Commit Graph
31 Commits
Author SHA1 Message Date
khallaandClaude Opus 5.5 3f03228c29 Failed quests restartable
A failed quest gets its flags cleared and its quest book entries removed
after its failure script ran, so the quest giver can offer it again; quests
failed before the mod are reset once after loading. Quest table and quest
book in game/engine/quests.h, measurements in docs/quests.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 01:44:01 +02:00
khallaandClaude Opus 5.5 91bbc52cf0 Anti-cheat off, weapon sets 6-7 in hero files
- The game's cheater detection killed the hero ("Hase!") whenever its
  protected stat mirror was stale; the mirror is now refreshed from the hero
  whenever it is unlocked, stream checks never punish, loadHero no longer
  sets the cheater flag (docs/anticheat.md).
- saveHero wrote the items of weapon sets 1-5 only: its loop runs over all 7
  sets, so sets 6-7 survive a world loading the hero from the hero file.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 01:33:43 +02:00
khallaandClaude Opus 5.5 34a119433a Characters: 16:9 "Spielen" screen, autosave interval option
- Shared screen kit (mods/screen, docs/screens.md): a 1365x768 canvas
  centred in the render width on our own dark background, the game's
  frames and buttons; the main menu renders full width while it is shown.
- The load window (cUI_Savegame) is replaced by the Spielen screen:
  character list, hero panel, campaign x difficulty grid, save/autosave
  choice, rename/delete/reset/new character dialogs.
- Migrated characters without a shared hero load their hero's world
  first, then start the new world.
- Options, Allgemein: autosave interval (Aus/5/10/15/30 minutes).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 23:20:45 +02:00
khallaandClaude Opus 5.5 e0d8d0ce7e Esc menu without "Exportieren"; export screen mod removed
- cUI_EscMenu::BuildLines hook: the UI_ESC_EXPORT line is removed, the
  lines below move up, the window shrinks by one line, centred.
- game/ui/control.h: control vector helpers (ControlsIn, RemoveControl,
  SetControlAt, DeleteControl, ControlNamed), used by the main menu too.
- The export screen is unreachable now: charexport.cpp and
  docs/char-export.md deleted. Spielen screen redesign noted in todo.md.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 21:56:11 +02:00
khallaandClaude Opus 5.5 618288e310 Characters: campaigns, "Spielen" main menu, story unlocks
- One world per campaign and difficulty in a character file (sections
  ancaria<d> / underworld<d>; old world<d> renamed when read). Difficulty
  unlocks by the shared hero's story completions (hero header +0xed..),
  shared by both campaigns.
- Main menu: "Kampagne Ancaria", "Kampagne Underworld" and "Spielstaende"
  become "Spielen" (mods/mainmenu.cpp). The load window lists all
  characters, the world dialog offers both campaigns, "Neuer Charakter"
  asks for the campaign and opens character creation.
- Character window: no Underworld import mode (new Underworld heroes, all
  classes, slots light up), no "Importieren"; load window without
  "Speichern".

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 21:48:47 +02:00
khallaandClaude Opus 5.5 5bccb0734e Characters: one file per character with a world per difficulty
- CharacterNN.sacredK holds the shared hero and one world per difficulty,
  plus an autosave file; the game works in save\characters\_work
- Load window: one row per character, a difficulty dialog on Laden
  (worlds, newer autosaves, "(neu)" starts a new game with the shared
  hero), Umbenennen, delete moves the character to characters\deleted
- The world keeps its own portals and hero position when the shared hero
  is put on
- K and the Esc menu's "Speichern" save directly (quicksave path)
- One-time migration of the old save rows and exported heroes, after a
  backup
- Startup no longer hangs in the game's foreground loop (0x810af0)
- Text overrides apply to our own text ids too; shared cUI_Button2
  helpers in game/ui/button.h

