WASD movement for the player

While W/A/S/D are held, the controlled creature gets a plain walk order every
engine tick toward its position plus the pressed screen direction, as the
mouse does while its button is held (every mouse event re-sends a walk to the
cursor point); releasing sends the target-less stop order of a released mouse
button. W/A/S/D key events are swallowed before the hotkeys see them; their
old actions move to G (action slot 3), V (pick up nearby) and K (save game
window) for now, configurable in [wasd].

docs/wasd.md: order format, measured mouse behaviour, hotkey map.
docs/todo.md: better pathfinder; final bindings for the moved hotkeys.
re::ConfigString for string settings.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
This commit is contained in:
khallaandClaude Opus 5.5 committed 2026-10-14 09:08:53 +02:00
1 parent 52db0f79f9
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@@ -33,6 +33,7 @@ add_library(sacred_re SHARED
src/mods/borderless.cpp
src/mods/widescreen.cpp
src/mods/hud.cpp
src/mods/wasd.cpp
)
target_include_directories(sacred_re PRIVATE src)
target_compile_options(sacred_re PRIVATE ${SACRED_RE_CXX_FLAGS})
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# To do
## Better pathfinder (mouse clicks and monsters)
Replace the game's pathfinding with a more reliable and efficient one, for
click-to-move and for monster AI. What we know so far:
- Walk orders are `cEvent_creature` command 4 with a ground target (+0x18/+0x1c),
sent through `cEngine::SendCreatureOrder` (`0x6170d0`), which snaps the
target to a walkable point (`0x616b70`) and hands it to
`cCreature::ReceiveOrder` (`0x52e400`, vf18, ~6400 decompiled lines).
- Far targets (~2000 world units) are rejected or followed badly.
- Still to map: the path search itself, the sector/tile collision data it
reads, and how monster AI issues its moves.
## Key bindings moved for WASD movement (temporary)
W, A and S were game hotkeys. With WASD movement (`src/mods/wasd.cpp`) their
actions moved to other keys for now; choose final bindings (and update the
in-game texts/tooltips that name the old keys):
| Key | Action | Temporary key (`[wasd]` in sacred_re.ini) |
|---|---|---|
| W | action slot 3 (`cEngine::UseActionSlot`, like Q/E/R/B/Space) | G (`ActionKeyW`) |
| A | pick up items nearby (creature event 0x113) | V (`ActionKeyA`) |
| S | save game window (`UI_WND_SAVEGAME`) | K (`ActionKeyS`) |
| D | unbound | - |
Globally bound letters (engine `0x618130`, UI manager `0x757120`): A B C E F
H I L M N O P Q R S T W, Space, ^, digits. Individual windows may use more.
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# WASD movement (`src/mods/wasd.cpp`)
## How the game moves the hero
Movement is a creature order: `cEvent_creature` (vtable `0x88e95c`, 0x44
bytes), command 4 = walk, sent with `cEngine::SendCreatureOrder` (`0x6170d0`,
`(creature, event)`), which snaps a ground target to a walkable point and
passes the order to `creature->vf18` (`cCreature::ReceiveOrder`, `0x52e400`).
| Offset | Field |
|---|---|
| +4 | command (4 walk, 0x105 ...) |
| +0x10 | target object id (attacks) |
| +0x14 | 2: x, y are a ground point; 0: no target |
| +0x18 / +0x1c | ground point (world units, same as creature +0x1c / +0x20) |
| +0x20 | 1: re-aim while a mouse button is held; 2: skip target snapping |
The controlled creature's object id is at `cEngine+0x13c`; objects come from
`cObjectManager::GetObject` (`0x5fe060`, manager `*0xad3bc0`), cast with
`__RTDynamicCast` to `cCreature`. Hero state: `+0xfc` action mode (2 while
following a held mouse button), `+0x150` movement (1 walking, 2 arriving,
0 standing).
Mouse, measured with an order log:
- click (`cEngine::HandleMouseButton` `0x617360`): one walk order to the
ground point, then engine flag `+0x54 |= 0x10` (button held);
- while held: every mouse event re-sends a plain walk order (+0x20 = 0) to the
point under the cursor, dozens per tick; the hero stays in mode 2 and walks
smoothly. `cEngine::Tick` (`0x60f1d0`, 10 Hz) additionally sends a re-aim
order (+0x20 = 1) per tick after 0.4 s of walking;
- release after > 0.5 s: a walk order without target (+0x14 = 0), which stops
the hero in place.
