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..
- _- V) c$ D+ } `' f8 Q8 W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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: r# q* |: v2 ^- X. o& n声明部分
& X6 y& |0 p+ k/ j, Y5 q1 }1 D//二种声方法均可
& e" K% `8 G0 w( i, k//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 w6 _& |% s" \. b& }# j3 K" E
const gamestr : array [0..127] of byte =
) a: R; L9 @+ }4 F# A. J' ], T Q, n) \($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); . e- v! q- W! f3 S8 K( C, ?
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代码部分 0 a' d1 k ^, O) p! H
function decode (inchar:pchar; len:integer ; outchar:pchar):integer; //解密 7 w( z. J2 y0 c3 g3 S
var
4 U# J1 H4 B9 U: |: a3 [7 e6 J a1, d1: byte; " S( I: j" {% N5 X+ D/ x2 V
j, count, di, si :integer; $ d9 E4 K( d7 ~( W) k
begin 9 x3 B5 e' g6 _$ o1 |! L6 J6 z6 f$ V. d
decode := len div 4 * 3 ; //返回解密后数据长度 " I& Q- x9 \/ r4 w6 V
j := 0; & u! [, _! A7 T7 p1 m% b
while i < len do
/ }+ u6 q$ N! a. ?- J begin
( L% h' G) U4 u) M. h d1 := byte (inchar[j] ); " m9 P& w. l! N: f
if ( d1 = $3B ) or (d1 = $7A) then # o- x1 X# j ~. e# a+ }
begin
+ S- r' M. @/ Y8 u) L. x end; : t; n, [; m5 g& H% \
d1 := d1 and {&content}FF;
* U, A) z& I+ k0 n d1 := gamestr [d1 + 05]; //d1 := byte ( gamestr [ 1 + d1 ] ); 8 q8 O3 G: a w( D+ ?# h9 W
byte (inchar [j] ) := d1; // 根据不同的gamestr数据定义选用不现的方法 & h4 `8 s# |. j, L9 g9 u6 w: C
inc (i); + {* m* t; Z) ^+ D) ?
end; # i, Y' U$ g! {0 Q3 v/ E5 k5 x* g
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di := 0 ;
- c1 T- j& S" o! m* p5 m7 o3 a% X si := 0 ; + i% J/ Q. A" W+ f* R: |
count := len div 4 ; //循环次数
4 a) a3 B1 k2 j5 T for j := 1 to count do
5 T! c4 D# Y* b& f; Z, u& S3 [9 ? begin
2 c6 d" Q) T# q4 E$ V; Y+ n: G! P a1 := ord ( inchar [di]); //解密数据 (取4个.转化3个) & r3 d+ C! `$ K/ w! O3 }. e( u
a1 := a1 shl 2 ; 0 O2 z% N' K- g0 J' b1 O
d1 := ord ( inchar [di + 1]);
* @8 Z: P. e' Y0 u3 B) s d1 := d1 shr 4 ;
: ]& W( m& K: E, e4 P a1 := a1 or d1 ; 9 S, q# R" g2 w
outchar[si] := chr (a1);
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a1 := ord ( inchar [di + 1]); 7 w# V8 T1 J, }9 a/ v& x
a1 := a1 shl 4 ;
4 ?7 Q! r" e7 V8 W* t/ j: G+ X9 @2 \0 Z d1 := ord ( inchar [di + 2]);
7 r. j1 g: A6 A3 ~! E d1 := d1 shr 2 ;
( W; O8 B, U1 L8 q, l: m# b a1 := a1 or d1 ;
4 ?- i- ^% p8 R, U/ ^1 d2 [$ x outchar[si + 1] := chr (a1); " F* B; ~3 P6 U& n
% X% W- S0 M3 v `3 X5 t+ P a1 := ord ( inchar [di + 2]); . y& F( r% Z }3 k( a
a1 := a1 shl 6 ;
3 }/ O3 P" f6 _ d1 := ord ( inchar [di + 3]); 5 k6 a2 |& ?) W9 S! t6 h
a1 := a1 or d1 ; " H/ @$ X5 n- j) T, |: [" y3 G
outchar[si + 2] := chr (a1); ! t1 Y$ G+ I2 E* X2 _/ F' \
, X) b( X0 R9 U2 Q! k/ v' f di := di + 4 ;
