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×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435
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//ÒÆ¶¯º¯ÊýµØÖ·Áбí
: H6 y" ~) j$ g0 q! R#define MOVE_MAX_SIZE0x00000050! E- S& L" j" `! N5 g; e: e6 }
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% A l/ Y$ S, e! K5 A# eVAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])7 R0 Z# x! ^( C
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º7 j/ C9 t1 e5 h9 o5 F% i' A
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* {1 ~) o) s/ ]! z* w#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)5 X- s* Q8 f* w) I% T5 ]
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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80)" }7 ]; X$ B& M6 D0 r( Y# S
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6 g) J3 m) K! A- m4 tFUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)# i& t. `+ Q' I) I; ]7 d
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4 _) z# S: P4 c) T4 mFUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)- u5 T0 n7 p9 {
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)8 t, Z1 q# y: |* O2 ]# a, H J
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
9 A7 J6 D3 e! j) m2 X. X8 F5 MFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)3 Q/ K- B: a# ]( ?
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)& c- w: D, T E* ]' P0 N2 K
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
3 H9 C% Q8 y# \6 k/ V% O/ bFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
0 C, ~. n( J: L* D2 ?' w$ LFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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7 a& D2 q8 a% A5 E: o5 tFUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)9 b* Z. n4 M9 T# X8 U' ]
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D2Structs.h£º5 M* Z3 j. M) l- z- O
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0 ~3 H5 ~8 J4 }) atypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);$ {. ?3 a$ l+ N0 M5 n1 C
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; {, }$ D3 Q s" [% k9 Gstruct D2CharMoveTableStrc8 |5 N# ^1 l9 F$ K5 g
{
$ y7 r7 |8 v0 x: B! XD2CharMove_t GameFunc;* T* z4 s! ^& B: D2 m; j) L
};
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);7 Y& ]8 {8 ~' O( t7 \
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D2Stubs.cpp£º
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2 j2 t3 x" [* k__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem), s" E$ n/ V3 V8 y& X
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__asm5 a/ g8 d. J) [# Z
{
" d. s, ^, V' A+ ]& r4 ?push esi
- ]( e O4 C% Y9 _push [esp + 8]
2 E, R# [2 j8 {# v+ @: g& s3 dpush ecx
Q0 f5 Y% Z3 _mov esi,edx/ }# O7 I) `+ a
call D2GAME_PickUpGold_I
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retn 0x048 P* s3 b4 m# h0 ~
}; N) ]* f* S( Q5 F
}
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PickUpGold.h£º3 [) o% d6 \6 }, [5 b: b
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- j9 V6 s" h: y2 g( V. uBOOL __fastcall Move_Init();
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);# ?* ~; L* `$ k
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3 u5 i% y5 ?5 ^. u2 Z# q6 x: cBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);9 p& l: ^" n, t- b
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PickUpGold.cpp£º
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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
2 b0 c( n! y' t, t1 L#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )" P7 d7 X8 s6 e7 S# X0 u# J
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
, V9 a$ f9 A4 \& i. l* ^#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )
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LPCWSTR stringToLPCWSTR(std::string orig)
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; Z. K# w. @# \" U( Nsize_t origsize = orig.length() + 1;* L8 ]* s; k% e0 b- x' O( B- D) C
const size_t newsize = 100;& U( C; X6 W, b9 i" c5 y7 p/ q
size_t convertedChars = 0;
, c/ ]7 m/ f: z" r1 A3 n3 V% Rwchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
( n' k7 m& I0 }, i/ Lmbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);" L+ B, P" C; P7 ]! |
return wcstring;
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% T+ x9 `$ B. F% @! O: MBOOL __fastcall Move_Init()
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);
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& e' V# I: v/ k2 O8 ?/ |MoveTbl[2].GameFunc = &CheckIfMove;/ B" h+ r# |% b. ?
