, float y, float face)
{
NET_SEND_BUFF _buff;
MOVE_DATA_STOP _data;
_data.opcode.Set(SC_MOVE_HEADER);
_data.Mode.Set(0x0);
_data.Count.Set(4);
_data.x.Set(x);
_data.h.Set(h);
_data.y.Set(y);
_data.face.Set(face);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::MoveJump(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{
NET_SEND_BUFF _buff;
MOVE_DATA_JUMP _data;
_data.opcode.Set(SC_MOVE_HEADER);
_data.Mode.Set(0x2);
_data.Count.Set(9);
_data.x.Set(x);
_data.h.Set(h);
_data.y.Set(y);
_data.xNext.Set(xNext);
_data.yNext.Set(yNext);
_data.MoveSpeed.Set(Player.MoveSpeed);
_data.JumpSpeed.Set(Player.JumpSpeed);
_data.GSpeed.Set(0.0f);
_data.face.Set(face);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::MoveWalk(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{
NET_SEND_BUFF _buff;
MOVE_DATA_WALK _data;
_data.opcode.Set(SC_MOVE_HEADER);
_data.Mode.Set(0x1);
_data.Count.Set(8);
_data.x.Set(x);
_data.h.Set(h);
_data.y.Set(y);
_data.xNext.Set(xNext);
_data.yNext.Set(yNext);
_data.MoveSpeed.Set(Player.MoveSpeed);
_data.GSpeed.Set(0.0f);
_data.face.Set(face);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::MoveWJump(float x, float h, float y, float face, float oldy, float xNext, float yNext)
{
NET_SEND_BUFF _buff;
MOVE_DATA_WJUMP _data;
_data.opcode.Set(SC_MOVE_HEADER);
_data.Mode.Set(0x3);
_data.Count.Set(7);
_data.x.Set(x);
_data.h.Set(h);
_data.y.Set(y);
_data.xNext.Set(xNext);
_data.yNext.Set(yNext);
_data.MoveSpeed.Set(Player.MoveSpeed);
_data.face.Set(face);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::UseSkill(const char* _skillName, float x, float h, float y, float face, float xTarget, float hTarget, float yTarget, int rInt1, int rInt2, int rInt3)
{
NET_SEND_BUFF _buff;
USESKILL_DATA _data;
_data.opcode.Set(SC_USESKILL);
_data.skillName.Set(_skillName);
_data.x.Set(x);
_data.h.Set(h);
_data.y.Set(y);
_data.xTarget.Set(xTarget);
_data.hTarget.Set(hTarget);
_data.yTarget.Set(yTarget);
_data.un0.Set(rInt1);
_data.un1.Set(rInt2);
_data.un2.Set(rInt3);
//_data.face.Set(face);
_data.face.Set(0);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::UseItem(short BagIndex, short Index)
{
NET_SEND_BUFF _buff;
ITEM_USE_DATA _data;
_data.opcode.Set(SC_ITEM_USE);
_data.MainIndex.Set(BagIndex);
_data.Index.Set(Index);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::ExChangeItem(short BagIndex, short Index, short tBagindex, short tIndex, bool IsEmpty)
{
NET_SEND_BUFF _buff;
ITEM_EXCHANGE_DATA _data;
if(IsEmpty)
_data.opcode.Set(SC_ITEM_EXCHANGE);
else
_data.opcode.Set(SC_ITEM_EXCHANGEEX);
_data.MainIndex.Set(BagIndex);
_data.Index.Set(Index);
_data.TargetId.Set(tBagindex);
_data.TargetIndex.Set(tIndex);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::DropItem(short BagIndex, short Index, short Amount)
{
NET_SEND_BUFF _buff;
ITEM_DROP_DATA _data;
_data.opcode.Set(SC_ITEM_DROP);
_data.MainIndex.Set(BagIndex);
_data.Index.Set(Index);
_data.Amount.Set(Amount);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::SplitItem(short BagIndex, short Index, short tBagindex, short tIndex, short Amount)
{
NET_SEND_BUFF _buff;
ITEM_SPLIT_DATA _data;
_data.opcode.Set(SC_ITEM_SPLIT);
_data.MainIndex.Set(BagIndex);
_data.Index.Set(Index);
_data.TargetId.Set(tBagindex);
_data.TargetIndex.Set(tIndex);
_data.TargetAmount.Set(Amount);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::Mount(short Index)
{
NET_SEND_BUFF _buff;
MOUNT_DATA _data;
_data.opcode.Set(SC_MOUNT);
_data.Index.Set(Index);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
PROLEDATA NetClient::GetRoleByName(const wchar_t* rolename)
{
//PROLEDATA result = nullptr;
for (int i = 0; i < rolecount; i++)
{
// StrCmpW判断两个字符串是否相同
// 比较时区分大小写,如果字符串相同返回0
if (StrCmpW(roles[i].name.value(), rolename) == 0) {
return &roles[i];
}
}
return nullptr;
}
bool NetClient::Talk(wchar_t* txt, int PdId, double un)
{
NET_SEND_BUFF _buff;
CHAT_PUBLIC _data;
_data.opcode.Set(SC_CHAT);
_data.ChartId.Set(PdId);
_data.txt.Set(txt);
_data.un.Set(un);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::TalkTo(wchar_t* name, wchar_t* txt, double un)
{
NET_SEND_BUFF _buff;
CHAT_PRIVATE _data;
_data.opcode.Set(SC_CHAT);
_data.ChartId.Set(3);
_data.txt.Set(txt);
_data.name.Set(name);
_data.un.Set(un);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::HeartBeep()
