Loot filter: quest items are their own category, first and never voided
Quest items are recognized by the type's quest number or the scripts' QuestItem / MainQuestItem marks, checked before the other categories. Their row in the Beute tab has no Löschen box; Void in the ini reads as Default. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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@@ -1,6 +1,6 @@
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// Loot filter (request of 2026-10-19), set on the options window's Beute page
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// (mods/options.cpp): per category - Gold, Tränke, and the item colours white,
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// blue, yellow, brown, green - one of
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// (mods/options.cpp): per category - Questgegenstände, Gold, Tränke, and the
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// item colours white, blue, yellow, brown, green - one of
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// Void a drop is deleted at once (monster loot, chests; items the
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// player puts down stay),
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// Ignore the pickup key (Q, the collect mode) leaves it,
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@@ -9,10 +9,14 @@
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// It replaces the game's PICKUPAUTO setting (all / valuable / gold only),
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// whose radio buttons are gone from the page.
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//
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// - Categories from the game's data: gold by type (0x43ae20), potions by item
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// class 9, set items green (0x433f00 +0x23), otherwise the quality tier
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// that picks the item colour (0x5c1330, game/engine/items.h). Runes and the
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// types CanCollectItem always takes (quest items) are not filtered.
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// - Categories from the game's data: quest items first (request of
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// 2026-10-25: they were voided as their colour's category; "it needs to be
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// top priority, also Löschen is not an option for those"; type's quest
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// number or quest-item mark, game::ItemIsQuestItem), gold by type
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// (0x43ae20), potions by item class 9, set items green (0x433f00 +0x23),
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// otherwise the quality tier that picks the item colour (0x5c1330,
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// game/engine/items.h). Runes and objects flagged always-collected are not
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// filtered.
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// - Pickup: cCreature::CanCollectItem (0x4ec170) is the collect mode's filter
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// (both of its scans; a clicked item does not ask it).
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// - Void: items made by the loot drop (cCreature 0x559a30, via
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@@ -44,7 +48,7 @@
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namespace mods::lootfilter {
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namespace {
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enum Category : int { kGold, kPotions, kWhite, kBlue, kYellow, kBrown, kGreen, kNone = -1 };
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enum Category : int { kQuest, kGold, kPotions, kWhite, kBlue, kYellow, kBrown, kGreen, kNone = -1 };
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struct CategoryInfo {
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const char* key; // in [loot]
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@@ -53,6 +57,7 @@ struct CategoryInfo {
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};
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// Gold and potions as the game's labels show them: white.
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constexpr CategoryInfo kCategories[kCategoryCount] = {
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{"Quest", L"Questgegenstände", game::kItemColourWhite},
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{"Gold", L"Gold", game::kItemColourWhite}, {"Potions", L"Tränke", game::kItemColourWhite},
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{"White", L"Weiß", game::kItemColourWhite}, {"Blue", L"Blau", game::kItemColourBlue},
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{"Yellow", L"Gelb", game::kItemColourYellow}, {"Brown", L"Braun", game::kItemColourBrown},
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@@ -67,10 +72,10 @@ constexpr ModeInfo kModes[kModeCount] = {
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{"Void", L"Löschen"}, {"Ignore", L"Ignorieren"}, {"Default", L"Standard"}, {"AlwaysShow", L"Immer anzeigen"}};
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Mode g_modes[kCategoryCount] = {Mode::Default, Mode::Default, Mode::Default, Mode::Default,
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Mode::Default, Mode::Default, Mode::Default};
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Mode::Default, Mode::Default, Mode::Default, Mode::Default};
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// cObject +0x14 bit 0x800: CanCollectItem takes such objects whatever the
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// pickup setting (as the types of ItemAlwaysCollected).
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// cObject +0x14 bit 0x800: the game's CanCollectItem takes such objects
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// whatever the pickup setting.
