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×ªÔØ£ºhttps://tieba.baidu.com/p/66647054353 h& X/ F' H2 p2 h7 b
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//ÒÆ¶¯º¯ÊýµØÖ·Áбí
1 Q" |% X/ U; a. K$ e#define MOVE_MAX_SIZE0x00000050
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' o% a$ V9 q' ?. s9 N) q- a6 AVAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º4 Z) z7 D( h1 D7 `2 l
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º- k" o6 K, x" N$ w* @
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0 A) u8 k0 ~0 K- T* h: Q#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)) C1 E% r3 g3 j; Z) g5 M
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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)
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8 T1 O: A0 r g, XFUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)! c' x! P$ ]9 J5 P f* J# \5 o5 L
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
( }2 r7 |6 t: v' w7 v, M& PFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
( }+ Q- k3 {8 [FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)% c2 \, {) k, U2 z
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)- ~: s2 v* ]# }" O. q0 @
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)# `4 w, L/ y! X8 ]9 R/ G+ z' U
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)1 Q- A4 ~, J) N( P3 @) j' {
FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)! D, l8 H2 p9 M8 y) D7 f7 e
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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struct D2CharMoveTableStrc
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D2CharMove_t GameFunc;3 ` G* A" a. d' Q9 k5 @6 v o
};
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% ]9 |) y' H; o0 {" Y9 V+ nvoid __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);
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D2Stubs.cpp£º& S! u; R$ d0 ]9 T; ^
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5 S' h- N, z* p6 t: o" \__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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__asm
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2 W7 x1 f% `: T" fpush esi# {; D! I- K, ?/ P. W; d) r
push [esp + 8]! T K6 Y* Q, z
push ecx
* K6 L4 O0 v8 P$ O4 @. a: H9 kmov esi,edx
) h N5 m: m& \. Z$ Vcall D2GAME_PickUpGold_I
% P( p" }, a, |0 rpop esi
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3 {8 j" z, \0 ]PickUpGold.h£º
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0 T$ S: F# B0 w3 {6 }& a+ t1 RBOOL __fastcall Move_Init();
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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3 o( y7 V1 {9 l' Q; dBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2); ?2 @+ N" f) H- B. b2 S6 ?/ L
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2 z% T# k3 u! n) R# Gvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);: H4 s A% J) R1 n
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PickUpGold.cpp£º W! b a" ~; N2 d
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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
4 l# ]- X) c! U. ]. G3 M% |#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
1 W6 N ~$ @) Y/ H: j @#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
; G. c. O0 G+ L. E2 ?/ Y+ S#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )
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LPCWSTR stringToLPCWSTR(std::string orig)
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size_t origsize = orig.length() + 1;( O3 _; u d5 s" M, O' ]& p
const size_t newsize = 100;# Z( P) A2 }1 i; D* J
size_t convertedChars = 0;
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mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);
; J2 H Z2 ?1 |0 v! rreturn wcstring;
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7 R, j+ ^2 m+ X. p' M5 kBOOL __fastcall Move_Init()5 K7 X5 v8 g6 n, G
{
4 i1 I: v( |. P F! E# lstd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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MoveTbl[2].GameFunc = &CheckIfMove;
. A; u2 C$ x5 F$ q2 z) hMoveTbl[3].GameFunc = &CheckIfMove;
/ C0 w& v$ k- z7 O, YMoveTbl[6].GameFunc = &CheckIfMove;& C& O5 q4 S* a1 k `5 Z5 V
MoveTbl[19].GameFunc = &CheckIfMove;/ t8 Y! o5 ~4 i. O7 v2 a
