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>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-17 01:31:01 +02:00
1 parent b2e886c7f5
commit 13b91cdd3d
13 files changed
+612 -10

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@@ -13,6 +13,7 @@
// Network events sent from the shadow would name slot - 5: multiplayer with
// more than 5 slots is not supported.
#include "mods/potionstack.h"
#include "mods/skillslots.h"
#include <cstring>
@@ -202,6 +203,7 @@ void __fastcall Inv_ReplaceItemId(void* self, void* edx, int oldId, int newId);
RE_HOOK(0x005d80e0, Inv_ReplaceItemId);
void __fastcall Inv_ReplaceItemId(void* self, void*, int oldId, int newId) {
WithShadow(Inv_ReplaceItemId_original, self, oldId, newId);
mods::potionstack::OnItemIdReplaced(static_cast<uint32_t>(oldId), static_cast<uint32_t>(newId));
}
void __fastcall Inv_FixInventory(void* self, void* edx);