实现第一个动态链接库 游戏插件 成功在主程序中运行 dll 中定义的类

devc++ 5.11编译环境

dll编译环境设置参考

Dev c++ C语言实现第一个 dll 动态链接库 创建与调用-CSDN博客 

 插件 DLL代码和主程序代码如下

注意 dll 代码中的class 类名需要 和主程序 相同

其中使用了函数指针和强制类型转换

函数指针教程参考

以动态库链接库 .dll 探索结构体参数-CSDN博客

注意,退出游戏后需等30-50秒,让dll自行销毁,然后重开时才能正常运行。否则进入后不显示地图。

有dll时:

 

 无DLL插件读取到时,即dll不在同程序目录下

 

dll.h
#ifndef _DLL_H_
#define _DLL_H_
#include <iostream>
using namespace std;
// 游戏背景操作板,可以通过坐标直接改
class Bkmap
{
	public:
		Bkmap(int height,int wide)
		{
			this->wide=wide;
			this->height=height;
			this->bkmap=new char*[this->height];
			for(int i=0; i<height; i++)
			{
				this->bkmap[i]=new char[this->wide];
				for(int j=0; j<wide; j++)
				{
					this->bkmap[i][j]='\0';
				}
			}
		}
	public:
		char** bkmap;
		int wide;
		int height;

};



// 玩家类,移动,攻击,地图修改
class Player
{
	public:
		Player(int x,int y,int limitx,int limity)
		{
			this->playerx=x;
			this->playery=y;
			is_atk=0;
			is_buff=0;
			flag_x=0;
			flag_y=0;
			this->limitx=limitx;
			this->limity=limity;
		}
		~Player();
	public:
		char player='1';
		int playerx;
		int playery;
		int flag_x;
		int flag_y;
		int limitx;
		int limity;
		int is_atk;
		int is_buff;
	public:
};

// 攻击类,这里直线攻击做测试
class Aking
{
	public:
		Aking(int height,int wide,int atk_time,int number)
		{
			this->height=height;
			this->wide=wide;
			this->number=number;
			this->atk_time=atk_time;
			atk_count=0;
		}
	public:
		int height;																// 攻击范围长宽
		int wide;
		int number;																// 攻击序号,因为有多个攻击技能,所以编号,可以查找攻击
		int atk_time;															// 攻击时长
		int atk_count;															// 当前攻击持续时间
	public:
		// 攻击中
		void atking(Bkmap* bkmap,Player* player)
		{
			if (atk_count != atk_time)										// 攻击
			{
				atk_count++;
				cout<<"DLL"<<atk_count<<endl; 
				cout<<"DLL:playerx player y:"<<player->playerx<<","<<player->playery<<endl;
				cout<<"DLL: player is_atk:"<<player->is_atk<<endl;
				for(int j=0; j<10; j++)
				{
					bkmap->bkmap[player->playery][player->playerx+1+j]='P';
				}
			}
			else
			{
				atk_count=0;
				player->is_atk=0; 												// 玩家状态复位
			}
		}
};

static Aking* akv3=new Aking(20,50,20,3); 										// 静态类,在调用时,保存被调用的值,调用结束后数值不清空 

extern "C"{
	void mainDll(Bkmap* bkmap,Player* player);
}

#endif

插件 dll.cpp

/* Replace "dll.h" with the name of your header */
#include "dll.h"
#include <windows.h>


void mainDll(Bkmap* bkmap,Player* player)
{
//	cout<<"DLL: atking class start"<<endl;
	akv3->atking(bkmap,player);
}

 

主程序,注意和dll放在同一个目录下

#include <iostream>
#include <string.h>
#include <windows.h>

#define KEY_DOWN(vKey) ((GetAsyncKeyState(vKey) & 0x8000) ? 1:0)							// 判断是否按下按键,按下之后,最高位变成 1,所以需要位运算去除其他位,只检测最高位
#define KEY_DOWN_FOREGROUND(hWnd, vk) (KEY_DOWN(vk) && GetForegroundWindow() == hWnd) 		// 前景窗口判断
#pragma warning(disable : 4996)
using namespace std;

