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×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435. p9 v% q' h2 Z1 [ E+ g: r
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; ]9 B- g" I5 {. S( a$ } d#define MOVE_MAX_SIZE0x00000050! J& Q( }/ B9 H0 S: `0 W8 G
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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D2Ptrs.h£º7 X7 {/ q0 J. [( E- w2 U. `
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º. p! n* K |; T4 ^* n# Q5 l
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7 h/ ^1 W) m {1 Y#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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" b$ f) V0 t! U1 B( S, qASMPTR(D2GAME, PickUpGold_I, 0xD6C80)( [* h5 ~$ {, f6 D# a% ~1 a! U
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)! C4 x" R! n# Q0 u8 V, U9 Z
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10); I) m+ B! i' I
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)8 a6 x2 U0 a9 Q( n [
FUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
7 N) S/ m, V7 B' |* K, T6 EFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0) H% X x. s3 ]0 F1 |4 A
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
6 M6 P q1 R' n: G& j! Z& l$ eFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
' {; J! W+ \6 `4 P" RFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
9 l( z4 o3 z& e/ kFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)' e: S) q# a2 w, _5 C2 Y
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D2Structs.h£º3 i/ [9 r* R1 n5 S9 n! Z: U
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typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);2 ^1 i. H0 f7 {" T P7 O8 g! v+ [9 q! u
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- R. i2 Y+ `1 Y( I/ ^+ y" T1 ostruct D2CharMoveTableStrc
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. P* {; I5 l4 r8 \+ o/ qD2CharMove_t GameFunc;4 O- W' k$ `2 }! S ^* l
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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);; D- }7 N* m# Q2 y; L l* r( Y6 N
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: F# D/ N3 I% {* \* L__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem); r' i# M1 u/ `% ^0 y: v) q
{
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push esi% d4 \. R8 [0 ^& Z
push [esp + 8]9 ]8 ]: \ d7 o0 K
push ecx
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call D2GAME_PickUpGold_I
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retn 0x040 x9 @) t" i3 f+ P+ p
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}
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PickUpGold.h£º4 O( ~) y& s- X
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BOOL __fastcall Move_Init();
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7 L! W% d) J% u! P7 IBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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& |! R, R: l5 T/ a* T: t& Fvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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PickUpGold.cpp£º
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3 p: a7 g+ b6 h R9 P#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )) u7 m* Y$ r! V: {
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
- _( T/ w. c# D! X#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
4 |- B. m H! k#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )( t! U0 q6 R, B! r3 o- z, c. l
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LPCWSTR stringToLPCWSTR(std::string orig)
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- ^/ O" k9 I" K. m8 h$ T# Usize_t origsize = orig.length() + 1;
! D, f$ f( y# `2 ^0 _; x6 P5 Q" Xconst size_t newsize = 100;
6 e' n* h, o/ e# T" T# }$ Qsize_t convertedChars = 0;6 S; i, ^- c& o j- K' p7 Q2 q% r% H
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
% n- ]. F( d$ R/ Mmbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);3 m; j g6 e9 |: b: b( x. F3 S' S
return wcstring;
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: m3 C& f1 @9 V7 ZBOOL __fastcall Move_Init()
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);0 {) o* }9 A6 A, G2 `7 b
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( d* m; W1 T- \9 y( T! k5 [; hMoveTbl[2].GameFunc = &CheckIfMove;5 D& T+ o4 {5 J- p% m1 \
MoveTbl[3].GameFunc = &CheckIfMove;* {0 \# H4 S2 \. C* A
MoveTbl[6].GameFunc = &CheckIfMove;9 x! M; Q3 y% l
