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×ªÔØ£ºhttps://tieba.baidu.com/p/6664705435. [# W! z( R, s( y+ I i0 R
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; p! ?1 F+ U. g5 Z0 A" tD2Vars.h£º5 G4 w" ]& ]1 ?+ x6 F% B: g
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#define MOVE_MAX_SIZE0x00000050
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VAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])- u$ b& o7 V& {5 e1 E! A
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4 Q: S1 E. x9 j#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)
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: i- s& D2 a( M- V0 P( DASMPTR(D2GAME, PickUpGold_I, 0xD6C80)/ d5 ^" j" y' B$ q2 s# d
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)! b/ r0 k. i, n- x' G* P; G
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5 {! `$ j' U; }0 b4 tFUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)
& I8 O, [0 d# E/ B' w* KFUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
1 B1 V- Q4 N3 d) s9 C/ iFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
{( m4 w5 `! B ~9 eFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)0 G# f* z- `/ _+ Y2 B8 m
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70). O# z, V9 n1 [4 m$ Q- ]2 O. n
FUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940); M" S5 v2 O: p5 E! g
FUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0). o& K, e/ Y, L C. T( h
FUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)' n1 ^$ _, G& p1 C7 E% A, ]9 o
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FUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)) i8 |( o1 R* R# L; X/ g
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* K1 g: O4 C) Ttypedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);/ s& \5 M# w4 i' r
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struct D2CharMoveTableStrc! V# L3 ?6 I; B! X/ Q. d4 n
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D2CharMove_t GameFunc;& N- h1 y! A' ^
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D2Stubs.h£º
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+ X4 N: {( ]8 O: Wvoid __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);
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D2Stubs.cpp£º, v5 O* m% D3 B9 |6 \ F
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)
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__asm9 k& n1 h. }) q; ^/ ` d4 z
{
3 N& D0 E; ?' |push esi3 M! T- l0 U5 s
push [esp + 8]
+ t. n4 G* D- ?! W* e2 f- Z1 zpush ecx
' w9 Y! \! I2 S# m. d% ~mov esi,edx; I& T) _" V: r+ `
call D2GAME_PickUpGold_I
- T6 M) {! ?1 rpop esi
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m& X( ~+ M* gPickUpGold.h£º* r( ^; E- Q3 P8 N0 z/ C
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( c T2 w" M# VBOOL __fastcall Move_Init();8 h2 S' N/ p- }9 ~4 R# p; }! X6 j! z
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! Y( I$ a1 L5 z! w, |, KBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);6 a, l; C/ e5 F. w; f
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- F3 ?' r, a' e) _8 KBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);
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void __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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PickUpGold.cpp£º4 h' V+ E( w+ p+ w0 q0 T1 Q
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2 J; L* x5 {" O- z% P" ?#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
% a `+ `- I; g; v% C) ~5 W+ |* Q& j#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
* t& T; n* C( B @6 w#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )0 }7 @- w8 x* H/ H5 `6 g7 P' i
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )! }7 M* S8 p: }' w0 B
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LPCWSTR stringToLPCWSTR(std::string orig)& Y6 V( R8 \: {" D0 D! y
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size_t origsize = orig.length() + 1;
7 P1 T6 I; x& w* ^/ D) q3 ^2 V- fconst size_t newsize = 100;8 X) ^. p* q& d
size_t convertedChars = 0;8 p; R1 i+ `; O1 F9 s: Y$ K2 ~
wchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));
2 v' g; t; w6 z, B. ?mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);( p' F( ?3 B" m
return wcstring;
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. h( ]. S2 B: h; j! J' R, {BOOL __fastcall Move_Init()
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std::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);6 Z% o& q' t) N9 {3 |* {
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: S6 r, H; m9 [6 yMoveTbl[2].GameFunc = &CheckIfMove;. k' i5 R; t7 e' @% W
MoveTbl[3].GameFunc = &CheckIfMove;
1 h- s+ k$ ^0 B& e5 K- g9 g% bMoveTbl[6].GameFunc = &CheckIfMove;' \$ @+ U1 j; n: c' `/ H
MoveTbl[19].GameFunc = &CheckIfMove;9 @( o3 S- \1 O$ |6 j7 a( G
