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sacred_k/docs/skill-slots.md
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2026-10-15 00:11:55 +02:00

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# 7 weapon sets and 7 combat-art slots (planned)
Goal (user request 2026-10-14): 7 weapon sets and 7 combat-art slots instead
of 5 each; skills on 1-7, weapon sets on F1-F7. Inventories are saved as JSON
in place of the binary block; vanilla saves are migrated on load. Saves do not
need to stay loadable by the original game. Status: mapping, nothing changed
yet.
## Where the slots live
### `cInventoryEntry` (one per player, no vtable)
All 32 inventories are one block from `cInventoryManager::Instance`
(`0x5deb80`, 32 x 0x1180 + 8 bytes at `*0xad23c8`); `GetInventory`
(`0x5dec50`) hardcodes the stride 0x1180. An inventory's index is therefore
`(inventory - block) / 0x1180`.
| Offset | Size | Content |
|---|---|---|
| +0x18 | 0x100 x 0xc | item grid |
| +0xc18 | 5 x 0x18 | weapon sets: 2 hands x (item id, 2 dwords) |
| +0xc90 | 5 x 2 x 0x14 | art slots: 2 variants (bit 2 of +0x1162, maybe mounted) x {u16 type 2/3/4, u16, id, 3 dwords} |
| +0xd58 | 2 x u16 | selected slot: [0] weapon set, [1] art slot |
| +0xd5c | 0x400 | (next field, unrelated) |
| +0x115c / +0x115e | u16 | grid width 0x14 / height 8 |
| +0x1160 | u16 | player index |
| +0x1162 | u16 | flags |
The three slot arrays are packed together, so there is no room for slots
6 and 7 in the object.
Methods (names in `tools/names.txt`): `GetWeaponSetItem` `0x5d86c0`,
`SetWeaponSetItem` `0x5d86f0`, `SetWeaponSet` `0x5d8930`,
`TakeWeaponSetItem` `0x5d8be0`, `GetWeaponSetItemPos` `0x5d8d00`,
`GetArtSlotType` `0x5d93e0`, `GetArtSlotRef` `0x5d9420`, `SetArtSlot`
`0x5d9480`, `ClearArtSlot` `0x5d9680`, `SelectSlot` `0x5d9820`,
`GetSelectedSlot` `0x5d9b60`, `SetArtVariant` `0x5d9200`; loops over the 5
weapon sets in `Clear` `0x5d7d30`, `ReplaceItemId` `0x5d80e0`,
`FixInventory` `0x5de8a0` and the load path of `Serialize`.
Accesses outside the class found so far: none to these offsets (searched
`+0xc18..+0xca0`, `+0xd58/+0xd5a`, `(x+0x102)*0xc`, `(x+0xa1)*0x14`,
`(x*3+0x183)*8`). The compiler also spells addresses in other ways, so the
list is a lower bound until the callers of the accessors are checked.
### Save format (`cInventoryEntry::Serialize` `0x5dd9f0`)
`(stream, write)`; stream vf04 read, vf08 write, vf14 position. Raw blocks in
this order, no version field:
flags +0x1162 (2), +0x1164 (2), +0x1166 (2), width (2), height (2),
+0xd5c (0x400), grid (0xc00), **weapon sets (0x78)**, **art slots (0xc8)**,
**selected (4)**, +0x1168 (4), quest items (count + 8 each), scrolls
(count + 4 each).
Returns the number of bytes processed. Callers:
- hero save / load: `ItemDataMgr::saveHero` (`0x6046f0`: `0x604a26`,
`0x604a7d`) and `ItemDataMgr::loadHero` (`0x605900`: `0x605cee`);
- multiplayer: `0x5db670` and `0x5df1f0` serialize into a `cFile_ram` and
send it as a network event; must keep the binary format;
- `0x5def60` (both directions, callers not checked yet).
