Commit Graph
11 Commits
Author SHA1 Message Date
khallaandClaude Opus 5.5 462ebf8c0b Docs: hard-coded game keys left after the key bindings page
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-19 00:40:03 +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 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 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 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 b32b39f7cb docs: todo - skill aura effects are not drawn
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 09:09:44 +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