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·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435( u1 K. X: c: U- p1 `4 @! O
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D2Vars.h£º
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  Y& V, M8 f6 R) J* `$ |//ÒÆ¶¯º¯ÊýµØÖ·Áбí
4 X* z4 k: r2 w3 o; L0 j" H+ i#define MOVE_MAX_SIZE0x00000050  ^2 D  Z" n. l6 l; v7 }# y

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# ]; k1 K& E. t" ]" ZVAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])+ K0 q" O: ^4 A! P, P  A0 P: Y7 T
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D2Ptrs.h£º4 X/ z& y4 X, Y& H: J& N
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º
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% V: M4 n0 B& o2 Z& l- Y5 E) H/ c: Q$ V6 }. G#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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' p( t" c- W, U& d- g$ L# CASMPTR(D2GAME, PickUpGold_I, 0xD6C80)
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/ ~5 `+ W$ S( U! kFUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)2 c% G* f. u; L3 U" E* d& B
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)- s! Y1 `2 ^. Q8 ]9 u: P0 g$ l
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
$ ~8 m' n2 s) d5 EFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)
  L9 `# x$ {7 h! Q6 PFUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70). J6 M5 N. K% |' i: L# [7 ]4 U
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
; N; X& h; ?3 I" e& W9 B* B  {FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)  h4 `4 U- f- V% `7 C( L
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)9 Y. @' n2 H6 N8 G5 x! L, I
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: \( }" p5 K8 v! `! l' c6 P+ x6 mFUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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2 F0 w8 O9 r6 l, stypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);  J$ s4 T: C/ @8 _
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struct D2CharMoveTableStrc- U4 J5 e, o3 M' q
{
3 [/ \/ [7 g9 M+ m* jD2CharMove_t GameFunc;5 [  g' [- y  D2 X; c0 Z
};; w  _  `+ Z* V8 E2 }8 w

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D2Stubs.h£º6 M4 r; d9 U- c0 g+ d9 _; Q

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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);3 A0 r, l  A! ~
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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__asm
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push esi
4 Y  H: \. U: E7 E, {/ r+ Vpush [esp + 8]* {9 A3 F  f% Y* p" N( T3 [
push ecx: K7 N9 i4 S6 `- z  K: G. s7 R
mov esi,edx
3 u$ _6 ~1 A$ q; G) }call D2GAME_PickUpGold_I
! O. t4 B! ~0 t' vpop esi
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}
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PickUpGold.h£º) H3 |0 \5 Y6 ~' G

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BOOL __fastcall Move_Init();  I; R& _9 W( Q
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2 M8 _. l# _% _5 R: H* eBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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( x7 w6 ~5 @0 s$ {+ q* f3 BBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);6 B% m+ S( I5 p; v+ n  u; h
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: A( }  c* D; U# q( @. vvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);+ x' x6 h. \. c, o6 Y

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8 j" Y/ s6 H1 v$ q; o#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
9 ~5 m% {9 i! K) a" a#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
- z* l9 u3 T7 `0 [#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
2 _) M1 ]3 z$ i7 I" L* R#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) ): B6 j6 R* o2 F( Y% i

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LPCWSTR stringToLPCWSTR(std::string orig)
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size_t origsize = orig.length() + 1;, v8 \& F/ b5 S
const size_t newsize = 100;7 D# F# z  v9 X. O
size_t convertedChars = 0;
/ L( l5 `8 u/ z+ B: wwchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));4 C3 f7 N7 @* t# P* F
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);
: |/ ]; t- Q, H3 xreturn wcstring;1 J0 l1 f4 v  m+ ?
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$ g2 X/ B6 H8 B, I# [7 xBOOL __fastcall Move_Init()5 U7 X7 N( X* C" T
{
' q+ ]4 z* \0 {; r2 ]; O( astd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);+ @' P7 D0 j& ~  W% O) n7 t

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MoveTbl[2].GameFunc = &CheckIfMove;
0 q" G- N# |4 E  Z2 u0 S. H4 Z( ]MoveTbl[3].GameFunc = &CheckIfMove;; T- i! m2 t' O- _+ V, n2 [
MoveTbl[6].GameFunc = &CheckIfMove;
  U$ A( u% @1 T  t/ x$ r1 Z  I: lMoveTbl[19].GameFunc = &CheckIfMove;
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: l' X% Y$ l" h9 {MoveTbl[0].GameFunc = &MovEax1;
; W) n2 G; [  ~6 u9 \- }/ g! U" jMoveTbl[1].GameFunc = &MovEax1;. G7 W; Y( h6 ^2 Q; i" S
MoveTbl[4].GameFunc = &MovEax1;
2 o3 s: d, a8 ?* o) C) WMoveTbl[5].GameFunc = &MovEax1;
  |5 V- V* b/ M& a6 e- sMoveTbl[9].GameFunc = &MovEax1;
3 F0 {& f* |7 n- e/ J3 rMoveTbl[17].GameFunc = &MovEax1;; s: d; M' s9 ~; {