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 01:41:42 +02:00
khallaandClaude Opus 5.5 6c467e22c4 User folders: save games and Settings.cfg in Documents\Sacred
The game's ANSI file API calls are hooked; paths under save\ and
Settings.cfg are redirected to Documents\Sacred\save and
Documents\Sacred\config, copied there once from the game folder.
The shared chest uses the same save folder.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 00:14:36 +02:00
khallaandClaude Opus 5.5 198c21dbfa Loot filter on the options window's Beute page
Per category (Gold, Tränke, white/blue/yellow/brown/green items) one of
Löschen (loot deleted at once), Ignorieren (pickup key leaves it), Standard,
Immer anzeigen (label without the labels key). Replaces the game's
PICKUPAUTO choice; settings in [loot] of sacredK.ini. docs/loot-filter.md.
Also ignore MSYS *.stackdump files.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 22:14:58 +02:00
khallaandClaude Opus 5.5 70673dc301 Rename project to sacredK
sacred_re.dll/.exe/.ini/.log/_crash files are now sacredK.*; inventory saves
with the old "sacred_re.inventory" format id still load.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 22:07:14 +02:00
khallaandClaude Opus 5.5 838b1aa491 Options: tabs Allgemein / Beute / Tastenbelegung with key bindings
- Options window in three tabs; the auto-pickup settings move to Beute;
  sliders move with their page; black sides like the save game screen.
- Tastenbelegung: every binding settable (click, press key; Esc cancels,
  Backspace unbinds), "Alle zurücksetzen" as a game button, saved on OK.
- Potions bindable (default unbound), named by the game's potion texts; the
  game's own potion hotkeys are off; bar tooltips show the bound key.
- Map (M), overview map (Tab, held) and labels (Alt, held) bindable; the
  game's own M / Tab / Alt handling is switched off.
- Save game key calls the game's save window code instead of a posted key.
- Teleportationstrank: fixed text replacement from startup (also the
  Ausdauertrank items, potion kind 5 as well).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 00:38:34 +02:00
khallaandClaude Opus 5.5 72525cd5ba Export screen: widescreen frame, black sides, slots can be cleared
- cUI_Character (export) and cUI_Savegame draw inside the centred 1024x768
  frame (viewport) with the render target beside it cleared black; the
  export screen's 3D heroes were stretched across the wide viewport, away
  from their labels and hit areas.
- Export screen shows the game's erase button for an occupied slot and
  reloads the heroes after a delete. Overwriting was already the game's
  own path once clicks hit the right slot.
- game/ui/control.h: shared show/hide for cUI_Control2.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 23:26:53 +02:00
khallaandClaude Opus 5.5 c875d7d6b9 Art tooltips: "Verbessert durch" lists what improves each art
Arts are objects (game::Art) built from the game's definitions: name,
launch type, damage source, regeneration group and the skills' art lists.
The tooltip gets one line per effect of a skill or attribute, sorted by
size; unlearned class skills are greyed out at 0%. Weapon arts list only
the damage types the held weapon deals and the held weapon's skill.
Tooltip line wrap ignores colour codes; art tooltips wrap wider.
Blitzschlag's tooltip rewrite becomes a tooltip filter.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 23:04:22 +02:00
khallaandClaude Opus 5.5 075f9e2c8a Combos: cooldown labels on the skill bar, steps follow the arts' current levels
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 00:43:03 +02:00
khallaandClaude Opus 5.5 46a08e97e9 Teleportationstrank: yellow potions open the portal window
- Every yellow potion (potion kind 5, all stages) is a Teleportationstrank:
  drinking it posts the teleporter's event to the busy dialog with the
  hero's known portals; the potion is used up only when the hero teleports
  from that window (closing it keeps the potion)
- Names replaced in every game text (ReplaceInTexts), so item names and the
  bottom bar's quick-select tooltip read Teleportationstrank; GameText reads
  the game's own text
- HeroIndex / HeroInventory moved to skillslots for shared use
- docs/teleport-potion.md; walking animation after loading noted in todo

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 04:04:21 +02:00
khallaandClaude Opus 5.5 6ca96d54b4 Shared chest tabs, rune stacks and rune master, Q pickup, Kettenblitz tooltip and range
- Shared chest: tabs "Truhe"/"Gemeinsam" as a column left of the grid
  (game tab sheet), grids placed every tick, persistent across heroes
- Inventory tab texts capitalized (RegisterText / CapitalizeText)
- Combat-art runes stack like potions (itemstack, renamed from potionstack)
- Rune master: any rune for any number of runes, price by rune count
  (4 runes = 1,000, x10 per missing rune), bought rune goes into the
  backpack, Buy disabled without runes, gold or room, last rune remembered
  per hero (saved), the chosen rune's name below its icon, dropping a
  stack gives up one rune
- Keys: the old key handling no longer takes over after the save screen
  (text field focus only counts while its dialog is shown)
- Esc crash: tooltips forgotten when the game destroys them
- Pick up (Q) sends the pickup order directly; search reach doubled
- Kettenblitz: tooltip shows hits per chain, chains, cast and jump range;
  cast range 900 (longer ray segments), jumps half of that

