目录
效果展示视频
纯C++ FPS类游戏的透视编写
游戏下载地址
链接:https://pan.baidu.com/s/1vAJUGPS5gdq_RLfJflIW_Q
提取码:Love
程序下载地址
链接:https://pan.baidu.com/s/1sjT0XSduZQ8fxjAddzNrMA
提取码:Love
纯c/c++源码
注 :未经允许,禁止转载!
//Author:See QQ3492625357
//分享源码仅为技术交流,请勿用于非法用途
//若你对代码有任何疑问,欢迎交流!博主非常乐意为你解答疑问
#include<windows.h>
#include<time.h>
#include "Data.h"
LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam);
const int MAXSIZE = 32;
HWND gameHwnd;
RECT gameRect;
DWORD pid;
DWORD serverModuleAddr;
DWORD engineMpdoleAddr;
HANDLE proHandle;
DWORD myselfBaseAddr;
bool initGameInfo()
{
gameHwnd = FindWindow(TEXT("Valve001"), TEXT("Counter-Strike Source"));
if (NULL == gameHwnd)
{
MessageBox(NULL, TEXT("请打开游戏后重试!"), TEXT("<未检测游戏>"), MB_OK);
return false;
}
GetWindowRect(gameHwnd, &gameRect);
gameRect.top += 25;
GetWindowThreadProcessId(gameHwnd, &pid);
if (NULL == pid)
{
return false;
}
if (!getModuleAddr(pid, TEXT("server.dll"), serverModuleAddr))
{
return false;
}
if (!getModuleAddr(pid, TEXT("engine.dll"), engineMpdoleAddr))
{
return false;
}
proHandle = OpenProcess(PROCESS_ALL_ACCESS, FALSE, pid);
if (proHandle == NULL)
{
return false;
}
if (!getRoleBase(proHandle, serverModuleAddr, myselfBaseAddr))
{
return false;
}
return true;
}
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lCmdLine,int nCmdShow)
{
if (!initGameInfo())
{
return -1;
}
const TCHAR lpszWndName[] = TEXT("overlay");
HWND overlayHwnd;
WNDCLASS wc;
wc.style = CS_HREDRAW|CS_VREDRAW;
wc.cbClsExtra = 0;
wc.cbWndExtra = 0;
wc.lpfnWndProc = WinProc;
wc.hIcon = NULL;
wc.hCursor = NULL;
wc.hbrBackground = (HBRUSH)GetStockObject(NULL_BRUSH);
wc.hInstance = hInstance;
wc.lpszMenuName = NULL;
wc.lpszClassName = lpszWndName;
if (!RegisterClass(&wc))
{
return -1;
}
overlayHwnd = CreateWindowEx(WS_EX_LAYERED|WS_EX_TRANSPARENT,wc.lpszClassName, TEXT("overlay"), WS_POPUP,
gameRect.left,gameRect.top, gameRect.right-gameRect.left, gameRect.bottom-gameRect.top,
NULL, NULL, hInstance, NULL);
if (overlayHwnd==NULL)
{
return -1;
}
SetLayeredWindowAttributes(overlayHwnd, RGB(0, 0, 0),0, ULW_COLORKEY);
ShowWindow(overlayHwnd, nCmdShow);
UpdateWindow(overlayHwnd);
MSG msg;
HDC hdc;
RECT ovelayRect = { 0,0,gameRect.right - gameRect.left,gameRect.bottom - gameRect.top };
RoleInfo myselfInfo;
TCHAR buffer[128] ;
vector<RoleInfo> enemyInfo;
vector<DrawData> drawEnemy;
while (PeekMessage(&msg, NULL, 0, 0, PM_NOREMOVE))
{
TranslateMessage(&msg);
DispatchMessage(&msg);
GetWindowRect(gameHwnd, &gameRect);
gameRect.top += 25;
SetWindowPos(overlayHwnd, HWND_TOPMOST,
gameRect.left, gameRect.top, gameRect.right - gameRect.left, gameRect.bottom - gameRect.top,
SWP_SHOWWINDOW);
MoveWindow(overlayHwnd,
gameRect.left, gameRect.top, gameRect.right - gameRect.left, gameRect.bottom - gameRect.top,true);
//↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓在这里更新数据↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
if (!getTRoleInfo(proHandle, myselfBaseAddr, myselfInfo))
{
return -1;
}
saveEnemyInfo(enemyInfo, myselfInfo, serverModuleAddr, proHandle);
getEnemyPos(drawEnemy, proHandle, engineMpdoleAddr, gameRect, enemyInfo);
//↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑↑
HPEN pen = CreatePen(PS_SOLID, 3, RGB(38, 188, 213));
HBRUSH hBrush = (HBRUSH)GetStockObject(NULL_BRUSH);
HDC hdc = GetDC(gameHwnd);//申请资源
SelectObject(hdc, pen);
SelectObject(hdc, hBrush);
//↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓在这里绘制↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓↓
for (vector<DrawData>::iterator it= drawEnemy.begin();it!= drawEnemy.end();it++)
{