## What the mod does
Every `cEngine::Tick`, while W/A/S/D are held (and no text field has the
focus, no mouse button is held): a plain walk order to hero position +
direction x 300 world units (about a cursor's distance). Screen directions in
world axes: up (-1,-1), down (1,1), left (-1,1), right (1,-1); combinations are
summed and normalised. All keys released: the target-less stop order.
Dead ends, for the record: re-aim orders (+0x20 = 1) on their own stop the
hero after two orders; far targets (2000 units) are rejected or followed
badly; targets near the stepwise-updated position make it arrive and stop.
## Hotkeys
Keys reach the game as `cEvent_key` (category 4; key at +6/+8, modifiers at
+0xa) through the kernel queue to `cEngine::ReceiveEvent` (`0x618130`), which
offers them to `cUI_Manager::ReceiveEvent` (`0x757120`) first. Both compare
`toupper(key)` (`0x84aa86`). The mod swallows W/A/S/D there (auto-repeat events
would trigger the hotkeys) and rewrites the replacement keys into the old
letters; the temporary bindings are listed in `docs/todo.md`.
Hotkeys found: engine A (pick up nearby), P (pause), Q/W/E/R/B/Space
(`cEngine::UseActionSlot`), ^ (console), Esc, Ctrl+B/F/X/Z (Z quicksave); UI
manager C F H I L M N O S T (S save game window). Arrow keys in
`cEngine::ScrollInput` (`0x610650`) walk object #2 or scroll the camera; not
reachable in normal play.
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// WASD movement for the player character.
//
// While W, A, S or D is held, the controlled creature gets a plain walk order
// (cEvent_creature 4 to a ground point) every engine tick, aimed a cursor's
// distance from it in the pressed screen direction. That is what the mouse
// does while its button is held: every mouse event re-sends a walk to the point
// under the cursor (cEngine::HandleMouseButton), which keeps the creature
// walking smoothly. (The "held" re-aim orders cEngine::Tick sends as well stop
// it when sent on their own.) Releasing the keys sends the target-less walk
// order a released mouse button sends, which stops it in place.
//
// W, A and S are game hotkeys: W = action slot 3 (like Q/E/R/B/Space,
// 0x613040), A = pick up items nearby, S = save game window. Key events are
// filtered before the engine and UI see them: W/A/S/D are swallowed (key
// repeat would otherwise reach the hotkeys), and replacement keys are rewritten
// into the old letters (temporary choices, see docs/todo.md). Typing into a
// text field (chat, console, save names) and Ctrl/Alt combinations are left
// alone. See docs/wasd.md.
//
// sacred_re.ini:
// [wasd]
// Enabled=1
// ActionKeyW=G ; key that now does what W did
// ActionKeyA=V ; ... A (pick up nearby)
// ActionKeyS=K ; ... S (save game window)
#include <cctype>
#include <cmath>
#include <cstdint>
#include <cstring>
#include <string>
#include <windows.h>
#include "re/config.h"
#include "re/hook.h"
#include "re/log.h"
#include "re/patch.h"
namespace mods::wasd {
namespace {
// --- sacred.exe ---------------------------------------------------------------
constexpr uint32_t kObjectManager = 0x00ad3bc0; // object manager**
constexpr uint32_t kUiManager = 0x017ecb3c; // cUI_Manager*: focused control at +0x148
constexpr uint32_t kEventKeyVtable = 0x00895568;
constexpr uint32_t kEventCreatureVtable = 0x0088e95c;
constexpr uint32_t kTypeObject = 0x008e9648; // RTTI type descriptors
constexpr uint32_t kTypeCreature = 0x008e9660;
constexpr uint32_t kTypeControl = 0x009de168;
constexpr uint32_t kTypeEditControl = 0x009e3608;
using GetObjectFn = void*(__fastcall*)(void* manager, void* edx, uint32_t id);
using DynamicCastFn = void*(__cdecl*)(void* object, int vfDelta, uint32_t source, uint32_t target, int isReference);
using SendOrderFn = void(__fastcall*)(void* engine, void* edx, void* creature, void* event);
const auto GetObjectById = reinterpret_cast<GetObjectFn>(0x005fe060);
const auto DynamicCast = reinterpret_cast<DynamicCastFn>(0x00849701);
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);
// cEvent_key: +4 1 = pressed / character, 0 = released; +6 and +8 the key
// (character for WM_CHAR, virtual key for WM_KEYUP); +0xa modifiers
// (0x3 Shift, 0xc Ctrl, 0x30 Alt).
