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תÔØ£ºhttps://tieba.baidu.com/p/6664705435
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D2Vars.h£º
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- z. v, i# ] Z9 ^( ?5 I#define MOVE_MAX_SIZE0x00000050
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È«¾Ö±äÁ¿£º
* h9 ` A9 s5 g1 e# S2 QVAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º7 U* t+ u. A4 q( 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)
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)
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$ h4 Y2 [; q9 F0 x0 RFUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)/ a: J% E) s# x9 h4 U
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
! K; T% @* Q, ^% BFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
+ q7 ^. ]) p {; M. cFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)
( ]8 Y+ M! u; x, T2 pFUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
% c7 v. P/ X0 l) |( jFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
& u3 L! _" _# S3 v- L: _FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
1 a' `- N0 g4 w1 j& F' I, s: CFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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& s, a4 T$ K) |. y$ O I W2 XFUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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D2Structs.h£º9 b" j2 m3 R# a* G$ l
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* _# x5 G: R/ m, v# Xtypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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struct D2CharMoveTableStrc% O+ I! A D( x7 U
{
E. L1 T T$ P6 f! fD2CharMove_t GameFunc;
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1 M4 Z( L* X( U3 s: D$ d3 gvoid __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);5 ?) ~* l2 M6 M* h% `8 |3 ?9 O5 ^: t8 ?
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2 c; n: V: I, N/ x9 }__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem); Y1 F! {- v- T( O
{
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push esi
- B( m% w; x, e$ ?! T, wpush [esp + 8]& i; `4 t' S3 H# }" C T
push ecx' `5 c6 c- R( m/ @0 G
mov esi,edx `" R' x1 T) Y$ F
call D2GAME_PickUpGold_I$ S9 B6 z+ K. L
pop esi' j8 Q$ c! r2 p
retn 0x041 n8 }/ q% m1 I. W, `' ]! Q
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8 X" I; \# \% ]5 Z. S9 [0 BPickUpGold.h£º6 u( l5 X: V. k% r0 x3 O; |8 C$ e0 w
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BOOL __fastcall Move_Init();# {! h% J% i* @
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4 g/ ^1 n9 O: M$ m) k" oBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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- e4 _5 [' J) f/ DBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);& K9 D* c5 C8 A- V; y
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+ f+ a; w" z* a) b+ [, dPickUpGold.cpp£º
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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )2 K8 f$ l8 g+ W
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
* X6 _& _( g; m$ Q& T#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
5 l& M! Z5 j0 ]. {#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )8 D9 b) X( S* y: ~% b
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LPCWSTR stringToLPCWSTR(std::string orig)
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size_t origsize = orig.length() + 1;
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size_t convertedChars = 0;$ f8 v1 Y, T S1 w* x5 o
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));, n% ?7 z) t7 C+ m
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);9 q8 f7 `5 w; I9 `3 D/ T
return wcstring;
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4 r& w3 X2 Y; u1 y. J( sBOOL __fastcall Move_Init()
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);" E6 N2 v4 V2 K; _
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% f! f/ M- Z, _5 q qMoveTbl[2].GameFunc = &CheckIfMove;
( T* ^3 M# |2 n, E2 S$ @7 H. s; L, p9 ZMoveTbl[3].GameFunc = &CheckIfMove;
# U0 ]) Z# m0 ~MoveTbl[6].GameFunc = &CheckIfMove;2 ]# z, _- r4 w% Z3 d
MoveTbl[19].GameFunc = &CheckIfMove;4 _( Q1 k, `* v, N G% h
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( A8 L: _$ {* hMoveTbl[0].GameFunc = &MovEax1;5 u$ G1 ]+ y' E! @
MoveTbl[1].GameFunc = &MovEax1;
