Commit Graph
57 Commits
Author SHA1 Message Date
khallaandClaude Opus 5.5 9bc557cd95 Preferred monitor: chosen in Optionen > Allgemein, used at the next start
The Internet-Optionen frame becomes Bildschirm with a Monitor dropdown
(Hauptmonitor or a connected monitor, kept by device path in
[display] Monitor=). The borderless window and the render size use that
monitor, falling back to the main monitor when it is not connected.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 16:06:20 +01:00
khallaandClaude Opus 5.5 c7d54a6cfd Megamap: the zoom button zooms on the hero and follows him
The zoom button never set the zoom point, so it zoomed on the last
magnifier point (or 0,0). While the button's zoom is on, the point is put on
the hero's map pixel every engine tick; the held mouse button still zooms on
the mouse. game::UiWindow / UiWindowShown shared from windows.h.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 11:54:59 +01:00
khallaandClaude Opus 5.5 1d16fc65c4 Quest book as one list: story, then side quests by region with ??? rows
The game's list builder runs on a reordered copy of the book: the story, then
one section per region (id blocks of 100 grouped by the region their quests
lie in, named as the megamap names regions), unknown quests as "???", the
rest joined to the nearest area, undiscovered counts. Act tabs hidden, page
turning kept. "Erledigte anzeigen" row toggles completed quests
([questbook] ShowCompleted).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 11:41:19 +01:00
khallaandClaude Opus 5.5 34cacefcfc Anti-cheat checks removed
All mirror checks are skipped by code patches (the game's own "not the local
hero" paths, or straight past the check), the level trap in Think and
VerifyHeroMirror are off, the cheater flag is never set (stream checks,
loadHero, character selection). The VirtualProtect mirror refresh is gone; it
never refreshed the second mirror, a separate heap block, which killed the
hero again.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 11:36:42 +01:00
khallaandClaude Opus 5.5 b452558122 Map: zoomed-view symbols centred, 10x reveal and enemy range; progress screen on the menu background
- Megamap / TAB map zoomed view: heroes' markers and the other symbols
  (integer 200h centre immediates) follow the view's centre.
- Map reveal: the hero's reveal stamp scaled 10x (mods/mapreveal.cpp,
  docs/map-reveal.md); creatures on the zoomed map shown within 10x the
  sight range.
- Load / save progress screen drawn on the rock background across the full
  width, the picture blended over it (mods/loadingscreen.cpp); the classic
  1024x768 frame is gone.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-25 02:07:59 +02:00
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 3978060954 Teleportationstrank: the running campaign's portal list
In the Underworld the potion opens the Underworld portals (busy dialog mode
6, as the teleporters there do); g_campaign moved to game/addresses.h.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 00:42:55 +02:00
khallaandClaude Opus 5.5 0ef3cf4bbd Shared chest, menu after a game, dialogs over 16:9 screens
- Shared chest: emptied and not saved from the moment a save game is read
  until it reloads; a hero saved inside a load wrote the new world's
  objects (stale ids) as the chest's items.
- Main menu after a game: shown 16:9 screens are tracked on the menu thread
  only and expire after 2 frames; a destroyed in-game window kept the menu
  unframed (old pictures, frame at the left).
- Dialogs over a 16:9 screen in the main menu are centred, their dimming
  covers the screen.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 00:41:12 +02:00
khallaandClaude Opus 5.5 db87e276bf Menu screens: rock background, centred frame, logo, 3D hero
- Spielen hero panel shows the selected hero in 3D (cUI_NetGranny,
  game/ui/granny.h).
- All menu screens draw on the options' rock wall; the main menu's 1024
  frame is drawn centred over it, mouse and cursor shifted to match.
- The main menu's and options' own pictures and the main menu's 3D scene
  are left out (textures hidden by surface, scene call redirected).
- Logo top left: FX_SACREDLOGO.TGA, drawn added.
- Game textures by name (game/ui/texture.h), textured and added quads.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-21 00:05:55 +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 732d9c2abb Characters: Laden in the Esc menu, timed autosave
- Esc menu: "Exportieren" became "Laden"; it opens the load window, always
  in load mode. In a game every world loads (the current one reloads); a
  "(neu)" world stops the game (cCommand_armaStop) and starts the new one
  without the main menu. The character being played cannot be deleted.