constexpr size_t kKeyRaw = 0x6;
constexpr size_t kKey = 0x8;
constexpr size_t kKeyModifiers = 0xa;
constexpr uint16_t kModifiersCtrlAlt = 0x3c;
// Walk orders aim this far (world units) from the creature, about where the
// cursor would be.
constexpr double kTargetDistance = 300.0;
bool Enabled() {
static const bool enabled = re::ConfigInt("wasd", "Enabled", 1) != 0;
return enabled;
}
bool KeyDown(int key) {
return (GetAsyncKeyState(key) & 0x8000) != 0;
}
// Whether a text field has the keyboard (as the window procedure checks it).
bool TypingIntoTextField() {
auto* ui = *reinterpret_cast<uint8_t**>(kUiManager);
if (!ui) {
return false;
}
void* focus = *reinterpret_cast<void**>(ui + 0x148);
if (!focus) {
return false;
}
auto* edit = static_cast<uint8_t*>(DynamicCast(focus, 0, kTypeControl, kTypeEditControl, 0));
return edit && ((*reinterpret_cast<uint32_t*>(edit + 0x10) >> 16) & 1) == 0;
}
// --- hotkey remapping ----------------------------------------------------------
struct Remap {
char from; // replacement key the player presses
char to; // original hotkey letter
};
Remap g_remaps[3];
char ConfigKey(const char* key, char fallback) {
const std::string value = re::ConfigString("wasd", key, "");
if (value.size() == 1 && isalpha(static_cast<unsigned char>(value[0]))) {
return static_cast<char>(toupper(static_cast<unsigned char>(value[0])));
}
return fallback;
}
void LoadRemaps() {
g_remaps[0] = {ConfigKey("ActionKeyW", 'G'), 'W'};
g_remaps[1] = {ConfigKey("ActionKeyA", 'V'), 'A'};
g_remaps[2] = {ConfigKey("ActionKeyS", 'K'), 'S'};
}
bool IsMovementKey(int upper) {
return upper == 'W' || upper == 'A' || upper == 'S' || upper == 'D';
}
// Returns the key the game should see instead of `key` (0: none).
uint16_t RemapKey(uint16_t key) {
if (key >= 0x80) {
return key;
}
const int upper = toupper(key);
const bool lower = upper != key;
if (IsMovementKey(upper)) {
return 0;
}
for (const Remap& remap : g_remaps) {
if (upper == remap.from) {
return static_cast<uint16_t>(lower ? tolower(remap.to) : remap.to);
}
}
return key;
}
thread_local int g_keyEventDepth = 0;
// RAII: rewrite a key event for the scope of the outermost receiver.
class KeyEventRemap {
public:
explicit KeyEventRemap(void* event) {
if (g_keyEventDepth++ > 0 || !Enabled() || !event ||
*static_cast<uint32_t*>(event) != kEventKeyVtable) {
return;
}
auto* bytes = static_cast<uint8_t*>(event);
const uint16_t modifiers = *reinterpret_cast<uint16_t*>(bytes + kKeyModifiers);
if ((modifiers & kModifiersCtrlAlt) != 0 || TypingIntoTextField()) {
return;
}
key_ = reinterpret_cast<uint16_t*>(bytes + kKey);
raw_ = reinterpret_cast<uint16_t*>(bytes + kKeyRaw);
originalKey_ = *key_;
originalRaw_ = *raw_;
*key_ = RemapKey(originalKey_);
*raw_ = RemapKey(originalRaw_);
// W/A/S/D: the game must not see these at all (key repeat while held
// interrupts walking); movement polls the keys itself.
swallow_ = *key_ == 0;
}
bool Swallow() const { return swallow_; }
~KeyEventRemap() {
--g_keyEventDepth;
if (key_) {
*key_ = originalKey_;
*raw_ = originalRaw_;
}
}
KeyEventRemap(const KeyEventRemap&) = delete;
KeyEventRemap& operator=(const KeyEventRemap&) = delete;
private:
uint16_t* key_ = nullptr;
uint16_t* raw_ = nullptr;
uint16_t originalKey_ = 0;
uint16_t originalRaw_ = 0;
bool swallow_ = false;
};
// --- movement ------------------------------------------------------------------
void* ControlledCreature(uint8_t* engine) {
void* manager = *reinterpret_cast<void**>(kObjectManager);
if (!manager) {
return nullptr;
}
void* object = GetObjectById(manager, nullptr, *reinterpret_cast<uint32_t*>(engine + kEngineControlledId));
return object ? DynamicCast(object, 0, kTypeObject, kTypeCreature, 0) : nullptr;
}
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);
}
// 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);
}
struct MoveState {
bool moving = false;
};
MoveState g_move;
// Called once per engine tick (10 Hz), after the game's own input handling.
