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1
·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
תÔØ£ºhttps://tieba.baidu.com/p/6664705435
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5 k! R1 k3 }* N- O5 \, e) i#define MOVE_MAX_SIZE0x000000506 o# P* A9 E4 ~' G/ c; d* i
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])$ U+ }0 R  x' u" E
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1 R6 y) O- l* x; rËùÓõ½µÄËùÓк¯ÊýµØÖ·£º
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#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem), W& ~& N+ A" }% B6 t

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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)9 e7 F' r! U; a' h' L( F* s

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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)8 S$ M: w2 ?$ C/ W- \

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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)3 J( _4 G7 X1 U4 G0 j" p* D1 }
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
; ?5 ]; d/ r6 [% }3 i% XFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)2 F! f1 Y2 z8 E/ s6 R! C' B' G3 l# W% l
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)# X. B2 E! e. Q. ^9 [
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
, c. g1 t7 d/ w* G9 c( t. H9 m+ J! SFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
6 r# W% o" X9 v7 e7 D/ J" |! |- xFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0). ]5 T9 i& U1 U* R
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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$ K& l+ L6 E" y6 M$ ttypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);2 w: j- V' I7 H; P

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struct D2CharMoveTableStrc
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1 b2 i* I4 Q3 r2 fD2CharMove_t GameFunc;
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);& P3 f( h8 x& p* H, [# ]

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D2Stubs.cpp£º
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  r; B5 t9 s: E2 w4 J" u, D5 x3 n7 `__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)+ q+ o! t8 w" _, ^
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__asm- t" B; F' @9 u4 \& X; a
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push esi# q" v) M" {4 @- b
push [esp + 8]
- x7 j' J. N) _push ecx9 c' T& G$ ?3 k6 H) U) z
mov esi,edx
0 @; H  e2 V. q0 x3 g+ {/ Vcall D2GAME_PickUpGold_I
! X1 E) z! w2 S2 Q, G0 Lpop esi  R" I. [: ~# R6 h4 U' a
retn 0x046 k$ V% B- p  Z
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}
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PickUpGold.h£º
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BOOL __fastcall Move_Init();
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);1 c+ i  F3 [# ~4 {& \

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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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( u- K& S  F/ y5 a: Cvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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PickUpGold.cpp£º
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9 L& }& i. f  y0 F#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )* M) \/ {- v# I7 B5 ?
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) ), D: O1 W. I! E4 X1 |9 `2 `
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
* t, t: n8 \1 z! N( L$ M% F6 n#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )* E/ P6 `+ g9 H7 K9 T9 ]# {
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0 g( Z) G( q6 q% A2 xLPCWSTR stringToLPCWSTR(std::string orig)/ u- {- O/ [) t
{
6 f. H- l# K! J3 c1 qsize_t origsize = orig.length() + 1;
0 K, a/ \8 y, A5 a( o5 Bconst size_t newsize = 100;+ ?! Q- m& @6 w, F% ?
size_t convertedChars = 0;% h7 g8 K1 U1 T- ]" o) m3 H
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));) _. S! _0 k) ^) M9 D) _4 Y
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);. u# L  v2 M: Z+ z& g& `# \
return wcstring;# ^% c4 E; M0 V/ F0 w+ Z' Q; ]) N
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BOOL __fastcall Move_Init()
# a: x) r' s6 B{
8 m+ q+ `* ~; v' Sstd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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' |' |0 S( q- YMoveTbl[2].GameFunc = &CheckIfMove;% J8 A% q. ]0 T* t5 l3 @( N7 g, w" n
MoveTbl[3].GameFunc = &CheckIfMove;
1 K4 Y; E0 E' K: A* LMoveTbl[6].GameFunc = &CheckIfMove;
# x* h( J5 ]$ @, m0 w. [5 ]MoveTbl[19].GameFunc = &CheckIfMove;; K2 X! N' y# y1 K& u

