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至于现在,我正在尝试为不存在此类游戏的游戏制作基本的“飞行模式”。为此,我需要操作游戏内存,这意味着必须使用指针来访问内存(通过 DLL)。

至于现在我使用这个代码:

#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
        }
    }
}

通过调试游戏,我发现所有指针都是..好吧..多级指针:

((((base_adderss + 0xOFFSET1) + 0xOFFSET2) + 0xOFFSET3)...

但是这样一来,管理所有这些地址和偏移量将变得非常不方便。

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,然后从该指针我应用 XYZ 偏移量(+0x20,+0x24,+0x28)以获得 XYZ 位置从内存中想要对象。

这段代码看起来已经很难看。有没有更好的方法来完成我想做的事情?


谢谢大家的意见。如果有人想要我拥有的当前代码:

#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利用这些结构......

我做了这个代码:

#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);
    }
}
4

2 回答 2

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,这会跳过这RevPointer(&BaseAddr,unsigned int)一步。请参阅我对原始问题的评论了解原因。)

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AddVarandRevPointer宏。IMO,它们只会使事情变得混乱。

于 2013-02-24T02:03:46.380 回答
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+带有指针和所述偏移类型的组合是有用/简洁的。

我认为这至少会改善您当前的宏观计划

但我不确定是否真的有一种好方法可以让代码干净整洁。在处理具有偏移量的结构时,也许必须接受一些肮脏。


啊,我在一个文本文件中找到了我使用它的代码,以获得较早的 SO 答案……但无法找到该项目。但这里是代码,展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
        );
}
于 2013-02-24T01:53:01.727 回答