Auto-attack: next target, melee/ranged rule after arts; chain range = cast range
- autoattack: when the target dies, the nearest enemy within close range (contact distance + a step) takes over; after an art the hero auto-attacks if the art was melee (walked up / cast close by), or ranged with a ranged weapon, or ranged with an enemy already in melee range; measured action codes and weapon classes in game/engine/orders.h - chainlightning: jumps reach Blitzschlag's cast range (20 ray segments of 30, the art code's hit check) via the shared NearestHostile search - guards: burning bone render hook had the wrong signature (device plus a 4x4 matrix by value, ret 0x44) and corrupted the stack when fire arrows hit - crash reports follow the ebp chain before the raw stack scan Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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+112
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@@ -8,13 +8,22 @@
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// becomes the hero's combat target if it is a living creature and not an ally.
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// Every engine tick in which the hero is idle, no mouse button and no skill
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// key is held, the attack order a left click sends goes to the target again.
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// A walk order (mouse move, WASD, stop) or the target's death ends it.
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// A walk order (mouse move, WASD, stop) ends it. When the target dies the
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// hero takes the nearest enemy within close range (weapon reach and a step).
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// After an art: a melee art (the hero walked up to cast it, or casts it from
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// close by) always leads to auto-attacking (its target, else the nearest
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// enemy close by); a ranged art (cast from beyond close range) only with a
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// ranged weapon, or with a melee weapon when an enemy is in melee range. Which arts are ranged is seen when the hero starts them and
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// remembered per art. User requests of 2026-10-16.
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// Between swings the hero does not go idle at all: the end-of-swing check for
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// a held mouse button is answered "held" for the auto-attack target.
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// Measured with an order log, see docs/auto-attack.md.
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#include <atomic>
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#include <cstdint>
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#include <unordered_map>
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#include <windows.h>
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#include "game/engine/arts.h"
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#include "game/engine/events.h"
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@@ -30,11 +39,27 @@ namespace {
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// After an attack order, wait this many ticks for the hero to start it before
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// sending another one (it takes about 2 ticks).
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constexpr int kStartTicks = 5;
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constexpr int32_t kActionAttack = 3; // +0x150 low word
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// "Close range": where the hero touches a creature (game::ContactDistance,
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// heroes swing from 117..149) plus a step.
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constexpr int kStep = 100;
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// TODO(measure): the reach of ranged weapons (no ranged hero measured yet).
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constexpr int kRangedWeaponReach = 600;
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// An art order that has not started after this long is forgotten.
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constexpr DWORD kCastStartMs = 5000;
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std::atomic<uint32_t> g_target{0};
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int g_waitTicks = 0;
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// The hero's last art order until the hero starts it.
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struct CastWatch {
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uint16_t art = 0;
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uint32_t target = 0; // an enemy, or 0
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bool walked = false;
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DWORD since = 0;
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};
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CastWatch g_cast;
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std::unordered_map<uint16_t, bool> g_artRanged;
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bool IsEnemy(void* hero, uint32_t id) {
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if (id == 0 || id == static_cast<uint32_t>(game::CreatureField(hero, game::kCreatureId))) {
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return false;
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@@ -43,19 +68,89 @@ bool IsEnemy(void* hero, uint32_t id) {
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}
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bool Idle(void* creature) {
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return (game::CreatureField(creature, game::kCreatureAction) & 0xffff) == 0;
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return game::CurrentAction(creature) == game::kActionIdle;
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}
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// How far the hero looks for its next target.
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double CloseRange(void* hero) {
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if (game::HasRangedWeapon(hero)) {
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return kRangedWeaponReach;
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}
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return game::ContactDistance(hero, hero) + kStep;
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}
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uint32_t NearestCloseEnemy(void* hero, uint32_t except) {
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return game::NearestHostile(hero, hero, CloseRange(hero), except);
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}
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// The hero started the watched art: decide what it auto-attacks afterwards.
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void OnCastStarted(void* hero) {
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const CastWatch cast = g_cast;
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g_cast = {};
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void* target = cast.target ? game::GetCreature(cast.target) : nullptr;
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bool ranged = false;
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if (cast.walked) {
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g_artRanged[cast.art] = false;
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} else if (target && static_cast<int>(game::DistanceTo(hero, cast.target)) >
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game::ContactDistance(hero, target) + kStep) {
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g_artRanged[cast.art] = ranged = true;
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} else {
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const auto known = g_artRanged.find(cast.art);
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ranged = known != g_artRanged.end() && known->second;
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}
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if (ranged && !game::HasRangedWeapon(hero)) {
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// A ranged art with a melee weapon: auto-attack only what is in melee
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// range already (its target if that close, else the nearest enemy).
