Пример #1
0
        private void FillAddressList(int functionNodeId)
        {
            // To set the right window
            viewData.Items.Clear();
            foreach (IAddressNode addressLine in _mainTrainer.GetAddressList())
            {
                if (addressLine.ParentIndex != functionNodeId)
                {
                    continue;
                }

                viewData.Items.Add(new ListViewItem(
                                       new string[]
                {
                    addressLine.Caption,        // Caption
                    "",                         // Original value
                    ""                          // Modified value
                }));
                viewData.Items[viewData.Items.Count - 1].Tag = addressLine;
            }

            // To get memory content
            using (WindowsApi.ProcessMemory mem = new WindowsApi.ProcessMemory(_currentGameContext.ProcessId))
            {
                foreach (ListViewItem currentItem in viewData.Items)
                {
                    IAddressNode addressLine = currentItem.Tag as IAddressNode;
                    if (addressLine == null)
                    {
                        continue;
                    }

                    Object itemValue;
                    switch (addressLine.ValueType)
                    {
                    case AddressListValueType.Integer:
                        itemValue = mem.ReadInt32((IntPtr)addressLine.Address)
                                    / addressLine.ValueScale;
                        break;

                    case AddressListValueType.Float:
                        itemValue = mem.ReadFloat((IntPtr)addressLine.Address)
                                    / addressLine.ValueScale;
                        break;

                    case AddressListValueType.Char4:
                        itemValue = mem.ReadChar4((IntPtr)addressLine.Address);
                        break;

                    default:
                        itemValue = "";
                        break;
                    }
                    currentItem.SubItems[1].Text = itemValue.ToString();
                }
            }
        }
Пример #2
0
        public override void CreateChildren()
        {
            CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                      "经验值",
                                                      unchecked (_newChildrenArgs.HeroAttributesAddress + 0x8C),
                                                      AddressListValueType.Integer));
            CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                      "力量",
                                                      unchecked (_newChildrenArgs.HeroAttributesAddress + 0x94),
                                                      AddressListValueType.Integer));
            CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                      "敏捷",
                                                      unchecked (_newChildrenArgs.HeroAttributesAddress + 0xA8),
                                                      AddressListValueType.Integer));

            using (WindowsApi.ProcessMemory mem = new WindowsApi.ProcessMemory(_gameContext.ProcessId))
            {
                UInt32 tmpAddress1;
                Int32  tmpValue1;
                tmpValue1   = mem.ReadInt32((IntPtr) unchecked (_newChildrenArgs.HeroAttributesAddress + 0x7C + 2 * 4));
                tmpAddress1 = War3Common.ReadGameValue1(
                    mem, _gameContext, _newChildrenArgs,
                    tmpValue1);
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "智力",
                                                          tmpAddress1,
                                                          AddressListValueType.Integer));
            }

            CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                      "可用技能点",
                                                      unchecked (_newChildrenArgs.HeroAttributesAddress + 0x90),
                                                      AddressListValueType.Integer));

            for (UInt32 LearningAbilityIndex = 1; LearningAbilityIndex <= 5; LearningAbilityIndex++)
            {
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "学习技能" + LearningAbilityIndex.ToString() + " - 名称",
                                                          unchecked (_newChildrenArgs.HeroAttributesAddress + 0xF0 + LearningAbilityIndex * 4),
                                                          AddressListValueType.Char4));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "学习技能" + LearningAbilityIndex.ToString() + " - 等级",
                                                          unchecked (_newChildrenArgs.HeroAttributesAddress + 0x108 + LearningAbilityIndex * 4),
                                                          AddressListValueType.Integer));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "学习技能" + LearningAbilityIndex.ToString() + " - 要求",
                                                          unchecked (_newChildrenArgs.HeroAttributesAddress + 0x120 + LearningAbilityIndex * 4),
                                                          AddressListValueType.Integer));
            }
        }
Пример #3
0
        public override void CreateChildren()
        {
            using (WindowsApi.ProcessMemory mem = new WindowsApi.ProcessMemory(_gameContext.ProcessId))
            {
                Int32 list = mem.ReadInt32((IntPtr) unchecked (_newChildrenArgs.ThisUnitAddress + _gameContext.ItemsListOffset));
                if (list != 0)
                {
                    for (Int32 itemIndex = 0; itemIndex < 6; itemIndex++)
                    {
                        UInt32 currentItem = 0;

                        // We assume ItemIndex never go out of bounds to the List
                        Int32 tmpValue1 = mem.ReadInt32((IntPtr) unchecked (list + 0xC * itemIndex + 0x70));
                        if (tmpValue1 > 0)
                        {
                            UInt32 RawItem = War3Common.ReadFromGameMemory(
                                mem, _gameContext, _newChildrenArgs,
                                tmpValue1);
                            if (RawItem != 0)
                            {
                                UInt32 tmpValue2 = mem.ReadUInt32((IntPtr) unchecked (RawItem + 0x20));
                                if (tmpValue2 == 0)
                                {
                                    currentItem = mem.ReadUInt32((IntPtr) unchecked (RawItem + 0x54));
                                }
                            }
                            if (currentItem != 0)
                            {
                                _newChildrenArgs.CurrentItemPackAddress = currentItem;
                                base.CreateChild(TrainerNodeType.OneItem, NodeIndex);
                            }
                        }
                    } // foreach items
                }     // Item list exists
            }         // mem
        }             // CreateChildren()
Пример #4
0
        public override void CreateChildren()
        {
            using (WindowsApi.ProcessMemory mem = new WindowsApi.ProcessMemory(_gameContext.ProcessId))
            {
                _newChildrenArgs.AttackAttributesAddress = mem.ReadUInt32((IntPtr) unchecked (_newChildrenArgs.ThisUnitAddress + _gameContext.AttackAttributesOffset));
                _newChildrenArgs.HeroAttributesAddress   = mem.ReadUInt32((IntPtr) unchecked (_newChildrenArgs.ThisUnitAddress + _gameContext.HeroAttributesOffset));

