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..
: R }! ]" K, ]3 `( |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) 6 e( n" w B" }
, T' o, W8 G& P! }: @! U) r1 u" p
声明部分 4 S7 W+ e4 n Z9 f
//二种声方法均可
- i: c6 H) j( c" ^* j//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’;
# w; G, z, x9 bconst gamestr : array [0..127] of byte = * M: Y2 |) C3 o, G' q* l; J
($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, $1A); 3 G6 F0 h' T: L; C5 }+ [+ Z0 b6 n
& i$ k9 G. ?3 [+ N! B- z! c; b
代码部分 . L7 T# c3 p2 Q/ G0 j' f3 M
function decode (inchar:pchar; len:integer ; outchar:pchar):integer; //解密
2 E% J# _7 `1 U! l7 Uvar
1 }( A; o# I4 Y a1, d1: byte; % P' L4 y0 @ H+ o% b Z
j, count, di, si :integer;
) R H8 f- Q$ t9 \' c) R( Ibegin
$ ^; \) ^7 r+ C% R$ r decode := len div 4 * 3 ; //返回解密后数据长度
# L5 z( f2 s6 Z$ m. K4 Z' n8 f j := 0; 2 @2 J& E, _' _ A& d: x# T5 d
while i < len do
4 S$ g5 O4 S$ j M4 w# | begin
d8 }# d0 G+ ]" k; g d1 := byte (inchar[j] );
9 c! w$ ~: k" |/ ` if ( d1 = $3B ) or (d1 = $7A) then 8 X1 C+ e8 x% d1 \. \' {$ A9 d1 U
begin & e# `7 B6 E2 f! l
end; % J3 P) S+ L4 C& Z
d1 := d1 and {&content}FF; 8 E) B' C8 f% {6 D& [3 L
d1 := gamestr [d1 + 05]; //d1 := byte ( gamestr [ 1 + d1 ] ); / K; u1 F" h. a" b2 I! r& F! b6 `! Z
byte (inchar [j] ) := d1; // 根据不同的gamestr数据定义选用不现的方法 + e% ^1 N/ G, {
inc (i);
$ e; E' {) Q" ?# A1 k2 I$ t end;
' k x! g2 ?6 |+ a
8 C8 J: d/ J+ S3 x4 J) m di := 0 ;
* |) J: c: U/ a( v: l si := 0 ; ' N, F- S2 |" f3 ?
count := len div 4 ; //循环次数
4 p5 ~" i- G( N9 H+ q4 D for j := 1 to count do ; o, m' a/ E6 O6 a# q: E
begin
7 k( _7 G( }% D9 g, T# v a1 := ord ( inchar [di]); //解密数据 (取4个.转化3个)
4 [$ V8 T! `% u1 y4 N# [ a1 := a1 shl 2 ; J$ H" G7 `- K! H
d1 := ord ( inchar [di + 1]); 9 W9 D( V0 @) k# R) j- h1 S' ~
d1 := d1 shr 4 ;
8 n0 D# P# q8 \" g. @4 D) ~ a1 := a1 or d1 ;
" N" d& o. k; S7 S9 Q7 ~, | outchar[si] := chr (a1); : {" m3 A* {2 I/ y+ X) N' F, W
: O/ A& \' {* ~5 m1 k$ [; A
a1 := ord ( inchar [di + 1]);
( Z( s' r6 T! @# [ o- \% Y1 O a1 := a1 shl 4 ;
) c, P3 H& M8 i p- y d1 := ord ( inchar [di + 2]);
1 t# F/ q$ b, L5 A! F d1 := d1 shr 2 ;
$ r9 I( }, H1 v0 | a1 := a1 or d1 ; ; K F+ N, r; e# j; @. D' \
outchar[si + 1] := chr (a1);
$ j* I: W" s: z. ?+ y9 v
: V" W o# [1 t# `1 O8 Y+ b5 ~ a1 := ord ( inchar [di + 2]); 9 L; X2 f8 |$ p2 {( d8 ~3 D1 Z4 ^
a1 := a1 shl 6 ;
) R& @7 J i: k+ ^" h d1 := ord ( inchar [di + 3]); / |8 k7 G5 s" C6 c6 A
a1 := a1 or d1 ;
$ L& P. e) u# Q6 |: @$ Q" i outchar[si + 2] := chr (a1);
, J' k2 S# _% V0 {
/ ?3 q$ Z2 u* E! ~. p' _ di := di + 4 ;
( M& a: }2 j/ ^& ?& C X& `$ F% w si := si + 3 ; : [+ v6 L8 x3 x
end;