MoveTbl[19].GameFunc = &CheckIfMove;4 }/ e# Q3 W# m% I2 K+ s% D
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. W" J+ E2 }8 X" o# l( T2 L% @MoveTbl[0].GameFunc = &MovEax1;
% Q9 L5 J) N3 d; y; g7 ?; A+ lMoveTbl[1].GameFunc = &MovEax1;
( |( `2 V8 z7 b2 GMoveTbl[4].GameFunc = &MovEax1;
. Q! X5 m* N7 T$ v" w, [2 qMoveTbl[5].GameFunc = &MovEax1;* r9 {" Z3 f9 S" h: l% r
MoveTbl[9].GameFunc = &MovEax1;
* S T, B. l* z$ c- X$ ^; }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)
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2 h/ \3 }0 Y4 P, L6 e. |if (!pGame || !pPlayer)
$ U5 U# u9 F+ S8 _. D4 ereturn FALSE;
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$ v. s) C4 g. ~# i# bBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
6 w: A N$ l; m: I2 N/ R3 Y2 P; p+ lBOOL Move = AlreadyMove;
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( h( i1 Z$ J) r# d) [5 `( mif (!AlreadyMove)
2 G6 ~. O5 M+ GMove = FALSE;7 v: E8 @/ ?: I! @
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
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7 b; b5 u8 A9 p; Rreturn Move;
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5 f D% L: Q, W- H8 IBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2). o: E" ]& A8 v% L6 {
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return TRUE;* B$ ?/ T, B6 D/ v
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)
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if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER). C' e1 Y' x; _8 ?- p0 a
return;
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);4 c$ D+ z9 @8 H+ Z" D
if (!pRoom) return;
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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
6 E, V& P* m' pBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
7 [/ q" t" Z! y. cif (isTown)7 N7 e$ g# C/ L3 Q$ c
return;
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)
, ]$ v$ R( d$ i* d0 b7 j7 areturn;
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))- r% Y; D0 O: X1 u
return;0 m9 w" y' c: K3 B- K3 y8 y
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. Q; P4 l# p2 i% p( Jfor (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
$ B0 h- G$ Y7 N& R: c5 r+ ~2 Jint QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);
# i1 k; F* u8 y: x# e" l* h- Dint GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);
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if (pUnit->dwType != UNIT_ITEM): B% } B% _/ `% y- _# Q( |, u
continue;1 Z# d& ?" W$ R
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);& i% p' r: O2 }7 P( }4 b- G5 I
if (!pItemRecord) continue;0 G3 m0 t8 K6 {% [1 p) D% Y5 S
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if (pItemRecord->dwCode != CODE32('gld '))/ S/ K% t/ s [+ Z& V" m7 |
continue;
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q5 ^' [: z" g3 aDRLGCoord pItemCoords = {};/ u% J/ N- b: T' P6 N8 K
DRLGCoord pPlayerCoords = {};
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if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
) n4 U9 A* x0 o! M+ Ocontinue;$ ^- D3 G+ x- u( [, b# Y" H! N. X
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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& R" V7 u& y8 c3 ?D2GAME_PickUpGold(pGame, pPlayer, pUnit);! F4 s' U1 R" h& |
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8 F$ a* k3 Q" I% ]wchar_t sMsg[512];
1 P' q& r. o/ K+ G' l+ ~2 _wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
& g v+ y ^, n/ \+ k( ]7 yD2CLIENT_PrintPartyString(sMsg, GREEN);+ L- }; Z2 y( {+ v
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wchar_t sMsg[512];
- ~4 e O1 R; o; `& k3 H; qwsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
2 r3 S+ R7 ^: I; P9 Y& B1 q- o( LD2CLIENT_PrintPartyString(sMsg, GREEN);/ J+ e6 d# G9 y( j
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D2Patch.h£º3 P! u' n, h) B F8 ~0 `
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+ g7 l ^- X& f3 tPatchÄÚÈÝ£º8 [% z" ?: s# v- G! i) i
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* @9 l q. u! g' S5 }8 @ w( x//½ð±ÒPatchλÖãºD2Game
. r8 I( z1 Q: u i8 `5 a0 V{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
* P S5 @' b5 V7 d+ T{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},7 {& U3 F* ]: X9 g1 z8 _
# r o T0 n' Y8 B7 O" V5 \
7 A# C# I% A1 J& m0 }
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