{
NET_SEND_BUFF _buff;
HEART_BEEP _data;
_data.opcode.Set(SC_BEEP);
_data.tick.Set(3);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::HeartLoop()
{
NET_SEND_BUFF _buff;
HEART_LOOP _data;
_data.opcode.Set(SC_LOOP);
_data.tick.Set(GetTickCount64());
_data.txt.Set("");
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::Backtoroles()
{
// 返回角色
NET_SEND_BUFF _buff;
NSR_CHEAD _data;
_data.opcode.Set(SC_REONLINE);
/*
sizeof(_data) / sizeof(EnCode)的原因
NET_SEND_CHOOSECAMP结构体里面,没别 东西
全是 EnCode 这个结构
*/
short count = sizeof(_data) / sizeof(EnCode);
_buff.count = count;
/*
CodeMe函数给 _buff.buff里写数据参数的数据
也就是给0A开头数据包里写,数据参数个数后面的内容
然后返回值是写了多长的数据
也就是给0A开头数据包里的数据参数个数后面的数据写了多长
*/
int ilen = _data.CodeMe(count, _buff.buff);
ilen = ilen + sizeof(NET_SEND_HEAD) - 1;
return NetSend(&_buff.op, ilen);
}
bool NetClient::DelRole(const wchar_t* rolename, unsigned _len)
{
DATA_DELROLE _data;
_data.op = 0x06;
_data.len = _len;
memcpy(_data.buff, rolename, _len);
return NetSend((char*)&_data, sizeof(DATA_DELROLE) - 1);
}
PAIM NetClient::GetAimById(long long lId)
{
if (Player.lId == 0)return &Player;// 我们玩家的数据未初始化其它的也不能初始化
if (Player.lId == lId)return &Player;
for (int i = 0; i < MAX_AIM; i++)
{
if ((Aimlst[i] != nullptr) && (Aimlst[i]->lId == lId)) {
return Aimlst[i];
}
}
return CreateAim(lId);
}
PAIM NetClient::CreateAim(long long lId)
{
for (int i = 0; i < MAX_AIM; i++)
{
if (Aimlst[i] == nullptr) {
Aimlst[i] = new AIM();
Aimlst[i]->lId = lId;
return Aimlst[i];
}
else if (Aimlst[i]->Isfree) {
Aimlst[i]->lId = lId;
return Aimlst[i];
}
}
return nullptr;
}
void NetClient::RemoveAimById(long long lId)
{
for (int i = 0; i < MAX_AIM; i++)
{
if ((Aimlst[i] != nullptr) && (Aimlst[i]->lId == lId)) {
// CString _txt;
// _txt.Format(L"附近的 %s 消失", Aimlst[i]->Name);
// AfxMessageBox(_txt);
Aimlst[i]->Release();
}
}
}
POBJECT_UNION NetClient::GetGameOBJECTUnion(short MainIndex)
{
switch (MainIndex)
{
case 1:
return &Equip;
case 2:
return &Item;
case 3:
return &ItemEx;
case 8:
return &MountBag;
case 0x28:
return &Skill;
case 0x30:
return &Shop;
case 0x50:
return &Pickup;
}
return nullptr;
}
POBJECTBASE NetClient::GetGameOBJECT(short MainIndex, short Index)
{
POBJECT_UNION _objectTable = GetGameOBJECTUnion(MainIndex);
if (_objectTable) {
return _objectTable->item[Index];
}
return nullptr;
}
POBJECTBASE NetClient::ReSetGameOBJECT(short MainIndex, short max)
{
max = max + 1;
POBJECT_UNION _objectTable = GetGameOBJECTUnion(MainIndex);
if (_objectTable) {
_objectTable->Count = max;
if (_objectTable->item) {
if (max > _objectTable->MaxCount) {
if (MainIndex == 0x28) {
delete[] _objectTable->skill;
delete[] _objectTable->skillAry;
}
else {
delete[] _objectTable->item;
delete[] _objectTable->itemAry;
}
}
else {
for (int i = 0; i < _objectTable->MaxCount; i++)
{
_objectTable->item[i]->Isfree = true;
}
return _objectTable->item[0];
}
}else _objectTable->MaxCount = max;
if (MainIndex == 0x28) {
_objectTable->skill = new PSKILL[max];
_objectTable->skillAry = new SKILL[max];
for (int i = 0; i < max; i++) _objectTable->skill[i] = &_objectTable->skillAry[i];
}
else {
_objectTable->item = new PITEM[max];
_objectTable->itemAry = new ITEM[max];
for (int i = 0; i < max; i++) _objectTable->item[i] = &_objectTable->itemAry[i];
}
return _objectTable->item[0];
}
return nullptr;
}
void NetClient::ExChangeOBJECT(short MainIndex, short IndexFrom, short IndexTo)
{
POBJECT_UNION _objectTable = GetGameOBJECTUnion(MainIndex);
if (_objectTable) {
POBJECTBASE* _base = _objectTable->item;
POBJECTBASE _tmp = _base[IndexFrom];
_base[IndexFrom] = _base[IndexTo];
_base[IndexTo] = _tmp;
}
}
void NetClient::DestoryOBJECT(short MainIndex, short Index)
{
POBJECTBASE base = GetGameOBJECT(MainIndex, Index);
if (base)base->Isfree = true;
}
PAIM NetClient::GetAimByName(const wchar_t* name)
{
for (int i = 0; i < MAX_AIM; i++)
{
if ((Aimlst[i] != nullptr) && (!Aimlst[i]->Isfree) && (Aimlst[i]->Name == name)) {
return Aimlst[i];
}
}
return nullptr;
}
// x,y是玩家的坐标,targetX,targetY是目标的坐标
float NetClient::GetFace(float x, float y, float targetX, float targetY)
{
// 计算差值
x = targetX - x;
y = targetY - y;
double pi = 3.14159265358979323846;
double p = atan2(x, y); // atan2是计算三角形弧度atan2函数返回值-pi ~ pi,负的3.1415926...到正的3.1415926...
