千年加密解密代码....虽然看起来挺复杂的.我是对应汇编的.编译后几乎和游戏客户端里的一样...保证了速度.. 0 M' g3 J7 \4 F N, A
二次解密代码我还没去搞.不过一次解密足够了.可以制出很多功能外挂.如自动拾取.吃药.等等...二次解密加密主要用于怪物坐标用的.(自动练功需要解析怪物坐标要用)
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声明部分 % A4 b) i8 \: J& n( a7 S, }
//二种声方法均可
- s0 |5 ~) q4 j1 N: C//const gamestr:string[255] = ’N>TSVUJlwdcBMFjnAKb?qxvyeGzfLP=_ER@Z\am]ChgoWD;QuX[<tkpr^`iIHOYs.3" (- ’+chr(13)+’<;’+chr(12)+chr(00)+’=/!,1>#2$’+chr(39)+’89%’+chr(10)+chr(9)+’*):5&+67?40’; + y% n* |, K3 g( B: N: g- C
const gamestr : array [0..127] of byte =
5 T; c" T2 L. d1 H9 L($4E, $3E, $54, $53, $56, $55, $4A, $6C, $77, $64, $63, $42, $4D, $46, $6A, $6E, $41, $4B, $62, $3F, $71, $78, $76, $79, $65, $47, $7A, $66, $4C, $50, $3D, $5F, $45, $52, $40, $5A, $5C, $61, $6D, $5D, $43, $68, $67, $6F, $57, $44, $3B, $51, $75, $58, $5B, $3C, $74, $6B, $70, $72, $5E, $60, $69, $49, $48, $4F, $59, $73, $2E, $33, $1E, $01, $13, $22, $10, {&content}B, $28, $2D, $20, {&content}D, $19, $3C, $3B, $06, $11, $1C, {&content}C, {&content}, $3D, $1D, $2F, $21, $03, $02, $05, $04, $2C, $31, $3E, $23, $32, $24, $27, $38, $1F, $39, $25, $12, {&content}A, $09, $18, $1B, $2A, $29, $3A, {&content}E, $35, $07, $26, {&content}F, $2B, $36, $14, $37, $3F, $34, $30, $16, $08, $15, $17, $1A); 1 Q; J) q q" p9 {4 K# W* e2 J4 g' j! B
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代码部分 9 j- x! }6 L, ?: `4 z
function decode (inchar:pchar; len:integer ; outchar:pchar):integer; //解密
) q, E$ I6 A! q' O* A# gvar
' F" y8 x1 T" ?- y a1, d1: byte;
) p- t6 U7 X) z0 G j, count, di, si :integer;
) H; x8 k. y* c6 R0 L$ J% P/ Ubegin + A7 ?$ M6 l$ R, {7 Z. W
decode := len div 4 * 3 ; //返回解密后数据长度 # B/ Y2 T. n! ?0 B
j := 0; 8 p+ b. h! g0 p2 e8 C+ G6 _( }
while i < len do
3 Y+ Q+ ~% \+ I3 u9 b- z* m' Q* ~ begin 3 J( J& P! R7 E# t9 ?2 v
d1 := byte (inchar[j] );
3 I* b: `1 c# j+ Q/ x if ( d1 = $3B ) or (d1 = $7A) then
{% K) B0 a5 i6 _0 B" z: P& Z/ Y7 X) d& o begin 5 x+ X4 t8 }9 H7 h9 G/ T% o( C
end; 7 o( S+ w+ D- Z- u, l$ ]5 Z
d1 := d1 and {&content}FF; 4 {3 j5 k; v/ y" h+ Q' x
d1 := gamestr [d1 + 05]; //d1 := byte ( gamestr [ 1 + d1 ] );
( P* v0 V3 Q' b0 l5 @/ k6 K5 n0 c( W7 L byte (inchar [j] ) := d1; // 根据不同的gamestr数据定义选用不现的方法 : F1 G; O) L+ h" s& r3 L- D1 b9 `
inc (i); 1 f" g! G4 L* n# t, }: A& d
end;
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di := 0 ; 4 u, B0 U7 y5 @, ~: T
si := 0 ;
" A5 ^/ N- X* u' E' ?3 J count := len div 4 ; //循环次数
h. q9 c# ^, }6 D, O2 K; Q2 W for j := 1 to count do ! N* U' E9 H1 {8 J% Q+ j6 L
begin & p, u% |! M; r7 b
a1 := ord ( inchar [di]); //解密数据 (取4个.转化3个) 2 V- o7 E% Q0 W0 F" e
a1 := a1 shl 2 ;
9 U1 n. P2 a# N8 K1 \5 I d1 := ord ( inchar [di + 1]);
. U* |/ m; ^( M! g( x V1 p& ~ d1 := d1 shr 4 ; " @9 _* i- D! B. A2 N( B
a1 := a1 or d1 ; ' T1 M+ w5 Q/ F2 M. }
outchar[si] := chr (a1);
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7 V Z: u5 ?" z) c8 }0 I0 i9 c a1 := ord ( inchar [di + 1]);
& S' R) T# [4 i- M a1 := a1 shl 4 ; # P& H/ u% H" ]* W( Q
d1 := ord ( inchar [di + 2]); * u0 N3 v" q% U6 |0 c1 J5 j
d1 := d1 shr 2 ; ) Z6 w. z7 W1 {" y3 Y3 s
a1 := a1 or d1 ; ! l% h6 L4 y' Y" X* V1 E4 O
outchar[si + 1] := chr (a1); ; T5 N" ^4 Y- g7 L! k9 M8 f