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constexpr uint32_t kObjectAlwaysCollected = 0x800;
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int CategoryOf(void* object) {
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@@ -82,8 +87,11 @@ int CategoryOf(void* object) {
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if (type == 0 || type >= game::kItemTypeCount) {
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return kNone;
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}
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if (game::ItemIsQuestItem(type)) {
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return kQuest;
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}
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const uint32_t flags = *reinterpret_cast<const uint32_t*>(static_cast<const uint8_t*>(object) + game::kObjectFlags);
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if ((flags & kObjectAlwaysCollected) || game::ItemAlwaysCollected(type)) {
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if (flags & kObjectAlwaysCollected) {
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return kNone;
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}
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if (game::ItemIsGold(type)) {
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@@ -125,7 +133,7 @@ void Load() {
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for (int i = 0; i < kCategoryCount; ++i) {
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const std::string text = re::ConfigString("loot", kCategories[i].key, kModes[int(Mode::Default)].key);
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for (int m = 0; m < kModeCount; ++m) {
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if (_stricmp(text.c_str(), kModes[m].key) == 0) {
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if (_stricmp(text.c_str(), kModes[m].key) == 0 && ModeAllowed(i, static_cast<Mode>(m))) {
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g_modes[i] = static_cast<Mode>(m);
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}
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}
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@@ -207,6 +215,10 @@ const wchar_t* ModeLabel(Mode mode) {
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return kModes[static_cast<int>(mode)].label;
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}
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bool ModeAllowed(int category, Mode mode) {
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return category != kQuest || mode != Mode::Void;
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}
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Mode GetMode(int category) {
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return g_modes[category];
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}
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@@ -225,7 +237,7 @@ namespace game {
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using namespace mods::lootfilter;
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// cCreature::CanCollectItem (0x4ec170, (item), ret 4): carried items never;
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// quest items, runes and anything not filtered always; else by the mode.
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// runes and anything not filtered always; else by the mode.
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bool __fastcall Creature_CanCollectItem(void* self, void* edx, uint8_t* item);
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RE_HOOK(0x004ec170, Creature_CanCollectItem);
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bool __fastcall Creature_CanCollectItem(void*, void*, uint8_t* item) {
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@@ -13,13 +13,14 @@ enum class Mode : int {
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};
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constexpr int kModeCount = 4;
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// Categories: Gold, Tränke, then the item colours white, blue, yellow, brown,
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// green.
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constexpr int kCategoryCount = 7;
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// Categories: Questgegenstände (first: checked before the others, never
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// Void), Gold, Tränke, then the item colours white, blue, yellow, brown, green.
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constexpr int kCategoryCount = 8;
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const wchar_t* CategoryLabel(int category);
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uint32_t CategoryColour(int category); // as the game colours their names
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const wchar_t* ModeLabel(Mode mode);
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bool ModeAllowed(int category, Mode mode);
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Mode GetMode(int category);
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// Sets all modes (`modes[kCategoryCount]`) and writes them to sacredK.ini.
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@@ -523,7 +523,8 @@ game::UiRect LootBoxRect(void* window, int row, int mode) {
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int LootBoxAt(void* window, int x, int y) {
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for (int category = 0; category < mods::lootfilter::kCategoryCount; ++category) {
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for (int mode = 0; mode < mods::lootfilter::kModeCount; ++mode) {
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if (game::Inside(LootBoxRect(window, category + 1, mode), x, y)) {
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if (mods::lootfilter::ModeAllowed(category, static_cast<mods::lootfilter::Mode>(mode)) &&
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game::Inside(LootBoxRect(window, category + 1, mode), x, y)) {
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return category * mods::lootfilter::kModeCount + mode;
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}
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}
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@@ -548,6 +549,9 @@ void DrawLootPage(const Window& w, void* device) {
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game::DrawText(device, kFont, game::CenterLineVertically(kFont, LootRowRect(window, row, 0, kLootLabelWidth)),
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CategoryLabel(category), CategoryColour(category), 0);
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for (int mode = 0; mode < kModeCount; ++mode) {
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if (!ModeAllowed(category, static_cast<Mode>(mode))) {
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continue;
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}
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const bool selected = g_lootPending[category] == static_cast<Mode>(mode);
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const bool hover = g_lootHover == category * kModeCount + mode;
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FillBox(device, LootBoxRect(window, row, mode),
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