// 如果x是负数atan2函数返回值必定是在三四象限里,也就是一个负π
if (x < 0) {
p = pi * 2 + p;
}
return p;
}
void NetClient::FaceTo(const wchar_t* name)
{
PAIM _aim = GetAimByName(name);
if (_aim) {
float _face = GetFace(Player.x, Player.y, _aim->x, _aim->y);
MoveStop(Player.x, Player.h, Player.y, _face);
}
}
void NetClient::Init(PNetOperation _send, PNetOperation _recv)
{
NetSend = _send;
NetRecv = _recv;
for (int i = 0; i < 0x100; i++) {
SendProc[i] = &NetClient::DefaultProc;
RecvProc[i] = &NetClient::DefaultProc;
}
// 注册登录数据包处理函数
SendProc[I_LOGIN] = &NetClient::OnClientlogin;
SendProc[I_CREATEROLE_START] = &NetClient::OnClientStartCreateRole;
SendProc[I_DELROLE] = &NetClient::OnClientDelRole;
SendProc[I_SEND_CUSTOM] = &NetClient::OnClientSendCustom;
SendProc[I_CREATEROLE] = &NetClient::OnClientCreateRole;
SendProc[I_SELECT_ROLE] = &NetClient::OnClientSelectRole;
// 注册数据登录失败数据包处理函数
RecvProc[S_TIPS] = &NetClient::OnSvrTips;
RecvProc[S_LOGINOK] = &NetClient::OnSvrloginOk;
RecvProc[S_CREATEROLE_START] = &NetClient::OnSvrStartCreateRole;
RecvProc[S_NOTICE] = &NetClient::OnSverNotice;
RecvProc[S_NOTICE_COM] = &NetClient::OnSverNotice;
RecvProc[S_OBJECT] = &NetClient::OnSverObject;
RecvProc[S_STRUCT] = &NetClient::OnSverStruct;
RecvProc[S_OBJECT_INIT] = &NetClient::OnSvrObjectInit;
RecvProc[S_OBJECT_INITEX] = &NetClient::OnSvrObjectInitEx;
RecvProc[S_OBJECT_INITEX_UCOM] = &NetClient::OnSvrObjectInitEx;
RecvProc[S_UPDATECORD] = &NetClient::OnSvrUpdateCord;
RecvProc[S_UPDATEPRO] = &NetClient::OnSvrUpdateProperty;
RecvProc[S_UPDATEPROMU] = &NetClient::OnSvrUpdatePropertyMu;
RecvProc[S_UPDATEPROMU_COM] = &NetClient::OnSvrUpdatePropertyMu;
RecvProc[S_OBJECT_REMOVE] = &NetClient::OnSvrRemoveObjectMu;
RecvProc[S_UPDATECORDEX] = &NetClient::OnSvrUpdateCordEx;
RecvProc[S_GAMEBASE] = &NetClient::OnSvrGameBase;
RecvProc[S_GAMEBASE_RESET] = &NetClient::OnSvrGameBaseReset;
RecvProc[S_GAMEBASE_EXCHANGE] = &NetClient::OnSvrGameBaseExChange;
RecvProc[S_GAMEBASE_DROP] = &NetClient::OnSvrGameBaseDestroy;
}
bool NetClient::SetCoord(long long lId, float x, float h, float y, float face)
{
NR_UPDATECOORD head;
head.lId = lId;
head.x = x;
head.h = h;
head.y = y;
head.face = face;
return NetRecv(&head.op, head.len);
}
bool NetClient::SetProperty(long long lId, int ProType, void* value)
{
NR_OBJECT_UPDATEPRO head;
head.lId = lId;
head.itype = ProType;
int valueType = ObjectTable[ProType].type;
int valueSize = data_desc[2][valueType].lenth;
int bufflen = 14;
switch (valueType)
{
case 1:
case 2:
case 3:
case 4:
case 5:
case 6:
case 9:
memcpy(head.buff, value, valueSize);
bufflen = bufflen + valueSize;
break;
case 7:
head.lenth = strlen((char*)value) + 1;
memcpy(head.buffEnd, value, head.lenth);
bufflen = bufflen + 4 + head.lenth;
break;
case 8:
head.lenth = wcslen((wchar_t*)value) + 1;
head.lenth = head.lenth + 2;
memcpy(head.buffEnd, value, head.lenth);
bufflen = bufflen + 4 + head.lenth;
break;
default:
break;
}
return NetRecv(&head.op, bufflen);
}
bool NetClient::OnDelRole(wchar_t* rolename, unsigned _len)
{
// AfxMessageBox(rolename);
return true;
}
void NetClient::Onlogin(const char* Id, const char* Pass)
{
/*
const int bufflen = sizeof(DATA_LOGIN) + 1;
char buff[bufflen];
DATA_LOGIN data;
// 有些操作系统这样写会报错,因为内存不对齐,现在Windows下没事
//PDATALOGIN _data = (PDATALOGIN)(buff + 1);
// 这样写就能解决内存对齐问题
PDATALOGIN _data =&data;
int len = strlen(Id);
memcpy(_data->Id, Id, len);
len = strlen(Pass);
memcpy(_data->Pass, Pass, len);
memcpy(buff+1, _data, sizeof(DATA_LOGIN));
buff[0] = I_LOGIN;
return NetSend(buff, sizeof(buff));
*/
}
bool NetClient::OnStartCreateRole(int code)
{
return true;
}
bool NetClient::OnCreateRole(PNS_CREATEROLE _header, PCREATE_ROLE_DATAS _body)
{
return true;
}
bool NetClient::OnSendCustom(PNET_SEND_CHEAD _coder, char*& buffer, unsigned& len)
{
switch (_coder->opcode.value())
{
case SC_CHOOSECAMP:
return OnChooseCamp((PNS_CHOOSECAMP)_coder);
case SC_CHAT:
return OnChat((PCHAT_DATA)_coder);
case SC_BEEP:
return OnHeartBeep((PHEART_BEEP)_coder);
case SC_LOOP:
return OnHeartLoop((PHEART_LOOP)_coder);
case SC_INITED:
return OnInited();
case SC_REONLINE:
//case SC_INIT_START:
//case SC_HAND:
//case SC_HAND_IN:
// return false;
case SC_MOVE_HEADER:
return OnMove((PMOVE_DATA)_coder);
case SC_FALL_HEADER:
return OnFall((PFALL_DATA_START)_coder);
case SC_INWATER:
return false;
case SC_USESKILL:
return OnUseSkill((PUSESKILL)_coder);
default:
return true;
}
return true;
}
bool NetClient::OnSelectRole(wchar_t* rolename)
{
//AfxMessageBox(rolename);
return true;
}
bool NetClient::OnChooseCamp(PNS_CHOOSECAMP _coder)