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return TRUE;+ v+ c6 T7 s' Q8 j7 U: Y
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5 ~8 k/ p6 Y; x3 i2 A- fBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
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if (!pGame || !pPlayer). D; D; b% F) }) B5 B
return FALSE;# L; A$ L' _# A, T+ K) l
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BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
# w& ~, }8 l" {' C- ]BOOL Move = AlreadyMove;
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if (!AlreadyMove)1 R2 E1 c3 A) O1 K- I8 o# b3 _, q' y
Move = FALSE;% H/ r  O' T$ ^: N. @. z
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9 W+ a2 C0 X/ O* X0 MGOLDPICKUP_PickupInRangeGold(pGame, pPlayer);9 M. v$ ~' S# H! R/ m
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return Move;
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" q- G7 p+ W9 T2 v, m. ~7 YBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)7 i5 w5 d* x( T* k7 t& R% c- r
{
7 j! W3 i9 ?# c# w1 ^9 X6 Treturn TRUE;4 f5 J" C& t$ ?; X
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# I( ]* C& u* K$ qvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)
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9 L0 X% J4 H) `5 G# G  {- Tif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER): ^, u5 J; ~; q# z2 i5 f
return;
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
: H6 |: P9 V  |! I# E" @' h5 Bif (!pRoom) return;
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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
' b( O; Z) J9 A, ?1 dBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
9 r7 U( c! c4 J' _% x) c! Uif (isTown)
% ]1 z9 p: r& F- K7 rreturn;
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1 y; ]& n8 B4 W/ `# Jif (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)5 }$ t% E! j8 d: b- j
return;! k$ O: a$ Z5 j

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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))( d$ p2 k& R9 [) M
return;
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/ L6 W+ E! `" O8 G1 L, Cfor (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
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8 n' a" _5 B4 y( J1 h& {int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);- i8 d( F$ q- [: _: @8 {
int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);- u" R8 A  q8 {/ a: J6 W2 D
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);- S' z# n4 h) i2 U+ h: {
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if (pUnit->dwType != UNIT_ITEM): R1 `6 X, h# C1 i4 _
continue;4 w/ ]4 D% V! \3 W1 s
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);; h. S, K& E" l+ y7 M
if (!pItemRecord) continue;
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if (pItemRecord->dwCode != CODE32('gld '))" P9 r1 M; k; q! H: f7 i
continue;
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3 c2 }1 d1 p; w9 H- K" {
DRLGCoord pItemCoords = {};
  X. u7 H; n5 Q" a1 A' g' wDRLGCoord pPlayerCoords = {};8 K1 |8 ^, m" j6 c0 P8 z
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3 Y/ o* x7 Z9 A) U+ {9 sif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
( W8 ~1 n/ P5 l, d1 B0 [continue;
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, x. Y- ]6 {( z9 h" Yif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)! o0 V  c/ P; n
{
) D& J6 x8 U3 V/ bD2GAME_PickUpGold(pGame, pPlayer, pUnit);: R6 u6 k5 e4 M: q

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wchar_t sMsg[512];
1 R$ {8 D% D, l# n! ?3 Q. MwsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
4 M& [" c0 W* y5 _/ s+ _5 v( r( |D2CLIENT_PrintPartyString(sMsg, GREEN);7 W% V" E! d. T  R1 ]

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}
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# i% K- b5 D4 U7 y7 u- qif ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
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wchar_t sMsg[512];5 d  |+ Z2 p& _: c+ H
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));7 N0 B+ K3 u/ j0 [+ R/ N6 S0 V
D2CLIENT_PrintPartyString(sMsg, GREEN);  l0 n( p$ w/ x% w
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D2Patch.h£º$ z# L+ c4 a/ r5 s, }

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" v. E- {) `, }//½ð±ÒPatchλÖãºD2Game4 n! @* {% c) ?  e* u" r
{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
" I3 H  ^4 F* m" g; d+ P{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},% Z+ W3 s& @2 ]) ]; E
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