至于现在,我正试图为不存在这种情况的游戏制作一个基本的“飞行模式”。为此,我需要操纵游戏内存,这意味着必须使用指针来访问内存(来自DLL)。
至于现在我使用这段代码:
#define AddVar(Type,Name,Address) Type& Name = *reinterpret_cast<Type*>(Address)
AddVar(unsigned int,gameBaseAddress,0x0089CDA8);//base address
//*Reveal* pointer, dunno how to name this
#define RevPointer(addr,type) (*(type *)(addr))
void FrameTick(IDirect3DDevice9 * device, HWND wnd)
{
DirectXFont::Access(0)->Print(0.0,0.0,0xFFFFFFFF,"{FFFF0000}N{FF00FF00}F{FF0000FF}S {FFFFFF00}MOD {FF00FFFF}1.0",true);
if(gameBaseAddress)//check if the game has loaded <accessing the VALUE at gameBaseAddress)
{
//lvl 1 ptr
unsigned int BaseAddr = RevPointer(gameBaseAddress+0x20,unsigned int);//base + pointer offset 1 (+0x20)
//lvl2 ptr
BaseAddr += 0x20;//(base + offset 1 (+0x20)) + pointer offset 2 (+0x20) - X pos
unsigned int PosXAddr = RevPointer(&BaseAddr,unsigned int);//got this line of code by trial and error, don't know how this magicly works
BaseAddr += 0x4;//y pos is 4 bytes further
unsigned int PosYAddr = RevPointer(&BaseAddr,unsigned int);
BaseAddr += 0x4;//z the same
unsigned int PosZAddr = RevPointer(&BaseAddr,unsigned int);
float *PosX = (float*)PosXAddr;
float *PosY = (float*)PosYAddr;
float *PosZ = (float*)PosZAddr;
if(PosXAddr && PosXAddr < 0xAAAA0000)//check if pointer is valid
{
DirectXFont::Access(0)->Print(0.0,60.0,0xFFFFFFFF,string_format("%.2f %.2f %.2f",*PosX,*PosY,*PosZ).c_str(),true);//works
}
}
}
从调试游戏中我发现所有指针都是..好......多级指针:
(((base_adderss + 0xOFFSET1)+ 0xOFFSET2)+ 0xOFFSET3)...
然而,这样,管理所有这些地址和抵消将变得非常不方便。
我在这段代码中所做的是访问游戏的基地址,将第一个偏移量添加到指针,然后从该指针中选择XYZ偏移量(+ 0x20,+ 0x24,+ 0x28)以获取XYZ来自记忆的有用物体的位置。
这段代码看起来很难看.. 有没有更好的方法来完成我想做的事情?
谢谢大家的意见。如果有人想要我当前的代码:
#define AddVar(Type,Name,Address) Type& Name = *reinterpret_cast<Type*>(Address)
AddVar(unsigned int,PositionBaseAddress,0x0089CDA8);//base address
struct Point { float x, y, z; };
void FrameTick(IDirect3DDevice9 * device, HWND wnd)
{
DirectXFont::Access(0)->Print(0.0,0.0,0xFFFFFFFF,"{FFFF0000}N{FF00FF00}F{FF0000FF}S {FFFFFF00}MOD {FF00FFFF}1.0",true);
if(PositionBaseAddress)
{
auto BaseAddr = *(unsigned int*)(PositionBaseAddress + 0x20);
if(IsBadReadPtr(&BaseAddr,0x04) != 0)
return;
auto& p = *(Point*)(BaseAddr + 0x20);
auto& v = *(Point*)(BaseAddr + 0x70);
if(IsBadReadPtr(&p,0x04) != 0)
return;
DirectXFont::Access(0)->Print(0.0,45.0,0xFFFFFFFF,string_format("Position: %.2f %.2f %.2f",p.x,p.y,p.z).c_str(),true);
DirectXFont::Access(0)->Print(0.0,60.0,0xFFFFFFFF,string_format("Velocity: %.2f %.2f %.2f",v.x,v.y,v.z).c_str(),true);
}
}
/*
Position.X: (0x0089CDA8 + 0x20) + 0x20
Position.Y: (0x0089CDA8 + 0x20) + 0x24
Position.Z: (0x0089CDA8 + 0x20) + 0x28
Velocity.X: (0x0089CDA8 + 0x20) + 0x70
Velocity.Y: (0x0089CDA8 + 0x20) + 0x74
Velocity.Z: (0x0089CDA8 + 0x20) + 0x78
*/
然后我意识到我可以巧妙地使用这些结构..