{
PNS_CHOOSECAMP _p = (PNS_CHOOSECAMP)_coder;
return true;
}
bool NetClient::OnChat(PCHAT_DATA _coder)
{
switch (_coder->ChartId)
{
case 3:// 私聊
return OnChatPrivate((PCHAT_PRV)_coder);
case 1:// 附近频道
case 2:// 区域频道
case 6:// 公会频道
case 9:// 阵营频道
case 21:// 喊话频道
return OnChatPublic((PCHAT_PUB)_coder);
break;
}
return true;
}
bool NetClient::OnChatPublic(PCHAT_PUB _coder)
{
return true;
}
bool NetClient::OnChatPrivate(PCHAT_PRV _coder)
{
return true;
}
bool NetClient::OnHeartBeep(PHEART_BEEP _coder)
{
return true; // 返回false会拦截81心跳包不给服务端发送
}
bool NetClient::OnHeartLoop(PHEART_LOOP _coder)
{
return true; // 返回false会拦截SC_LOOP心跳包不给服务端发送
}
bool NetClient::OnMove(PMOVE_DATA _coder)
{
switch (_coder->Mode)
{
case 0:
return OnMoveStop((PMOVE_DATA_STOP)_coder);
case 1:
return OnMoveWalk((PMOVE_DATA_WALK)_coder);
case 2:
return OnMoveJump((PMOVE_DATA_JUMP)_coder);
case 3:
return OnMoveWJump((PMOVE_DATA_WJUMP)_coder);
}
return false;
}
// 移动中处理函数
bool NetClient::OnMoveWalk(PMOVE_DATA_WALK _coder)
{
/*float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;
MoveSpeed[0] = 5.0f;*/
/*if (HideMode) {
float* f = (float*)_coder->h.oldPointer;
f[0] = f[0] + 5;
}*/
return true;
}
// 停止移动处理函数
bool NetClient::OnMoveStop(PMOVE_DATA_STOP _coder)
{
/* if (HideMode) {
float* f = (float*)_coder->h.oldPointer;
f[0] = f[0] + 5;
}*/
return true;
}
// 跳跃处理函数
bool NetClient::OnMoveJump(PMOVE_DATA_JUMP _coder)
{
//float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;
//MoveSpeed[0] = 5.0f;
//if(HideMode) {
// float* f = (float*)_coder->h.oldPointer;
// f[0] = f[0] + 5;
//}
return true;
}
// 移动时跳跃
bool NetClient::OnMoveWJump(PMOVE_DATA_WJUMP _coder)
{
/* float* MoveSpeed = (float*)_coder->MoveSpeed.oldPointer;
MoveSpeed[0] = 5.0f;*/
//if(HideMode) {
// float* f = (float*)_coder->h.oldPointer;
// f[0] = f[0] + 5;
//}
return true;
}
bool NetClient::OnFall(PFALL_DATA_START _coder)
{
return true;
}
bool NetClient::OnSvrChat(PCHAT_PRV _coder)
{
//AfxMessageBox(_coder->name);
//AfxMessageBox(_coder->txt);
//switch (_coder->ChartId)
//{
//case 3:// 私聊
// return OnChatPrivate((PCHAT_PRV)_coder);
//case 1:// 附近频道
//case 2:// 区域频道
//case 6:// 公会频道
//case 9:// 阵营频道
//case 21:// 喊话频道
// return OnChatPublic((PCHAT_PUB)_coder);
// break;
//}
return true;
}
bool NetClient::OnUseSkill(PUSESKILL _coder)
{
// 无法x坐标无效,会无法释放技能
/*float* f = (float*)_coder->x.oldPointer;
f[0] = 0;*/
return true;
}
bool NetClient::OnInited()
{
return true;
}
bool NetClient::Tips(int code)
{
#ifdef Anly
CString txt;
if (code == 51001) {
txt = L"登陆失败,易道云通行证不存在!";
}else if (code == 51002) {
txt = L"登录失败,密码错误!";
}else if (code == 21101) {
txt = L"人物重名!";
}else if (code == 21109) {
txt = L"名字过长或包含非法字符!";
}
else {
txt.Format(L"未知登录错误:%d", code);
}
anly->SendData(TTYPE::I_LOG, 0, txt.GetBuffer(), (txt.GetLength() + 1)*2);
#endif
return true;
}
void NetClient::loginok(ROLE_DATA* _roles, int count)
{
logined = true;
if(roles) delete[] roles;
roles = _roles;
rolecount = count;
}
bool NetClient::OnScrStartCreateRole(short code, wchar_t* _txt)
{
return true;
}
bool NetClient::OnSvrNotice(PNET_SEND_CHEAD _coder, int count, char*& buffer, unsigned& len)
{
if (_coder->msgHeader == "chat") {
return OnSvrChat((PCHAT_PRV)_coder);
}
return true;
}
bool NetClient::OnRecvData(char*& buff, unsigned& len)
{
#ifdef Anly
anly->SendData(TTYPE::I_RECV, buff[0], buff, len);
#endif
return (this->*RecvProc[buff[0]])(buff, len);
}
bool NetClient::OnSendData(char*& buff, unsigned& len)
{
#ifdef Anly
anly->SendData(TTYPE::I_SEND, buff[0], buff, len);
#endif
return (this->*SendProc[buff[0]])(buff, len);
}
bool NetClient::OnConnect(char*& ip, unsigned& port)
{
#ifdef Anly
// 长度24的原因,它是宽字节要,一个文字要2个字节,一共是10个文字加上结尾的0是11个
// 所以 11 乘以2,然后再加2
anly->SendData(TTYPE::I_LOG, 0, L"服务器正在连接。。。", 24);
#endif
return true;
}
// 默认的数据处理函数
bool NetClient::DefaultProc(char*&, unsigned&)
{
return true;
}
// 复制过来的内容
bool NetClient::OnClientlogin(char*& buff, unsigned& len)
{
PDATALOGIN _data = (PDATALOGIN)(buff + 1);
char* _id = _data->Id;
_data = (PDATALOGIN)(buff + 1 + _data->lenId - 0x10);
char* _pass = _data->Pass;
Onlogin(_id, _pass);
/* 修改账号密码
len = sizeof(DATA_LOGIN) + 1;
buff = new char[len];
DATA_LOGIN data;
PDATALOGIN _data = &data;
buff[0] = 0x2;
CStringA _id = "";// 补充账号
CStringA _pass = "";// 补充密码
memcpy(_data->Id, _id.GetBuffer(), _id.GetLength());
memcpy(_data->Pass, _pass.GetBuffer(), _pass.GetLength());
memcpy(buff + 1, _data, len - 1);
*/
/* 监控登录数据
PDATALOGIN _data = (PDATALOGIN)buff;
CStringA _id = _data->Id;
_data = (PDATALOGIN)(buff + _data->lenId - 0x10);