MoveTbl[3].GameFunc = &CheckIfMove;
0 } f7 R2 b! k; eMoveTbl[6].GameFunc = &CheckIfMove;' B7 w% S# Y6 x3 _% L6 L3 T- v
MoveTbl[19].GameFunc = &CheckIfMove;
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- ?. o/ @! d& s6 m+ kMoveTbl[0].GameFunc = &MovEax1;
& f- ?0 ]8 P* Z7 E yMoveTbl[1].GameFunc = &MovEax1;; X- v7 m5 Q! @4 t0 A" ~5 F4 m
MoveTbl[4].GameFunc = &MovEax1;
, x' N, r2 H/ pMoveTbl[5].GameFunc = &MovEax1;
3 E2 q( h" g1 \& q: lMoveTbl[9].GameFunc = &MovEax1;1 q) F+ p+ r% @, Y$ p
MoveTbl[17].GameFunc = &MovEax1;+ `' x1 O: z9 O' B4 n" ]) c
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( O6 v' {& k3 rreturn TRUE;5 ]$ |; d; t2 m2 U, |- |
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)2 s2 d" K3 C6 g0 Q) e4 L6 p
{
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if (!pGame || !pPlayer)
o$ v8 i2 g1 p3 q# Freturn FALSE;
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$ ?: X3 x( m- KBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2); r* i; j- h P/ S! ]
BOOL Move = AlreadyMove;
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. ]) ^3 U, _) e4 d4 dif (!AlreadyMove)% @. m$ F" w7 B3 ^
Move = FALSE;8 r+ D0 v; Y+ h
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);1 S) z6 m+ V! \$ T1 m$ p
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return Move;
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}
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
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. B$ D! F" t S+ k$ e/ x# Creturn TRUE;
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)$ i5 w+ _0 |) b; [" I
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if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)7 F* W! W" ]6 Q3 [) Y; M8 G$ ?/ v- M
return;
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! u7 i2 ~7 B# n1 m3 kDRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
R. h: R5 ~* z! |! aif (!pRoom) return;, s( R" O! J! x- L- T& O3 Q
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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);3 E/ d6 y& ]1 x; q! f( q2 [1 K
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);7 c! [2 o/ s' e$ T. Z& j2 ~4 h
if (isTown)8 o: e+ K8 Z; D1 }$ C% p
return;
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6 D: a* e- x4 Q4 Eif (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)7 e- \& V' y3 A6 {) ]: Q$ w
return;+ C8 V9 O& W3 z& F1 D+ K
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))( ~- P, ?" {& j5 S2 Q
return;
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; ?7 [$ |; c# v3 wfor (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)7 P5 r( Y! e- Z3 @
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
* i$ B/ q' x8 S( @& mint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);3 M. T8 X! d: K5 A
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);
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if (pUnit->dwType != UNIT_ITEM)
+ C) r' ?. _+ C) q5 N# ocontinue;; O2 H" h5 K3 J& E; c- [( T
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4 E; {8 Q& F- U8 F; @ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);2 S7 {& M1 @+ Z0 T1 k
if (!pItemRecord) continue;$ N Z4 U! [! Q t M; b4 s5 p
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' m: c: J$ T e1 {. I3 A% [- w3 S" o8 jif (pItemRecord->dwCode != CODE32('gld '))
# N3 O7 n A3 [! `2 `" u `continue;
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; w5 k5 C# R& t q$ D) [DRLGCoord pItemCoords = {};3 N; E$ R2 |) r) b1 E- O4 R$ i# y
DRLGCoord pPlayerCoords = {};1 g% x9 k! V2 y* I+ b
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7 ^ \- t0 a4 _' W8 @$ Tif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12). ]6 D8 o0 S5 g7 @
continue;2 f: | ^, {( W" K/ c! z
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)5 k5 _ T8 U9 k. `+ \" k, e# T5 _9 k+ O
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D2GAME_PickUpGold(pGame, pPlayer, pUnit);5 f" | b! T* T1 g$ T: @7 s
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' ~ \7 W* W$ m" Ywchar_t sMsg[512];) v4 E) j) | P) _ E0 P% G
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);2 |( v m2 ?& B: w9 W" D. z4 I
D2CLIENT_PrintPartyString(sMsg, GREEN);
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& ^3 T$ H2 b+ Z* M8 [$ z5 ]) Eif ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)* P" N' n2 @; R2 V. o4 v
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wchar_t sMsg[512];3 P1 a, U r) N7 G0 }5 J/ A
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));+ G( i2 f% s: ] O5 V) W- V: H* j
D2CLIENT_PrintPartyString(sMsg, GREEN);( ?" k) `8 f0 n+ D; M
}
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D2Patch.h£º$ f7 _; b# _+ R: e
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PatchÄÚÈÝ£º
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, Y! q% E5 n/ X6 L7 \0 L, u) R//½ð±ÒPatchλÖãºD2Game
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{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},, L5 k) J4 b# f; l, H/ E _3 ~- @- z( w7 x
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