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 03:40:42 +02:00
khallaandClaude Opus 5.5 13b91cdd3d Potion counts on the bottom bar and potion stacks in the inventory
- potioncounts.cpp: each potion slot shows how many potions of its kind the
  hero carries (stacks added up)
- potionstack.cpp: potions of one type stack up to 20 per cell; every
  potion entering the hero's grid pours into stacks with room, the sort
  button stacks first, drinking takes one off a stack, counts drawn on the
  cells and saved in the JSON inventories
- game/engine/items.h: potion kinds and grid helpers; ObjectManager and
  DestroyObject in objects.h
- auto-attack: the projectile-weapon target radius is a design value
- docs/potion-stacks.md: measured paths and the design

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 01:31:01 +02:00
khallaandClaude Opus 5.5 5338527b49 Crash reports and a guard for burning bone particles without a device
- re/crash: unhandled exceptions write sacred_re_crash.txt (module+offset,
  registers, return addresses on the stack) and a minidump; the game's own
  filter is chained behind ours
- guards: cParticleSystem_burningBone::Render (0x774e10) skips drawing when
  given a null device (crash at sacred.exe+0x374e39 after Esc while walking)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 02:01:02 +02:00
khallaandClaude Opus 5.5 037fc73158 Character panel: minus buttons take back attribute and skill points
- respec: the panel's unused second button array becomes − buttons between
  name and value; attributes give back invested points, skills give back
  skill points, a level-1 skill is removed and can be chosen anew; all
  through the game's own point functions (protected copy stays in sync)
- the − is the + icon with its vertical arm covered (no minus image exists)
- hud: RenderCentred / HandleCentred for mods hooking centred windows;
  mouse event helpers shared in game/ui/events.h

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 01:44:20 +02:00
khallaandClaude Opus 5.5 c6c5530709 Maps in widened views: TAB overlay in place, M map across the full width
- hud: shift SetViewport/Clear with moved windows (TAB overview map)
- megamap: view constants patched to the render width (clip, scroll limit,
  edge scrolling, centre, dark band, zoomed view and its markers); frame
  stretched to the screen edges, zoom controls and their click area centred
- hud: Anchor::Screen windows are drawn and clicked unshifted but still own
  the event scope
- autotest waits for log markers instead of fixed delays (~18 s per run)

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 01:12:34 +02:00
khallaandClaude Opus 5.5 1fd89524d3 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>
2026-10-16 00:11:38 +02:00
khallaandClaude Opus 5.5 f721d2a486 Restore aura visuals after loading a save
Saving marks effect objects dead, so after a load the Heldenmut /
Klingenblick buff was active but its aura effect (cObjectFX 842) was
gone. A few ticks after a save game has loaded, the effect is created
again for each such buff of a player hero (CreateAt + cEventFX 0x42,
as the art's cast effect does), with the buff's remaining time.

Shared game events (game/engine/events): engine tick and "save game
loaded" callbacks; the WASD mod uses the tick through it.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 01:27:56 +02:00
khallaandClaude Opus 5.5 30c93fc87e Self / ally arts cast on the hero when pointed at an enemy
Arts with launch type 2 (buffs, auras, heals) are only valid on allies
or without a target; with an enemy under the cursor the game dropped
the order. Orders of a player hero for such arts lose a non-ally target,
which casts them on the hero. The launch type comes from the art
definition tables (game/engine/arts.h, tools/arttable.mjs).

Also: skill keys check the relocated taskbar slots (all 7), Ghidra
data labels (g_ names in names.txt).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 01:02:43 +02:00
khallaandClaude Opus 5.5 dbc632750b Taskbar: 7 weapon sets and 7 combat-art slots
cUI_Taskbar2's slot arrays move behind the (enlarged) object with room
for 7 each; all instructions addressing them, the relative accesses
between the two arrays, the slot loops and the count clamp are patched
from tables in game/addresses.h (belt loops untouched). Slots 6 / 7
unlock at levels 45 / 65; AssignArtToSlot accepts slots up to 6. Slot
keys call the taskbar's selection directly (honouring COMBINE_SLOTS).