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1 x" b+ `2 i- F; U, W/ W( I1 zMoveTbl[0].GameFunc = &MovEax1;0 W1 r+ R1 [" F( |
MoveTbl[1].GameFunc = &MovEax1;
1 ^% v) v: {6 x; H" |MoveTbl[4].GameFunc = &MovEax1;
( ~ n/ p+ B( |, HMoveTbl[5].GameFunc = &MovEax1;* Y6 y' h' I/ p
MoveTbl[9].GameFunc = &MovEax1;8 w; J- L+ g' j" p/ T
MoveTbl[17].GameFunc = &MovEax1;; D- q0 u( m- z: G- \
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return TRUE;1 E2 Y1 Z# _. g- U8 Q
}
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) d" k- c" Q5 {# o2 }- Z8 N4 \BOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)
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F$ D) C6 h- x9 ? i3 Tif (!pGame || !pPlayer)$ T# Z# F) F6 V' F( o* M' L; j" I
return FALSE;+ S9 [2 s0 O/ R4 s! E( Y
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! L- O' n# o+ wBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);
3 z2 |( Y" o2 J+ f3 k4 y# b# yBOOL Move = AlreadyMove;+ M' \2 s/ ?7 r! s
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& G+ A/ G( s; ~if (!AlreadyMove) s1 t0 C! F, R0 L# |6 X
Move = FALSE;3 w6 ]" r" q; t
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);9 N0 m( G m7 R8 v. U# {+ ]
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return Move;" S* D# d ]) Z* K* b/ f
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7 X9 U* I# W V$ a1 I; eBOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)2 g# I+ G6 o9 g ?4 l/ d
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return TRUE;& l5 W3 t o6 h
}
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2 b3 Q: @# |9 u i* g" pvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)+ e, _: U6 v& d$ Q/ o) S3 k% H& E8 g* i
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if (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)3 P T9 c# o) \5 B0 H
return;
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DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);6 e: C" ?, j$ ]" E- C8 H
if (!pRoom) return;
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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);
) W, _$ v, E, p" |" uBOOL isTown = D2COMMON_IsTownByLevelNo(alvl);
4 N" J* I' d$ E4 R. l+ xif (isTown)( }* C% Q' r* W/ Y7 @. \: L2 a
return;' ~# k0 T. e' p
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)
" H* f4 e' T0 t0 `% z) kreturn;
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))* ~- H1 n1 g. W- K# Z. h! G; {# ]
return;
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for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)$ d0 x q2 N' U5 \3 V# V
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int INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);# d' f5 P3 Q! ~' K' N. e0 V
int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);' Q5 E7 V# z' _1 e1 x
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);5 o# s& {5 Y( V7 x
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. K4 G, X% e/ L1 }- Yif (pUnit->dwType != UNIT_ITEM)
, {% c$ ^' ?1 b( j) R# I3 @continue;
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
" P* r; w5 k+ w: J) U, f) _if (!pItemRecord) continue;: f# j/ I+ F, w7 `
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I7 |& ]2 W1 sif (pItemRecord->dwCode != CODE32('gld '))7 E1 F0 b6 U1 e- B
continue;5 p0 O# V% y6 f
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p4 n/ n9 `6 d: }8 qDRLGCoord pItemCoords = {};9 X6 B8 l" t$ _3 B3 L
DRLGCoord pPlayerCoords = {};
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4 `6 K" V4 R' ~8 _if (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)2 i% }6 m F5 ?, }
continue;
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if ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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- O7 u0 w) }7 `D2GAME_PickUpGold(pGame, pPlayer, pUnit);4 ~4 i; a: h+ U9 K
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wchar_t sMsg[512];
Y$ r7 C) l# lwsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
8 Z* o7 z( r o" M* e2 b B) v$ C% YD2CLIENT_PrintPartyString(sMsg, GREEN);
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}
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
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wchar_t sMsg[512];7 @7 R r. k; h
wsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));: ]- z/ @4 E" m- G% a- x+ E
D2CLIENT_PrintPartyString(sMsg, GREEN);' J+ F3 y2 j8 R; h0 c
}
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}
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D2Patch.h£º" \$ ], t. n2 i( D
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7 G7 n- I3 R( g4 I- NPatchÄÚÈÝ£º: u7 F s+ ?; z& A1 X R1 a9 [) Z
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//½ð±ÒPatchλÖãºD2Game
" g W6 Y2 u, J2 w: H. T9 \{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
, ?- ]( ?6 a5 N; K7 e: @{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},! j3 }5 O: w ?" L3 T: S
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