A dialog's quest comes from the game's script labels ("Dialog:<name>",
quest at +0x48). When that quest is done and not in progress, IsQuestNpc
answers false (blue on the minimap) and the idle action's type check
skips the turn towards the hero.
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
154 lines
9.0 KiB
Markdown
154 lines
9.0 KiB
Markdown
# Quests
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## Quest data (measured 2026-10-17 / 2026-10-25)
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- Quest table `g_quests` (vector begin/end `0xaa9e98` / `0xaa9e9c`), 0x124
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bytes per quest: id +0, internal name +4 (ANSI), scripts +0x10c (run on
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trigger), +0x114 (one-time, cleared after it ran), +0x118 success end,
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+0x11c failure end (only quests with one can fail), flags +0x120:
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1 triggered, 2 done, 4 in progress, 8 busy (while the trigger runs its
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scripts). `game/engine/quests.h`.
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- Quest manager: static object `0xaaaf00` (script interpreter). Quest book
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vector +0x424..+0x428, plain 0x174-byte entries (serialized field by field):
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state +4 (2 active, 100 solved, 101 failed), quest id +8, map position
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+0x14..+0x20; per player (16) a selected entry index at +0x3a8 + player * 8.
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- Script opcodes (keyword table `0x452540`): LoseQuest `0x36` and ExitQuest
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`0x0f` -> `0x48f110` -> `Quest_End` `0x46ced0` (thiscall (index, ?,
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success), ret 0xc; LoseQuest success 0, ExitQuest 1). QuestDone `0x0a` tests
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flag 2, QuestInProgress `0x0c` flag 4.
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- `Quest_Trigger` `0x46de10` (cdecl (index, ?, ?, ?), plain ret): does
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nothing if flag 1 is set; else sets 1 | 8, runs +0x114 (then cleared) and
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+0x10c, clears 8. Talking to a giver triggered a quest (flags 0 -> 1, no
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book entry yet); accepting it set flag 4 and added a book entry, state 2.
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- `Quest_End`: if the quest is in progress and not done, runs the end script
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(success / failure) and sets done (flags 3); the book entry's state becomes
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100 / 101. Quests with ids 2600..3599 (the generic "Bringe NPC zu ...",
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"Eskortiere ...", ...) are copied to the end of the table under a new id
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(largest + 1, at least 10000): the game repeats those itself.
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- Compiled quest scripts: `bin\sgf.bin` (labels such as `LoseQuest_10255`,
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texts `res:...`; random side quests use `DQ_` names, time limits
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`DQ_ZEITFENSTER_TAGE`).
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- Example (Gladiator, Silber, 2026-10-25): failed Hetzjagd 1502, Pony Express
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5005, Rette Jungfrau 2504, Eskortiere Händler zu geheimen Treffen 1403, all
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flags 3, book state 101.
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## Failed quests restartable (request 2026-10-17)
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A failed quest is not final: talking to the quest giver again offers it
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again. `mods/questfail.cpp`: after `Quest_End` with success 0 (its failure
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script has run) the quest's flags 1/2/4/8 are cleared and its book entries
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removed, as if never triggered; quests failed before the mod are reset once
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after loading. Confirmed in the log (the four quests above reset, 2026-10-25);
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the giver offering them again is still to be tested in the game.
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## Quest book (measured 2026-10-25)
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- Book entries (quest manager +0x424, 0x174 bytes): kind +0 (3 main quest,
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4 side quest: ids 1..99 are main quests, 0x46c450), state +4, quest id +8,
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title / text ids +0x24 / +0x28, progress log text ids +0x2c.., map position
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+0x18 / +0x1c (0x497830), chapter +0x16c (u16). A new entry (0x46c450,
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thiscall (quest index, ?), ret 8, called by the script interpreter
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0x48f602) copies its chapter from the player's current main quest entry
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(+0x3a4 + slot * 8; selected entry +0x3a8 + slot * 8, read by 0x49dd40).
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- cUI_Book (one per book mode, 0x7a8[mode] of the book window; quest mode
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+0x166 = 0): list builder 0x6b04c0 (thiscall, from the rebuild 0x6b1670),
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page-full check 0x6b1a70 (thiscall (tab, page), ret 8), render 0x6b27f0
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(thiscall (renderer, bookmarks only), ret 8: the left page's rows, then the
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selected row's detail record on the right, 0x6b1cd0 thiscall (renderer,
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record, sub-page), ret 0xc), events 0x6b3620 (thiscall (event), ret 4).
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Current tab +0x15e, page +0x162; per tab pages +0x97c + tab * 0xc (0x1c
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bytes: title text +0, selected row +4, rows +0x10) and detail records
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+0x9d0 + tab * 0xc (0x40 bytes). Row (0x14 bytes): u16 flags (4 spacer,
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0x40 done, 0x80 entry flag 1), title +4, detail record +8, book entry +0xc,
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icon +0x10. Act tabs: chapter text table 0x9de7e4 (9000 "Pfade des
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Schicksals", 9001 "Unter blutigen Bannern", 9002 "Die rastlosen Toten",
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9003 "Zeitenwende"); bookmarks: 7 controls at +0x168, 0xbc apart.
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- The book's list and the quest scripts run on the same thread (logged).