CStringA _pass = _data->Pass;
CStringA _tmp;
// 请求登录 账号[% s]密码[% s] 这个内容别人在逆向的时候就会看到
// 所以这种东西需要自己搞个编码来代替它
_tmp.Format("请求登录 账号[%s]密码[%s]", _id, _pass);
#ifdef Anly
anly->SendData(TTYPE::I_DIS, 1, _tmp.GetBuffer(), _tmp.GetAllocLength());
#endif
*/
/*
返回false,游戏无法发送数据包
原因看调用此此函数的位置 OnSend 函数(if (SendDealProc[buff[0]]((buff + 1), len - 1)))
*/
return true;
}
bool NetClient::OnClientStartCreateRole(char*& buff, unsigned& len)
{
// 申请进入创建角色界面
int* code = (int*)&buff[1];
return OnStartCreateRole(code[0]);
}
bool NetClient::OnClientCreateRole(char*& buff, unsigned& len) {
PNS_CREATEROLE head = (PNS_CREATEROLE)(buff - 3);
int icount = head->count;
if (icount < 1)return true;
char* buffStart = (char*)head + sizeof(NET_SEHD_CREATEROLE_HEAD);
#ifdef Anly
GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);// 翻译解析约定数据
#endif // Anly
EnCode codes[sizeof(CREATE_ROLE_DATAS) / sizeof(EnCode)]{};
int stDecode = 0;
while (stDecode < icount) {
codes[stDecode++] = buffStart;
}
/*
OnCreateRole(head, (PCREATE_ROLE_DATAS)codes) 数据包传给虚函数
如果想对发送创建角色数据包做些什么直接继承NetClient重写OnCreateRole函数既可以了
*/
return OnCreateRole(head, (PCREATE_ROLE_DATAS)codes);// 返回false屏蔽05开头的数据包,也就是创建角色发送的数据包
}
bool NetClient::OnClientSendCustom(char*& buff, unsigned& len) {
PNET_SEND_HEAD head = (PNET_SEND_HEAD)(buff - 1);
int icount = head->count;
if (icount < 1)return true;
char* buffStart = (char*)head + sizeof(NET_SEND_HEAD);
if (buffStart[0] != 0x02) {
#ifdef Anly
if (icount < MAX_SEND_COUNT)
anly->SendData(TTYPE::I_DIS, I_SEND_CUSTOM, "SEND_CUSTOM MAX_SEND_COUNT 内存解码器空间不足", 46);
anly->SendData(TTYPE::I_DIS, I_SEND_CUSTOM, "SEND_CUSTOM 发现异常数据", 25);
#endif
return true;
}
#ifdef Anly
GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);
#endif
int stDecode = 0;
EnCode codes[MAX_SEND_COUNT]{};
while (stDecode < icount) {
codes[stDecode++] = buffStart;
}
/*
OnSendCustom((PNET_SEND_CHEAD)codes, buff, len); 数据包传给虚函数
如果想对发送数据的0A开头的据包做些什么直接继承NetClient重写OnSendCustom函数既可以了
*/
return OnSendCustom((PNET_SEND_CHEAD)codes, buff, len);
}
bool NetClient::OnClientSelectRole(char*& buff, unsigned& len) {
PNS_SELECTROLE p = (PNS_SELECTROLE)buff;
return OnSelectRole((wchar_t*)(p->buff));
}
bool NetClient::OnClientDelRole(char*& buff, unsigned& len) {
PDATADELROLE p = (PDATADELROLE)buff;
return OnDelRole((wchar_t*)(p->buff), p->len);
// 返回值改为false将拦截发送的删除角色数据包
// 详情看注册 OnDelRole 函数的位置,Init函数
// return true;
}
// 接收数据截取区
bool NetClient::OnSvrTips(char*& buff, unsigned& len) {
int* code = (int*)&buff[1];
return Tips(code[0]);
}
bool NetClient::OnSvrloginOk(char*& buff, unsigned& len) {
PDATALOGINOK _p = (PDATALOGINOK)&buff[1];
ROLE_DATA* roleDatas = nullptr;
if (_p->RoleCount > 0) {
char* buffStart = buff + 1 + sizeof(DATA_LOGIN_OK);
#ifdef Anly
GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0]);
#endif // Anly
roleDatas = new ROLE_DATA[_p->RoleCount];
for (int i = 0; i < _p->RoleCount; i++)
{
roleDatas[i].byte.Init(buffStart, 0);
roleDatas[i].index.Init(buffStart, 0);
roleDatas[i].un1.Init(buffStart, 0);
roleDatas[i].name.Init(buffStart, 0);
roleDatas[i].infos.Init(buffStart, 0);
roleDatas[i].un2.Init(buffStart, 0);
roleDatas[i].un3.Init(buffStart, 0);
}
loginok(roleDatas, _p->RoleCount);
}
return true;
}
bool NetClient::OnSverObject(char*& buff, unsigned& len) {
PNR_HEAD head = (PNR_HEAD)(buff - 1);
//head->count;
if (ObjectTable) {
delete[] ObjectTable;
}
if (ObjectTxt) {
delete[] ObjectTxt;
}
ObjectTable = new OBJECT_DESC[head->count];
ObjectTxt = new char[len];
memcpy(ObjectTxt, buff, len);// 这里怕 buff 的内容被游戏释放掉,后面我们用的时候没法用,所以把buff的内容复制到我们的变量里
char* buffStart = ObjectTxt + sizeof(NR_HEAD)-1;
//#ifdef Anly
// CStringA szTxtA;
// CStringA szTmp;
//#endif // Anly
//#ifdef Anly
// szTmp.Format("[%X]%s:%d\r\n", i, ObjectTable[i].name, ObjectTable[i].type);
// szTxtA += szTmp;
//#endif // Anly
//#ifdef Anly
// anly->SendData(TTYPE::I_DIS, S_OBJECT, szTxtA.GetBuffer(), szTxtA.GetAllocLength() + 1);
//#endif // Anly
for (int i = 0; i < head->count; i++)
{
ObjectTable[i].name = buffStart;
buffStart = buffStart + strlen(ObjectTable[i].name) + 1;
ObjectTable[i].type = buffStart[0];
buffStart++;
}
#ifdef Anly
GameAnlyer->CreateObjectfiles(ObjectTable, head->count);
#endif // Anly
return true;
}
bool NetClient::OnSverStruct(char*& buff, unsigned& len) {
PNR_HEAD head = (PNR_HEAD)(buff - 1);
if (StructTable) {
delete[] StructTable;
}
if (StructTxt) {
delete[] StructTxt;
}
StructTable = new STRUCT_DESC[head->count];
StructTxt = new char[len];
memcpy(StructTxt, buff, len);
char* buffStart = StructTxt + sizeof(NR_HEAD) - 1;
