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转载:https://tieba.baidu.com/p/66647054354 |1 m a+ U) ?) H0 }3 p
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7 ~& s/ L4 z6 z5 H# S6 ?8 r: q- dD2Vars.h:( ]7 K. O! C: q) g( V% i
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//移动函数地址列表) ^9 e4 L( \8 E! p( v) S- L1 F
#define MOVE_MAX_SIZE0x00000050, } T& e- K2 M5 C. C
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6 k7 N) R+ _7 r# f5 j全局变量:) d$ k% `7 f/ ~3 ^6 t" Y2 u' ^
VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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$ B- r/ u% f, Y( r4 x: [1 p9 l# LD2Ptrs.h:
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所用到的所有函数地址:% y# ?5 s4 k3 E# v* k4 t2 j
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#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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ASMPTR(D2GAME, PickUpGold_I, 0xD6C80), b( \1 l1 K. Q- z* q% J" F
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)( D! X+ b/ ?/ ~8 e+ y" C7 I
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FUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)! M/ S7 B3 q W: k* ]: R
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
3 ^5 d3 W- M3 i9 a) z* ZFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)$ d* r2 w. C# Y1 M/ B/ Z W1 g: a5 L
FUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)) y4 N) x# ~* b* |7 S" R0 q2 B
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
8 n; F% J# T6 W1 }8 p* D0 ~FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
8 A& I D1 T: b/ p: E+ E6 C8 IFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)' _ g. s5 n: A# U1 d# t
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)% Z% r- L0 s! F; Y" I
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+ C# |2 Z; P: X% B( P9 m* pFUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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D2Structs.h:; r3 V& S5 |/ E# I* x L
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& g7 W( X" E* P ?2 Xtypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);. v( L( O) r6 D
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( }) y# O' y; p8 S) g- B# k% Qstruct D2CharMoveTableStrc7 A! _. Q @& K9 @5 D
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D2CharMove_t GameFunc;
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3 V% r8 x: h& q/ K9 B* x3 }D2Stubs.h:/ [4 R9 R0 c5 z' o7 G' |; g [
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( G5 e" X9 W( N, Jvoid __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);7 c$ g5 A; p1 k6 Z
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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{
- x& e K. i6 \, Mpush esi* A; i$ J A9 }% c2 `" }0 A
push [esp + 8]
% v; `3 H' F3 M8 y( G0 v! B9 mpush ecx
- J2 i+ O5 H b9 K4 Y/ A, O0 R3 b: ^mov esi,edx# W% o& J* p* V7 T
call D2GAME_PickUpGold_I" ^$ [+ i3 _0 H/ T+ e
pop esi) |" |# o" Z# a$ c3 X9 _. q0 M
retn 0x04
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PickUpGold.h:' C2 u% z% V2 N u7 @# l
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, N0 b$ G6 d6 x1 E) LBOOL __fastcall Move_Init(); e# C( d. F/ R/ Y7 B1 }
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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, s4 q) @( A) R- k4 {) n# @BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);' [) d: C0 o* ?$ s* ?$ |: a- B
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1 y2 h, c1 l" L. y( \void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);2 n* W+ ]7 {- p2 E4 F+ e& N
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#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )1 m% e5 L/ a0 [; Q
#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )" g& u) q5 ~, H9 H' M8 Y
#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )
( Q C$ b; z# a: B#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )( u9 n: t1 b P* A7 y/ f
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4 _& G8 ?: J) O" m) jLPCWSTR stringToLPCWSTR(std::string orig) a' s' b6 X% J
{
1 W) G% B1 i% V4 U, w% \- csize_t origsize = orig.length() + 1;
! O, x$ \/ H( ^6 Pconst size_t newsize = 100;) ^5 Q1 e) |3 g3 p
size_t convertedChars = 0;: b2 [$ v) u+ X' o) n6 _) C
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));! z! V6 t+ v8 ~/ L: C
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);6 s+ ~/ k0 |0 p9 |
return wcstring;
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/ U$ o* h3 g" g4 j( V6 J1 x4 {& X! s* YBOOL __fastcall Move_Init()( O% S7 O, a- l3 Y/ l
{
7 M2 H( p0 h$ H- X0 wstd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);. R: ?! {$ z2 S/ o; k, J
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MoveTbl[2].GameFunc = &CheckIfMove;2 E+ Z/ X' J( o3 P$ m; X