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- Quest table (Gladiator, Silber): 28 main quests, 87 side quests in id
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blocks of 100 (1xx .. 25xx, 2 to 7 each; their accepted quests lie together
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on the map), about 120 other side quests (5xxx, 6xxx, 9xxx, 102xx, 15xxx),
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352 generic ones (2600..3599) and bookkeeping entries (0, 99 "MP-Start",
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5081..5089 "Region 1 befreit").
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## Quest book as one list (request 2026-10-25)
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"Show all quests, unknown ones as ???, so a player knows how many quests an
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area holds"; then: "get rid of the tabs ... a section for story, and then a
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section per region", the game's page turning kept. `mods/questbook.cpp`: the
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game's builder runs on a reordered copy of the book (story, then a section
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"<region> (known/all)" with "???" rows, other side quests joined to the
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nearest area, "Unentdeckt" counts), all in the first tab; rows are mapped
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back to the real entries afterwards (ours to none, which clicks ignore). The
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bookmarks are hidden, pages titled "Quests", each page selects its first
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quest, a click on a heading keeps the selection. Counted: side quests whose
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name is unique in the table.
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Area names (measured 2026-10-25): an area is an id block (1xx .. 25xx); its
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name is the game's name of the region most of its known quests lie in, as the
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megamap names the hero's region: book cell +0x18/+0x1c (x 53.66563 = world
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units) -> `World_SectorAt` 0x634970 -> `Sector_Region` 0x622e30 ->
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`Region_NameKey` 0x425370 -> text (`game/engine/regions.h`). Several blocks
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lie in one named region (regions 1, 2, 3 are all `UI_REGION_SOUTHKERN`), so
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blocks with the same name make one section; blocks without a known position
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are "Gebiet N".
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"Erledigte anzeigen" (request 2026-10-25: "some kind of 'Show completed'
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checkmark. If unchecked, completed quests are not in the list (as well as
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completed regions)"): the list's first row, an own entry whose state draws the
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solved mark (100) when on and no icon (0) when off; its row carries the marker
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entry 0xfffffffe. A click toggles it (`sacredK.ini` `[questbook]
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ShowCompleted`, default 1) and calls `cUI_Book::Rebuild` 0x6b1670 (thiscall,
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no arguments; keeps tab and page if the page still exists, else ours clamps
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it). Off leaves out solved entries (main and side) and areas whose quests are
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all known and solved; failed quests stay (restartable).
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## Quest NPCs after the quest (request 2026-10-25)
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Request: NPCs related to a quest are drawn white on the minimaps and turn
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towards the player; once their quest is finished they should be drawn blue
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and stop turning, like other NPCs. `src/mods/questnpc.cpp`.
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Measured:
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- The zoomed map view (0x6cc950, call at 0x6cec6b) draws a creature white
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when `cCreature::IsQuestNpc` (0x54fa30) is true: creature flags +0x200 bit
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0x100 / 0x200 (escorted NPCs, set by the quest manager 0x46ae54..), or a
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dialog +0x245 in 1..59999 whose type (`cDialogManager::DialogType`
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0x49a180, record +0x48 of the 0x50-byte records at manager 0xaaaf00
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+0x755c, name at record +4) is below 50.
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- Some quests move their giver on to dialog 0 at the end
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(`DLG_15074_START` type 10 → `_OFFEN` 126 → `_ZIEL` 11 → 0); many leave it
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on the quest's dialog: `auftrag10`, `auftrag2411`, `AuftragEnde202`,
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`auftrag303` kept their dialog with the quest done (flags 3, book entry
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solved).
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- The turning, found with a hardware write watch (DR0) on the facing +0x70:
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the idle action (`cCreature::IdleAction` 0x544700, Think's action 0
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handler) turns every creature with a dialog +0x245 in 1..99999 towards the
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local hero each Think step (0x546334..0x5463d5, `cCreature::SetDirection`
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0x44df60 → 0x44ddc0), unless its type is of kind 4 in the type table
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(`TypeTable_IsKind4` 0x4265c0, call at 0x546357) or object flag +0x14 bit 2
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is set. So every NPC with a dialog turns, not only quest NPCs.
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- Script labels (vector 0xaa9688..0xaa968c, 0x54 bytes each; quest scripts
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and dialog answers are indices into it, run by `Script_RunLabel` 0x46bd80):
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name +0, the quest the label belongs to +0x48 (-1 none; the label only runs
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once that quest is triggered, 0x46bf11). Each dialog has a label
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`Dialog:<dialog name>` (logged 2026-10-25: `Dialog:rg1_goodie1_auftrag`
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9004 Vermisstes Kind, the Aufgeregter Bauer; `Dialog:auftrag_wueste` 9000;
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`Dialog:auftrag11a1` 1101; `Dialog:DLG_15003_ZIEL` 15003;
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`Dialog:geschlossen101` none).
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The quest of a dialog is its label's quest (`game/engine/quests.h`, script
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labels), looked up by the dialog record's name; cached per dialog. A first
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version read the quest id from the numbers in the dialog's name; that missed
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dialogs without one (the Aufgeregter Bauer's `rg1_goodie1_auftrag`, user
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report 2026-10-25) and misread others (`auftrag11a1`). When that quest
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exists, is done (flag 0x2) and not in progress (0x4):
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- the hook on `IsQuestNpc` returns false (blue on the minimap);
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- the type check call at 0x546357 is redirected to a thunk that also answers
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true, so the idle action skips the turn.
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Dialogs without a quest (healers, closed shops: `geschlossen101`,
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`heilen_global`) stay as the game has them.
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