Rectangle(hdc, it->left, it->top, it->right, it->bottom);
}
Sleep(20);
//InvalidateRect(gameHwnd, &gameRect, true);
HBRUSH cBrush = (HBRUSH)GetStockObject(BLACK_BRUSH);
SelectObject(hdc, hBrush);
FillRect(hdc, &gameRect, cBrush);
//DeleteObject(hBrush);
DeleteObject(pen);
DeleteObject(hBrush);
ReleaseDC(overlayHwnd, hdc);//释放资源。
}
return 0;
}
LRESULT CALLBACK WinProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam)
{
switch (msg)
{
case WM_PAINT:
break;
case WM_CLOSE:
DestroyWindow(hwnd);
case WM_DESTROY:
PostQuitMessage(0);
break;
default:
return DefWindowProc(hwnd, msg, wParam, lParam);
break;
}
return DefWindowProc(hwnd, msg, wParam, lParam);
}
#pragma once
#include <Windows.h>
#include "TlHelp32.h"
#include <vector>
using namespace std;
typedef struct RoleInfo
{
float _3dx, _3dy, _3dz;
int flag;
int HP;
}RoleInfo;
typedef struct DrawData
{
float left, right, top, bottom;
}DrawData;
bool getRoleBase(HANDLE proHandle, DWORD moduleAddr, DWORD &rolebase);
BOOL WordToScreen(float from[3], float to[2], float &height, HANDLE proHandle, DWORD mEngineAddr, RECT g_WinRect);
bool getTRoleInfo(HANDLE proHandle, DWORD roleBse, RoleInfo &roleInfo);
bool getModuleAddr(DWORD pid, LPCTSTR moduleName, DWORD &moduleAddr);
bool getEnemyBase(HANDLE proHandle, DWORD moduleAddr, DWORD &rolebase);
void saveEnemyInfo(vector<RoleInfo> &enemyInfo, RoleInfo roleInfo, DWORD BaseAddr, HANDLE g_PHandle);//遍历房间内所有玩家,并保存敌人信息
void getEnemyPos(vector<DrawData> &enemy2Dpos, HANDLE ProHandle, DWORD engineModuleAddr, RECT rect, vector<RoleInfo> &enemyInfo);
bool getAllPlayInfo(RoleInfo & allPlayInfo, int index, DWORD BaseAddr, HANDLE g_PHandle);
#include "Data.h"
bool getModuleAddr(DWORD pid, LPCTSTR moduleName, DWORD &moduleAddr)
{
if (NULL== pid)
{
return false;
}
MODULEENTRY32 mEntity;
mEntity.dwSize = sizeof(mEntity);
HANDLE mSnap = CreateToolhelp32Snapshot(TH32CS_SNAPMODULE, pid);
if (NULL==mSnap)
{
return false;
}
if (!Module32First(mSnap, &mEntity))
{
return false;
}
do {
if (wcscmp(mEntity.szModule, moduleName)==0)
{
moduleAddr = (DWORD)mEntity.modBaseAddr;
return true;
}
} while (Module32Next(mSnap, &mEntity));
return false;
}
bool getRoleBase(HANDLE proHandle, DWORD moduleAddr, DWORD &rolebase)
{
if (!ReadProcessMemory(proHandle, (PBYTE)(moduleAddr + 0x4F2FEC), &rolebase, 4, 0))
{
return false;
}
return true;
}
bool getEnemyBase(HANDLE proHandle, DWORD moduleAddr, DWORD &rolebase)
{
if (!ReadProcessMemory(proHandle, (PBYTE)(moduleAddr + 0x4F2FFC), &rolebase, 4, 0))
{
return false;
}
return true;
}
bool getTRoleInfo(HANDLE proHandle,DWORD roleBse , RoleInfo &roleInfo)
{
if (!ReadProcessMemory(proHandle, (LPBYTE)(roleBse + 0x280), &(roleInfo._3dx), 4, 0))
{
return false;
}
if (!ReadProcessMemory(proHandle, (LPBYTE)(roleBse + 0x284), &(roleInfo._3dy), 4, 0))
{
return false;
}
if (!ReadProcessMemory(proHandle, (LPBYTE)(roleBse + 0x288), &(roleInfo._3dz), 4, 0))
{
return false;
}
if (!ReadProcessMemory(proHandle, (LPBYTE)(roleBse + 0x1F4), &(roleInfo.flag), 4, 0))
{
return false;
}
if (!ReadProcessMemory(proHandle, (LPBYTE)(roleBse + 0xE4), &(roleInfo.HP), 4, 0))
{
return false;
}
return true;
}
//世界坐标转屏幕坐标
BOOL WordToScreen(float from[3], float to[2],float &height, HANDLE proHandle,DWORD mEngineAddr,RECT g_WinRect)
{
float Matrix[4][4] = { 0 };//人物矩阵
if (!ReadProcessMemory(proHandle, (PBYTE)(mEngineAddr + 0x596EF0), &Matrix, sizeof(Matrix), 0))
{
return false;
}
//计算与玩家的相机比较的角度。
float w = Matrix[3][0] * from[0] + Matrix[3][1] * from[1] + Matrix[3][2] * from[2] + Matrix[3][3];
if (w > 0.001) //如果对象在视图中.