### Hero file chunks (`saveHero` / `loadHero`)
0x100-byte header (magic "AMH" at +0x?, chunk count), then a table of
(type, offset, size) entries, 12 bytes each, 0xc0 bytes = 16 entries, written
last (`saveHero` seeks back to 0x100). `loadHero` seeks to each chunk and
switches on its type; unknown types appear to be skipped (to confirm).
| Type | Content |
|---|---|
| 0xc0 | hero record (0x5ac) |
| 0xc1 | the hero's inventory (`Serialize`, inventory index = hero id) |
| 0xc6 | inventory #0x11 (`Serialize`; what it is: not checked) |
| 0xc2, 0xc3 (0x22c), 0xc4 (0x40), 0xcc, 0xce, 199, 200 | other hero data |
| 0xca / 0xcb / 0xcd | variants of 0xc1 / 0xc6 / 0xcc with a preceding `0x6076a0` step |
Decision (2026-10-14): the inventory chunks are written as JSON (new chunk
type) instead of 0xc1/0xc6; reading 0xc1/0xc6 remains as the migration from
vanilla saves. The multiplayer `cFile_ram` path keeps the binary format.
### Slot count by level
`SlotCountForLevel` (`0x57f750`): table at `0x95503c`, (level, count) u16
pairs: 0 -> 1, 2 -> 2, 8 -> 3, 16 -> 4, 30 -> 5. Used by the taskbar
(`+0x15c`).
### Taskbar (`cUI_Taskbar2`)
Slot controls (0x7c-byte `UI_STATIC` controls, created in the layout
function `0x6e4ba0`): weapon sets at +0x164 (5), art slots at +0x178 (5);
selection highlight written into the controls (+0x54..+0x60, +0x78) from
`0x9ed058`. The object's fields are packed behind the arrays (+0x18c ...).
Layout in the 1024 frame, slot width 0x42 (66 px), y = 0xf:
- weapon sets on the left, growing leftwards from the centre:
x = 0x18a + (i - n) * 0x42 (n = active slots);
- art slots on the right, growing rightwards: x = 0x280 + i * 0x42;
- `SetSlotCount` (`0x6dffa0`, clamps n to 1..5): shows the first n controls
of both rows, moves the weapon row, re-selects if the selection is >= n,
and rebuilds the decorative fill tiles (`UI_STATIC`, random variants from
`0x9eb0b0` / `0x9eb104` / `0x9eb1ac` / `0x9eb200`) between the rows and
the centre (left from 0x16a - n * 0x42, right from 0x23a + n * 0x40).
With 7 slots the rows reach x = -68 on the left and 1102 on the right, past
the 1024 frame (66-78 px each side). In the widened view the centred bar has
room for that (16:9: 1365 wide, 170 px each side). Decision 2026-10-14: keep
the original spacing; 4:3 is not a target (cut off there).
The two 5 x 0xbc blocks at +0x258 / +0x604 are the belt (3D item views), not
slots. Still to map: rendering of the slot contents (icons, cooldowns,
`Render` `0x6e3ac0`), drag & drop onto slots (`HandleEvent` mouse branch,
`0x5d9480` / `0x5d9680` calls), and whether the UI manager routes mouse
events outside 0..1024 to the bar.
### Network
Slot changes send network events 299 (`SetWeaponSetItem`), 300
(`SetWeaponSet`), 0x129 (`SetArtSlot`), 0x12a (`ClearArtSlot`), 0x130
(`SelectSlot`), 0x123 (`SetArtVariant`) with the slot index. A server or
client running the original only knows 5 slots: slots 6-7 are single player
only (or disabled in multiplayer).
## Plan
1. Slots 6-7 in a DLL table per inventory index (2 weapon sets, 2 x 2 art
slot variants); the original object keeps slots 1-5 unchanged.
2. Hook the accessors above: index >= 5 goes to the table. Extend the
5-slot loops (`Clear`, `ReplaceItemId`, `FixInventory`, load fix-up).
3. Save: `saveHero` writes the inventories as a JSON chunk (versioned)
instead of 0xc1 / 0xc6; `loadHero` reads the JSON chunk, or migrates a
vanilla 0xc1 / 0xc6 chunk through the original reader (slots 6-7 empty).
4. Slot count table: 7 entries; slot 6 at level 45, slot 7 at level 65
(agreed 2026-10-14).
5. Taskbar: 7 controls each (arrays inside the object are fixed at 5: own
table for the extra controls), layout, rendering, hit tests, drag & drop.
6. Keys: 1-7 select and cast art slots, F1-F7 select weapon sets.