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.. / L! } Y$ e( j4 h
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)
4 _9 x, v" a1 ~
4 n5 S/ [7 X+ Q4 d4 m) F% ~声明部分 3 m0 T0 Q. L/ U8 y
//二种声方法均可 3 i% U* e# _; u$ Z: k/ P8 D& [1 q
//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’; 3 Q; r- j( ?. q/ O. B
const gamestr : array [0..127] of byte =
: Q% W; @5 [" S($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); % B; O: N9 Y2 {: u0 R
: u/ F& W4 R1 k1 o5 j代码部分
' ~( ~: S0 ]5 O Z, P5 U2 \# I6 ~6 Vfunction decode (inchar:pchar; len:integer ; outchar:pchar):integer; //解密
. J* V+ B0 Q1 m) m! ivar : b0 D. ~" e. }1 `6 b v
a1, d1: byte; 5 ?. U1 N" R1 |, f& E4 t7 x: O' ^
j, count, di, si :integer; 4 N5 V! W! T/ x% n4 |& y
begin
: J4 i/ |: F7 c; C: ] decode := len div 4 * 3 ; //返回解密后数据长度
: @8 G! a* h9 C% p j := 0; , E9 W9 u) ^* X; V+ \; P, l% o
while i < len do
5 p& ^' |+ N& J begin
% @- g6 P6 `1 |' f d1 := byte (inchar[j] ); 2 j! d( Z3 K0 o- ]9 ]
if ( d1 = $3B ) or (d1 = $7A) then
" _+ Z- {% U1 o- { begin
- e* X9 U: d( w% K6 d$ a end;
# g. \0 y, ~8 s { B d1 := d1 and {&content}FF; % M& _6 w' T+ ~) a0 R7 P0 U8 W
d1 := gamestr [d1 + 05]; //d1 := byte ( gamestr [ 1 + d1 ] ); 9 _6 x; _9 n4 w3 h8 e0 M/ g
byte (inchar [j] ) := d1; // 根据不同的gamestr数据定义选用不现的方法
$ U% G/ Y! U: W8 C inc (i); 1 w9 N5 `! R9 V2 s5 Z
end;
1 T2 C3 u, ~. f' B: V" O! L. C- [1 ?& a( D2 _" N0 C* L. \. m
di := 0 ; 2 g: A7 k* p+ [8 Z
si := 0 ;
8 I5 O7 C/ R8 @8 Y% w& m count := len div 4 ; //循环次数
% u; B1 Z' a+ ^ Q o for j := 1 to count do
/ M0 Z! d$ E6 f begin
7 W9 c0 F) x' r% O a1 := ord ( inchar [di]); //解密数据 (取4个.转化3个) 3 H5 L- W3 g7 T. ? j4 M' Q! A- ?
a1 := a1 shl 2 ; - u( S7 M/ A5 \9 o! z5 ]; }; V
d1 := ord ( inchar [di + 1]);
5 w8 L2 M1 n% M, T8 g. v8 T4 e9 N d1 := d1 shr 4 ; 7 N! g: X2 o) b+ a) R$ ?% ?4 N* K
a1 := a1 or d1 ; : `+ j _7 _. q2 y2 G
outchar[si] := chr (a1); : L: B9 i. c4 a$ Z* P5 z) p% b c
9 D3 n0 `: l# D+ r. p1 }, r, d& r a1 := ord ( inchar [di + 1]);
! `/ F% o! l9 v' M6 ]* z% _6 C; _( ?2 A a1 := a1 shl 4 ; 2 ^: L4 o) m, ` _
d1 := ord ( inchar [di + 2]);
6 x2 l& J. X; t d1 := d1 shr 2 ; % g% B, p4 p- ?$ ~
a1 := a1 or d1 ;
1 E+ p& H& _* z! |8 k& ?8 n' ^" a4 t3 N outchar[si + 1] := chr (a1);
4 I( f' b& J; b0 t+ h
, _, N% f& l* N: E7 p a1 := ord ( inchar [di + 2]); 5 b1 i1 b# p/ ]1 [( f f1 Q
a1 := a1 shl 6 ; 5 w6 @ r* l8 m- f4 O! L j. j
d1 := ord ( inchar [di + 3]);
0 ~& I9 A% b! u( ]$ F* Q# J* ~3 v3 s a1 := a1 or d1 ;
) }6 C1 ?5 [/ r outchar[si + 2] := chr (a1);
5 r$ u) T; [/ w/ K8 u* Y# z% e( z9 |/ M, C
di := di + 4 ;
" _) a0 }2 Q: v! G4 T" t, k si := si + 3 ; / l# P3 I! Z6 {8 A% f# u5 c
end; ) v1 i- n5 z+ ?& ~9 a: {3 j% u& g( U
end; " h1 q+ X [, k9 o$ Y H
& D, ?! r) _2 R( w+ a# u( [
function encode (inchar:pchar; len:integer ; outchar:pchar):integer; //加密
O$ l- |+ ~4 evar
2 P/ u! }: U% _! q# F5 A a1, d1 :byte;
" L2 s5 Q' r) {' j9 A0 e8 C7 ` j,count,di,si :integer; 8 H3 ^0 ]# u4 D. w) `. V* y- ?
