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·¢±íÓÚ 2020-10-2 00:58:48 | ÏÔʾȫ²¿Â¥²ã |ÔĶÁģʽ
תÔØ£ºhttps://tieba.baidu.com/p/6664705435- x) f* u: C, o+ @" e+ o5 U
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D2Vars.h£º) H/ g  C3 Q2 {. q
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//Òƶ¯º¯ÊýµØÖ·Áбí: E$ N7 h5 z4 V( p: o# t
#define MOVE_MAX_SIZE0x00000050# ]* j5 J* u1 ?$ O0 ^
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& H3 C+ O  G; jVAR(D2CharMoveTableStrc, MoveTbl[MOVE_MAX_SIZE])
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ËùÓõ½µÄËùÓк¯ÊýµØÖ·£º% u0 o: x6 x; h* S6 s
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/ R% {5 D: k7 a! q; N, j2 e! I# I3 m/ J& U#define D2GAME_PickUpGold(pGame, pPlayer, pItem)D2GAME_PickUpGold_Stub(pGame, pPlayer, pItem)+ q2 T1 a, ?6 L2 ^, u

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. c' j6 k8 Z5 F. c2 y3 g; @% l7 AASMPTR(D2GAME, PickUpGold_I, 0xD6C80)" J: P4 p; p. e: `6 Q8 \: P- c! C' G
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FUNCPTR(D2GAME, CharMove, BOOL, __fastcall, (Game* pGame, UnitAny* pPlayer, int, int), 0x79B90)
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6 n2 a. J  q, W4 x) A# bFUNCPTR(D2COMMON, GetRoomFromUnit, DRLGRoom*, __stdcall, (UnitAny * ptUnit), 0x2FE10)  L' L: T$ z2 r( e3 h1 s+ `! |1 Q" v
FUNCPTR(D2COMMON, GetLevelNoFromRoom, BOOL, __stdcall, (DRLGRoom* pRoom), 0x3C000)
5 E3 k% x& _4 T+ B1 zFUNCPTR(D2COMMON, IsTownByLevelNo, BOOL, __stdcall, (DWORD dwLevelNo), 0x3B230)
9 W$ n' ^8 Z3 w% ]- \5 XFUNCPTR(D2COMMON, GetUnitState, int, __stdcall, (UnitAny *pUnit, DWORD dwStateNo), 0x33CD0)' k, f+ s9 E  {, \' O( t
FUNCPTR(D2COMMON, GetUnitStat, long, __stdcall, (UnitAny* pUnit, DWORD dwStat, DWORD nLayer), 0x38B70)
" {; n- k" Q4 Q+ S6 H% ~% {# OFUNCPTR(D2COMMON, GetBeltGoldLimit, unsigned int, __stdcall, (UnitAny* pUnit), 0x31940)
: d/ `6 n% ~' nFUNCPTR(D2COMMON, GetItemText, ItemTxt *, __stdcall, (DWORD dwItemNo), 0x719A0)
( X( D8 W& }1 i1 g! O5 CFUNCPTR(D2COMMON, GetDistance, int, __stdcall, (int pPlayerCoordsnX, int pPlayerCoordsnY, int pItemCoordsnX, int pItemCoordsnY), 0xD180)
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6 A% _/ N  t$ V$ Q( n$ J# p" qFUNCPTR(D2CLIENT, PrintPartyString, void, __stdcall, (wchar_t *wMessage, int nColor), 0x7D610)
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D2Structs.h£º# X& \$ h. t  [! `' Q

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typedef int(__fastcall *D2CharMove_t)(Game*, UnitAny*, int , int);7 v" [! {$ A2 h8 O0 X; m
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struct D2CharMoveTableStrc
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D2CharMove_t GameFunc;
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D2Stubs.h£º, Q2 k6 F* p* L- O& }

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void __fastcall D2GAME_PickUpGold_Stub(Game* pGame, UnitAny* pPlayer, UnitAny* pItem);- ?  s7 s. ?" H: C/ Q) q, y; T* Q
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D2Stubs.cpp£º
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__declspec (naked) void __fastcall D2GAME_PickUpGold_Stub(Game *pGame, UnitAny* pPlayer, UnitAny* pItem)# B. T4 F- q% c0 R3 E' @
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__asm
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4 B: ^7 M& G: @" W9 k) ]. Q% upush esi1 p. _& N4 r4 E9 I- \0 S
push [esp + 8]+ }4 _; T" y& D: H1 L/ _
push ecx8 D8 c3 g4 s3 [/ l$ x
mov esi,edx
$ A4 d( V! j9 }' w) w' `4 D) e. ?call D2GAME_PickUpGold_I! s3 Q* p/ H. ]/ Y) ~+ t" B: G% h
pop esi# V' c8 m: G, Q
retn 0x04& h/ M9 U# C6 ]
}
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PickUpGold.h£º, I2 m. q: q6 {5 I" E
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BOOL __fastcall Move_Init();
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BOOL __fastcall MovEax1(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);* e3 l& @6 J- ?: L# D( P
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$ q5 K1 j7 ]+ P9 aBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2);7 j6 D, }7 V+ T" L1 p

