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×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435; d3 W3 x$ d9 X- \; c' T% X
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D2Vars.h£º% k4 `. N5 |, V& v
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#define MOVE_MAX_SIZE0x00000050/ F# t8 N2 G( j6 Y# i( s
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1 E! o$ |+ n6 o! S( MVAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º. M, l2 Q. P. ^6 c' q
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º/ ` j) q6 \# W2 v, f2 e8 l5 r. [
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6 z# _! F' c, L8 I& R#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)
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/ Y0 M6 e; R$ J5 c$ fFUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)6 s* s2 |* `/ k2 x9 _ @! x7 }
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
9 @/ P" q1 W7 n9 m8 e BFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
$ |) S- f( \, c2 q; R2 NFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)! u! _, W$ ]" `0 e
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
1 {. K9 ~8 s" S' V) m; KFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)5 P% K8 P# S5 n' B8 V. |
FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)* E% H, B9 x3 E7 _ ?: j7 S# i0 Y4 O
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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+ ?# u6 y1 X' XFUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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D2Structs.h£º
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) x0 x m `# ~' `3 F; ^typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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+ A0 F" T ?& v0 T& m; f& r! `struct D2CharMoveTableStrc* J. P3 _& U3 {4 \5 S& Y
{
3 F* ?" J/ |9 S# I: l- RD2CharMove_t GameFunc;, N7 t' g. Z. g8 e( y; r$ c, m
};
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3 y. A4 O2 U1 i1 TD2Stubs.h£º6 A$ n# L8 O# a$ i4 A) I
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);' }* T1 V5 \$ x" l
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D2Stubs.cpp£º
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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__asm' N, K) J* g* I9 d! U0 H5 m
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push esi( @! S3 Y; [5 |0 q* y& p
push [esp + 8]
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mov esi,edx7 N/ }" I" ^5 a2 m
call D2GAME_PickUpGold_I" O1 ?- U2 _. B6 p: y& C
pop esi
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}
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PickUpGold.h£º! A; x1 y6 O! r/ t P, w
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BOOL __fastcall Move_Init();) W" r7 u# w- h+ X
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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5 b1 [$ e+ n& b% V: i3 K% fBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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" Y) k# x: l m. f3 a8 Pvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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PickUpGold.cpp£º
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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
) E7 p8 A1 W# U' v#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )2 b, W) y$ b) \, h
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )4 F1 t! @- N( ?7 Y
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )1 L* q% Z, H( i4 e
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LPCWSTR stringToLPCWSTR(std::string orig)+ X. j6 {! d4 b3 X) p
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size_t origsize = orig.length() + 1;: D$ r+ G/ a7 a+ s
const size_t newsize = 100; o* \5 e' Z2 I# O9 r
size_t convertedChars = 0; a) s+ H$ |4 w; \. D3 _
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
6 H" c' ~* g' @ o s( `/ f2 `mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);2 x/ ^5 S5 P( G( N
return wcstring;
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BOOL __fastcall Move_Init()( F0 S7 X& S: Y2 p" t" q
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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MoveTbl[2].GameFunc = &CheckIfMove;
4 |8 D% a# I0 f+ h' K$ yMoveTbl[3].GameFunc = &CheckIfMove;
1 b1 W! b8 \8 j5 j0 O k) ^! TMoveTbl[6].GameFunc = &CheckIfMove;
( [) S0 O8 M2 Y$ [8 pMoveTbl[19].GameFunc = &CheckIfMove; {# D" n5 G/ b
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MoveTbl[0].GameFunc = &MovEax1;
, Y" Z# q4 Q% {5 z. rMoveTbl[1].GameFunc = &MovEax1;
3 f% H ~, Z* IMoveTbl[4].GameFunc = &MovEax1;
