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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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D2Vars.h£º
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//ÒÆ¶¯º¯ÊýµØÖ·Áбí' O/ `/ o& c& X- [
#define MOVE_MAX_SIZE0x00000050, z. p# u' X0 W: P
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º
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- ?, o  v, _5 e# E/ eËùÓõ½µÄËùÓк¯ÊýµØÖ·£º
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# i1 v$ J$ g- k  v9 N+ u#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)1 L2 D/ S# X7 u

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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)
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1 M2 j! y$ I. `! `) ]5 @/ I: PFUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)
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/ b2 b8 l2 [9 b( _& xFUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
8 L' h+ o7 ^* ?  @FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
  G5 Q0 m# U. b' hFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)" Q. m- N- z3 q
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)$ ^9 C, o3 A8 @9 S* z0 `; s
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70): Y. b! o; E1 q8 U$ G5 S: q, X& S
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
' R0 g0 G3 X* j3 k$ hFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
- U3 T1 i- U8 o2 ]# I/ jFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)% b) T1 W8 O% |6 k$ \+ c

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: N, K4 s1 w! e7 |8 ?FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)- o; s4 s7 B% o/ `) O& P+ z1 U
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D2Structs.h£º9 x- _# w5 W1 d, w5 q9 s; K& l

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typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);3 Z% E# a. t2 z6 t+ r5 L

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struct D2CharMoveTableStrc
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: `# |  @- o  q( R; KD2CharMove_t GameFunc;8 d0 m$ K5 \: w9 O% Z+ z4 o9 ]
};$ z( Z3 w6 R( h1 @1 l

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$ u$ y& r; l$ o' B1 c9 y2 Hvoid __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);5 U$ V1 R6 w0 ^, {1 `" g& r
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9 r* y- t, b2 X: G! D__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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+ H/ [. `5 E7 }  _5 N8 E__asm
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push esi9 @  ~: ~5 T6 S
push [esp + 8]: g" L8 g4 f: t0 R( i
push ecx, k8 V: h8 S7 Z% a1 `) c
mov esi,edx
2 h& r2 W7 f3 ], Y- Vcall D2GAME_PickUpGold_I$ C! C8 @' g$ j0 @1 s( e; C
pop esi
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}
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1 h1 o: A# N+ `5 `) X  ePickUpGold.h£º
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3 i! Y. Q% C  y, xBOOL __fastcall Move_Init();
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9 r# p- U8 c( n' zBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);! o1 S' b% S. B( W
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# b+ o, N5 D; P* k/ B6 h4 r4 `BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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7 s: |0 W& V3 R1 `9 M, }7 z7 Tvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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PickUpGold.cpp£º: P, |7 s7 s- e7 Z' @/ s6 c) N

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/ P; [8 T' X* Z: I3 @  r7 t6 u#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )' ^; _! T/ ]8 u! k7 l# [; S
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )  K+ J) u; ^- s* ?
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )4 w% L! ]- S/ N# X6 C) [
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )
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LPCWSTR stringToLPCWSTR(std::string orig)
% [- f; s5 N. ]( ~{
, e2 k9 d6 i" ~8 Z$ v0 J( s) tsize_t origsize = orig.length() + 1;4 ~5 Z3 e4 ?& S* ?
const size_t newsize = 100;
8 _& H) X( H1 j; {5 b; Gsize_t convertedChars = 0;7 a4 ^5 e+ c: y) M, O* Y3 T
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));, M* `( @) M- a' I+ |% Q$ O5 E& e4 Z2 O' a
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);7 `: }, h  C" |8 F$ X7 C
return wcstring;
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7 p9 `1 R# \/ t8 gBOOL __fastcall Move_Init()
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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MoveTbl[2].GameFunc = &CheckIfMove;
+ i% L0 t8 p" H: D, @% q3 ^( b! h. f+ hMoveTbl[3].GameFunc = &CheckIfMove;. {; P) Z: z# _! Y, w" n9 @
MoveTbl[6].GameFunc = &CheckIfMove;, i- k% m$ {- {! S
MoveTbl[19].GameFunc = &CheckIfMove;5 C2 r' {# U/ f1 ~9 x