for (int i = 0; i < head->count; i++)
{
StructTable[i].name = buffStart;
buffStart = buffStart + strlen(StructTable[i].name) + 1;
short* icount = (short*)buffStart;
StructTable[i].count = icount[0];
buffStart = buffStart + 2;
StructTable[i].buff = buffStart;
buffStart = buffStart + icount[0];
}
#ifdef Anly
GameAnlyer->CreateStructfile(StructTable, head->count);
#endif // Anly
return true;
}
bool NetClient::OnSvrObjectInit(char*& buff, unsigned& len)
{
/*
00 00 00 00 00 00 00 为了内存对齐补充了7个0,也就是 un1[6] 和 len
28 op
CD 48 00 01 62 A7 DE 04 PNR_OBJINIT:lId
C1 AA FB C3 PNR_OBJINIT:x;
3D FF 22 41 PNR_OBJINIT:h;
D7 0B 4A 44 PNR_OBJINIT:y;
52 B8 06 40 PNR_OBJINIT:face;
C1 AA FB C3 PNR_OBJINIT:tx;
3D FF 22 41 PNR_OBJINIT:th;
D7 0B 4A 44 PNR_OBJINIT:ty;
52 B8 06 40 PNR_OBJINIT:tface;
00 00 00 00 PNR_OBJINIT:un2[0]
00 00 00 00 PNR_OBJINIT:un2[1]
00 00 00 00 PNR_OBJINIT:un2[2]
00 00 00 00 PNR_OBJINIT:un2[3]
00 00 00 00 PNR_OBJINIT:un2[4]
61 00 PNR_OBJINIT:icount;
1B 00 (char*)head + sizeof(NR_OBNJECT_INIT) - 2;也就是指向到了 PNR_OBJINIT:type 这个位置
0C 00 00 00 CA 4E 5A 66 53 62 01 80 4E 86 00 00 1D 00
*/
// 初始化对象
PNR_OBJINIT head = (PNR_OBJINIT)(buff - 7);
char* buffStart = (char*)head + sizeof(NR_OBNJECT_INIT) - 2;
//int nStart = (int)&Player.lId;
//int nEnd = (int)&Player.endclass;
//memcpy(&Player.lId, &head->lId, nEnd - nStart);
Player.SetHeadDatas(&head->lId);
#ifdef Anly
GameAnlyer->AnlyData(buffStart, buff + len, head->icount, S_OBJECT_INIT, ObjectTable);
#endif
int iProc = 0;
while (iProc < head->icount)
{
Player.UpdateData(buffStart);
iProc++;
}
return true;
}
bool NetClient::OnSvrObjectInitEx(char*& buff, unsigned& len)
{
// 初始化对象
PNR_OBJINITEX head = (PNR_OBJINITEX)(buff - 5);
char* buffStart;
/*int nStart = (int)&Player.lId;
int nEnd = (int)&Player.endclass;
memcpy(&Player.lId, &head->lId, nEnd - nStart);*/
int iObjectCount = 0;
short objCount = head->obj_count; // 可以理解为一共有多少个接收的28数据
while (iObjectCount < objCount) {
PAIM _paim = GetAimById(head->lId);
_paim->SetHeadDatas(&head->lId);
buffStart = (char*)head + sizeof(NR_OBNJECT_INITEX) - 2;
short refCount = head->icount; // 接收的28数据里的数据参数个数
short iref = 0;
#ifdef Anly
GameAnlyer->AnlyData(buffStart, buff + len, refCount, S_OBJECT_INITEX, ObjectTable);
#endif
while (iref < refCount) {
_paim->UpdateData(buffStart);
iref++;
}
head = (PNR_OBJINITEX)(buffStart - 8);
iObjectCount++;
}
return true;
}
bool NetClient::OnSvrUpdateCord(char*& buff, unsigned& len)
{
/*
00 00 00 00 00 head
21 02 00
CD 14 00 01 CD 14 00 00 第一个坐标数据
6D BF 54 43
A6 FA C7 3F
8C 52 A9 C1
CB 30 06 40
00 00 00 00
DB 0F C9 41
00 00 00 00
00 00 00 00
01 00 00 00 State
CD 14 00 01 CD 14 00 00 第二个坐标数据
61 41 5B 43
A6 FA C7 3F
C5 8A C7 C1
CB 30 06 40
9A 99 99 3E
DB 0F C9 40
00 00 00 00
00 00 00 00
01 00 00 00
*/
// 初始化对象
PNR_OBJINITEX head = (PNR_OBJINITEX)(buff - 5);
/*int nStart = (int)&Player.lId;
int nEnd = (int)&Player.endclass;
memcpy(&Player.lId, &head->lId, nEnd - nStart);*/
int iObjectCount = 0;
short objCount = head->obj_count; // 可以理解为一共有多少个接收的28数据
while (iObjectCount < objCount) {
PAIM _paim = GetAimById(head->lId);
_paim->SetHeadDatas(&head->lId);
CStringA txtA;
txtA.Format("x:%f h:%f y:%f", head->x, head->h, head->y);
#ifdef Anly
anly->SendData(TTYPE::I_DIS, S_UPDATECORD, txtA.GetBuffer(), txtA.GetAllocLength() + 1);
#endif
head = (PNR_OBJINITEX)((char*)&head->State - 4);
iObjectCount++;
}
return true;
}
bool NetClient::OnSvrUpdateProperty(char*& buff, unsigned& len)
{
// 初始化对象
PNR_OBJECT_UP head = (PNR_OBJECT_UP)(buff - 6);
PGAMEOBJ _object = nullptr;
char* buffStart = (char*)&head->itype;
short refcount = head->icount;
int iref = 0;
#ifdef Anly
GameAnlyer->AnlyData(buffStart, buff + len, refcount, S_UPDATEPRO, ObjectTable);
#endif
if (head->MsgId ) {
_object = GetGameOBJECT(head->Index[0], head->Index[1]);
}
else {
_object = GetAimById(head->lId);
}
while ((iref < refcount)&&(_object)) {
_object->UpdateData(buffStart);
iref++;
}
return true;
}
bool NetClient::OnSvrUpdatePropertyMu(char*& buff, unsigned& len)
{
// 初始化对象
PNR_OBJECT_UPMU head = (PNR_OBJECT_UPMU)(buff - 5);
int iobjCount = 0;
short objCount = head->objCount; // 可以理解为一共有多少个接收的28数据
char* buffStart;
/*
数据包是下方的样子,
2D
01 00 objCount
9B 49 00 01 D5 8C 98 05 GetAimById(head->lId);
02 00
25 00 (char*)&head->itype
18 00 00 00
29 00 BA 01 00 00
while (iobjCount < objCount) 里获取的是
9B 49 00 01 D5 8C 98 05
02 00
25 00 18 00 00 00
29 00 BA 01 00 00 这一块数据
while (iref++ < refCount) 里获取的是
25 00 18 00 00 00
(PNR_OBJECT_UPMU)(buffStart - 8); 移动到下一个
9B 49 00 01 D5 8C 98 05 GetAimById(head->lId);