# n- ~4 H1 N6 V6 e a1 := ord ( inchar [di + 2]);
- l. W/ ]! `1 u a1 := a1 shl 6 ; 3 W) _0 I2 c* p( M! p2 \
d1 := ord ( inchar [di + 3]); , e4 h6 ^( h# V/ X0 K* H2 ^
a1 := a1 or d1 ;
; t" V6 C! @9 n q, H outchar[si + 2] := chr (a1); ( {5 E! r6 H% i- v. Q2 O* E2 F
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di := di + 4 ;
* A5 J$ \6 n$ O& a$ u; i( d si := si + 3 ; / ~# s8 q7 u& y1 ~1 B
end; 7 x' R& N8 i8 }. }8 T9 z
end; * ]8 v! U3 |0 [' |( n8 w
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function encode (inchar:pchar; len:integer ; outchar:pchar):integer; //加密 c, H& _7 O( r
var
9 V2 J8 R0 ]$ k( y. ^ a1, d1 :byte;
- d/ ^' J2 W5 l- {; C j,count,di,si :integer; 4 L% x" I/ m0 {* X/ r. K0 {7 ^
6 }( S+ m) E7 {6 |3 g9 Wbegin 9 U: q! V) U8 K/ }: w& `0 q6 b
encode := len div 3 * 4 ; //返回加密后数据长度
' q) e4 ?4 |8 [! [( A4 @. L di := 0 ;
* @& V2 o1 \+ B) B5 G si := 0 ; # B9 G8 p- b& E( e# r2 A
count := len div 3; //定义循环次数
* A/ B$ G% P) I7 j6 p for j := 1 to count do
7 J: w; G' U2 m3 M begin - G2 J6 l3 X& _" m5 G( W6 h' `
a1 := ord ( inchar [di]); //第一次转换 取3个 输出4个
+ t9 b9 z5 K9 h( P2 h7 M: | a1 := a1 shr 2 ;
/ U% d3 B4 f) j1 b outchar [si] := chr (a1); ( I: u1 T' G0 d, C& t7 P: y
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a1 := ord (inchar[di]); + V% j5 O* E/ t. ?. t6 ]8 [
a1 := a1 and 3 ; 8 l% G; _1 v8 \* |- o
a1 := a1 shl 4 ; + H# C& i. ]/ C3 A0 O) O- N
d1 := ord (inchar[di +1]);
2 ~' j; d0 H& Z- E4 F# F d1 := d1 shr 4 ;
$ E' a6 S$ L$ O) H- U: e$ _% |. u" p a1 := a1 or d1 ;
g1 O( }+ B/ e" H- n. i0 q outchar[si +1] := chr (a1) ; 2 Z7 i* c) ]: s5 s5 o
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a1 := ord ( inchar[di + 1]) ;
' z* j6 J6 H$ K- W a1 := a1 and {&content}F ; 7 f9 r% d: [+ n* x8 V
a1 := a1 shl 2 ; 3 S5 w3 S, X. E: C, w% F" q
d1 := ord ( inchar[di + 2]) ; " g3 ~) k3 m9 o+ _) N. Q
d1 := d1 shr 6 ; 2 i z) D( l1 W! r5 Q1 Q4 t, x
a1 := a1 or d1 ; " r! z: t' L, S2 ^3 u4 I" _
outchar[si + 2] := chr (a1);
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$ u9 t3 U: ], I1 W a1 := ord ( inchar[di + 2]) ;
+ t9 P! P M2 t# x$ q a1 := a1 and $3F;
i* r/ Z" `5 U6 B( b outchar[si + 3] := chr (a1) ;
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) Z, ~. N" p* g! h //第二次转换
. ~/ Q, w; ~# o) q' f, L d1 := ord ( outchar [si]); //第 1 个
7 ] B9 r% f. C2 t$ S d1 := gamestr [d1]; 2 r+ `! `. j0 y: ?
outchar [si] := chr (d1); . k- e! u' |" i$ W
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d1 := ord ( outchar [si + 1]); //第 2 个
/ ]0 x- C" T. ^1 ^/ D" k: z d1 := gamestr [d1]; ) d- y3 y M/ ]2 _# A2 u# Q% j1 |
outchar [si + 1] := chr (d1); - d: m3 o3 z5 I3 F3 ~
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d1 := ord ( outchar [si + 2 ]); //第 3 个
+ c0 ]* d/ e7 q7 f3 c8 g. |; S& p d1 := gamestr [d1]; - q/ A$ @2 ^, P3 _1 |8 ~
outchar [si + 2] := chr (d1);
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d1 := ord ( outchar [si + 3]); //第 4 个
1 `2 \6 O' u7 s4 F/ Q d1 := gamestr [d1];
6 D1 m6 j7 O. u# h: q z" E' w outchar [si + 3] := chr (d1);
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di := di + 3 ;
Q- s0 c+ A8 Y si := si + 4 ; 4 R6 ?5 D' s. ^
end; 6 f9 `6 m1 M' I) d& |. M! }
end;
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