- E% T. t! Y1 AMoveTbl[5].GameFunc = &MovEax1;# s$ y1 U3 e E; f
MoveTbl[9].GameFunc = &MovEax1;
% |9 ~- `( N. pMoveTbl[17].GameFunc = &MovEax1;
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) F/ D% i' j+ [0 {) ]0 Ereturn TRUE;2 R# {, ]5 b6 P. E9 ?/ U$ ^
}
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. M! f4 \- O8 r+ F! fBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)' g8 l: A; Q% P# W. O7 A
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+ E: P7 Q& K0 rif (!pGame || !pPlayer)
8 {2 o6 |. }8 M3 e: Vreturn FALSE;
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- m& h; |8 Q& p: nBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);+ z! I) G" K J6 _3 i- j) g8 [! z
BOOL Move = AlreadyMove;
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if (!AlreadyMove)3 K3 P4 W+ C* L2 v z$ X: e9 O& b6 y
Move = FALSE;
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer); b' g! s+ u0 T& z# }
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2 W: x( T8 S* `2 o/ Y1 hreturn Move;
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}
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! y& o9 |6 A8 z! C. D9 \BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)9 |' D6 R/ ?0 k( O7 @+ v; }/ e
{
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)
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if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)( C# J* p* e' ^
return;% P7 B" R1 C5 i( D8 r
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$ i& |0 W+ H# O' Z: R2 p& Z, j/ u! k& {DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
# [; b' f' z1 T+ ^9 Tif (!pRoom) return;9 J% j- L2 a8 z% {$ q9 N: g& P/ ?
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& ^! z, F U0 sint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
8 R8 `3 v' W, G; x) \* K5 v% yBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);* H$ I7 H( l+ k z; N4 ]
if (isTown)
8 }0 G5 T( r+ K z) A0 Jreturn;
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))5 N! \; \8 r) B2 C4 R
return;6 {, D: W8 |3 n; p. D
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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)" i" s6 Y" M4 Z& ?# W0 [
{
_2 i2 d/ H5 U; X: \' v7 uint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL); h/ {& Q# S5 r- e$ K& `
int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);4 l! F9 B6 y( D/ g1 b3 ?5 V
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);0 D3 X! Q- J, o( @2 X
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' S' q, b% ^: t* g- C$ {/ @/ F# y& _if (pUnit->dwType != UNIT_ITEM)
: s- H/ d6 L4 Acontinue;( H4 l9 [: s- P) Q
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; H2 G" V2 m# t/ J' F. OItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
2 c3 f+ a, C W& t3 gif (!pItemRecord) continue;; b. Y( {$ E9 V% u+ q
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if (pItemRecord->dwCode != CODE32('gld '))2 H7 f( A% [: \& M/ ]$ Q9 H
continue;
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6 t# J0 s9 L- N" ?$ JDRLGCoord pItemCoords = {};5 M: z' B8 a# O& v% J7 s0 `
DRLGCoord pPlayerCoords = {};
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+ [$ ? A9 M/ E/ K& j0 r6 _if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
' r4 _, ^, L" P2 Y6 A! `continue;
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- F: G4 \2 ^- F7 \' Dif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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$ ~; x. `' ^5 `3 o- vD2GAME_PickUpGold(pGame, pPlayer, pUnit);1 E. x0 E# D7 q7 ` E; ]. @1 u" m
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wchar_t sMsg[512];& z4 L! ^, f% ]9 U
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
( f8 N5 L @3 pD2CLIENT_PrintPartyString(sMsg, GREEN);9 s" Z% p7 n. q
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
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& @/ X/ x* v' Q3 C) \wchar_t sMsg[512];
# n6 l) U. w; Z- d- V6 [wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
^1 T) o, f! S v0 dD2CLIENT_PrintPartyString(sMsg, GREEN);' A6 S% Q- `$ p0 f& a7 k: C: ~7 _0 a3 ^
}
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}
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D2Patch.h£º3 |+ V( J& b& T; |5 \* e; D6 P
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$ @7 Z3 ~, O! o1 h* iPatchÄÚÈÝ£º
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, l4 Q2 i' J$ X//½ð±ÒPatchλÖãºD2Game8 D+ c9 |! p7 {6 z5 j2 M% ~
{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
2 P3 j" W# F: N) ]' H" u{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},
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