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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+15 -40
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@@ -22,34 +22,16 @@
#include "game/engine/events.h"
#include "game/engine/objects.h"
#include "game/engine/orders.h"
#include "mods/input.h"
#include "re/hook.h"
namespace mods::wasd {
namespace {
// --- sacred.exe ---------------------------------------------------------------
constexpr uint32_t kEventCreatureVtable = 0x0088e95c;
using SendOrderFn = void(__fastcall*)(void* engine, void* edx, void* creature, void* event);
const auto SendOrder = reinterpret_cast<SendOrderFn>(0x006170d0); // adjusts ground targets, then vf18
// 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
// cEvent_creature, command 4 = walk.
struct CreatureEvent {
uint32_t vtable;
uint32_t command;
uint32_t unknown08[3];
uint32_t groundTarget; // 2: x, y are a point on the ground
int32_t x;
int32_t y;
uint32_t held; // 1: re-aim while a mouse button is held (cEngine::Tick)
uint32_t unknown24[8];
};
static_assert(sizeof(CreatureEvent) == 0x44);
using game::ControlledCreature;
using game::CreatureOrder;
using game::kEngineFlags;
// Walk orders aim this far (world units) from the creature, about where the
// cursor would be.
@@ -59,27 +41,21 @@ bool KeyDown(int key) {
return (GetAsyncKeyState(key) & 0x8000) != 0;
}
void* ControlledCreature(uint8_t* engine) {
return game::GetCreature(*reinterpret_cast<uint32_t*>(engine + kEngineControlledId));
}
void SendWalk(uint8_t* engine, void* creature, int x, int y) {
CreatureEvent event = {};
event.vtable = kEventCreatureVtable;
event.command = 4;
event.groundTarget = 2;
event.x = x;
event.y = y;
SendOrder(engine, nullptr, creature, &event);
CreatureOrder order;
order.command = game::kOrderWalk;
order.groundTarget = 2;
order.a = x;
order.b = y;
game::SendCreatureOrder(engine, creature, order);
}
// A walk order without a target stops the creature where it is (what
// releasing a held mouse button sends, cEngine::HandleMouseButton).
void SendStop(uint8_t* engine, void* creature) {
CreatureEvent event = {};
event.vtable = kEventCreatureVtable;
event.command = 4;
SendOrder(engine, nullptr, creature, &event);
CreatureOrder order;
order.command = game::kOrderWalk;
game::SendCreatureOrder(engine, creature, order);
}
struct MoveState {
@@ -119,10 +95,9 @@ void Update(uint8_t* engine) {
if (!creature) {
return;
}
const auto* c = static_cast<const uint8_t*>(creature);
const double length = std::sqrt(static_cast<double>(dx * dx + dy * dy));
const int x = *reinterpret_cast<const int32_t*>(c + 0x1c) + static_cast<int>(dx / length * kTargetDistance);
const int y = *reinterpret_cast<const int32_t*>(c + 0x20) + static_cast<int>(dy / length * kTargetDistance);
const int x = game::CreatureField(creature, game::kCreatureX) + static_cast<int>(dx / length * kTargetDistance);
const int y = game::CreatureField(creature, game::kCreatureY) + static_cast<int>(dy / length * kTargetDistance);
SendWalk(engine, creature, x, y);
g_move.moving = true;
}