我已经制作了这段代码:
#define AddVar(Type,Name,Address) Type& Name = *reinterpret_cast<Type*>(Address)
AddVar(unsigned int,PositionBaseAddress,0x0089CDA8);//base address
struct Point { float x, y, z; };
struct VehicleInfo
{
Point Pos;
int unknown[0x11];
Point Velocity;
};
void FrameTick(IDirect3DDevice9 * device, HWND wnd)
{
DirectXFont::Access(0)->Print(0.0,0.0,0xFFFFFFFF,"{FFFF0000}N{FF00FF00}F{FF0000FF}S {FFFFFF00}MOD {FF00FFFF}1.0",true);
if(PositionBaseAddress)
{
auto BaseAddr = *(unsigned int*)(PositionBaseAddress + 0x20);
if(IsBadReadPtr(&BaseAddr,0x04) != 0)
return;
auto& info = *(VehicleInfo*)(BaseAddr + 0x20);
if(IsBadReadPtr(&info,0x04) != 0)
return;
DirectXFont::Access(0)->Print(0.0,45.0,0xFFFFFFFF,string_format("Position: %.2f %.2f %.2f",info.Pos.x,info.Pos.y,info.Pos.z).c_str(),true);
DirectXFont::Access(0)->Print(0.0,60.0,0xFFFFFFFF,string_format("Velocity: %.2f %.2f %.2f",info.Velocity.x,info.Velocity.y,info.Velocity.z).c_str(),true);
}
}
答案 0 :(得分:2)
让我们从简化算术开始:
unsigned int BaseAddr = *(unsigned int*)(gameBaseAddress + 0x20) + 0x20;
float* PosX = (float*)(BaseAddr);
float* PosY = (float*)(BaseAddr + 4);
float* PosZ = (float*)(BaseAddr + 8);
…string_format(…*PosX,*PosY,*PosZ)…
(请注意,这会跳过RevPointer(&BaseAddr,unsigned int)
步骤。请参阅我对原始问题的评论原因。)
由此,我们可以进一步简化:
struct Point { float x, y, z; };
auto BaseAddr = *(unsigned int*)(gameBaseAddress + 0x20);
auto& p = *(Point*)(BaseAddr + 0x20);
…string_format(…p.x,p.y,p.z)…
我不会打扰AddVar
和RevPointer
宏。它们只会让事情变得混乱,IMO。
答案 1 :(得分:0)
对于遍历标题,我发现使用auto
,自定义偏移类型模板(带有结果指针的类型)和operator+
的组合有用/简洁采用指针和偏移类型。
我认为这至少会改善您当前的宏观方案
但我不确定是否真的有一个好方法可以让代码可接受干净。也许在处理具有偏移的结构时,必须接受一些肮脏。
啊,我找到了我用过的代码,在早期SO答案的文本文件中...但是找不到项目。但这里是代码,显示了如何定义这种偏移类型和运算符,以及它在“真实”用法中的外观:
#include <assert.h> // assert
#include <stddef.h> // ptrdiff_t
#include <sstream>
using std::ostringstream;
#undef UNICODE
#define UNICODE
#include <windows.h>
template< class Result, class SomeType >
Result as( SomeType const p ) { return reinterpret_cast<Result>( p ); }
template< class Type >
class OffsetTo
{
private:
ptrdiff_t offset_;
public:
ptrdiff_t asInteger() const { return offset_; }
explicit OffsetTo( ptrdiff_t const offset ): offset_( offset ) {}
};
template< class ResultPointee, class SourcePointee >
ResultPointee* operator+(
SourcePointee* const p,
OffsetTo<ResultPointee> const offset
)
{
return as<ResultPointee*>( as<char const*>( p ) + offset.asInteger() );
}
int main()
{
auto const pImage =
as<IMAGE_DOS_HEADER const*>( ::GetModuleHandle( nullptr ) );
assert( pImage->e_magic == IMAGE_DOS_SIGNATURE );
auto const pNTHeaders =
pImage + OffsetTo<IMAGE_NT_HEADERS const>( pImage->e_lfanew );
assert( pNTHeaders->Signature == IMAGE_NT_SIGNATURE );
auto const& importDir =
pNTHeaders->OptionalHeader.DataDirectory[IMAGE_DIRECTORY_ENTRY_IMPORT];
auto const pImportDescriptors = pImage + OffsetTo<IMAGE_IMPORT_DESCRIPTOR const>(
importDir.VirtualAddress //+ importSectionHeader.PointerToRawData
);
ostringstream stream;
stream << "I'm loaded at " << pImage << ", and I'm using...\n";
for( int i = 0; pImportDescriptors[i].Name != 0; ++i )
{
auto const pModuleName = pImage + OffsetTo<char const>( pImportDescriptors[i].Name );
DWORD const offsetNameTable = pImportDescriptors[i].OriginalFirstThunk;
DWORD const offsetAddressTable = pImportDescriptors[i].FirstThunk; // The module "IAT"
auto const pNameTable = pImage + OffsetTo<IMAGE_THUNK_DATA const>( offsetNameTable );
auto const pAddressTable = pImage + OffsetTo<IMAGE_THUNK_DATA const>( offsetAddressTable );
stream << "\n* '" << pModuleName << "'";
stream << " with IAT at " << pAddressTable << "\n";
stream << "\t";
for( int j = 0; pNameTable[j].u1.AddressOfData != 0; ++j )
{
auto const pFuncName =
pImage + OffsetTo<char const>( 2 + pNameTable[j].u1.AddressOfData );
stream << pFuncName << " ";
}
stream << "\n";
}
MessageBoxA(
0,
stream.str().c_str(),
"FYI:",
MB_ICONINFORMATION | MB_SETFOREGROUND
);
}