MoveTbl[3].GameFunc = &CheckIfMove;
2 K7 ~2 w' P( `4 UMoveTbl[6].GameFunc = &CheckIfMove;
7 u3 Y3 C! b9 M% O) V# rMoveTbl[19].GameFunc = &CheckIfMove;
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MoveTbl[0].GameFunc = &MovEax1;
' o( n4 k) X' D3 C8 oMoveTbl[1].GameFunc = &MovEax1;; G2 f, c1 v) J) D- k
MoveTbl[4].GameFunc = &MovEax1;
! v0 u' i* ^, N9 g7 k! n" N: OMoveTbl[5].GameFunc = &MovEax1;
# L7 J1 [0 j7 L. iMoveTbl[9].GameFunc = &MovEax1;/ P% Y1 t5 v" t' t1 s' ?' s
MoveTbl[17].GameFunc = &MovEax1; ], K3 `3 S3 G5 m! c7 `- D
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9 v' W* \8 e) Q2 N2 n+ b. Sreturn TRUE;
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BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2) U, E& r. Y7 p. e4 E4 s
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$ u* b7 i' t; oif (!pGame || !pPlayer)! ]; o; e q1 v5 v$ |
return FALSE;3 [0 w- b I3 `& x8 C7 K
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BOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
$ h* T/ d; |3 L2 v% C3 mBOOL Move = AlreadyMove;3 Y0 e" l9 I9 g$ _
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if (!AlreadyMove)( j5 g, g) F0 l; \2 t' s
Move = FALSE;
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);
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" y/ D4 `/ ^5 S+ i+ c$ }2 Ireturn Move;
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
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return TRUE;
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)( q2 y( s) z6 n
{
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2 t9 L+ D% i* V$ P) A9 {if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
+ e4 i3 b7 l$ v' }7 Hreturn;. x1 ~- \$ ?/ g4 |) r7 v( z
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);
+ k/ i: f0 |3 D2 i8 Vif (!pRoom) return;5 c$ l2 e6 ~8 h) e, m' l
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2 J* w# J6 l4 Q; n, Xint alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
$ Y) \! _) P) e* A. h% TBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
6 `, P) L. J4 Q+ oif (isTown)/ c+ B" r8 ~# t! Q1 F
return;/ D* j/ _1 u3 E$ [3 z
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)
, V1 A2 G) s8 r, Y7 A7 E, areturn;
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7 {& h6 R& j# ~1 R# D) _if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))
" |# Y$ _' `( L9 l/ I0 Y" ^; Preturn;
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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)7 A \0 O0 Z# H: F
{
6 X* `3 \2 v1 u$ s3 {8 iint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
4 j5 S) ~3 b/ L- D2 }int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);1 `8 U: ]. C8 O. L6 K; T4 D0 V
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);
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9 }/ k) _" s/ e' ] L+ f; tif (pUnit->dwType != UNIT_ITEM) e \7 Z8 u# g6 O
continue;
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
% R) U Y# G U+ _% M5 L% oif (!pItemRecord) continue;0 r, Y) u) ^' O
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if (pItemRecord->dwCode != CODE32('gld '))' X: ~/ L! @* U- E6 ^& ]2 l
continue;8 O2 h4 \4 e$ R( u
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9 X2 {, p. |: Y" T/ yDRLGCoord pItemCoords = {};. F; ]8 G2 r2 F3 y4 g+ c/ x* l
DRLGCoord pPlayerCoords = {};4 d/ I5 F! n6 j- h/ o" C, m& X
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) i, M. z8 ]1 iif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)8 Q+ i q5 r9 e5 M8 ^9 m
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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wchar_t sMsg[512];& y! v% u. w; m" G( n9 r5 C$ i
wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);7 ]# ~0 t- @$ I! W- B( C" V
D2CLIENT_PrintPartyString(sMsg, GREEN);5 a4 j. ~: G* N
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" Y" q: G$ [8 w5 g+ i7 Z& V% |if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)3 P4 F P4 U. E8 D) u; k% F9 D
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wchar_t sMsg[512];# n+ B! s3 P% M
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));/ l4 l) }' I( r/ e1 }
D2CLIENT_PrintPartyString(sMsg, GREEN);
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}
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D2Patch.h:
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% ^. m- H( S# v& q8 v) a7 z+ ZPatch内容:+ V7 N$ ^: w$ T! E, y/ U
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% K. A2 I; I. L* R' J( g7 ^//金币Patch位置:D2Game
: O4 Q3 J8 ]/ g8 @/ L5 ?# o{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},5 [6 e( }1 r- \2 b% m
{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},
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