02 00
25 00 (char*)&head->itype
18 00 00 00
29 00 BA 01 00 00 这个数据
*/
while (iobjCount < objCount) {
PAIM _paim = GetAimById(head->lId);
buffStart = (char*)&head->itype;
short refCount = head->icount; // 接收的28数据里的数据参数个数
short iref = 0;
#ifdef Anly
GameAnlyer->AnlyData(buffStart, buff + len, refCount, S_UPDATEPROMU, ObjectTable);
#endif
while (iref++ < refCount) {
_paim->UpdateData(buffStart);
}
head = (PNR_OBJECT_UPMU)(buffStart - 8);
iobjCount++;
}
return true;
}
bool NetClient::OnSvrRemoveObjectMu(char*& buff, unsigned& len)
{
// 初始化对象
PNR_OBJECT_REMOVEMU head = nullptr;
head = (PNR_OBJECT_REMOVEMU)(buff - &head->op);
int iobjCount = head->objCount;
for (int i = 0; i < iobjCount; i++)
{
RemoveAimById(head->lId[i]);
}
return true;
}
/*
1F
87 44 00 01 7F B0 D6 05
FE AD DE C3
6C F5 46 42
07 FD 36 C4
90 D9 9C 40
*/
bool NetClient::OnSvrUpdateCordEx(char*& buff, unsigned& len)
{
// 初始化对象
PNR_UPDATECOORD head = nullptr;
head = (PNR_UPDATECOORD)(buff - &head->op);
PAIM aim = GetAimById(head->lId);
if (aim) {
return aim->SetHeadCord(&head->lId);
}
return true;
}
bool NetClient::OnSvrGameBase(char*& buff, unsigned& len)
{
// 初始化对象
PNR_GAMEBASE head = nullptr;
head = (PNR_GAMEBASE)(buff - &head->op);
char* buffStart = (char*)head + sizeof(NR_GAMEBASE);
//int nStart = (int)&Player.lId;
//int nEnd = (int)&Player.endclass;
//memcpy(&Player.lId, &head->lId, nEnd - nStart);
//Player.SetHeadDatas(&head->lId);
#ifdef Anly
CStringA szTxt;
szTxt.Format("%X %X", head->type, head->index);
anly->SendData(TTYPE::I_DIS, S_GAMEBASE, szTxt.GetBuffer(), szTxt.GetAllocLength() + 1);
GameAnlyer->AnlyData(buffStart, buff + len, head->count, S_GAMEBASE, ObjectTable);
#endif
POBJECTBASE object = GetGameOBJECT(head->type, head->index);
if (object == nullptr)return true;
object->MainIndex = head->type;
object->Index = head->index;
int iProc = 0;
while (iProc < head->count)
{
object->UpdateData(buffStart);
iProc++;
}
return true;
}
bool NetClient::OnSvrGameBaseReset(char*& buff, unsigned& len)
{
PNR_GAMEBASE_RESET head = nullptr;
head = (PNR_GAMEBASE_RESET)(buff - &head->op);
ReSetGameOBJECT(head->type, head->max);
return true;
}
bool NetClient::OnSvrGameBaseExChange(char*& buff, unsigned& len)
{
PNR_GAMEBASE_EXCHANGE head = nullptr;
head = (PNR_GAMEBASE_EXCHANGE)(buff - &head->op);
ExChangeOBJECT(head->MainIndex, head->IndexFrom, head->IndexTo);
return true;
}
bool NetClient::OnSvrGameBaseDestroy(char*& buff, unsigned& len)
{
PNR_GAMEBASE_DROP head = nullptr;
head = (PNR_GAMEBASE_DROP)(buff - &head->op);
DestoryOBJECT(head->MainIndex, head->Index);
return true;
}
/*
OnSverrNotice函数处理的数据包格式如下
1E 06 00
06 11 00 00 00 70 6C 61 79 5F 70 6F 69 6E 74 5F 73 6F 75 6E 64 00
06 01 00 00 00 00
04 2C 92 87 C5
04 FA 03 BF 42
04 33 14 BD 45
02 00 00 00 00
1E 06 00 是 PNR_NOTICE_HEAD
06 11 00 00 00 70 6C 61 79 5F 70 6F 69 6E 74 5F 73 6F 75 6E 64 00是一个EnCode
06 01 00 00 00 00是一个EnCode
04 2C 92 87 C5是一个EnCode
04 FA 03 BF 42是一个EnCode
04 33 14 BD 45是一个EnCode
02 00 00 00 00是一个EnCode
*/
bool NetClient::OnSverNotice(char*& buff, unsigned& len) {
PNR_NOTICE_HEAD head = (PNR_NOTICE_HEAD)(buff - 1);
int icount = head->count;
char* buffStart = (char*)head + sizeof(NR_NOTICE_HEAD);
if (icount < 1) {
return true;
}
if (icount > MAX_RECV_COUNT) {
#ifdef Anly
anly->SendData(TTYPE::I_DIS, S_NOTICE, "S_NOTICE 解码器内存不足", 24);
#endif
return true;
}
#ifdef Anly
GameAnlyer->AnlyBuff(buffStart, buff + len, buff[0], 1);
#endif
int stDecode = 0;
EnCode codes[MAX_RECV_COUNT]{};
while (stDecode < icount) {
codes[stDecode++] = buffStart;
}
return OnSvrNotice((PNET_SEND_CHEAD)codes, icount, buff, len);
}
bool NetClient::OnSvrStartCreateRole(char*& buff, unsigned& len) {
short* _st = (short*)&buff[1];
wchar_t* _txt = (wchar_t*)&buff[3];
#ifdef Anly
CString txt;
CStringA txtA;
txt.Format(L"code:%d\r\n%s", _st[0], _txt);
txtA = txt;
//AfxMessageBox(txtA);
anly->SendData(TTYPE::I_DIS, S_CREATEROLE_START, txtA.GetBuffer(), txt.GetAllocLength() + 1);
#endif
/*
OnSendCustom((PNET_SEND_CHEAD)codes, buff, len); 数据包传给虚函数
如果想对0A开头的据包做些什么直接继承NetClient重写OnSendCustom函数既可以了
*/
return OnScrStartCreateRole(_st[0], _txt);
}
NetClient.h文件的修改:新加 OBJECT_TYPE宏、OBJECT_UNION结构体、GetGameOBJECTUnion函数,修改了 Equip变量、MountBag变量、Item变量、ItemEx变量、Skill变量、Shop变量、Pickup变量,删除了多个变量,详情看码云日志
#pragma once
#include "NetClass.h"
#include "AIM.h"
#include "ITEM.h"
#include "SKILL.h"
#define CAMP_NAME_QH "xuanrenQH"
#define CAMP_NAME_ZE "xuanrenZQ"
#define MAX_AIM 0x200
enum class OBJECT_TYPE {
Equip = 0x01, // 装备栏,18 01 是装备,用于列表交换
