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·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435
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' d3 ?: Y$ r/ A2 x) R* W3 s7 {1 wD2Vars.h£º8 B1 D9 O* j  z& r0 H) {$ u8 v

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#define MOVE_MAX_SIZE0x00000050
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  W$ I: M7 w$ l1 {9 CVAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º
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#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)( I% @3 ?  Y0 F$ d
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90): B9 X& B0 r  Z6 t

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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
/ t0 B) _; N7 BFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000): n5 l3 v* C% J0 N) E7 |' Q+ Z
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)& Z2 X3 |7 U/ W! t
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)
9 O5 q4 P+ C* @/ ?( E8 {* jFUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
, p. a) R% M- S$ ]- h$ w, p: nFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)$ W9 p; k" b) N2 K# Q/ F  d; b
FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)1 R% F" V# A, T0 m+ X, z$ O
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)6 _% h' L4 v6 B; t7 l8 U1 ?
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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)0 M, t2 c  w4 i8 Y9 ^- R3 `
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D2Structs.h£º  j# w" ?$ n" Q1 s

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3 X/ S! f7 ?: W# q! itypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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struct D2CharMoveTableStrc
3 K2 H3 p/ C- \* d9 P/ e4 P, g3 |{
$ n, y+ J& \/ e' J* d, QD2CharMove_t GameFunc;
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1 S( c: u/ I; j% N  U( |# |, Dvoid __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);7 I2 c- H6 h8 }  L0 Y$ q# m6 e# ?
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)5 T2 o8 z) l$ ]& f, ]5 N2 u# F
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__asm# k0 x& V4 Q) @
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push esi+ C+ \! ~  T9 Y7 v1 n5 V, C4 }
push [esp + 8]
5 M1 W1 Q# j0 u7 F$ U4 Dpush ecx, T' A+ _0 N0 f: K8 ~
mov esi,edx
$ k# q  j- Z$ lcall D2GAME_PickUpGold_I4 Z3 n8 X( H4 N* O) v  c
pop esi
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PickUpGold.h£º
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1 i, T; b! a; e! c4 y4 uBOOL __fastcall Move_Init();
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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" n0 j! }% C' ^( HBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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0 H$ Y0 a* k0 F* z$ U7 hvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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. A$ {1 V7 j/ @; j3 G. OPickUpGold.cpp£º* r2 ^( w! s# q" s8 G* o& i
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; A: L1 A7 Y2 u#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
1 g* W8 b  Y8 I9 y; y#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )9 {$ \8 ]4 ^5 O( e
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )  q# T6 m, v5 X
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )  A0 R; v/ G( V# i# P/ c; N

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/ F$ n) ]5 y( \9 k( ]LPCWSTR stringToLPCWSTR(std::string orig)
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/ H* h& W) @. dsize_t origsize = orig.length() + 1;
4 J: F) z8 t4 V3 g8 q9 w; r% s( qconst size_t newsize = 100;
( {3 P; m& i5 Q) j) B1 n. I2 Msize_t convertedChars = 0;
; U' Y* }! W8 H# {8 V8 Xwchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
& g! B0 |/ s9 L" U8 d1 N! H8 @, |8 cmbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);
' y0 n# F( A! @6 D3 Vreturn wcstring;
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; i6 ~; x2 w, G* L4 z, N1 F8 FBOOL __fastcall Move_Init()( b7 O) V! s  a
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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  k$ x: Y0 x  b; N2 p" pMoveTbl[2].GameFunc = &CheckIfMove;( S' P. l1 t9 Q% \* n0 K" S
MoveTbl[3].GameFunc = &CheckIfMove;6 h; R6 D# [; |5 Q/ F- Q( ]  Z
MoveTbl[6].GameFunc = &CheckIfMove;. B: i, b1 m5 U; l3 d! z  x$ G
MoveTbl[19].GameFunc = &CheckIfMove;
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MoveTbl[0].GameFunc = &MovEax1;$ H0 v7 ?+ P. `1 ]3 n
MoveTbl[1].GameFunc = &MovEax1;
7 w3 ~7 ]# O+ g9 `MoveTbl[4].GameFunc = &MovEax1;
3 z6 y3 _8 Q' P" ZMoveTbl[5].GameFunc = &MovEax1;
6 {, d& S  a+ t7 W& i8 h0 |MoveTbl[9].GameFunc = &MovEax1;
' c$ g0 L' n' C$ EMoveTbl[17].GameFunc = &MovEax1;
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: ]  e" j& l8 Mreturn TRUE;. z# c0 n: n( {3 k1 {0 B
}
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)0 c3 k* n" r& L1 [, |, j
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$ u2 }/ v% Y0 R$ m0 H6 P/ N' Y/ qif (!pGame || !pPlayer)9 L6 v* e% F# a1 E0 {, |( f
return FALSE;
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BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);% L" m+ B( [) a0 D
BOOL Move = AlreadyMove;- @2 \# y( Q6 G* {$ A. g" a
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% \' E! A) o5 ~8 H' \6 F3 kif (!AlreadyMove)
. L1 r4 o. S# b4 R- DMove = FALSE;  D3 X. L2 B- {6 i