) v0 o% C- |; O. l. q+ X1 \8 B9 dMoveTbl[4].GameFunc = &MovEax1;
% j$ v* s. s' x! ?MoveTbl[5].GameFunc = &MovEax1;# u" T }9 ?' d9 k4 D/ R+ D9 }
MoveTbl[9].GameFunc = &MovEax1;
; {3 u2 A, S/ f; p* qMoveTbl[17].GameFunc = &MovEax1;& T6 t' {: `6 A1 E
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return TRUE;$ }* n4 `3 N4 d' _2 v; V
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2). [# C4 k' Y) ?( F; Z8 J
{
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if (!pGame || !pPlayer)
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5 k' }" u. c( j. XBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
' X8 k5 s" ~5 X6 _# \BOOL Move = AlreadyMove;
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; S# {+ b) X( _) G% g, L8 O! L# Gif (!AlreadyMove)( H( }# s3 @2 c5 c1 i" @
Move = FALSE;
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/ e6 a( D7 N* Z; v3 Z- u; g9 tGOLDPICKUP_PickupInRangeGold(pGame, pPlayer);9 _, U/ {8 F* H7 o$ v# w& J6 [" f
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2 P; u6 ]% @. N, [( _& x% Mreturn Move;
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BOOL __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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0 A$ W. e# [9 K$ Y5 V' z& E f8 Mif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)7 L3 ~( x% j6 d9 K# G5 m
return;
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);+ G2 x) {: v* S
if (!pRoom) return;
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0 k! Z8 A+ S; @int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);" ?: R/ i2 I6 I- s
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);' F2 J1 m8 I3 c& \0 k: ]
if (isTown)6 |4 B4 i; F' [! g
return;
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9 \3 ?% ^+ F% r. j9 P1 Aif (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)+ H4 `2 a1 \5 `3 h3 O7 h! w. F
return;
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))# `2 j. J9 [# p9 ~
return;
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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);2 N! z6 P, K& b3 J: d) s
int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);6 m; o, }: I0 {9 e$ c# | a
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);8 J& k5 A9 ], r/ J" V5 R$ k7 N
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" \( j6 E9 I$ c$ S9 A0 ]/ qif (pUnit->dwType != UNIT_ITEM)
4 U8 R' }8 ?* vcontinue;
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+ [2 A X! U9 C7 uItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);' }7 \) v7 W" Y: V8 w
if (!pItemRecord) continue;
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! |4 ?, I2 i- c, M2 ~% tif (pItemRecord->dwCode != CODE32('gld '))
6 J2 H: B I) p# ?6 scontinue;
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8 m) X+ q! f5 d3 G" W* ZDRLGCoord pItemCoords = {};% V! O; \7 e5 x" o' @+ N W
DRLGCoord pPlayerCoords = {};4 J1 o, W5 ]) Y* F$ X9 W
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if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12). w* S5 y. _' V
continue;$ x! h3 ^7 Y x5 _
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/ k& p0 ]6 `7 K" m8 aif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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' T' _% e2 U1 N6 B/ e9 `6 LD2GAME_PickUpGold(pGame, pPlayer, pUnit);# k+ p: h/ K: A* f! B
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) g) c. M4 l# I) K7 R* v2 uwchar_t sMsg[512];
6 _# i. A4 [. X* L+ F iwsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);: Y' g1 I5 Y p& h9 L& {
D2CLIENT_PrintPartyString(sMsg, GREEN);7 w( Z& e) [1 Z3 q; n
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)# q# u6 ?' V, d: m7 G
{
2 f$ Y9 K. B0 T) J: Y9 @wchar_t sMsg[512]; C) |0 K" q4 R2 l
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
) p, H2 k" m2 v/ R6 E% F* QD2CLIENT_PrintPartyString(sMsg, GREEN);9 `6 g6 n( v2 p3 ?1 | t
}
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}
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% M$ P( y1 B5 w% e, z" l$ B: g! RD2Patch.h£º
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PatchÄÚÈÝ£º/ ]: E, R7 X. Q5 J; a
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//½ð±ÒPatchλÖãºD2Game% T; u8 _, } y+ Y Z% B6 i
{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
+ ^" P2 j# _# F0 L- t3 E. p{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},! r+ O! d. x r
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