MountBag = 0x08, // 坐骑栏,18 08 是坐骑背包,用于列表交换
Item = 0x02, // 物品栏,18 02 是角色背包,用于列表交换
ItemEx = 0x03, // 扩展栏,18 03 是扩展背包,用于列表交换
Skill = 0x28, // 技能栏,18 28 是技能信息,用于列表交换
Shop = 0x3D, // 商店,18 3D
Pickup = 0x50 // 捨取,18 50 是打怪,怪死了之后掉落的捨取弹框
};
typedef struct OBJECT_UNION {
union {
PITEM* item = nullptr;
PSKILL* skill;
};
/*
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
*/
short Count = 0;
short MaxCount = 0; // 装备栏数据个数,坐骑栏数据个数,物品栏数据个数,扩展栏数据个数,技能栏数据个数
/*
PITEM EquipAry = nullptr; // 装备栏,18 01 是装备,用于存放真正的数据
PITEM MountBagAry = nullptr; // 坐骑栏,18 08 是坐骑背包,用于存放真正的数据
PITEM ItemBagAry = nullptr; // 物品栏,18 02 是角色背包,用于存放真正的数据
PITEM ItemExAry = nullptr; // 扩展栏,18 03 是扩展背包,用于存放真正的数据
PSKILL SkillAry = nullptr; // 技能栏,18 28 是技能信息,用于存放真正的数据
*/
union {
PSKILL skillAry = nullptr;
PITEM itemAry;
void* Pointer;
};
}*POBJECT_UNION;
typedef bool (*PNetOperation)(char* buff, unsigned len);
class 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
18 3D 商店数据
18 50 捨取窗口数据
*/
OBJECT_UNION Equip; // 装备栏,18 01 是装备,用于列表交换
OBJECT_UNION MountBag; // 坐骑栏,18 08 是坐骑背包,用于列表交换
OBJECT_UNION Item; // 物品栏,18 02 是角色背包,用于列表交换
OBJECT_UNION ItemEx; // 扩展栏,18 03 是扩展背包,用于列表交换
OBJECT_UNION Skill; // 技能栏,18 28 是技能信息,用于列表交换
OBJECT_UNION Shop; // 商店,18 3D
OBJECT_UNION Pickup; // 捨取,18 50 是打怪,怪死了之后掉落的捨取弹框
POBJECT_UNION GetGameOBJECTUnion(short MainIndex);// 获取一个物品或技能
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&);
PNetOperation NetSend = nullptr;
PNetOperation NetRecv = nullptr;
protected: // 消息处理函数-SEND
bool OnClientlogin(char*& buff, unsigned& len); // 登录数据包的处理 I_LOGIN
bool OnClientStartCreateRole(char*& buff, unsigned& len); // 申请进入创建角色界面 I_CREATEROLE_START
bool 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-RECV
bool 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);
bool OnSvrGameBaseExChange(char*& buff, unsigned& len);
bool OnSvrGameBaseDestroy(char*& buff, unsigned& len);
public:
PROLEDATA roles;
unsigned rolecount;
bool logined = false;
private:
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
POBJECTBASE ReSetGameOBJECT(short MainIndex, short max);
// 交换物品
void ExChangeOBJECT(short MainIndex, short IndexFrom, short IndexTo);
// 删除物品
void DestoryOBJECT(short MainIndex, short Index);
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(PNetOperation _send, PNetOperation _recv);
// 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);
// 使用物品
bool UseItem(short BagIndex,short Index);
// 交换物品
bool ExChangeItem(short BagIndex,short Index, short tBagindex, short tIndex, bool IsEmpty = true);
// 丢弃物品
bool DropItem(short BagIndex,short Index, short Amount);
// 拆分物品
bool SplitItem(short BagIndex, short Index, short tBagindex, short tIndex, short Amount);
// 召唤或解除坐骑
bool Mount(short Index);
// 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);
};
CWndSkill.cpp文件的修改:修改了 OnBnClickedButton1函数(刷新技能信息按钮点击事件处理函数)
// 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();
float coolDown;
int index = 0;
CString txt;
auto objectTable = Client->GetGameOBJECTUnion((short)OBJECT_TYPE::Skill);
if (objectTable) {
int index = 0;
for (int i = 0; i < objectTable->Count; i++)
{
if (!objectTable->skill[i]->Isfree) {
coolDown = objectTable->skill[i]->CoolDownTime / 1000;
lstSkill.InsertItem(index, objectTable->skill[i]->Name);
txt.Format(L"%.2f秒", coolDown);
lstSkill.SetItemText(index++, 1, txt);
}
}
}
}
CWndItem.cpp文件的修改:新加 ShowItem函数,修改了 OnBnClickedButton1函数(装备按钮点击事件处理函数)、OnBnClickedButton4函数(物品按钮点击事件处理函数)、OnBnClickedButton5函数(坐骑按钮点击事件处理函数)、OnBnClickedButton6函数(扩展包按钮点击事件处理函数)
// 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()
{
ShowItem((short)OBJECT_TYPE::Equip);
}
void CWndItem::OnBnClickedButton4()
{
ShowItem((short)OBJECT_TYPE::Item);
}
void CWndItem::OnBnClickedButton5()
{
ShowItem((short)OBJECT_TYPE::MountBag);
}
void CWndItem::OnBnClickedButton6()
{
// 测试召唤和解除坐骑
/*Client->Mount(1);
return;*/
ShowItem((short)OBJECT_TYPE::ItemEx);
}
void CWndItem::ShowItem(short index)
{
lstItem.DeleteAllItems();
CString txt;
auto objectTable = Client->GetGameOBJECTUnion(index);
if (objectTable) {
int index = 0;
for (int i = 0; i < objectTable->Count; i++)
{
if (!objectTable->item[i]->Isfree) {
lstItem.InsertItem(index, objectTable->item[i]->Name);
txt.Format(L"%d/%d", objectTable->item[i]->Amount, objectTable->item[i]->MaxAmount);
lstItem.SetItemText(index++, 1, txt);
}
}
}
}
CWndItem.h文件的修改:新加 ShowItem函数
#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_TIME
enum { IDD = IDD_PAGE_3 };
#endif
protected:
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();
void ShowItem(short index);
};