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
1 parent f721d2a486
commit 1fd89524d3
41 files changed
+2347 -214

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+12 -13
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@@ -5,9 +5,9 @@
// several event receivers (engine 0x618130, UI manager 0x757120, taskbar
// 0x6e1970). This mod reads the raw key messages instead (virtual keys,
// independent of the keyboard layout): a bound key's messages are swallowed
// and its action runs. Slot keys call the taskbar's selection directly
// (src/mods/skillbar.cpp); keys standing in for an original hotkey post that
// hotkey's key event to the game's event kernel, the way the window
// and its action runs. Skill keys cast their slot (src/mods/skillkeys.cpp),
// weapon set keys select it on the taskbar; keys standing in for an original
// hotkey post that hotkey's key event to the game's event kernel, the way the window
// procedure does (the kernel dispatches it right away, on the window thread).
//
// While a text field has the keyboard, or Ctrl / Alt is held, keys pass
@@ -15,7 +15,7 @@
//
// sacred_re.ini (key names: A-Z, 0-9, F1-F24, Space, None):
// [keys]
// SkillSlot1=1 ... SkillSlot7=7 ; select and cast combat-art slot
// SkillSlot0=0 ... SkillSlot6=6 ; cast combat-art slot (0 = right mouse button art)
// WeaponSet1=F1 ... WeaponSet7=F7 ; select weapon set
// ActionSlot3=G ; what W did (W is movement)
// PickUp=V ; what A did (pick up items nearby)
@@ -85,13 +85,13 @@ struct Binding {
};
Binding g_bindings[] = {
{"SkillSlot1", "1", Kind::SkillSlot, 0, 0},
{"SkillSlot2", "2", Kind::SkillSlot, 1, 0},
{"SkillSlot3", "3", Kind::SkillSlot, 2, 0},
{"SkillSlot4", "4", Kind::SkillSlot, 3, 0},
{"SkillSlot5", "5", Kind::SkillSlot, 4, 0},
{"SkillSlot6", "6", Kind::SkillSlot, 5, 0},
{"SkillSlot7", "7", Kind::SkillSlot, 6, 0},
{"SkillSlot0", "0", Kind::SkillSlot, 0, 0},
{"SkillSlot1", "1", Kind::SkillSlot, 1, 0},
{"SkillSlot2", "2", Kind::SkillSlot, 2, 0},
{"SkillSlot3", "3", Kind::SkillSlot, 3, 0},
{"SkillSlot4", "4", Kind::SkillSlot, 4, 0},
{"SkillSlot5", "5", Kind::SkillSlot, 5, 0},
{"SkillSlot6", "6", Kind::SkillSlot, 6, 0},
{"WeaponSet1", "F1", Kind::WeaponSet, 0, 0},
{"WeaponSet2", "F2", Kind::WeaponSet, 1, 0},
{"WeaponSet3", "F3", Kind::WeaponSet, 2, 0},
@@ -149,8 +149,7 @@ void Press(const Binding& binding, int vk) {
const auto slot = static_cast<unsigned>(binding.index);
switch (binding.kind) {
case Kind::SkillSlot:
mods::skillkeys::CastOnSelect(slot, vk);
mods::skillbar::SelectSkillSlot(slot);
mods::skillkeys::KeyPressed(slot, vk);
break;
case Kind::WeaponSet:
mods::skillbar::SelectWeaponSet(slot);