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·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
תÔØ£ºhttps://tieba.baidu.com/p/6664705435! M5 d6 T( B9 ^( c& c* m
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D2Vars.h£º
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' w/ o2 m/ r  g  [  B* @#define MOVE_MAX_SIZE0x000000509 F/ D8 z8 a# g0 m/ T) K
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE]); E* \* P, Y2 l6 V8 b8 b* X
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D2Ptrs.h£º" y  ^. h% h& ?9 F

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2 q9 F6 A4 Y! S  S5 \#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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. a( q1 h: j! [6 vASMPTR(D2GAME, PickUpGold_I, 0xD6C80)
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)' f; t% e" V: L' v8 \9 D

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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
3 _4 C& ~- P5 ~% O3 wFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
1 Q) I' M  G8 \' y+ ]FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)3 r4 Y( b3 D( K6 I0 W
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)
7 Q- l" S6 t, E. w" l+ xFUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)( N+ z" Z' u% R3 D) `8 q
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
, A/ N2 Z6 `* s, I9 rFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)/ U9 {2 Y% f3 Q. w+ A* J. k
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)$ E! m; B! F: u

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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)$ l) Q/ u* T: A3 |' q- {: _. L$ P

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1 K; A3 l2 Y3 \( }" [! Ntypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);7 {0 Y" N9 Z2 ~9 m/ l" ]4 a4 K

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struct D2CharMoveTableStrc
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D2CharMove_t GameFunc;
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D2Stubs.h£º7 V- l! ?2 K' H

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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);
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, p0 K( R* [; M$ q4 s; jD2Stubs.cpp£º
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)! g# U2 K0 y, Z5 X+ A' g
{
* D# u7 K9 W  A! T__asm
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push esi
! d$ g  F4 u3 O: ~push [esp + 8]
/ W& B' W' ?6 v7 h3 x) L5 C# l- zpush ecx" a2 u- @$ ?. }! m7 @
mov esi,edx
. ]0 l- ]0 H" q* u) S, a/ lcall D2GAME_PickUpGold_I' C8 N+ }! N" X5 J! ?7 i
pop esi9 J. G- z( F; G$ ^% l; S7 L* ?
retn 0x04
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PickUpGold.h£º+ j. {; R  b9 q0 n
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BOOL __fastcall Move_Init();
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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4 C& ^  o3 r1 W: z  iBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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" {7 U8 Z7 B! E6 T% c0 S( W1 lvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);2 T( ]8 M8 q! x
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8 E& n! z: W8 `) b& G& Z! Z% MPickUpGold.cpp£º! r) d( A. ]% d

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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
+ J5 I. R) p$ K. h0 V9 t) j$ p) H#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
5 X9 ?0 x+ @- _- Z9 j#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
5 c& j4 u$ t5 I2 J* U#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )( Y! ^' x# ^. y' ?2 J7 u) U/ O

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LPCWSTR stringToLPCWSTR(std::string orig), i. g, m# z- H& T" I
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size_t origsize = orig.length() + 1;* u- G) O+ S/ P, O" O5 e; l
const size_t newsize = 100;
4 D% k/ ?5 D: fsize_t convertedChars = 0;/ A9 q: ]' @5 d$ I. |
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
8 V0 n( k# |; vmbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);$ l& A' Y7 U) \3 Y" ^0 _
return wcstring;
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BOOL __fastcall Move_Init()
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% z" k; r) L3 h8 I1 Lstd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);- }+ c3 v6 k$ P% [4 P( d" N  R

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% g$ ^- {2 M  \& f0 `MoveTbl[2].GameFunc = &CheckIfMove;" s" r3 Z$ I- R- X2 i) m2 I) Q
MoveTbl[3].GameFunc = &CheckIfMove;( n- P4 K. i: F5 J
MoveTbl[6].GameFunc = &CheckIfMove;; n# w/ Y- V" k# {4 t2 p! K% Y# V
MoveTbl[19].GameFunc = &CheckIfMove;' p, D. @& D2 q( J

