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·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
×ªÔØ£ºhttps://tieba.baidu.com/p/66647054350 s2 [' _+ J& q8 D) x1 D

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#define MOVE_MAX_SIZE0x000000508 t0 W  z# P! o) L
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º
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#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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$ g) u& N  Z& W) \: J7 }: F8 y5 |+ |ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)0 f% N& z' W) g8 Z( f

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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
3 J. }5 I) n) b6 z* BFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)% _6 J% N" ]( v0 z1 k/ t
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)  G  E0 @+ g) t# w* Q. m& I
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)
! W8 r0 Z3 T" f- p' _8 c( O+ K; _FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)$ x6 v/ R7 `; S  v/ H
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
, q8 [: D% E  r! `: z6 B/ v1 NFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
( Q/ g5 r: B& i: i% |FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)  n: b; Q2 Y5 L# t8 S& m+ E% R

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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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9 j- x0 `# _" C: l, A6 Vtypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);
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struct D2CharMoveTableStrc# u: D0 J2 o- ?, \6 P
{
+ i' A! W" `, k9 \" F8 O( TD2CharMove_t GameFunc;; f8 ~1 v0 M& W
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D2Stubs.h£º
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);
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D2Stubs.cpp£º
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2 Z1 x3 e0 e- l) b  {  k__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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__asm8 n1 `: E& v; h
{
0 \- u0 \( @6 C* T' t9 d# rpush esi" L" x+ r2 p& Q
push [esp + 8]8 Y' h( T$ c2 N+ y7 {3 J
push ecx  `. l7 x7 D) j2 d1 \$ D
mov esi,edx
' n4 G. F, i# m: acall D2GAME_PickUpGold_I7 R# e/ Z* {) F" G1 H" x8 |7 u, w$ A
pop esi- U/ V2 _  m3 }: J
retn 0x04) ~0 U, g  y: u9 p1 u$ J# I
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( s9 b) _1 b$ n/ wPickUpGold.h£º
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BOOL __fastcall Move_Init();5 b# W: I1 T& Q
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" t. U; {, c  oBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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, W+ f9 b) C* H' Q/ FBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);, [1 g+ f1 h7 ^4 Y+ @! k' e2 j0 g/ I; b
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1 X9 @7 E' ?4 N/ kvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);7 k) K3 V" O! ~6 R0 L& {" W
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5 q5 `$ U7 @* q6 K+ APickUpGold.cpp£º
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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )6 T& B  Y! d6 U' w" Z
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
: T9 Y, i9 u+ C" a8 X% r7 r#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
9 w1 H! G8 b7 ^#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) ). T6 ]3 k4 m9 Q8 ^5 ~1 |

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LPCWSTR stringToLPCWSTR(std::string orig)
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8 m4 M& ]* d* Y& wsize_t origsize = orig.length() + 1;
8 e/ w9 q2 i# l! {0 C2 r! \const size_t newsize = 100;
/ k' U7 M5 W4 B1 Hsize_t convertedChars = 0;8 S: v8 a1 A1 b6 R. n
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));5 H+ p$ ^4 ]  a" V
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);5 w9 i0 m5 [0 a0 z' Z; H/ v
return wcstring;
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BOOL __fastcall Move_Init()
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& k# r: Q( M* r" Estd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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MoveTbl[2].GameFunc = &CheckIfMove;
! r( o/ ^3 W8 {5 YMoveTbl[3].GameFunc = &CheckIfMove;
: z4 {& \& A6 W0 ?0 KMoveTbl[6].GameFunc = &CheckIfMove;$ u7 A$ N4 S5 N) O4 W. e" v! R
MoveTbl[19].GameFunc = &CheckIfMove;
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MoveTbl[0].GameFunc = &MovEax1;2 P/ f. ?& l* W) S$ k. b& ?
MoveTbl[1].GameFunc = &MovEax1;' z. j0 J3 R2 A9 S1 k+ L; W& a: e" u% f4 o
MoveTbl[4].GameFunc = &MovEax1;
% G; t0 t# D+ z2 p- V# mMoveTbl[5].GameFunc = &MovEax1;
) |" ^  h: O( v: S6 S5 KMoveTbl[9].GameFunc = &MovEax1;" Z1 y$ n, Q& R/ d; ^
MoveTbl[17].GameFunc = &MovEax1;
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return TRUE;
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)  z( @% g5 s3 x! k
{
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" B* W: r& E3 [8 Bif (!pGame || !pPlayer). H) J2 d6 [  }# L/ G
return FALSE;1 T% }$ m1 S2 W8 x1 F4 S& G
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BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);: E4 R, d& Q4 P/ T; s( Q/ h% S
BOOL Move = AlreadyMove;- [9 R5 g3 S) f3 b. i
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; g$ u7 \8 Z( n; j* \) ?if (!AlreadyMove)
6 d3 m* T) B: ~, x8 ZMove = FALSE;
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8 X% C+ K6 D! A9 k/ H  iGOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
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return Move;
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
1 v3 M( J/ i( \# |{
+ F' E( S. `4 |, c9 b2 creturn TRUE;+ w% E6 k9 Y9 d# k( q, T+ s' m
}
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7 B7 O4 l+ Z( P& K1 j8 p/ i) ^6 vvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)% Q- I2 C* R. t
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- D( X% ^: ?5 u/ _4 E. Tif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
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$ ^% p( a' o1 D1 HDRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);6 j0 k. V! m6 ^4 G) p) J7 D0 L. d
if (!pRoom) return;
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6 F% s0 E$ p: E# F  Aint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);5 U; p: x) j2 w% h
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
; l5 S1 A6 w, \, E0 Cif (isTown)* D8 t' `) E  f! t$ i# a& G
return;/ P; u& w  p3 d- ~

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! a# H: w8 q  @if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)
) H3 y5 c8 g% F- mreturn;
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))7 p' Y! F( w& `% t' M1 d: ?, k8 ~
return;
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5 e2 i+ I+ y+ {  tfor (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)/ T. x% f8 X9 D# p
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
  m/ P  p5 R# G$ O2 sint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);7 m; w# Y: z: S( E/ s+ O! W
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);5 r0 k4 s0 O# p  Q

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if (pUnit->dwType != UNIT_ITEM)
, n3 y0 Z$ C8 o4 Wcontinue;
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);& L/ K5 ?6 g# j. u3 q2 h, h- b  U
if (!pItemRecord) continue;
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+ i2 j0 X  u7 F- ?. G/ z* ]6 Tif (pItemRecord->dwCode != CODE32('gld '))* u( _: ?- N; K; n* X# d8 U
continue;" _' }" V1 r0 j' I" ?( ]  T1 L
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9 [) Y6 I7 C# h% ?4 B3 |DRLGCoord pItemCoords = {};
4 S2 P& w5 U  _) K( VDRLGCoord pPlayerCoords = {};4 |1 Z5 X, Q2 V% m6 F; t

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* l7 V7 l( \' \- uif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
; R( G, i+ E$ P7 a" M: Xcontinue;
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2 g5 t2 e# {2 E! i: v* X  z* {if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)7 Q, N% N5 O2 G  N' D$ \2 I
{
' \  \: F0 E# m! zD2GAME_PickUpGold(pGame, pPlayer, pUnit);- e' ]) s0 L  }* p& J9 w0 `

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wchar_t sMsg[512];4 g/ G0 o' D6 `( q! ~0 i! }
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
+ r3 D7 Y' L1 v# \, n3 G4 VD2CLIENT_PrintPartyString(sMsg, GREEN);
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