* J0 k6 X6 w( F( l7 `begin
P- W$ q. {# e% l, p encode := len div 3 * 4 ; //返回加密后数据长度 * i3 [+ x: z' f c; B. |# n2 i
di := 0 ;
# k% k. z% k$ R, X0 d4 [: i0 J si := 0 ;
& v, u1 u# M! K7 N# C count := len div 3; //定义循环次数 : y5 B' G, b+ F- g# T0 R- X
for j := 1 to count do ) p. x: c" X; q# I, u% v
begin
# s% R: w- ?/ N8 | ~1 F a1 := ord ( inchar [di]); //第一次转换 取3个 输出4个 2 A' y- c/ Q2 p3 a, \ E! z$ V1 I' g
a1 := a1 shr 2 ;
% Y9 _( N8 L" ?6 n3 u: z2 I9 x outchar [si] := chr (a1); * o; s7 q. n1 a; p T8 p
- O2 S. Z/ m$ \/ n a1 := ord (inchar[di]); + \; \, t$ B3 M- {) e
a1 := a1 and 3 ;
: _2 _# b# l9 N* Z8 @5 h a1 := a1 shl 4 ; . J a/ I# C# Y
d1 := ord (inchar[di +1]); 0 L1 P4 J, X4 @8 R
d1 := d1 shr 4 ; 4 R! c: v( t' {4 I0 M* i! T; g
a1 := a1 or d1 ; + U- Y% d* ?2 @. n8 Q6 k" U
outchar[si +1] := chr (a1) ;
8 T8 D. m4 \! j k a0 J! @0 i. s' G
a1 := ord ( inchar[di + 1]) ; & N' v+ A* U( ^3 ]% L: R8 z9 T
a1 := a1 and {&content}F ;
" g8 G) X5 v W' }* o' {9 G x a1 := a1 shl 2 ; / A& i( K9 A0 ]/ t8 `, }' t
d1 := ord ( inchar[di + 2]) ; : a; s, {9 I7 `" \
d1 := d1 shr 6 ; % j2 R2 @1 x3 T- B% F
a1 := a1 or d1 ;
2 k; }& K- q9 W6 P outchar[si + 2] := chr (a1); 3 H& X4 {9 z1 v( o8 |
! u% S* `- s; I7 k. F& ~
a1 := ord ( inchar[di + 2]) ;
, p) x' O( l* |; k6 |6 q" L a1 := a1 and $3F;
/ E/ {+ e1 n |& Q3 } outchar[si + 3] := chr (a1) ; ; \( b, x7 ?1 t. C' p; U
4 W7 o4 j# E( G9 d+ Y, R
//第二次转换 - }+ B7 t: i2 z
d1 := ord ( outchar [si]); //第 1 个
+ B! z+ U( B" y) }/ }# D0 A d1 := gamestr [d1];
. k8 e( M' [( K1 B outchar [si] := chr (d1); 6 Z. P* w- ^' d! I, l6 a" ]
$ O1 h- n9 u/ K& C d1 := ord ( outchar [si + 1]); //第 2 个
: Y6 [* A$ R$ e9 a d1 := gamestr [d1];
( }' n& D+ _6 o$ r$ O& `! ]/ ^ outchar [si + 1] := chr (d1); # }: T1 W6 s9 \, t, Y; i
3 G% j0 [' V, I, U. Q d1 := ord ( outchar [si + 2 ]); //第 3 个
8 p/ I8 U R) \9 K1 ?( F d1 := gamestr [d1]; ; u- I% E+ ~7 u3 X. {4 G
outchar [si + 2] := chr (d1); $ T( D5 c! U n$ B
$ d' m( r9 S1 W. R3 H" M; `3 v: t
d1 := ord ( outchar [si + 3]); //第 4 个
* k% f5 |- t2 T& ]/ M2 k+ b! y2 D d1 := gamestr [d1];
0 ?* A) x& l" G/ ? outchar [si + 3] := chr (d1);
9 q3 o. s$ z- o* Y' X+ H# r# d- m6 Y7 [/ a8 D( D
di := di + 3 ; 5 P. L3 s$ p) n1 b
si := si + 4 ; 0 w% U9 O& X- H: z
end; 0 m" z0 ? D2 R
end; & m1 _! W+ E, o7 p
|