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MoveTbl[0].GameFunc = &MovEax1;- l$ i4 e4 {9 r# V9 I
MoveTbl[1].GameFunc = &MovEax1;1 d% F: }/ G) D1 X  }/ p/ S" n% n
MoveTbl[4].GameFunc = &MovEax1;
7 H) O! [5 d( e- OMoveTbl[5].GameFunc = &MovEax1;/ V5 j7 ^& D+ ]5 G; E
MoveTbl[9].GameFunc = &MovEax1;
' f6 x0 w' W3 PMoveTbl[17].GameFunc = &MovEax1;
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return TRUE;4 W: g8 W- R! s3 {9 L; h
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6 R0 C0 M4 l, K' V0 g7 y  q) w$ uBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)5 E& i5 C, X! j- d' W' o1 G
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if (!pGame || !pPlayer)( j: ?! j' C/ g& \
return FALSE;
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) `2 h& Z8 F  C6 l  Z  d$ ZBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);! ]7 |9 |' W- n0 n; x% v
BOOL Move = AlreadyMove;7 r% M) T5 I, w0 @) G

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; U" w0 N  b8 s! d! \$ g' Aif (!AlreadyMove)" L; P9 Y6 U  V5 g- {
Move = FALSE;4 B- X* f. {' l( t0 M

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( \9 V7 H, ]/ g6 M3 s% eGOLDPICKUP_PickupInRangeGold(pGame, pPlayer);$ ]; I9 W2 }8 v

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, O; y+ r. d2 O7 s2 e; t/ J- breturn Move;
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)) e, ~7 L& q6 q1 S! g+ p' D/ p* R
{
+ \! o7 T: U9 N6 x7 K, Yreturn TRUE;
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+ f# Z& M* M: k% {+ [- Xvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)  m+ Q6 z# \2 H0 c/ I5 Q+ `3 s
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8 T* G0 ?' y# C8 L5 Bif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)/ W- ]" _$ h- K0 p7 Z- y  v
return;
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- A" H2 K3 h" R. _DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);- ~; [: p. L, T$ y8 O5 f
if (!pRoom) return;
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8 _; [9 V/ q5 Pint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
- N" x  l3 A. `& N3 ~0 }7 gBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
8 C( X7 r+ i$ @9 Yif (isTown)
4 F; k, t, w3 O3 P: @" Ureturn;0 |- z, i( q0 h6 I+ b
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- b2 Q! |' e, F! p, uif (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)$ H* b) u, P1 w0 K  q
return;: s) J3 @0 a9 G5 f- a* J
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# A& _6 B. s) u' f' x1 Kif (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))
5 A! J5 Q, r. k+ P5 n( W' rreturn;* b9 q# v' e4 l2 [% s9 W7 K( |
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# C, o6 L: w0 q& M' p& Qfor (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
" U+ T, A) g: z- O' tint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);
6 Z& c: f4 i4 |' kint GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);
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8 i, u) \1 o+ Hif (pUnit->dwType != UNIT_ITEM)9 X6 ^; b3 L) ~* A
continue;
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  o# T8 I) S7 _# SItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);2 C% p# B6 S9 L0 n8 B3 F8 F
if (!pItemRecord) continue;
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if (pItemRecord->dwCode != CODE32('gld '))
1 Y1 {# {% {7 \# C4 }( O+ l  q! Xcontinue;
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DRLGCoord pItemCoords = {};7 s9 h& q8 Q! K/ C$ C" P! L/ Y' g
DRLGCoord pPlayerCoords = {};8 b; b, ^: X0 y( i7 g* o
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& {! [) v- X5 y- Tif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
' B2 q: k( f! {continue;. t2 m6 R) |$ `3 g" O  g+ G
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  q6 n; g& |7 K6 ]! z3 @* p' ?if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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- L6 F- |( S" Z, gD2GAME_PickUpGold(pGame, pPlayer, pUnit);
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( g% G! b6 \' P2 A% p) Swchar_t sMsg[512];! Q; a( p+ o& s- b4 y0 ]: L% o
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
+ L5 |+ w8 K. g. v3 ^2 E* GD2CLIENT_PrintPartyString(sMsg, GREEN);
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1 }$ F3 W9 n2 vif ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
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wchar_t sMsg[512];
$ ]$ v; H7 X: KwsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
6 R3 K2 w3 j, E" iD2CLIENT_PrintPartyString(sMsg, GREEN);
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}
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7 ]# v/ I& I6 f% QD2Patch.h£º
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4 D2 `) m; a: R//½ð±ÒPatchλÖãºD2Game
- m3 j! A% |- K& W% ^9 n{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},; W/ C  z, \3 Q+ A6 h- H0 Q1 v& K
{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},2 ^4 p9 v& u0 _) A" h3 l0 G4 ^# \
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