{
float fl1DBw = 1 / w; //Divide 1 by the angle.
to[0] = ((g_WinRect.right - g_WinRect.left) / 2) + (0.5f * ((Matrix[0][0] * from[0] + Matrix[0][1] * from[1] + Matrix[0][2] * from[2] + Matrix[0][3]) * fl1DBw) * (g_WinRect.right - g_WinRect.left) + 0.5f); //Get the X dimension and push it in to the Vector.
to[1] = ((g_WinRect.bottom - g_WinRect.top) / 2) - (0.5f * ((Matrix[1][0] * from[0] + Matrix[1][1] * from[1] + Matrix[1][2] * from[2] + Matrix[1][3]) * fl1DBw) * (g_WinRect.bottom - g_WinRect.top) + 0.5f); //Get the Y dimension and push it in to the Vector.
float y = ((g_WinRect.bottom - g_WinRect.top) / 2) - (0.5f * ((Matrix[1][0] * from[0] + Matrix[1][1] * from[1] + Matrix[1][2] * (from[2] + 80) + Matrix[1][3]) * fl1DBw) * (g_WinRect.bottom - g_WinRect.top) + 0.5f);
height = to[1] - y;
return true;
}
return false;
}
void saveEnemyInfo(vector<RoleInfo> &enemyInfo, RoleInfo roleInfo, DWORD BaseAddr, HANDLE g_PHandle) //遍历房间内所有玩家,并保存敌人信息
{
for (int i = 1; i < 32; i++)
{
RoleInfo allPlayerInfo;
if (!getAllPlayInfo(allPlayerInfo, i, BaseAddr, g_PHandle))
{
return;
}
if (allPlayerInfo.flag != roleInfo.flag)
{
enemyInfo.push_back(allPlayerInfo);
}
}
}
bool getAllPlayInfo(RoleInfo & allPlayInfo, int index,DWORD serverModuleAddr,HANDLE g_PHandle)
{
DWORD BaseAddr = 0;
if (!ReadProcessMemory(g_PHandle, (PBYTE)(serverModuleAddr + 0x4F2FEC + (index * 0x10)), &BaseAddr, 4, 0))
{
return false;
}
if (!ReadProcessMemory(g_PHandle, (LPBYTE)(BaseAddr + 0x280), &(allPlayInfo._3dx), 4, 0))
{
return false;
}
if (!ReadProcessMemory(g_PHandle, (LPBYTE)(BaseAddr + 0x284), &(allPlayInfo._3dy), 4, 0))
{
return false;
}
if (!ReadProcessMemory(g_PHandle, (LPBYTE)(BaseAddr + 0x288), &(allPlayInfo._3dz), 4, 0))
{
return false;
}
if (!ReadProcessMemory(g_PHandle, (LPBYTE)(BaseAddr + 0x1F4), &(allPlayInfo.flag), 4, 0))
{
return false;
}
if (!ReadProcessMemory(g_PHandle, (LPBYTE)(BaseAddr + 0xE4), &(allPlayInfo._3dz), 4, 0))
{
return false;
}
return true;
}
void getEnemyPos(vector<DrawData> &enemy2Dpos,HANDLE ProHandle,DWORD engineModuleAddr ,RECT rect, vector<RoleInfo> &enemyInfo)
{
enemy2Dpos.clear();
for (vector<RoleInfo>::iterator it = enemyInfo.begin(); it != enemyInfo.end(); it++)
{
float height;
DrawData element;
float from[3] = { it->_3dx,it->_3dy,it->_3dz };
float to[2] = { 0 };
if (!WordToScreen(from, to, height, ProHandle, engineModuleAddr, rect))
{
return;
}
element.left= to[0] - 0.25*height;
element.right= to[0] + 0.25*height;
element.top = to[1]-height;
element.bottom = to[1];
enemy2Dpos.push_back(element);
}
}