// 加入的游戏背景数据,通常不修改,放到 Bkmap 进行修改
class Gamemap
{
	public:
		Gamemap(int height,int wide)
		{
			this->wide=wide;
			this->height=height;
			this->gamemap=new int*[this->height];
			for(int i=0; i<height; i++)
			{
				this->gamemap[i]=new int[this->wide];
				for(int j=0; j<this->wide; j++)
				{
					this->gamemap[i][j]=0;
				}
			}
		}
		~Gamemap();
	public:
		int** gamemap;
		int wide;
		int height;
};
// 游戏背景操作板,可以通过坐标直接改
class Bkmap
{
	public:
		Bkmap(int height,int wide)
		{
			this->wide=wide;
			this->height=height;
			this->bkmap=new char*[this->height];
			for(int i=0; i<height; i++)
			{
				this->bkmap[i]=new char[this->wide];
				for(int j=0; j<wide; j++)
				{
					this->bkmap[i][j]='\0';
				}
			}
		}
	public:
		char** bkmap;
		int wide;
		int height;
	public:
		void adddata()
		{
			for(int i=0; i<this->height; i++)								// 地图数据写入
			{
				for(int j=0; j<this->wide-1; j++)
				{
					this->bkmap[i][j]='*';
				}
				this->bkmap[i][this->wide-1]='\0';
				cout<<this->bkmap[i]<<"ok"<<endl;
			}
		}

		void fresh(Gamemap* gamemap)
		{
			for(int i=0; i<gamemap->height; i++)							// 地图复印到选区
			{
				for(int j=0; j<gamemap->wide; j++)
				{
					if(gamemap->gamemap[i][j]==0)
						this->bkmap[i][j]=' ';					// 这里决定地图打印在屏幕的样子
				}
			}
		}

};
// 字符串缓冲类
class Showmap
{
	public:
		Showmap(int height,int wide)
		{
			this->showmap=new char[wide*height+1000];
			strcpy(showmap,"");
//			showmap={};												// 不能这样写,否则报错,指针重新变空
		}
	public:
		char* showmap;
	public:
		void adddata(Bkmap* bkmap)
		{
			cout<<"test"<<endl;
			if(showmap==NULL)
			{
				cout<<"NULL";
				cout<<"函数因空指针结束"<<endl;
				return;
			}
			strcpy(showmap,"");
			for(int i=0; i<bkmap->height; i++)								// 选区加入到打印缓冲区
			{
				strcat(showmap,bkmap->bkmap[i]);
				strcat(this->showmap,"\n");
			}
		}
		void show()
		{
			cout<<this->showmap;
		}
};



// 玩家类,移动,攻击,地图修改
class Player
{
	public:
		Player(int x,int y,int limitx,int limity)
		{
			this->playerx=x;
			this->playery=y;
			is_atk=0;
			is_buff=0;
			flag_x=0;
			flag_y=0;
			this->limitx=limitx;
			this->limity=limity;
		}
		~Player();
	public:
		char player='1';
		int playerx;
		int playery;
		int flag_x;
		int flag_y;
		int limitx;
		int limity;
		int is_atk;
		int is_buff;
	public:
		//玩家移动检测
		void checkmove(HWND hwnd)
		{
			flag_x=0;
			flag_y=0;
			if (KEY_DOWN_FOREGROUND(hwnd, 0x41))			// A
			{
				flag_x -= 1;
			}
			if (KEY_DOWN_FOREGROUND(hwnd, 0x57))			// W
			{
				flag_y -= 1;
			}
			if (KEY_DOWN_FOREGROUND(hwnd, 0x44))			// D
			{
				flag_x += 1;
			}
			if (KEY_DOWN_FOREGROUND(hwnd, 0x53))			// S
			{
				flag_y += 1;
			}
		}
		// 打包速度检测
		void checkspeed()
		{
			if (flag_x > 1)														// 速度限制
				flag_x = 1;
			else if (flag_x < -1)
				flag_x = -1;
			if (flag_y > 1)
				flag_y = 1;
			else if (flag_y < -1)
				flag_y = -1;
		}
		// 改变玩家位置
		void move()
		{
			if (flag_x)															// 位移改变
				playerx += flag_x;
			if (flag_y)
				playery += flag_y;
		}
//		边界检测
		void checkboundary()
		{
			if (playerx >= limitx)												// 角色位置限制
				playerx = limitx - 1;
			else if (playerx < 0)
				playerx = 0;
			if (playery >= limity)
				playery = limity - 1;
			else if (playery < 0)
				playery = 0;
		}
		void putinmap(Bkmap* bkmap)
		{
			bkmap->bkmap[playery][playerx]=player;
		}
//		检测攻击
		void checkatk(HWND hwnd)
		{
			if (is_atk == 0 && KEY_DOWN_FOREGROUND(hwnd, 0x4A))			// j 键攻击
			{
				is_atk = 1;
			}
		}
//		检测buff
		void checkbuff(HWND hwnd)
		{
			if (is_buff == 0 && KEY_DOWN_FOREGROUND(hwnd, 0x4B))		// k 键增加范围 buff
			{
				is_buff = 1;
			}
		}
		// 绘制地图
		void drawmap(HWND hwnd,Gamemap* gamemap)
		{
			if (KEY_DOWN_FOREGROUND(hwnd, 0x30))								// 0 键绘制地图
				gamemap->gamemap[playery][playerx] = 0;
			if (KEY_DOWN_FOREGROUND(hwnd, 0x36))								// 6 键绘制地图
				gamemap->gamemap[playery][playerx] = 6;
			if (KEY_DOWN_FOREGROUND(hwnd, 0x37))								// 7 键绘制地图
				gamemap->gamemap[playery][playerx] = 7;
			if (KEY_DOWN_FOREGROUND(hwnd, 0x38))								// 8 键绘制地图
				gamemap->gamemap[playery][playerx] = 8;
			if (KEY_DOWN_FOREGROUND(hwnd, 0x39))								// 9 键绘制地图
				gamemap->gamemap[playery][playerx] = 9;
		}
};