Shared code: re::PatchAll / PatchInstructionByte for patch tables,
game/engine/objects.h for object, RTTI and kernel calls, slot-hook
templates in skillslots.cpp.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 00:38:34 +02:00
khallaandClaude Opus 5.5 998e315d98 Inventories: data for slots 6-7, JSON in save files
Weapon sets and combat-art slots 6-7 live in a shadow inventory per
inventory; the slot methods run the original code on it for slots >= 5,
so item references, icon resources and selection events stay the
game's own. Save games (cInventoryManager::Serialize) and hero files
(saveHero / loadHero) store inventories as JSON ("SRIJ" + length);
vanilla blocks are still read, which migrates old saves. Multiplayer
transfers keep the binary format. nlohmann/json fetched via git.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 00:26:35 +02:00
khallaandClaude Opus 5.5 cec2556fa3 Key bindings layer: skills on 1-7, weapon sets on F1-F7
Raw WM_KEYDOWN/WM_KEYUP are handled in both window procedures (the game
swaps 0x8110d0 and 0x8122a0 with SetWindowLong; 0x8110d0 is the in-game
one). Bound keys are swallowed and post the original hotkey's key event
to the kernel, so F-keys work and bindings are layout independent
([keys] in sacred_re.ini). Replaces the WASD hotkey remap and the digit
swap; W/A/S/D and the digit row no longer reach the game. Skill keys
still cast through the right mouse button. Enabled switches removed.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 00:11:55 +02:00
khallaandClaude Opus 5.5 aa59680fb1 Skill hotkeys cast the skill; skills on 1-5, weapon sets on 6-0
A digit that selects a combat-art slot now also presses the right mouse
button (posted WM_RBUTTONDOWN, released with the key), so the game casts
the art at the cursor like a right-click. SwapDigits trades the digit
rows; the key rewrite shares the WASD remap in the engine/UI receivers.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 23:48:11 +02:00
khallaandClaude Opus 5.5 aa7d49409c 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>
2026-10-14 09:08:53 +02:00
khallaandClaude Opus 5.5 ed3163d312 HUD: centre the taskbar, move the portrait/health panel to the right edge
New mods/hud: while a HUD window renders, screen-space vertices passed to
D3D7 DrawPrimitive/DrawIndexedPrimitive are shifted by dx; while it handles
an event, the UI event point (category 5, +0x48) is shifted by -dx. Applied
to cUI_Taskbar2 (centred) and cUI_Mercenary (portrait + health, right edge).
3D belt items line up without help (their projection is screen-centred).
re::AttachRuntimeHook hooks functions only known at runtime (COM methods).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 03:37:05 +02:00
khallaandClaude Opus 5.5 f73c4154ad Remove dxwrapper; test scripts focus the game window
The default render size (1835x768) is below Direct3D 7's 2048 limit, so the
D3D7 -> D3D9 wrapper and its device-info workaround are no longer needed.
The game pauses start-up until its window is active; game-input.ps1 now
activates it reliably (Alt + SetForegroundWindow, polled), which dxwrapper
had masked. borderless logs the first failed presents.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 03:17:23 +02:00
khallaandClaude Opus 5.5 795fe8f087 Widescreen experiment: native render size via dxwrapper, classic menus
- mods/widescreen: redirect the world view's reads of the 1024.0/768.0
  constants and the 3D ortho extents to our variables; render size =
  monitor; relocate the world view's tile draw list (1750 entries, no
  bounds check) into an enlarged object (16384 entries).
- mods/dxwrapper: route DirectDraw through dxwrapper (Dd7to9, D3D9) since
  Windows' D3D7 cannot render to targets larger than 2048; fix the game's
  device info GUID pointer that dxwrapper's enumeration leaves invalid.
  Pinned release fetched by CMake (hash-checked), installed next to the DLL.
- Main menu (UI thread) and loading screen render in a 1024x768 viewport
  and are presented scaled ("classic" layout); in-game uses the full size.
- re/patch: verified code patches (operand redirect, push immediates,
  displacements) and startup hooks; build.ps1/CMake download fixes.

In-game view untested yet; HUD still at the top-left.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 00:47:03 +02:00
khallaandClaude Opus 5.5 d9f5c85430 Initial sacred_re scaffold with borderless fullscreen mod
- Launcher (sacred_re.exe) starts sacred.exe with sacred_re.dll injected
  via Detours; the DLL verifies the Sacred Gold 2.28 build before hooking.
- Hook framework: RE_HOOK for game addresses, RE_HOOK_API for Windows
  APIs, per-hook enable/disable in sacred_re.ini, sacred_re.log.
- Game code: Log (0x66f1c0) hooked, CmdLineHasFlag (0x813140) rewritten.
- Borderless mod: forces windowed mode, covers the monitor, scales the
  1024x768 image aspect-correct, remaps mouse input, keeps running in the
  background with keyboard input hidden while unfocused.
- CMake/Ninja/MSVC x86 build, VS Code setup, disasm tool, function map.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-13 23:55:50 +02:00