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: t" Y0 c: ^" ^9 fMoveTbl[0].GameFunc = &MovEax1;* J$ u6 K3 [3 t& D! B# S
MoveTbl[1].GameFunc = &MovEax1;
, R2 J; E( m( [1 I' b2 KMoveTbl[4].GameFunc = &MovEax1;
4 Z3 s! d$ Z  X6 C8 m$ y! {8 ]MoveTbl[5].GameFunc = &MovEax1;0 P' s. w& ?5 M' f% k
MoveTbl[9].GameFunc = &MovEax1;
' T1 @2 T7 M# q' b  ?MoveTbl[17].GameFunc = &MovEax1;
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return TRUE;; a. H9 g( ^5 |* c2 V4 h0 s
}
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$ m* G' g; I9 IBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)" r3 F/ P6 V7 K( [5 L) M( A% Z
{
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, J$ y, q; `  S( I' h8 q& A2 Rif (!pGame || !pPlayer)
+ d+ Z/ a2 T! R! \/ H. @8 Xreturn FALSE;2 n$ W- X0 h7 M8 M4 s! Y" O* E+ B

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- e4 W2 t; ]7 y. c7 |+ R1 {BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
' r7 v. B8 K$ _; k' UBOOL Move = AlreadyMove;
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if (!AlreadyMove)
5 L0 a/ t* _- U+ q7 u% L$ c% nMove = FALSE;
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/ Y' E1 t$ M% R5 ^GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
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% G% |9 J- j( F- Y. ereturn Move;4 g1 k$ C/ o8 D& ^( W1 E7 [* f

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}
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)7 P% {3 u' y0 w
{
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}
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)( ^# }+ D! G; G! @
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3 R+ q% O8 t* D9 k, L) @1 Eif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
0 n# y+ F% I# [  X4 ~return;
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
6 I6 n+ c0 r' Q! p! j% V/ eif (!pRoom) return;
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# d! q% y: |- w' b, Qint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
, x- y6 x  r' L. ~BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
8 m. S  ^; W* }% T8 A6 Bif (isTown). `* K: J: ~  j7 x
return;
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6 b, n: X; A+ }1 p/ E# V, S  \if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)1 {7 t3 x% A3 l5 C
return;5 P" _! ]; I6 X! s1 M
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))- J2 M1 {2 u( q; k: o/ T  j, `
return;& @1 s% z8 v" b- g* I& E
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; D8 _! ~) T) T+ I) V2 zfor (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)( S" u2 h/ o% {
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
% e7 K& C' v, Aint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);
7 F( k! M: p3 R$ Y" s# Iint GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);7 p: S/ t0 y( A# {

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5 w$ q6 B+ Q4 Rif (pUnit->dwType != UNIT_ITEM)
$ e' n, Z" q: I# h% r2 Tcontinue;. Z# l9 x) d/ w; K
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
/ ~* F) M( @$ X, h& q4 j1 Aif (!pItemRecord) continue;5 y* {( Z7 D" Q+ L# x6 @( K
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if (pItemRecord->dwCode != CODE32('gld ')). z0 E4 e& Q' z
continue;3 |2 c/ t, {5 t$ Z- L$ m- r1 J. A& {
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DRLGCoord pItemCoords = {};5 D/ o3 ]+ W# U9 k% D
DRLGCoord pPlayerCoords = {};( Q% s* E- Z" P6 _9 |& }7 c0 i) B

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. p. C1 @7 x; `. aif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)$ a% X$ C; ?0 j1 H" b, D( W( I, m" c. K
continue;
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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D2GAME_PickUpGold(pGame, pPlayer, pUnit);
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0 A5 I( M$ ^' L4 Q1 M4 Nwchar_t sMsg[512];3 v0 ?( r4 b6 B
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);+ q( v  d5 G; P$ `9 D8 c
D2CLIENT_PrintPartyString(sMsg, GREEN);
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)5 r# F' T% U( c7 G0 x
{
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