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4 y7 {9 Q4 K1 i9 Z7 f% Z$ z# ?7 K, Nvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer);
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' I$ \+ ?" \+ ?* g#define REVERSE16( w ) ( ( (w & 0xFF00) >> 8 ) | ( (w & 0x00FF) << 8 ) )
( c" `2 p6 b) P# E#define REVERSE32( dw ) ( ( (dw & 0xFF000000) >> 24 ) | ( (dw & 0x00FF0000) >> 8 ) | ( (dw & 0x0000FF00) << 8 ) | ( (dw & 0x000000FF) << 24 ) )
4 n3 f4 O4 u3 L#define CODE32( sz ) REVERSE32( ( ( const unsigned long )( sz ) ) )' f- l4 |% C" H, }* O
#define CODE16( sz ) REVERSE16( ( ( const unsigned short)( sz ) ) )5 b8 h/ Y, k# f) I# t+ C" e
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6 P: \) s, y! W4 n) I1 c9 ZLPCWSTR stringToLPCWSTR(std::string orig)2 w9 f( d; @, r
{
- _) W8 e% C/ N' H4 usize_t origsize = orig.length() + 1;
+ b: n5 M; [0 g8 `const size_t newsize = 100;0 f& a# _2 D& t  j9 g3 _
size_t convertedChars = 0;
+ E) s; g- S# m* Hwchar_t *wcstring = (wchar_t *) malloc(sizeof(wchar_t) *(orig.length() - 1));$ h, X7 m- k0 a- c' o8 g+ x6 f
mbstowcs_s(&convertedChars, wcstring, origsize, orig.c_str(), _TRUNCATE);3 }4 {6 O5 L1 K8 o6 \0 t5 @. ?" f. z: o
return wcstring;5 m6 g7 t" z' Z/ c3 [
}
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2 D" A, D2 R4 b+ d) J) ^: EBOOL __fastcall Move_Init(); v* ~9 c! I7 S8 j  Z$ z
{
& ^$ h# o6 m5 a" t# J+ b5 _' hstd::copy(D2GAME_MoveTable, D2GAME_MoveTable + 19, MoveTbl);" i+ q; o& C3 g
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5 ~- M  a+ k# `4 O) }1 p1 O6 k) {, }MoveTbl[2].GameFunc = &CheckIfMove;
! T! }/ e& T/ o% ^& R* EMoveTbl[3].GameFunc = &CheckIfMove;  w/ w* R0 l9 i5 d' c' s
MoveTbl[6].GameFunc = &CheckIfMove;  E+ y7 K$ f& W8 n+ K+ |' T
MoveTbl[19].GameFunc = &CheckIfMove;* U1 I6 l0 J$ E+ \

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6 h) o4 J. I. n/ t' EMoveTbl[0].GameFunc = &MovEax1;) }0 U( B+ X* H* ~/ v( j# h- Y
MoveTbl[1].GameFunc = &MovEax1;
7 T- J/ S7 m2 W6 U* I/ `+ TMoveTbl[4].GameFunc = &MovEax1;. ~' u; c+ H; v- P% v- X
MoveTbl[5].GameFunc = &MovEax1;5 k" T# w2 x& r: Q; s
MoveTbl[9].GameFunc = &MovEax1;, C+ S3 z2 @4 p( D  u8 ^* J
MoveTbl[17].GameFunc = &MovEax1;3 o3 b. Z; G7 J# G/ _, y3 P- ~
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# M  c& s. f/ g; Lreturn TRUE;
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& m; z/ s1 J- A; K9 c, yBOOL __fastcall CheckIfMove(Game* pGame, UnitAny* pPlayer, int uknown1, int uknown2)7 ~9 y# ]8 @* G! m: {# ]$ N6 W
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  {3 ?  u# Y. H7 p1 I2 M$ A/ Hif (!pGame || !pPlayer)1 W" k; C- o. _' e6 ^! S8 u( m$ Y/ Q& g7 ^
return FALSE;
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8 |+ j' m* X! `: v% ?, F  XBOOL AlreadyMove = D2GAME_CharMove(pGame, pPlayer, uknown1, uknown2);% x' C3 P" Z, j; B/ y; H8 a1 n' o  O
BOOL Move = AlreadyMove;; Y6 b, i. k1 a$ j# Z& w* n/ e/ r

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if (!AlreadyMove). y8 J2 x7 {# n  }
Move = FALSE;
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GOLDPICKUP_PickupInRangeGold(pGame, pPlayer);. j- o  `9 ]$ F& K* l
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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); n( A9 A" m$ y
{
" d$ Z9 ~* x% I# Z. _: p: N+ {  Rreturn TRUE;% M2 L) {+ x4 B4 g  G; o5 Y
}# |" R  S' M. ]

