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..
& ]" p0 @5 e4 o' }( u, [. u+ o$ {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 c; }9 H, c. K, z) Q
( w1 U( _9 \; H9 R5 p4 T: B' }6 F7 B
声明部分 + B: V% i& w5 w8 \+ h0 r
//二种声方法均可
3 Z, s; T) Q' j) v//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’;
9 ~/ |6 y& `; N) g6 `) g5 N H6 jconst gamestr : array [0..127] of byte =
$ b) \2 o7 ]7 g5 p& p($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, $1A); 9 O% r! U" j& r2 D
' U0 V1 q+ X" ? J
代码部分
7 z# I+ ]- e: h2 p& r1 K# p+ w" e$ Cfunction decode (inchar:pchar; len:integer ; outchar:pchar):integer; //解密
: `& h1 Y7 V ]* I! Svar
+ E+ D, x5 h8 |4 x a1, d1: byte;
6 e; b5 A5 _8 M8 K2 D j, count, di, si :integer; 2 r; L- l* a( p8 X4 {
begin
2 @0 ]; L0 H0 X! B5 A- i/ ? decode := len div 4 * 3 ; //返回解密后数据长度
2 r5 b M% q0 m9 J" i9 ? j := 0;
. u/ `+ C" [2 Z- Y6 X% P$ R while i < len do " A& I5 t$ e4 F+ E9 U7 o
begin : }6 T8 v- J2 C/ Z8 M5 ~4 x! Y
d1 := byte (inchar[j] );
7 V- K3 s* y1 E+ X if ( d1 = $3B ) or (d1 = $7A) then * H& m4 ^: e+ z# I: [! K. }
begin - V: F/ B+ L4 E- i T
end;
" Z+ g' R. I$ u! i d1 := d1 and {&content}FF;
v R. @$ r( @# h4 E4 x d1 := gamestr [d1 + 05]; //d1 := byte ( gamestr [ 1 + d1 ] ); 7 C0 h1 M( x% D# r
byte (inchar [j] ) := d1; // 根据不同的gamestr数据定义选用不现的方法
) K9 d' {; U& k" p' X inc (i);
: m9 \; ]: P+ \( [; D2 h7 ~' T3 E end;
" R0 R! d- Z/ e2 u X; e0 L# ~: ~, E% k, ], M, R& X
di := 0 ; , a, S) R0 Y3 B" q/ Y
si := 0 ;
/ _. O# u- O% C$ t/ i" }& G count := len div 4 ; //循环次数 ' \) Y5 G" h: M( ?% W6 s
for j := 1 to count do " V% J) E( t$ Y/ b; k8 [
begin * @& q3 t9 }+ A4 M. f- n0 y8 F
a1 := ord ( inchar [di]); //解密数据 (取4个.转化3个) 2 Z' n/ E9 a) s3 ?2 K
a1 := a1 shl 2 ;
. n& i2 ~, k. l d1 := ord ( inchar [di + 1]);
1 w. E+ ]3 Y u1 t) Y" Y d1 := d1 shr 4 ; . i0 Y& |# [4 Y* b
a1 := a1 or d1 ;
4 p& y8 E. }3 p$ g/ K0 v outchar[si] := chr (a1); 0 }4 F! K3 g# p7 ? D1 M7 u0 _
7 m2 n: k y" _ r6 |% |* _. d, d
a1 := ord ( inchar [di + 1]); + y. Y5 V. a( G9 J ~
a1 := a1 shl 4 ;
$ ~3 n- B( q- J d1 := ord ( inchar [di + 2]); 9 c( [# G) N/ o1 ]! f
d1 := d1 shr 2 ;
: Z0 L& Y/ Z! s; e3 o3 D- o7 M, P a1 := a1 or d1 ;
; s! i* W( U/ K/ W% {( [ outchar[si + 1] := chr (a1);
- I; o+ Y% e. u( L0 y0 H
' E6 |# r/ c8 a: ^1 G a1 := ord ( inchar [di + 2]);
/ l* t7 s8 ]2 s U) `. T4 g1 W3 o! J0 @ a1 := a1 shl 6 ; 4 T; {% r0 z; X5 [$ V
d1 := ord ( inchar [di + 3]);
+ `8 G% ]8 p3 O$ Y2 l9 J" |7 Q a1 := a1 or d1 ; ( a1 Q4 G! o, G7 I" N' r0 Q: P
outchar[si + 2] := chr (a1); + s5 R! O# ~# u) J. a8 a
. V6 [! C7 [6 o' d) N di := di + 4 ;
+ r( G. _( U# r! E# Z( I si := si + 3 ;