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const bool targetClose = target && game::DistanceTo(hero, cast.target) <= CloseRange(hero);
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g_target = targetClose ? cast.target : NearestCloseEnemy(hero, 0);
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return;
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}
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g_target = target ? cast.target : NearestCloseEnemy(hero, 0);
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}
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void WatchCast(void* hero) {
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if (!g_cast.since) {
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return;
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}
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if (GetTickCount() - g_cast.since > kCastStartMs) {
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g_cast = {};
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return;
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}
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switch (game::CurrentAction(hero)) {
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case game::kActionWalk:
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g_cast.walked = true;
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break;
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case game::kActionCastSpell:
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case game::kActionCombatMove:
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OnCastStarted(hero);
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break;
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default:
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break;
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}
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}
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void OnTick(uint8_t* engine) {
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const uint32_t id = g_target.load();
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void* hero = game::ControlledCreature(engine);
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if (!hero) {
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g_target = 0;
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return;
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}
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WatchCast(hero);
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if (g_cast.since) {
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return; // the art decides once it starts
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}
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uint32_t id = g_target.load();
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if (!id) {
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return;
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}
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void* hero = game::ControlledCreature(engine);
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void* target = game::GetCreature(id);
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if (!hero || !target || !game::IsAlive(target)) {
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g_target = 0;
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return;
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if (!target || !game::IsAlive(target)) {
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id = NearestCloseEnemy(hero, id);
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g_target = id;
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target = id ? game::GetCreature(id) : nullptr;
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if (!target) {
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return;
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}
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}
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if (!Idle(hero)) {
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g_waitTicks = 0;
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@@ -129,7 +224,7 @@ char __fastcall AttackHeld(void* cursor, void*) {
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const uint32_t id = g_target.load();
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void* hero = game::GetPlayerHero();
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if (!id || !hero || mods::skillkeys::KeyHeld() ||
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(game::CreatureField(hero, game::kCreatureAction) & 0xffff) != kActionAttack) {
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game::CurrentAction(hero) != game::kActionAttack) {
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return 0;
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}
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void* target = game::GetCreature(id);
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@@ -161,12 +256,17 @@ void OnOrder(void* creature, const game::CreatureOrder& order, void*) {
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g_target = static_cast<uint32_t>(order.a);
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}
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break;
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case game::kOrderUseArt:
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if (IsEnemy(hero, order.target)) {
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g_target = order.target;
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case game::kOrderUseArt: {
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// Buffs and the like (aimed at the hero or an ally) leave the target.
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const auto launch = game::ArtLaunchType(static_cast<uint16_t>(order.art));
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if (launch == game::LaunchType::SelfOrAlly || launch == game::LaunchType::Corpse) {
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break;
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}
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g_cast = {static_cast<uint16_t>(order.art), IsEnemy(hero, order.target) ? order.target : 0u, false,
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GetTickCount()};
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break;
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}
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}
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}
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struct OrderRegistration {
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+18
-42
@@ -11,7 +11,8 @@
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//
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// This mod keeps all of that and decides:
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// - hits per chain N = 3 + level / 5: the first bolt's [14];
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// - the next target: the nearest enemy within the game's range that this
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// - the next target: the nearest enemy within Blitzschlag's cast range (see
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// below; the game's own jump search used about 316) that this
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// chain has not hit yet; else another enemy; else the current target again
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// (a lone enemy takes all N hits);
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// - chains B = 1 + level / 10: B - 1 more chains start at the first target,
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@@ -43,7 +44,16 @@ namespace {
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constexpr uint32_t kBoltObjectType = 0x368; // 872
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constexpr uint32_t kJumpSearchCall = 0x005b469f; // in the bolt update
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constexpr uint32_t kFindJumpTarget = 0x006005d0; // cObjectManager::FindJumpTarget
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constexpr uint32_t kJumpRange = 100000; // the game's argument (a squared distance)
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// Blitzschlag's cast range: the art code (cCreature art switch 0x5222c0,
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// case 0x21) lays the ray from the caster towards the target in segments of
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// 30, at most 20, each on passable ground (0x636b60); only if the target is
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// reached is the bolt created on it. A jump may go as far as a cast. One place,
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// so it can become dynamic (levels, attributes) later.