- Silent autosave every sacredK.ini [characters] AutosaveMinutes (default
  10, 0 = off) into the character's autosave file.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 22:41:20 +02:00
khallaandClaude Opus 5.5 feebe72ab7 Characters: reset a difficulty
"Zuruecksetzen" in the load window lists the selected character's worlds
and asks for confirmation. The world goes (a copy in characters\deleted),
with an autosave of it, and the shared hero's story completion of that
difficulty is cleared. The dialog is one generic list (title + entries).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-20 22:04:41 +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 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 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 5d80a33e9b Blitzschlag: chains of one cast take separate routes
The chains of a cast share the enemies they have claimed and prefer
unclaimed ones. Each chain keeps its heading and ranks candidates by
distance and turn; a chain's first jump turns away from the directions
the other chains set out in, so they keep fanning out. Jumps reach 75 %
of the cast range.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 03:44:16 +02:00
khallaandClaude Opus 5.5 4018e23e6b Docs: how the survival bonus is calculated and stored
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 03:26:10 +02:00
khallaandClaude Opus 5.5 84c50d8c33 WASD: direction movement steers the walk path directly
The keys rewrite the hero's path every cCreature::Update: one segment
along the held direction, the facing set to it, sliding along blocked
cells. Starting from idle runs the game's own Think steps at once
(StartPendingWalk, WalkAction) instead of waiting up to 110 ms, so
weapon switches no longer stop the walk. Stops wait 50 ms after the
keys are released, and a stop in progress is taken back when keys are
held again. Names for movement, stats and text-key functions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 03:18:51 +02:00
khallaandClaude Opus 5.5 d296e2850b WASD: resume the walk right after a weapon set switch (untested in-game)
Switching between weapon classes resets the hero's animation state inside
cUI_Taskbar2::SelectWeaponSet, which dropped the walk for a tick. The hook
sends the WASD walk again at once. Checkpoint before the movement rework.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 01:41:13 +02:00
khallaandClaude Opus 5.5 184c7058fd Auto-attack: bow shots chain at full speed, arts start by their cooldown; hang watchdog
- The shot end's button check (0x4def52) answers "held" for the auto-attack
  target, like the melee swing end.
- An art order counts as started when the art's cooldown rises, so bow arts
  and arts ordered mid-swing hand over to auto-attack.
- re/crash.cpp: a watchdog writes sacred_re_hang.dmp when the engine tick
  stops for 10 s while the game is in front.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 01:29:29 +02:00
khallaandClaude Opus 5.5 432cac2ccf Key bindings: pass keys to text fields that are on screen
Character creation and the save window were not detected (the UI manager's
dialog slot held a hidden busy dialog); bound keys were swallowed or posted
their hotkey into the field. A text field now counts while it is the focused
edit control and was drawn in the last 250 ms.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-18 00:57:10 +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 5a0db24b83 Quest book map tab: keep the cursor visible
The zoomed map view resets the viewport to the full render size when done;
the HUD layer shifted that reset past the render target, SetViewport failed
and the map's 256x256 viewport stayed set, clipping the cursor. Full-width
viewports at x 0 are no longer shifted.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 19:19:23 +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 3d9d864c25 Potion stacks in every player inventory and the chest, not in trader stock
The chest is inventory 0x11 and already saved as JSON; stacking now applies
to all inventories below 0x12. Traders keep selling single potions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-17 01:37:48 +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 16c2844400 Auto-attack: next target, melee/ranged rule after arts; chain range = cast range
- autoattack: when the target dies, the nearest enemy within close range
  (contact distance + a step) takes over; after an art the hero auto-attacks
  if the art was melee (walked up / cast close by), or ranged with a ranged
  weapon, or ranged with an enemy already in melee range; measured action
  codes and weapon classes in game/engine/orders.h
- chainlightning: jumps reach Blitzschlag's cast range (20 ray segments of
  30, the art code's hit check) via the shared NearestHostile search
- guards: burning bone render hook had the wrong signature (device plus a
  4x4 matrix by value, ret 0x44) and corrupted the stack when fire arrows hit
- crash reports follow the ebp chain before the raw stack scan

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 09:16:47 +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 a7f8496b2b Quest dialogs: stay centred, clickable, closable with Esc
- Quest dialogs are tooltips. A tooltip now keeps the offset it gets when it
  becomes visible (the hovered window's, or centred for dialogs) and records
  it for hit tests; its own event handler is shifted too. Hidden windows no
  longer count as hovered.
- Esc closes a visible dialog the way its answer buttons do: hide, then
  cDialogManager::Answer with no answer (ends the input lock, nothing chosen).
- Autotest can select a save game row (-Save).
- Names for the UI manager, tooltip and dialog functions.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-16 00:39:29 +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 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 37634c77ba docs: skill slots - save chunks, taskbar layout, decisions
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-15 00:11:55 +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 9fb6c6b406 docs: map inventory weapon sets and combat-art slots; function names
Groundwork for 7 weapon sets / 7 combat-art slots (docs/skill-slots.md).

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 23:48:11 +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
khallaandClaude Opus 5.5 09f7dcc0f4 HUD: stretch full-screen layers of moved windows across the render width
Primitives covering the whole 1024x768 layout inside a moved window, such as
the dimming behind the exit confirmation, were shifted with the window and
left both sides undimmed; they are stretched to the render width instead.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 09:08:52 +02:00
khallaandClaude Opus 5.5 d39f12ab4b widescreen: draw creatures across the whole view; HUD: copy the cursor per thread
- Creatures were culled beyond 1024+200 x 768+200 screen pixels (cmp 4C8h /
  3C8h in both object passes): invisible in the right part of a wide view,
  and the player too once the centre passed 1224. The bounds follow the
  render size now.
- Centre immediates written as negatives (-200h / -180h), missed before:
  the row renderer's static object origin (0x62babb) and aiming at the
  cursor (0x4fb620).
- HUD: moved windows no longer shift the shared mouse cursor object; the
  cursor accessor (0x6550f0) hands them a per-thread shifted copy and writes
  back what they changed. World input on other threads read the shifted
  position now and then, which made hold-to-move jerky.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-14 08:16:27 +02:00