# L" h" Z3 I1 w9 _' X6 r& G5 A& a" L end; " h q, s, Y* r" Q3 j% N1 U$ _
end;
0 n. U) X! P6 e h/ |$ n! k( C/ m! B* K, x& R! F
function encode (inchar:pchar; len:integer ; outchar:pchar):integer; //加密
0 B" F! F& M0 k: C$ @var
, Q% G8 s* Z: V: C" D' P a1, d1 :byte; ) ?+ y' @9 I# s# f: G
j,count,di,si :integer;
! v' \# v: p. ~7 e# a2 N$ M
" P5 O1 A4 j9 V# Y2 ^begin & {2 [. E' R U6 R- I. `
encode := len div 3 * 4 ; //返回加密后数据长度
9 U `0 P& c3 N) Y5 C( J di := 0 ;
7 G4 f6 e3 B' ~3 f( d si := 0 ; 1 ?7 m! \+ A7 @
count := len div 3; //定义循环次数
$ D+ X1 J; J2 |. v4 W5 _ for j := 1 to count do ; m" Z! V7 @: W
begin
7 E! e4 d4 w7 {+ p6 {7 I a1 := ord ( inchar [di]); //第一次转换 取3个 输出4个 5 n3 B; e' c% h* e
a1 := a1 shr 2 ;
+ s' I8 M9 Z+ v# K# P; K outchar [si] := chr (a1);
$ t# z# ]; W* E: e: s& s3 [9 Q3 t, @3 a- f: S2 d8 G
a1 := ord (inchar[di]);
! S0 f' V% X: x a1 := a1 and 3 ; 9 u* |, U* J% Z
a1 := a1 shl 4 ;
+ i, i ^, L8 I d1 := ord (inchar[di +1]);
' W: S5 S; s& Y; s+ k3 m% S d1 := d1 shr 4 ;
. N# W9 A, a x a1 := a1 or d1 ; $ S1 V" T2 [; W4 u5 {
outchar[si +1] := chr (a1) ; / V2 b7 [+ ~, c# D3 M! d! `/ V7 X
8 k$ T$ ] [, A, J! O, G# ^
a1 := ord ( inchar[di + 1]) ;
- H1 g7 A* i4 d' g0 A5 x a1 := a1 and {&content}F ;
/ ?% A) Z5 i' s$ G. d- Y/ `* d a1 := a1 shl 2 ;
% k' r9 f% z( U6 ~; Y' T; M d1 := ord ( inchar[di + 2]) ; ) X& M# g1 G) j! T" B( v8 O
d1 := d1 shr 6 ;
4 U" y# J3 r7 t a1 := a1 or d1 ;
4 t0 a- P' P( a6 Q' t, c; ^$ b outchar[si + 2] := chr (a1); " o1 \8 E, x( {" e2 V' [: ?
$ T* Y* v. k: J" H" f: k+ b a1 := ord ( inchar[di + 2]) ;
9 C- Y+ J0 x- l) n- e$ @ A a1 := a1 and $3F;
6 e* n0 ^. E7 J* h8 r& l' J outchar[si + 3] := chr (a1) ;
& G$ r! I4 ~' b$ v, w. l8 b3 E0 Z) O$ c+ d7 e0 w+ D/ Z
//第二次转换 ; Q( I7 N- v/ @6 P) u; h
d1 := ord ( outchar [si]); //第 1 个 4 Z0 s2 b: W4 r- ?3 L
d1 := gamestr [d1];
# @+ E* c' T$ [9 q outchar [si] := chr (d1);
- K* L& e9 M! @
2 Q+ R. N. y, n( ]% z& o% k" j8 F d1 := ord ( outchar [si + 1]); //第 2 个 ) |! y0 e9 w; @+ W* ~2 r
d1 := gamestr [d1];
. D- ] J( g8 w5 E* q& G z4 Q# \ O outchar [si + 1] := chr (d1); ) D4 I) k2 U( @/ I r9 P) ^4 w% Y
5 Z# q6 A' K9 H, e! C
d1 := ord ( outchar [si + 2 ]); //第 3 个
- v: \1 |+ y |5 [! K# H9 L! T d1 := gamestr [d1]; & Z& q. G: z V% [, [
outchar [si + 2] := chr (d1);
! A v2 g/ l: o. {( K r* T, T X2 y; r
d1 := ord ( outchar [si + 3]); //第 4 个
& q% @! o" G% a d1 := gamestr [d1]; 7 n" a. ^+ Z7 P' R
outchar [si + 3] := chr (d1);
' y9 }# a, P$ N
* G. Y1 m/ o# ?. V. h! ~ di := di + 3 ; & P! h8 q- _' z. Y% [& H
si := si + 4 ; , [; }+ @, R. Q O# v. w
end; ; I) Y3 \$ _6 M% F! D$ F) K
end; ) {' \2 z: v- Q# H' H* f/ V
|