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1
·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435( I, `" S# a; y8 S! v
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#define MOVE_MAX_SIZE0x00000050  b3 m6 \5 z  o0 D0 X& `8 z
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- V9 I" }6 y3 {9 f  D4 p% u9 [VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])% R0 {9 i# I) R$ B0 L& d
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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)0 p7 {7 Z. p9 o4 z% M
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5 \( x: g( D/ p  C( x% Y* N6 {; PFUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
" F/ z1 k& H2 y5 UFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)1 w( P4 I4 P- I
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)* L2 o$ I( t! [- u. B: g! N. b2 e) Y
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)( ^& U  J1 f* K' n; x& |3 A8 I1 [
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)' o6 a6 E- s2 H" F
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)- z2 B8 g3 q) |0 b1 v8 q9 V' p- h
FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
' B' n2 ]* K. [# UFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)2 I! E0 @: v( O2 O$ P
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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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D2Structs.h£º$ Q' ~. o4 V: M1 \, r5 j: x& n" Z- b. ^

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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;( r  x- l$ S9 t9 @* w* F, S
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D2Stubs.h£º' [# o! Q& c: A  q/ _* a
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);9 _" G- x! r5 z# x' Z1 E* ~, R

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0 h8 N, R+ x# p8 ^5 H( C1 K0 D__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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& w0 M3 y  C! C9 W/ Z' r__asm
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push esi3 f* a* E. F% @9 Q) D, f0 ]
push [esp + 8]1 J. c& y( Q# G% T
push ecx+ n- m2 q  _, l, c, F
mov esi,edx: c# \7 D: m* Z+ m
call D2GAME_PickUpGold_I
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retn 0x04" X* p& x) i. X& Z' {, D
}
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PickUpGold.h£º
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& S  K  j8 N, @8 Z" s0 z( k4 FBOOL __fastcall Move_Init();
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( Q2 x( E' D5 Q: |0 m4 |/ WBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);8 y* A7 m! y' q1 K

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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);3 G1 e8 D6 k! `

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, ]. ^- j7 y; vvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);) F; \  }* p1 A

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PickUpGold.cpp£º  D5 w. W. M- [3 @. o) ^8 L: M9 C: v7 h

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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
3 m# r1 \) Z( t" Z: Y# x. ~9 Z#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
5 S! T2 U. w, X, J0 m' M8 y#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )% r5 {) ~( A7 w7 T
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )
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, f9 a$ H1 D0 R- M  ALPCWSTR stringToLPCWSTR(std::string orig)/ x; }" p+ P( L) g5 n6 _
{
6 Z0 Y6 P3 `* K5 T: Gsize_t origsize = orig.length() + 1;
$ z- ]1 X( L9 s9 U& G/ ^# ^4 _const size_t newsize = 100;' Q# O8 T& B: w  O
size_t convertedChars = 0;
% |+ ^/ Q9 g3 z; G7 N* y- y& Jwchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
( Y+ Q- ?5 O* l) j: @7 N0 n' A& Fmbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);
2 \/ t7 v8 F+ j- n5 N. H# lreturn wcstring;
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0 o$ b% M1 i2 ?6 yBOOL __fastcall Move_Init()" [' R- d! K! C& }6 V& t4 \
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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MoveTbl[2].GameFunc = &CheckIfMove;& L% Y# z% H3 p8 O2 q
MoveTbl[3].GameFunc = &CheckIfMove;% `* B( ]7 r6 |
MoveTbl[6].GameFunc = &CheckIfMove;+ {4 a" p1 s+ A
MoveTbl[19].GameFunc = &CheckIfMove;
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MoveTbl[0].GameFunc = &MovEax1;. m: y9 b( X* Y+ ~' D' B; G! v* ^+ A
MoveTbl[1].GameFunc = &MovEax1;4 R' z5 a: i( W8 G9 e2 K: g( t
MoveTbl[4].GameFunc = &MovEax1;
% C0 Z3 U' m2 }; z5 kMoveTbl[5].GameFunc = &MovEax1;
# J! Z9 j5 `( V/ K% r' N5 gMoveTbl[9].GameFunc = &MovEax1;1 _( c& z; Q  Y- N2 e
MoveTbl[17].GameFunc = &MovEax1;+ f( ^0 x# `, `) x; Y- e7 z

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) z" j0 C- Q  R- s9 xreturn TRUE;
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& |2 I; o* {$ pBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2): v+ g# [; ^8 V- r* [; a0 j
{
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if (!pGame || !pPlayer)6 l" C/ }0 m3 j
return FALSE;% F) _$ J: t9 y0 y" V) _* ~
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0 K8 J9 w8 |8 w3 a) p8 f/ ]& |% jBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
$ Z5 z) T, ]7 P, h3 m! K4 r: |9 ^0 z) zBOOL Move = AlreadyMove;
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if (!AlreadyMove)5 y+ ?9 @  s6 c# P2 Q; k
Move = FALSE;
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$ p- J& t, ^5 oGOLDPICKUP_PickupInRangeGold(pGame, pPlayer);  F' s( N3 I# a/ K( E/ c
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return Move;7 U( F+ @) l( R: {4 h3 R; ^
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}
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- V) _* I( O+ R; B4 o/ Z3 T* `! VBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2): Y, p" i8 X* e% t& `& H
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return TRUE;
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8 @0 i' t3 c1 D9 k& \* c$ Wvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)
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if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)' [# t2 n! P1 c8 s: R
return;
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);; K, Y/ H0 x% I0 p4 I9 j) v! m* _
if (!pRoom) return;/ l) i5 C: ?0 ~/ J( R3 A) E

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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);% Y) Q; n7 F6 V4 m
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
( W4 f7 s1 _" a; S+ L" a. e! ~2 u* [if (isTown)
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/ |, I& x8 S: X3 k4 X+ \5 _if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)/ ~  F" z# N) o
return;
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))
, c, O6 {4 w6 U6 ]9 qreturn;; r# c$ n0 M0 M8 v! a4 l4 ]

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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)* y( V! Q* {& e! [6 O
{
& a  A2 U$ `* S0 g8 Yint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
; W+ E3 x1 c& s& p/ qint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);) c5 K- r0 V& _
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);
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  ]* q) t, l! b" @* v" lif (pUnit->dwType != UNIT_ITEM)
( p$ Q5 z" w& icontinue;
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% I$ k$ S! b( |& EItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);# ]. X# Z3 ^! o" q  t/ f: @
if (!pItemRecord) continue;
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- B# E! }5 T$ M* uif (pItemRecord->dwCode != CODE32('gld '))$ Q" w, J$ K( s9 ]$ j/ W
continue;- a. q# ?$ k- s- @8 `9 o

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DRLGCoord pItemCoords = {};; H* F# I: F) N9 ?' h/ j) B2 h
DRLGCoord pPlayerCoords = {};
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! ~. d  h$ G9 @% zif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)$ x2 F$ W/ r: }+ d- G
continue;
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)7 e# v6 a. g$ H9 {+ s3 I
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D2GAME_PickUpGold(pGame, pPlayer, pUnit);
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0 {' i' D9 Z. ~2 Owchar_t sMsg[512];
- C. ^* Y& j- v( |# [, ywsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
4 j: E5 {5 c6 D. u# x: ]( mD2CLIENT_PrintPartyString(sMsg, GREEN);6 \2 U' t9 v  b) M* D
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