class Dlling
{
		typedef void(*Menu)(Bkmap* bkmap,Player* player);										// 定义函数指针,函数返回值是 void, 指针类型名是 Menu, 参数是Bkmap*
	public:
		Dlling(char* name,int number)
		{

			mainDll="mainDll";
			HINSTANCE hDLL = LoadLibrary(name);													// 加载dll库
			if(hDLL==NULL)
			{
				cout<<"没有在本目录里找到 dllv3.dll"<<endl;

				atk=NULL;
				Sleep(300);
			}
			else
			{
				void(*atkv2)(Bkmap* bkmap,Player*)= (void (*)(Bkmap*,Player*))GetProcAddress(hDLL,mainDll);		// 加载dll 的入口主函数 强制类型转换后,加载的dll主函数成为atkv2的替身
				if(atkv2==NULL)
				{
					cout<<"dllv3 插件没有读取"<<endl;
					atk=NULL;
					Sleep(300);
				}
				else
				{
					cout<<"dllv3 读取成功"<<endl;
					Sleep(300);
					atk = atkv2;
				}
			}


			count=0;
		}
	public:
		char* mainDll;
		Menu atk;
		int count;													// 成员是一个指针,目前没有函数替身,所以没有编译报错
	public:
		void aking(Bkmap* bkmap,Player* player)
		{
			cout<<"class_atkv3"<<endl;
			if(player->is_atk&&atk!=NULL)
			{
				cout<<"class_atkv3 is going"<<endl;
				atk(bkmap,player);										// 函数指针在初始化过程在有了替身函数,所以可以加入变量
			}
			else if(player->is_atk&&atk==NULL)
			{
				cout<<"dll是空的,跳过执行函数"<<endl;
				count++;
				if(count>10)
				{
					player->is_atk=0;
					count=0;
				}
			}

		}
};

int main()
{

	Gamemap* gamemap = new Gamemap(20,50);
	Bkmap* bkmap=new Bkmap(20,50);
	Showmap* showmap= new Showmap(20,80);
	Dlling* dll = new Dlling("dllv3.dll",3);
	bkmap->fresh(gamemap);
//	bkmap->adddata();
	showmap->adddata(bkmap);
	showmap->show();

	HWND hwnd = GetForegroundWindow();									// 获取前端窗口句柄,由于程序刚运行时是在前端,所以这就是本程序的窗口句柄

	Player* player = new Player(0,0,50,20);

	while(1)
	{
		if (KEY_DOWN_FOREGROUND(hwnd, VK_ESCAPE))
		{
			printf("游戏退出\n");
			break;
		}

		if(KEY_DOWN_FOREGROUND(hwnd,0x31))
		{
			player->is_atk=1;

		}


		player->checkmove(hwnd);
		player->checkspeed();
		player->move();
		player->checkboundary();
		bkmap->fresh(gamemap);


		dll->aking(bkmap,player);
		player->putinmap(bkmap);



		showmap->adddata(bkmap);

		cout<<"玩家位置:"<<player->playerx<<","<<player->playery<<endl;

		showmap->show();
		Sleep(100);
		system("cls");
	}
	return 0;

}

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