$ [0 M/ f, N' A7 e- D# g- O si := si + 3 ; 5 d' w7 ~& J+ ?6 Y! U$ M
end;
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function encode (inchar:pchar; len:integer ; outchar:pchar):integer; //加密 ' r3 i6 l `5 o( l3 |% k2 J( m/ p
var " k0 E) x6 N+ y
a1, d1 :byte; / i4 f& z: L7 b6 I
j,count,di,si :integer;
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# ~+ `3 C! V) r: @begin
' m5 e1 e5 q; u" U a: @ encode := len div 3 * 4 ; //返回加密后数据长度 + B8 H, m) M& S; f7 V Y8 S
di := 0 ; " r/ s H2 g1 ?, K/ M6 f
si := 0 ; l4 ~% K# T; M- C- O+ t$ B! E
count := len div 3; //定义循环次数
$ Z. k+ y) t8 d2 S for j := 1 to count do
0 a8 o* U$ c8 m( L; ]0 ? begin : P/ G& m/ b z) E. I
a1 := ord ( inchar [di]); //第一次转换 取3个 输出4个
; ^% c. S% ^1 \ a1 := a1 shr 2 ;
$ t f7 p! k ^, n, o1 } outchar [si] := chr (a1);
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. u( T5 ?+ C0 Z a1 := ord (inchar[di]);
5 h3 Z. X1 s$ i/ a4 c a1 := a1 and 3 ; - X8 q l( L6 m p2 r
a1 := a1 shl 4 ; ; c8 f; w t# y- `8 t* V% g5 U
d1 := ord (inchar[di +1]);
1 }4 t' L. {" K d1 := d1 shr 4 ;
! _' \; `+ o3 o) S) V# v2 J a1 := a1 or d1 ;
U1 B9 q( @0 D outchar[si +1] := chr (a1) ; % I; r+ ~8 ^1 e
. F3 i* Q3 u1 P# L U2 c6 s a0 ^8 F9 I a1 := ord ( inchar[di + 1]) ;
3 L6 J* V. I. Z7 t( k: |1 U a1 := a1 and {&content}F ;
& Z" A% |, h% m/ q$ [+ Z a1 := a1 shl 2 ; : J/ P* \; C" }% L6 p
d1 := ord ( inchar[di + 2]) ;
' @2 U0 [% g3 b6 s: s d1 := d1 shr 6 ;
) u* M7 j& X8 f7 c a1 := a1 or d1 ; 7 R% {, t Z& l$ ]( |
outchar[si + 2] := chr (a1); / d f" F0 Y8 _
4 u: y7 V' x0 Y9 D/ f4 r a1 := ord ( inchar[di + 2]) ; - O0 L; a, D# G5 w7 f
a1 := a1 and $3F;
7 k9 J; z+ y$ T1 k @8 k, D( H outchar[si + 3] := chr (a1) ;
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N8 d( g# x6 a //第二次转换
, v- x+ s! I8 _, ~" ]( \: @ d1 := ord ( outchar [si]); //第 1 个 ; }% O3 L" A. o U7 s5 D
d1 := gamestr [d1]; . l) M: I! b7 N W* s9 d/ P
outchar [si] := chr (d1); % j7 p G! l+ _8 X+ q, `- @% [
0 K# Y% L! M! b( a- I9 M% z4 s d1 := ord ( outchar [si + 1]); //第 2 个 5 C9 H# E7 u$ @
d1 := gamestr [d1]; 4 T0 d# ?2 ^( J- X0 m! N/ Q7 f
outchar [si + 1] := chr (d1);
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d1 := ord ( outchar [si + 2 ]); //第 3 个
0 [9 U' v6 ?3 [" i- N0 A, d d1 := gamestr [d1]; ; k$ ~+ \0 K* a" @+ X
outchar [si + 2] := chr (d1); ) v) z" m1 p7 I
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d1 := ord ( outchar [si + 3]); //第 4 个
. K% \! l- w% r _: ~$ e d1 := gamestr [d1];
# B/ n8 @) [; |) }( B# v' s$ } outchar [si + 3] := chr (d1); 2 C* q. I+ e5 W8 j* A; D
$ V( ?! B' P' V7 k, B* c di := di + 3 ;
0 N# z) \- T3 w. `1 y si := si + 4 ;
$ Q" ?' I' e% i end;
2 Z/ o9 f" {2 C( h" X r3 ]end;
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