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7 q) R0 j* u0 q5 [, }GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
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return Move;
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3 M) _- o9 n+ {: mBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
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return TRUE;
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)
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if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
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# {  M" J- b# ?9 b3 q; ]4 y; nDRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
% e2 B8 ^4 D" @# e3 p8 W" jif (!pRoom) return;2 X+ h$ w+ k1 T4 Y
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$ A8 f2 P' q" Hint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);) b, E4 D! Z. z! b
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
0 M- n- A9 B; e" @( V, a6 Dif (isTown)
% M$ u& Z9 x; d9 h4 k% ^return;
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6 d7 u9 a2 ]5 y" iif (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)
  Y8 Q! W' y6 }7 ?return;
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' {" \" z6 a! n: a( V( G8 `if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))  k+ L6 v) G4 E, c$ }' ?7 [
return;
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; c- ^1 e/ s# k' D3 Rfor (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)8 M( B# L1 |9 p
{
( t% P. R5 A6 s: o% P, J( r  Fint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
0 j2 {5 }2 \3 y$ n" [8 f% Q1 V/ oint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);
. J- t' `( p9 T* B0 I" p6 u7 U# ]int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);7 m) G" ^0 E% @

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$ \& X; K# Y8 w- I. `if (pUnit->dwType != UNIT_ITEM)
8 |$ m" O. `, e$ W' J: C1 ?0 U% r) Fcontinue;  ~8 B6 ^& E5 I  D* a

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7 v7 W9 A7 r  k5 PItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
% @& ~5 Q! @9 A: \. l6 Kif (!pItemRecord) continue;. H2 @: P- A1 x( K( {. ^
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! X+ s+ Y( @* g. M8 w' _if (pItemRecord->dwCode != CODE32('gld '))# @1 _% H' D: y
continue;8 f% ?7 x) Z: k0 Z

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$ D% X* T$ P$ N! SDRLGCoord pItemCoords = {};) `8 K: W) x: `/ |5 e+ @& h
DRLGCoord pPlayerCoords = {};
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  M1 f8 K1 [; r, ^" h4 ?9 t2 a# G) Hif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
8 h6 y+ {7 X! w" Y( {) ncontinue;
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)% W0 a" ~2 ~8 A+ w5 A! h' V
{
- C* N; d9 ?. l* N0 {- z. `7 PD2GAME_PickUpGold(pGame, pPlayer, pUnit);
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, c/ C( i$ o% V2 j5 Uwchar_t sMsg[512];1 k0 R  G) A1 e" a6 f
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
, U- D* F: x0 J2 m3 YD2CLIENT_PrintPartyString(sMsg, GREEN);3 {' F+ o& x0 |$ ~8 E
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3 l4 [5 f: G4 |: M1 L& C; |if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
; M. d! n5 |  b{
7 m7 l3 F  g! `) a: L$ R7 Mwchar_t sMsg[512];- M, C) k8 c4 a6 d8 L; }8 `+ Z7 d
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));; `. u5 C( D* I& T) b, ?
D2CLIENT_PrintPartyString(sMsg, GREEN);& @' D# ^2 K3 h: X3 N: c3 `+ R
}
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}
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1 [$ }/ Q6 y' ~2 Y5 P& l//½ð±ÒPatchλÖãºD2Game' x: {6 m0 Z, r9 e
{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
* J/ J# m2 h1 l; t* t8 l" R. V, ^{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},
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