Potion counts on the bottom bar and potion stacks in the inventory

- potioncounts.cpp: each potion slot shows how many potions of its kind the
  hero carries (stacks added up)
- potionstack.cpp: potions of one type stack up to 20 per cell; every
  potion entering the hero's grid pours into stacks with room, the sort
  button stacks first, drinking takes one off a stack, counts drawn on the
  cells and saved in the JSON inventories
- game/engine/items.h: potion kinds and grid helpers; ObjectManager and
  DestroyObject in objects.h
- auto-attack: the projectile-weapon target radius is a design value
- docs/potion-stacks.md: measured paths and the design

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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khallaandClaude Opus 5.5 committed 2026-10-17 01:31:01 +02:00
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// Potion counts on the potion slots of the bottom bar.
//
// Request (2026-10-17): the potion selector always shows how many potions of
// each kind the hero carries (only when there are any).
//
// The bar shows 5 potion kinds: cUI_Taskbar2::RenderPotionSlots (0x6e39e0)
// draws control k-1 (embedded at +0x258, stride 0xbc) when
// cInventoryEntry::GetPotionRef(k) finds a potion of kind k, else the empty
// control behind it (+0x3ac). GetPotionRef walks the inventory grid and asks
// ItemPotionKind for each item's kind; the count here does the same and adds
// up the potion stacks (potionstack.cpp).
#include <cstdint>
#include <cwchar>
#include "game/engine/items.h"
#include "game/engine/objects.h"
#include "game/ui/text.h"
#include "mods/potionstack.h"
#include "mods/skillslots.h"
#include "re/hook.h"
namespace mods::potioncounts {
namespace {
// cUI_Taskbar2 fields.
constexpr size_t kInventoryIndex = 0x158; // u16: the hero's inventory
constexpr size_t kPotionSlots = 0x258; // game::kPotionKinds embedded controls
constexpr size_t kPotionSlotSize = 0xbc;
constexpr uint16_t kCountFont = 1; // as the art cooldown labels (skillbar.cpp)
constexpr uint32_t kCountColor = 0xffffffff;
constexpr int kCountInset = 3; // from the slot's bottom-right corner
void RenderCounts(uint8_t* taskbar, void* renderer) {
const uint8_t* inventory =
skillslots::Inventory(*reinterpret_cast<const uint16_t*>(taskbar + kInventoryIndex));
if (!inventory || !game::GetPlayerHero()) {
return;
}
unsigned counts[game::kPotionKinds + 1] = {};
game::ForEachGridItem(inventory, [&](uint32_t id) {
const int kind = game::PotionKindOf(id);
if (kind >= 1 && kind <= game::kPotionKinds) {
counts[kind] += potionstack::StackCount(id);
}
});
const int lineHeight = game::FontLineHeight(kCountFont);
for (int kind = 1; kind <= game::kPotionKinds; ++kind) {
if (counts[kind] == 0) {
continue;
}
game::UiRect rect = game::ControlScreenRect(taskbar + kPotionSlots + (kind - 1) * kPotionSlotSize);
rect.y += rect.h - lineHeight - kCountInset;
rect.w = static_cast<int16_t>(rect.w - kCountInset);
wchar_t text[8];
swprintf_s(text, L"%u", counts[kind]);
game::DrawText(renderer, kCountFont, rect, text, kCountColor, game::kTextRight);
}
}
} // namespace
} // namespace mods::potioncounts
// cUI_Taskbar2::RenderPotionSlots (0x6e39e0, ret 4): then the counts.
void __fastcall UiTaskbar_RenderPotionSlots(void* self, void* edx, void* renderer);
RE_HOOK(0x006e39e0, UiTaskbar_RenderPotionSlots);
void __fastcall UiTaskbar_RenderPotionSlots(void* self, void* edx, void* renderer) {
UiTaskbar_RenderPotionSlots_original(self, edx, renderer);
if (self) {
mods::potioncounts::RenderCounts(static_cast<uint8_t*>(self), renderer);
}
}