* Z4 d7 X' e) ]2 r" l; I& D+ ~end; & I d5 R) ~. b; g9 e
* ?) W" h% N, l9 afunction encode (inchar:pchar; len:integer ; outchar:pchar):integer; //加密
$ R) M' ]2 J: cvar
( x3 ^' I! z4 N# V a1, d1 :byte;
; S ^* S- ?2 t2 L( h# x j,count,di,si :integer; * l% f6 W- d. `3 a, g' l3 B
9 N7 r" Y1 ]$ w' [9 _
begin
9 ?# o/ Y0 \6 _& c encode := len div 3 * 4 ; //返回加密后数据长度
" j7 F2 j0 A! Y di := 0 ; 4 ^: C1 L1 a" I, m- P. a' Q
si := 0 ;
. n g, k" j' o: i4 D* C0 z count := len div 3; //定义循环次数 ! i1 S$ |/ W" r
for j := 1 to count do
* g) d: p! U' o8 Z. |' E begin 6 }& g% p( S0 e f. l: O
a1 := ord ( inchar [di]); //第一次转换 取3个 输出4个 ) s& F6 a# O1 }& W5 Q& y
a1 := a1 shr 2 ; 1 N0 @" R' `3 b0 K: v# C0 I
outchar [si] := chr (a1); + J9 u% n8 B4 o; K P. S0 r
0 L' T9 F7 W1 i [2 }! f
a1 := ord (inchar[di]);
7 j+ w- u2 @0 B a1 := a1 and 3 ; o! v' {& }0 Q, w. `" l; I* x9 Z
a1 := a1 shl 4 ; 1 {1 f. a# M3 S( l- W
d1 := ord (inchar[di +1]); ! {( u& `) I; D+ |& r' K
d1 := d1 shr 4 ;
- H* H& g& ]1 |/ c) S8 j a1 := a1 or d1 ;
4 E3 b6 c- F; h/ U- ?* o outchar[si +1] := chr (a1) ; 9 L, J3 S5 n. U1 P3 n1 `6 c
( s7 u9 }: i, c a1 := ord ( inchar[di + 1]) ; ! O& w- L6 N1 K/ J4 K% Y q: f
a1 := a1 and {&content}F ; 7 k3 Q. W: K! |6 u# d9 F% }
a1 := a1 shl 2 ; " H4 U4 z9 w: G, v5 ~, D/ q E
d1 := ord ( inchar[di + 2]) ; . h" Z' g* z0 u. C* p/ n0 W: B' G
d1 := d1 shr 6 ; - D, I. m7 }4 ?. d. L
a1 := a1 or d1 ;
, ^6 @+ o0 z- j3 R' s- X outchar[si + 2] := chr (a1);
* X- w6 n# D0 g, o* ~2 s- d) k0 D" F2 Q5 e4 ?
a1 := ord ( inchar[di + 2]) ; 1 g# k, H( a1 N3 E7 L7 L, t
a1 := a1 and $3F;
( p! b X+ w5 P! b0 C outchar[si + 3] := chr (a1) ; # f6 I0 v) ]# ^4 v0 b1 g. Q' g& [
6 R$ z+ d0 |7 t: j- o8 R
//第二次转换
; L. D% `- H/ y: i' D5 v! h d1 := ord ( outchar [si]); //第 1 个 ( L8 {% E- |% @! A" U; }2 U
d1 := gamestr [d1];
+ y3 @/ E3 D- x/ |6 ]- W8 S outchar [si] := chr (d1);
7 |* w: v: s2 p8 Y0 u7 n3 \; {$ U! L/ h, t5 |; @: E' q% {: o
d1 := ord ( outchar [si + 1]); //第 2 个
, G$ D6 F8 f+ g6 L* @ d1 := gamestr [d1]; . {" p% Q: k% H
outchar [si + 1] := chr (d1);
, R( M# S- m9 ~. h+ }# g6 U+ T& |5 o) c
d1 := ord ( outchar [si + 2 ]); //第 3 个 ! F& g6 C! a3 C. D6 S4 W; e4 e
d1 := gamestr [d1]; ( w2 X; ]% \% _3 g0 L
outchar [si + 2] := chr (d1); 6 D/ K4 ]2 T* u+ l% Q
1 g( P4 {6 a9 \: g) I0 V6 @. @
d1 := ord ( outchar [si + 3]); //第 4 个
% z6 {- M8 J' d6 D d1 := gamestr [d1]; 8 ]9 c: x* o; R! e8 D o1 {
outchar [si + 3] := chr (d1);
j5 ]0 m" `5 a/ r8 W, h8 i1 L5 }
- D& G' G+ k2 k) G; A2 P di := di + 3 ;
( O; f0 \& a4 l" _8 V( J si := si + 4 ;
/ d0 g1 E: V% b& _6 S+ [0 T; p end; `' I$ w" Y* Q, O" q& F4 W- q- Z8 C
end;
3 V) Y8 J) }* H* n |