Docs: hard-coded game keys left after the key bindings page

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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khallaandClaude Opus 5.5 committed 2026-10-19 00:40:03 +02:00
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@@ -123,8 +123,33 @@ in-game texts/tooltips that name the old keys):
| S | save game window (`UI_WND_SAVEGAME`) | K (`[keys] SaveGame`) | | S | save game window (`UI_WND_SAVEGAME`) | K (`[keys] SaveGame`) |
| D | unbound | - | | D | unbound | - |
Globally bound letters (engine `0x618130`, UI manager `0x757120`): A B C E F ## Hard-coded game keys left (2026-10-19)
H I L M N O P Q R S T W, Space, ^, digits. Individual windows may use more.
Noted after the key bindings page (docs/options.md): these game keys are
still hard-coded, not on the page. Each would go the way M / Tab / Alt went:
switch the game's key off at its source (switch index byte or compare), add
a binding that calls the same game code.
| Key | Where | What (as read, not all measured) |
|---|---|---|
| I / F / C | UI manager letter switch (`0x757120`, cases at index bytes `0x75868c` + char − 'C') | inventory window with tab 1 / 2 / 3 (`cCommand_onInvOpen`; again: close) |
| L | same | quest book `UI_WND_QUESTBOOK` toggle |
| H | same | toggles UI manager flag 0x200 (unmeasured) |
| T | same | toggles UI manager flag 0x1000 (unmeasured) |
| N | same | network info `UI_WND_NETINFO` (multiplayer only) |
| O | same, only while the options window is open | closes options (applies them) |
| S | same (`0x757775`) | save game window; works only while S is not bound (it is: *Nach unten*). *Spiel speichern* already calls this code. |
| A | engine `cEngine::ReceiveEvent` (`0x618130`, compare at `0x6188e7`) | pick up items nearby; same situation as S (A is *Nach links*); *Gegenstände aufheben* calls the code |
| P | engine (compare at `0x6188f0`) | pause, single player only |
| `` ` `` / ^ / `\` (key codes 0x60, 0x5e, 0xdc) | engine (`0x6188cf`), UI manager (`0x75758c`, `0x75759c`) | console |
| Esc | engine, UI manager `HandleEsc` | closes windows / ESC menu (escape.cpp builds on it) |
| Shift + Space | engine potion table (off with the potion keys) | - |
Digits 0-9 are taken by the skill keys (input.cpp `Reserved`). Bound keys are
swallowed before the game sees them, so a game key only acts while it is not
bound to something else: rebinding *Nach links* away from A brings back the
game's A (pickup), same for S. Individual windows may have more keys of
their own (not surveyed).
## Potion stacks ## Potion stacks