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sacred_k/docs/potion-stacks.md
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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

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# Potion counts and potion stacks
## Requests (2026-10-17)
1. The potion selector on the bottom bar always shows how many potions of
each kind the hero carries (only when there are any).
2. Potions of the same type stack in one inventory cell, up to 20 per stack.
Every potion entering the inventory tries to stack. Drag, sell and drop
move a whole stack. The inventory's sort button stacks first, then sorts.
A stack dropped on the ground splits into single potions (agreed for now).
## Measured (diagnostic log, 2026-10-17)
| Action | Calls |
|---|---|
| Drink (potion key) | `cEngine::UseActionSlot` `0x613040` → `cCreature::UseItem` `0x54a8f0` → `RemoveItem` (from `0x54aa20`) → `DestroyObject` (from `0x54aa30`); then `UseActionSlot` calls `RemoveItem` again (`0x6130d8`, not found) |
| Drag in the inventory | `RemoveAt` from `0x6c06fb` (cell → cursor), `PlaceItem` from `0x6c0583` (cursor → cell) |
| Buy | trader grid (inventory 22) `RemoveItem` `0x6d96f5` → hero grid `PlaceItem` `0x6d98e8` |
| Pick up from the ground | `PlaceItem` from `0x558db6` |
| Trader restock | `RemoveItem` `0x6d9973` + `DestroyObject` `0x6d99cc`, new items `PlaceItem` `0x6d9bdf` |
| Sort | `cInventoryEntry::Sort` `0x5db670`: all items removed (`0x5db8a5`) and placed again (`0x5dbb4c`, notify 0) |
Not seen yet: a sale, a right-click drink.
## Game side
- Potion kinds: `ItemPotionKind` `0x43f630` (ecx = item type table
`*0xaa9564`) maps an item type to kind 1..5 (the bottom bar's potion
slots); `GetPotionRef` `0x5da880` picks the potion a slot drinks.
- Bottom bar: `cUI_Taskbar2::RenderPotionSlots` `0x6e39e0` draws the 5 slot
controls (embedded at +0x258, stride 0xbc).
- Inventory grid (`cInventoryEntry`, docs/skill-slots.md): cells of 0xc bytes
at +0x18; an item's id only in its first cell, covered cells flagged.
`CellRect` `0x5dd530` gives a cell's screen rect (32x32 from the origin
+0x1164 / +0x1166, which the window sets before `DrawItems` `0x5dc3f0`).
- Drinking: `cPotion3D::vf18` `0x5ca9d0` applies the effect and sets object
flag +0x14 bit `0x8000000` (used up); `UseItem` then removes and destroys.
- Sort button: `cUI_Inventory3::HandleEvent` `0x6c5f40`, button control at
+0x158, mode from bit 4 of +0x168.
- Hero files map saved item ids to new objects with `ReplaceItemId`
`0x5d80e0`.
## Mods
- `src/mods/potioncounts.cpp`: counts per kind (stacks added up), drawn
bottom-right on each potion slot after `RenderPotionSlots`.
- `src/mods/potionstack.cpp`: stack counts by item id (with the item type),
saved as `"count"` on the grid cell in the JSON inventories
(`inventory_save.cpp`); entry pours into stacks with room on the next
tick; `Sort` stacks the hero's potions first; a drink from a stack of more
than one takes one off the count and keeps the object; the count is drawn
on the cell after `DrawItems`.
## Open
- Selling a stack: the price is for one potion so far (sale path not measured).
- Dropping a stack on the ground: it should split into single potions; for now
the count stays with the object while the game runs, but a save keeps only
the object (one potion).