void Update(uint8_t* engine) {
// World axes on screen: (-1,-1) up, (1,1) down, (-1,1) left, (1,-1) right.
int dx = 0;
int dy = 0;
const uint32_t flags = *reinterpret_cast<uint32_t*>(engine + kEngineFlags);
const bool mouseMoving = (flags & 0x10) != 0;
if (!mouseMoving && (flags & 0x4000) == 0 && !TypingIntoTextField()) {
if (KeyDown('W')) { dx -= 1; dy -= 1; }
if (KeyDown('S')) { dx += 1; dy += 1; }
if (KeyDown('A')) { dx -= 1; dy += 1; }
if (KeyDown('D')) { dx += 1; dy -= 1; }
}
if (dx == 0 && dy == 0) {
if (g_move.moving && !mouseMoving) {
if (void* creature = ControlledCreature(engine)) {
SendStop(engine, creature);
}
}
g_move.moving = false;
return;
}
void* creature = ControlledCreature(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);
SendWalk(engine, creature, x, y);
g_move.moving = true;
}
void Startup() {
if (!Enabled()) {
return;
}
LoadRemaps();
re::Log("wasd: movement on W/A/S/D; old W/A/S actions on %c/%c/%c", g_remaps[0].from, g_remaps[1].from,
g_remaps[2].from);
}
RE_STARTUP(WasdStartup, Startup);
} // namespace
} // namespace mods::wasd
namespace game {
// cEngine::Tick (0x60f1d0, 10 Hz): processes queued events, then the mouse's
// hold-to-move re-aim orders.
void __fastcall Engine_Tick(void* self, void* edx, void* event);
RE_HOOK(0x0060f1d0, Engine_Tick);
void __fastcall Engine_Tick(void* self, void* edx, void* event) {
Engine_Tick_original(self, edx, event);
if (mods::wasd::Enabled() && self) {
mods::wasd::Update(static_cast<uint8_t*>(self));
}
}
// cEngine::vf00 (0x618130), the engine's event receiver: hotkeys, after
// offering every event to the UI manager.
char __fastcall Engine_ReceiveEvent(void* self, void* edx, void* event);
RE_HOOK(0x00618130, Engine_ReceiveEvent);
char __fastcall Engine_ReceiveEvent(void* self, void* edx, void* event) {
mods::wasd::KeyEventRemap remap(event);
if (remap.Swallow()) {
return 1;
}
return Engine_ReceiveEvent_original(self, edx, event);
}
// cUI_Manager::vf00 (0x757120): UI hotkeys (S = save game window), also
// reached without the engine.
char __fastcall UiManager_ReceiveEvent(void* self, void* edx, void* event);
RE_HOOK(0x00757120, UiManager_ReceiveEvent);
char __fastcall UiManager_ReceiveEvent(void* self, void* edx, void* event) {
mods::wasd::KeyEventRemap remap(event);
if (remap.Swallow()) {
return 1;
}
return UiManager_ReceiveEvent_original(self, edx, event);
}
} // namespace game
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#include "re/config.h"
#include <cstring>
#include <iterator>
#include <windows.h>
@@ -34,4 +35,16 @@ int ConfigInt(const char* section, const char* key, int fallback) {
return static_cast<int>(GetPrivateProfileIntW(Widen(section).c_str(), Widen(key).c_str(), fallback, g_path.c_str()));
}
std::string ConfigString(const char* section, const char* key, const char* fallback) {
if (g_path.empty()) {
return fallback;
}
wchar_t value[256];
GetPrivateProfileStringW(Widen(section).c_str(), Widen(key).c_str(), Widen(fallback).c_str(), value,
static_cast<DWORD>(std::size(value)), g_path.c_str());
char narrow[256];
WideCharToMultiByte(CP_UTF8, 0, value, -1, narrow, sizeof(narrow), nullptr, nullptr);
return narrow;
}
} // namespace re
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@@ -10,5 +10,6 @@ const std::wstring& ConfigPath();
// Folder of sacred_re.dll (with trailing separator), derived from the config path.
std::wstring ModuleDirectory();
int ConfigInt(const char* section, const char* key, int fallback);
std::string ConfigString(const char* section, const char* key, const char* fallback);
} // namespace re