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& A3 L6 u( F3 e+ f5 D' l/ I' GMoveTbl[0].GameFunc = &MovEax1;
6 k) n" y. ?/ ?MoveTbl[1].GameFunc = &MovEax1;
9 m$ [$ D; |/ T8 n( kMoveTbl[4].GameFunc = &MovEax1;2 Y' d- n% y! m, P# U* ^: u
MoveTbl[5].GameFunc = &MovEax1;
! Q, ]: P9 c& yMoveTbl[9].GameFunc = &MovEax1;
% ]- T% [ t% j" G$ n" TMoveTbl[17].GameFunc = &MovEax1;5 |; o0 |; Z8 ?9 ^
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return TRUE;
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2) c- |0 f$ `* e8 a6 c- I' a7 d
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if (!pGame || !pPlayer)- o! E# W. `2 @+ z$ F
return FALSE;
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# [1 _) @6 l6 E/ Q9 E1 u wBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);. j7 [* B! Z, ~5 r) f3 ^' \7 [
BOOL Move = AlreadyMove;' R5 F4 [% H3 n2 P3 N1 s3 z
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if (!AlreadyMove)
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% R m+ e* B$ ~3 Z: r; z1 q* @ VGOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
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return Move;1 w# m" |( [3 c( F0 p: m0 l$ X2 A
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)1 F. w% X9 z0 _
{
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)
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! U3 M! `7 ~# f) L' _if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
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- S( ^' J: c: `# ~3 S+ t/ hDRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
/ Y8 o2 N G l5 m) i4 Wif (!pRoom) return;
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! E5 @0 @5 \+ D. aint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
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if (isTown)
# ]6 x w" W; J9 d- T7 c$ l0 Ureturn;
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))4 s' W: J8 d4 {4 t: U' `4 V
return;' R- J- ?3 `8 t- K6 }
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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
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- I, s7 i5 {+ u% mint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
) h# a( K& P( X) Gint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);
6 m) ?7 x2 D iint GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);) b2 W$ g& Z C" [
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: x) x5 _ c; O8 L9 |4 I& vif (pUnit->dwType != UNIT_ITEM)
# k0 Z5 p' P: m( Zcontinue;8 c8 g+ a# O' q3 T3 `
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);! x' f$ W+ k1 Z
if (!pItemRecord) continue;. O) b+ L# r; _. u9 f, p. Z
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6 | }& j% u! K& r: X! wif (pItemRecord->dwCode != CODE32('gld '))
8 m* `8 j9 N* Q( P& R& R7 Pcontinue;& D, e& N$ Q! M) ?' m n Y- p6 ]
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. D% O( y9 o0 ~ P+ x8 iDRLGCoord pItemCoords = {};
* c( u. }# ~5 O/ X5 q. C* F1 x+ c% fDRLGCoord pPlayerCoords = {};/ `% a" r' N0 f2 R
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( `/ h9 f; Q, A+ C( P) e# Uif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
' H% V a+ \" R" [' x, Kcontinue;
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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( O% [, S4 W* V& w7 w: ~+ Z% kD2GAME_PickUpGold(pGame, pPlayer, pUnit);# Y- ^7 _6 w) e3 @! R( V
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wchar_t sMsg[512];% b$ ` z& W! d3 J
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);; Z- w! o+ M; F7 A$ Q. z" F! E! p" r
D2CLIENT_PrintPartyString(sMsg, GREEN);2 K$ W5 H) A9 Y$ ]( G
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)& i/ z4 y! M. z* X- W& J
{
5 R R2 ^; `8 p" M( ]2 C0 F+ w, Jwchar_t sMsg[512];/ ]- C9 ?1 N+ U
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
- ?9 [/ F0 D' O5 c4 O$ [D2CLIENT_PrintPartyString(sMsg, GREEN); U. O$ m- Q9 w$ p! r
}
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3 H! Y/ g/ J% |% N5 _ i+ b% T% dD2Patch.h£º
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PatchÄÚÈÝ£º
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//½ð±ÒPatchλÖãºD2Game
1 W% \* i" ]* _- m* g{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},; r6 D8 l& z8 ]3 \
{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},* F ?% y2 p B, n1 k8 Z3 l: t( `
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