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constexpr double kRaySegmentLength = 30.0;
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constexpr int kRaySegments = 20;
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double CastRange() {
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return kRaySegmentLength * kRaySegments;
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}
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constexpr size_t kObjectOwnerPlayer = 0x39; // u8, copied from the caster like the game does
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constexpr size_t kCreaturePosition = 0x18; // 4 dwords, as effects are placed
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constexpr size_t kEventHitsLeft = 14;
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@@ -84,44 +94,10 @@ unsigned ArtLevel(void* creature, uint16_t art) {
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return entry ? entry[game::kCooldownLevel] + entry[game::kCooldownBonusLevels] : 0;
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}
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bool Contains(const std::vector<uint32_t>& ids, uint32_t id) {
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for (uint32_t i : ids) {
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if (i == id) {
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return true;
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}
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}
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return false;
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}
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bool IsTarget(void* caster, uint32_t id) {
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return !game::IsPlayerHeroId(id) && game::IsHostileTo(caster, game::GetCreature(id));
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}
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// The nearest living enemy of `caster` within `range` (squared) of `from`, not
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// `current`; one not in `avoid` if there is any. 0 if none.
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uint32_t Nearest(void* caster, void* from, uint32_t range, uint32_t current, const std::vector<uint32_t>& avoid) {
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uint32_t best = 0;
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double bestDistance = 0.0;
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bool bestFresh = false;
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const int count = game::NearbyCreatureCount();
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for (int i = 0; i < count; ++i) {
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const uint32_t id = game::NearbyCreatureId(i);
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if (id == current || !IsTarget(caster, id)) {
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continue;
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}
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const double d = static_cast<double>(game::DistanceTo(from, id));
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if (d * d > static_cast<double>(range)) {
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continue;
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}
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const bool fresh = !Contains(avoid, id);
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if (best && ((bestFresh && !fresh) || (bestFresh == fresh && d >= bestDistance))) {
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continue;
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}
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best = id;
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bestDistance = d;
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bestFresh = fresh;
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}
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return best;
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// The nearest living enemy of `caster` within the cast range of `from`, not
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// `current`; one not in `avoid` if there is any.
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uint32_t Nearest(void* caster, void* from, uint32_t current, const std::vector<uint32_t>& avoid) {
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return game::NearestHostile(caster, from, CastRange(), current, avoid.data(), avoid.size());
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}
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void Forget() {
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@@ -194,7 +170,7 @@ void BeforeFxEvent(uint8_t* fx, uint32_t* event) {
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// More chains: each starts with a bolt at its own first jump target.
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std::vector<uint32_t> taken{target};
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for (unsigned c = 1; c < chains && hits > 1; ++c) {
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const uint32_t next = Nearest(caster, first, kJumpRange, target, taken);
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const uint32_t next = Nearest(caster, first, target, taken);
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const uint32_t branchTarget = next ? next : target;
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taken.push_back(branchTarget);
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auto branch = std::make_shared<Chain>();
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@@ -252,7 +228,7 @@ uint32_t __fastcall NextTarget(void* manager, void*, const int32_t* position, ui
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return 0;
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}
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const std::shared_ptr<Chain> chain = it->second.chain;
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uint32_t next = Nearest(casterCreature, from, range, current, chain->hit);
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uint32_t next = Nearest(casterCreature, from, current, chain->hit);
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if (!next) {
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next = current; // nobody else: hit the same enemy again
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}
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+7
-3
@@ -13,9 +13,13 @@ namespace game {
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// pressed while walking; Windows reported sacred.exe+0x374e39). Who renders
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// it without a device is not known yet (sacred_re_crash.txt will tell). With
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// no device there is nothing to draw.
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void __fastcall BurningBone_Render(void* self, void* edx, void* device);
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// (device, a 4x4 matrix by value; ret 0x44).
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struct Matrix4 {
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float m[16];
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};
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void __fastcall BurningBone_Render(void* self, void* edx, void* device, Matrix4 transform);
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RE_HOOK(0x00774e10, BurningBone_Render);
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void __fastcall BurningBone_Render(void* self, void* edx, void* device) {
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void __fastcall BurningBone_Render(void* self, void* edx, void* device, Matrix4 transform) {
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if (!device) {
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static bool logged = false;
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if (!logged) {
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@@ -24,7 +28,7 @@ void __fastcall BurningBone_Render(void* self, void* edx, void* device) {
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}
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return;
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}
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BurningBone_Render_original(self, edx, device);
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BurningBone_Render_original(self, edx, device, transform);
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}
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} // namespace game
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