                if (_newChildrenArgs.AttackAttributesAddress > 0)
                {
                    base.CreateChild(TrainerNodeType.AttackAttributes, NodeIndex);
                    // base.CreateChild(TrainerNodeType.UnitAbility, NodeIndex);
                    base.CreateChild(TrainerNodeType.AllItems, NodeIndex);
                }

                if (_newChildrenArgs.HeroAttributesAddress > 0)
                {
                    base.CreateChild(TrainerNodeType.HeroAttributes, NodeIndex);
                }

                // Unit self propety(s)
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "单位名称",
                                                          unchecked (_newChildrenArgs.ThisUnitAddress + 0x30),
                                                          AddressListValueType.Char4));

                UInt32 tmpAddress1, tmpAddress2;
                Int32  tmpValue1, tmpValue2;
                tmpValue1   = mem.ReadInt32((IntPtr) unchecked (_newChildrenArgs.ThisUnitAddress + 0x98 + 0x8));
                tmpAddress1 = War3Common.ReadFromGameMemory(
                    mem, _gameContext, _newChildrenArgs,
                    tmpValue1);
                tmpAddress1 = unchecked (tmpAddress1 + 0x84);
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "HP - 目前",
                                                          unchecked (tmpAddress1 - 0xC),
                                                          AddressListValueType.Float));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "HP - 最大",
                                                          tmpAddress1,
                                                          AddressListValueType.Float));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "HP - 回复率",
                                                          unchecked (_newChildrenArgs.ThisUnitAddress + 0xB0),
                                                          AddressListValueType.Float));

                tmpValue1   = mem.ReadInt32((IntPtr) unchecked (_newChildrenArgs.ThisUnitAddress + 0x98 + 0x28));
                tmpAddress1 = War3Common.ReadFromGameMemory(
                    mem, _gameContext, _newChildrenArgs,
                    tmpValue1);
                tmpAddress1 = unchecked (tmpAddress1 + 0x84);
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "MP - 目前",
                                                          unchecked (tmpAddress1 - 0xC),
                                                          AddressListValueType.Float));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "MP - 最大",
                                                          tmpAddress1,
                                                          AddressListValueType.Float));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "MP - 回复率",
                                                          unchecked (_newChildrenArgs.ThisUnitAddress + 0xD4),
                                                          AddressListValueType.Float));

                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "盔甲 - 数量",
                                                          unchecked (_newChildrenArgs.ThisUnitAddress + 0xE0),
                                                          AddressListValueType.Float));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "盔甲 - 种类",
                                                          unchecked (_newChildrenArgs.ThisUnitAddress + 0xE4),
                                                          AddressListValueType.Integer));

                // Move speed
                tmpAddress1 = unchecked (_newChildrenArgs.ThisUnitAddress + _gameContext.MoveSpeedOffset - 0x24);
                do
                {
                    tmpValue1   = mem.ReadInt32((IntPtr) unchecked (tmpAddress1 + 0x24));
                    tmpAddress1 = War3Common.ReadGameValue2(
                        mem, _gameContext, _newChildrenArgs,
                        tmpValue1);
                    tmpAddress2 = mem.ReadUInt32((IntPtr) unchecked (tmpAddress1 + 0));
                    tmpValue1   = mem.ReadInt32((IntPtr) unchecked (tmpAddress1 + 0x24));
                    tmpValue2   = mem.ReadInt32((IntPtr) unchecked (tmpAddress1 + 0x28));

                    // Note: If new game version released, set breakpoint here
                    //       and check tmpAddress2. Set this value as War3AddressMoveSpeed
                    tmpAddress2 = mem.ReadUInt32((IntPtr) unchecked (tmpAddress2 + 0x2D4));
                    if (_gameContext.MoveSpeedAddress == tmpAddress2)
                    {
                        CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                                  "移动速度",
                                                                  unchecked (tmpAddress1 + 0x70), // +70 or +78 are both OK
                                                                  AddressListValueType.Float));
                    }
                } while (tmpValue1 > 0 && tmpValue2 > 0);

                // Coordinate
                tmpValue1   = mem.ReadInt32((IntPtr) unchecked (_newChildrenArgs.ThisUnitAddress + 0x164 + 8));
                tmpAddress1 = War3Common.ReadGameValue1(
                    mem, _gameContext, _newChildrenArgs,
                    tmpValue1);
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "坐标 - X",
                                                          tmpAddress1,
                                                          AddressListValueType.Float));
                CreateAddress(new NewAddressListEventArgs(_nodeIndex,
                                                          "坐标 - Y",
                                                          unchecked (tmpAddress1 + 4),
                                                          AddressListValueType.Float));
            }
        }