Skills, auto-attack, aura and chain lightning rework, Esc, cache fix

- Skill bar: no art selection; slot 0 is the right-click art, keys 0-6 cast
  slots directly; cooldown labels in exact seconds; slot 0 set apart.
- Arts regenerate on their own (casting no longer refills the group).
- Auto-attack after targeting or casting at a hostile creature, at the speed
  of a held button.
- Auras can be recast while active (renew, no second visual).
- Blicke wie Klingen hits every enemy in range, physical, with life leech.
- Blitzschlag steers the game's own chain: 3 + level/5 hits, 1 + level/10
  chains, re-hits a lone enemy.
- Weapon sets: click selects, drag only from the selected set; the leftmost
  set is clickable (signed hit tests).
- Esc closes open windows before opening the game menu.
- HUD: standalone buttons and texts are centred.
- Record cache sized for widened views (town lag while walking).
- Shared game code: orders, fx events, text drawing, cooldowns, effects.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-16 00:11:38 +02:00
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#pragma once
// Creature orders (cEvent_creature) and the engine fields around them
// (docs/wasd.md, docs/auto-attack.md).
#include <cstddef>
#include <cstdint>
#include "game/engine/objects.h"
namespace game {
constexpr uint32_t kEventCreatureVtable = 0x0088e95c;
// cEngine fields.
constexpr size_t kEngineFlags = 0x54; // 0x10 mouse button held (hold-to-move), 0x4000 input blocked
constexpr size_t kEngineControlledId = 0x13c; // object id of the controlled creature
// Order commands.
constexpr uint32_t kOrderWalk = 4;
constexpr uint32_t kOrderAttack = 7; // left click on a creature: one attack
constexpr uint32_t kOrderUseArt = 0x105;
// cEvent_creature (0x44 bytes). The meaning of +0x10..+0x20 depends on the
// command:
// walk (4): +0x14 2 = ground point at +0x18 / +0x1c (0: stop),
// +0x20 1 = re-aim while a mouse button is held
// attack (7): +0x18 target object id, +0x1c / +0x20 its position
// use art (105): +0x10 target object id (0: ground / self), +0x18 / +0x1c
// ground point, +0x30 art id
// hit (5): +8 sender, +0xc / +0x10 target, +0x1c attacker id (the
// damage code credits it: life leech, ...; aura hits leave
// it 0), +0x20 four u16 damage slots (physical, ...),
// +0x30 float damage factor
struct CreatureOrder {
uint32_t vtable = kEventCreatureVtable;
uint32_t command = 0;
uint32_t unknown08[2] = {};
uint32_t target = 0; // +0x10
uint32_t groundTarget = 0; // +0x14
int32_t a = 0; // +0x18
int32_t b = 0; // +0x1c
int32_t c = 0; // +0x20
uint32_t unknown24[3] = {};
uint32_t art = 0; // +0x30
uint32_t unknown34[4] = {};
};
static_assert(sizeof(CreatureOrder) == 0x44);
static_assert(offsetof(CreatureOrder, art) == 0x30);
// cEngine::SendCreatureOrder (0x6170d0): snaps ground targets, then
// creature->vf18 (cCreature::ReceiveOrder 0x52e400).
inline void SendCreatureOrder(uint8_t* engine, void* creature, CreatureOrder& order) {
using Fn = void(__fastcall*)(void* engine, void* edx, void* creature, void* event);
reinterpret_cast<Fn>(0x006170d0)(engine, nullptr, creature, &order);
}
inline void* ControlledCreature(uint8_t* engine) {
return GetCreature(*reinterpret_cast<uint32_t*>(engine + kEngineControlledId));
}
// Called before cCreature::ReceiveOrder (0x52e400) handles an order (any
// creature; `caller` is the code that sent it). Register at startup.
using CreatureOrderFn = void (*)(void* creature, const CreatureOrder& order, void* caller);
void OnCreatureOrder(CreatureOrderFn callback);
// Creature fields.
constexpr size_t kCreatureId = 0xc;
constexpr size_t kCreatureX = 0x1c;
constexpr size_t kCreatureY = 0x20;
// +0x150: low word the current action (0 none, 1 art, 3 attack, 8 ...), high
// word its phase; 0x10000 when standing idle.
constexpr size_t kCreatureAction = 0x150;
// cCreature::IsAlive (0x548ef0): not dying (+0x150 == 6), not dead (+0xfc ==
// 9), health (+0x4d8) left.
inline bool IsAlive(void* creature) {
using Fn = char(__fastcall*)(void*, void*);
return reinterpret_cast<Fn>(0x00548ef0)(creature, nullptr) != 0;
}
// cCreature::IsHostileTo (0x548dd0, (creature)): `other` is alive and its
// faction is hostile to this creature's (0x4226f0 / 0x423450). NPCs such as
// traders are not hostile (and not allies either).
inline bool IsHostileTo(void* creature, void* other) {
using Fn = char(__fastcall*)(void*, void*, void*);
return other && reinterpret_cast<Fn>(0x00548dd0)(creature, nullptr, other) != 0;
}
// cCreature::DistanceTo (0x536f20, (object id)).
inline uint32_t DistanceTo(void* creature, uint32_t id) {
using Fn = uint32_t(__fastcall*)(void*, void*, uint32_t);
return reinterpret_cast<Fn>(0x00536f20)(creature, nullptr, id);
}
inline int32_t CreatureField(const void* creature, size_t offset) {
return *reinterpret_cast<const int32_t*>(static_cast<const uint8_t*>(creature) + offset);
}
} // namespace game