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8 d" J3 p' H5 I) O( mvoid __fastcall GOLDPICKUP_PickupInRangeGold(Game* pGame, UnitAny* pPlayer)
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8 v3 W$ }# O/ z3 wif (!pGame || !pPlayer || pPlayer->dwType != UNIT_PLAYER)
+ Z" g- S# C! Y5 d3 k; w# l. Preturn;
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+ q+ n5 g3 H, I( R4 z' ^DRLGRoom* pRoom = D2COMMON_GetRoomFromUnit(pPlayer);% c4 g( O+ {# ?+ p4 w' y
if (!pRoom) return;
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int alvl = D2COMMON_GetLevelNoFromRoom(pRoom);5 F& i) o# a' x; x: a
BOOL isTown = D2COMMON_IsTownByLevelNo(alvl);% Y/ b' b9 U* H. J
if (isTown)0 r1 p6 z8 E0 G4 S! A
return;
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if (pPlayer->CurrentAnim == PLAYER_MODE_DEATH)3 S) M# `8 {3 a) d, l' I6 Z2 g' r) `
return;& E- x5 A% H- S9 k6 k8 ~
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if (D2COMMON_GetUnitState(pPlayer, STATE_UNINTERRUPTABLE))
) X) A; F* I# V5 Oreturn;+ V5 Y4 y7 z" Z( w0 T

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) w3 U2 L( W2 g5 c

  Z" U; G+ ~! \7 M- }for (UnitAny* pUnit = pRoom->pUnitFirst; pUnit; pUnit = pUnit->pListNext)
) ^8 ~; @: n! n8 C: u. f{
  D5 O8 b! A3 m% E4 Tint INVENTORY_GOLD = D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, NULL);
' d6 B# {: t1 N7 _* m" v5 |) V* [int QUANTITY_GOLD = D2COMMON_GetUnitStat(pUnit, STATS_GOLD, NULL);4 w" `# v4 Y# f+ G
int GOLD_LIMIT = D2COMMON_GetBeltGoldLimit(pPlayer);$ {+ J; t/ Z8 c7 r
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if (pUnit->dwType != UNIT_ITEM)# I. _  B3 o3 h
continue;
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ItemTxt* pItemRecord = D2COMMON_GetItemText(pUnit->dwTxtFileNo);
+ S+ |0 g1 ?  L- cif (!pItemRecord) continue;' S9 d2 J3 R: P  D) _; \

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& X; A) i% G' m& dif (pItemRecord->dwCode != CODE32('gld '))6 F- r# {1 \. J6 Q# L# j) N0 T
continue;; g1 ^  s; B3 u) a5 M, s2 ]! M7 m* \

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! }9 Z: i' f# f, A0 nDRLGCoord pItemCoords = {};1 Q/ U. K' }* X. X1 D* U! h6 b
DRLGCoord pPlayerCoords = {};
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4 Y+ ^: [- f5 q0 Wif (D2COMMON_GetDistance(pPlayerCoords.nX, pPlayerCoords.nY, pItemCoords.nX, pItemCoords.nY) > 12)
' u. s/ l4 L4 {$ S7 vcontinue;
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1 X' ^+ v5 u+ l+ ]3 e7 \+ rif ((INVENTORY_GOLD + QUANTITY_GOLD) <= GOLD_LIMIT)
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D2GAME_PickUpGold(pGame, pPlayer, pUnit);% o/ n6 j' ?# C2 i' y" W

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wchar_t sMsg[512];
1 S/ h1 n( d7 O7 `wsprintfW(sMsg, stringToLPCWSTR("PickUp %dGold"), D2COMMON_GetUnitStat(pPlayer, STATS_GOLD, 0) - INVENTORY_GOLD);
, o% G4 @# V( u/ l1 b/ Z1 S% C1 U+ s) rD2CLIENT_PrintPartyString(sMsg, GREEN);& K, j& g9 e5 V9 X+ }
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}
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if ((INVENTORY_GOLD + QUANTITY_GOLD) > GOLD_LIMIT)
  S& S7 e; i3 Y9 Y* i0 ?{
. q4 p% ]% u, i6 g4 C% Awchar_t sMsg[512];
. p3 V! d8 {- W+ H5 M: `' O7 jwsprintfW(sMsg, stringToLPCWSTR("Gold Limit!"));
4 i* _$ ]9 m1 z3 k: U7 XD2CLIENT_PrintPartyString(sMsg, GREEN);2 ~- O% D+ |2 g) f
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}
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PatchÄÚÈÝ£º
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9 m  R" R3 |& J' G//½ð±ÒPatchλÖãºD2Game. Z( q  D6 M* B( V
{D2DLL_D2GAME, 0x79A28, (DWORD)MoveTbl, FALSE, 0x00},
( c' Q9 z, F' b, l: v{D2DLL_D2GAME, 0x79A43, (DWORD)MoveTbl, FALSE, 0x00},: G( H" m% P- I

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