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MoveTbl[0].GameFunc = &MovEax1;. I. ^9 X4 e  G' s) Q
MoveTbl[1].GameFunc = &MovEax1;
5 j. e. B5 s% W0 L5 C  u$ ]MoveTbl[4].GameFunc = &MovEax1;
! b( ^5 @/ p1 w  a6 y6 s' ?7 gMoveTbl[5].GameFunc = &MovEax1;* K+ l" W, Q7 Y# C. ^* S
MoveTbl[9].GameFunc = &MovEax1;
. e0 h6 l% k: l3 oMoveTbl[17].GameFunc = &MovEax1;
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return TRUE;
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
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1 V' s/ K. s( @# q* Lif (!pGame || !pPlayer)
- R% a( R4 _- g, Q9 ireturn FALSE;
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BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
$ P* t( _2 X! ~& kBOOL Move = AlreadyMove;
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5 ]4 t( V& J5 g, j2 kif (!AlreadyMove)
4 z/ J( n* r8 j" q0 ~Move = FALSE;
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);* Y: s4 B( ]6 U, [, C9 W( }3 p
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return Move;/ L) M# z& c+ W" A$ p" f

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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
# Z" w/ i% U" d1 N# K) x3 Z- I{
2 ]0 i/ ?8 U" r" Ereturn TRUE;7 s3 P+ T. t, z# B3 Z
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1 h* `, |0 e0 yvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)5 X0 J- n8 u7 n4 c% i! `/ G$ b, E
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# m% |+ G' N  u* C$ W* \; ~" ^if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
* _$ u- z  }' O8 S  p4 Vreturn;
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);6 l* }) Z# [+ `/ y( p  s+ d, i
if (!pRoom) return;! |: }5 q, ~, \) y# k/ o, L) R

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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);. L5 X* x: f! t4 f2 L' Z
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
8 T& \: {6 J* U! X6 z: kif (isTown)
% L3 _6 D+ w# l) `3 e: Treturn;8 t0 e, d, ^. ]8 m2 i) m. Z
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)% M# }7 r! B" P2 V
return;' v$ u2 }4 w, w0 R# C

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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))
" Z2 n5 c" k) P2 G8 Q: xreturn;0 ~1 j2 B" a) m+ D! U+ a( b

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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
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6 @0 t+ J" a# i+ f3 \& b* vint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);; N. k; l$ ?, ?7 Z$ u
int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);2 p* J  h$ I; V  M1 k* t
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);
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5 f7 Y1 h. e  z& Xif (pUnit->dwType != UNIT_ITEM). J% [! T3 V  d5 i" k7 [9 r" D
continue;
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  _4 R; Z9 t( r1 CItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);  |% F% P7 `; ~0 @1 I& i2 D' E* S* D
if (!pItemRecord) continue;
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if (pItemRecord->dwCode != CODE32('gld '))
' s3 }+ b& r# hcontinue;# O+ p, p+ ~5 K& h( A2 C- D
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  q$ U- j, o1 cDRLGCoord pItemCoords = {};
- i, x* i3 \1 M5 ?% W4 j1 |# vDRLGCoord pPlayerCoords = {};
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. _  o: U8 X1 h6 yif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12). O2 k7 n( F7 O7 M
continue;
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; g2 P/ ^  c: u& F3 N$ Wif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)% h5 M' T% [0 J
{
0 C+ O, ]" O! Y4 F$ F; AD2GAME_PickUpGold(pGame, pPlayer, pUnit);
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( A0 W. S' Q( w/ P# O0 Iwchar_t sMsg[512];/ Z( T/ \5 a! n  v
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
/ b. O  u7 F/ m5 V, G: S" GD2CLIENT_PrintPartyString(sMsg, GREEN);9 L7 T# ]% V+ R4 N% O

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wchar_t sMsg[512];* p% y# y8 U" d( r, k
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));+ f9 V1 e! B! X! M3 _% T! k7 @( @% Y
D2CLIENT_PrintPartyString(sMsg, GREEN);
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}
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- i% y! G* v. h3 W* J5 u//½ð±ÒPatchλÖãºD2Game
1 {3 C6 Q9 S1 `8 r1 r9 m: q) t/ m{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
. W' j+ F+ ^# w+ c4 \{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},, c. t  T& B6 |) S

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