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>
9.0 KiB
Quests
Quest data (measured 2026-10-17 / 2026-10-25)
- Quest table
g_quests(vector begin/end0xaa9e98/0xaa9e9c), 0x124 bytes per quest: id +0, internal name +4 (ANSI), scripts +0x10c (run on trigger), +0x114 (one-time, cleared after it ran), +0x118 success end, +0x11c failure end (only quests with one can fail), flags +0x120: 1 triggered, 2 done, 4 in progress, 8 busy (while the trigger runs its scripts).game/engine/quests.h. - Quest manager: static object
0xaaaf00(script interpreter). Quest book vector +0x424..+0x428, plain 0x174-byte entries (serialized field by field): state +4 (2 active, 100 solved, 101 failed), quest id +8, map position +0x14..+0x20; per player (16) a selected entry index at +0x3a8 + player * 8. - Script opcodes (keyword table
0x452540): LoseQuest0x36and ExitQuest0x0f->0x48f110->Quest_End0x46ced0(thiscall (index, ?, success), ret 0xc; LoseQuest success 0, ExitQuest 1). QuestDone0x0atests flag 2, QuestInProgress0x0cflag 4. Quest_Trigger0x46de10(cdecl (index, ?, ?, ?), plain ret): does nothing if flag 1 is set; else sets 1 | 8, runs +0x114 (then cleared) and +0x10c, clears 8. Talking to a giver triggered a quest (flags 0 -> 1, no book entry yet); accepting it set flag 4 and added a book entry, state 2.Quest_End: if the quest is in progress and not done, runs the end script (success / failure) and sets done (flags 3); the book entry's state becomes 100 / 101. Quests with ids 2600..3599 (the generic "Bringe NPC zu ...", "Eskortiere ...", ...) are copied to the end of the table under a new id (largest + 1, at least 10000): the game repeats those itself.- Compiled quest scripts:
bin\sgf.bin(labels such asLoseQuest_10255, textsres:...; random side quests useDQ_names, time limitsDQ_ZEITFENSTER_TAGE). - Example (Gladiator, Silber, 2026-10-25): failed Hetzjagd 1502, Pony Express 5005, Rette Jungfrau 2504, Eskortiere Händler zu geheimen Treffen 1403, all flags 3, book state 101.
Failed quests restartable (request 2026-10-17)
A failed quest is not final: talking to the quest giver again offers it
again. mods/questfail.cpp: after Quest_End with success 0 (its failure
script has run) the quest's flags 1/2/4/8 are cleared and its book entries
removed, as if never triggered; quests failed before the mod are reset once
after loading. Confirmed in the log (the four quests above reset, 2026-10-25);
the giver offering them again is still to be tested in the game.
Quest book (measured 2026-10-25)
- Book entries (quest manager +0x424, 0x174 bytes): kind +0 (3 main quest, 4 side quest: ids 1..99 are main quests, 0x46c450), state +4, quest id +8, title / text ids +0x24 / +0x28, progress log text ids +0x2c.., map position +0x18 / +0x1c (0x497830), chapter +0x16c (u16). A new entry (0x46c450, thiscall (quest index, ?), ret 8, called by the script interpreter 0x48f602) copies its chapter from the player's current main quest entry (+0x3a4 + slot * 8; selected entry +0x3a8 + slot * 8, read by 0x49dd40).
- cUI_Book (one per book mode, 0x7a8[mode] of the book window; quest mode +0x166 = 0): list builder 0x6b04c0 (thiscall, from the rebuild 0x6b1670), page-full check 0x6b1a70 (thiscall (tab, page), ret 8), render 0x6b27f0 (thiscall (renderer, bookmarks only), ret 8: the left page's rows, then the selected row's detail record on the right, 0x6b1cd0 thiscall (renderer, record, sub-page), ret 0xc), events 0x6b3620 (thiscall (event), ret 4). Current tab +0x15e, page +0x162; per tab pages +0x97c + tab * 0xc (0x1c bytes: title text +0, selected row +4, rows +0x10) and detail records +0x9d0 + tab * 0xc (0x40 bytes). Row (0x14 bytes): u16 flags (4 spacer, 0x40 done, 0x80 entry flag 1), title +4, detail record +8, book entry +0xc, icon +0x10. Act tabs: chapter text table 0x9de7e4 (9000 "Pfade des Schicksals", 9001 "Unter blutigen Bannern", 9002 "Die rastlosen Toten", 9003 "Zeitenwende"); bookmarks: 7 controls at +0x168, 0xbc apart.
- The book's list and the quest scripts run on the same thread (logged).
- Quest table (Gladiator, Silber): 28 main quests, 87 side quests in id blocks of 100 (1xx .. 25xx, 2 to 7 each; their accepted quests lie together on the map), about 120 other side quests (5xxx, 6xxx, 9xxx, 102xx, 15xxx), 352 generic ones (2600..3599) and bookkeeping entries (0, 99 "MP-Start", 5081..5089 "Region 1 befreit").
Quest book as one list (request 2026-10-25)
"Show all quests, unknown ones as ???, so a player knows how many quests an
area holds"; then: "get rid of the tabs ... a section for story, and then a
section per region", the game's page turning kept. mods/questbook.cpp: the
game's builder runs on a reordered copy of the book (story, then a section
" (known/all)" with "???" rows, other side quests joined to the
nearest area, "Unentdeckt" counts), all in the first tab; rows are mapped
back to the real entries afterwards (ours to none, which clicks ignore). The
bookmarks are hidden, pages titled "Quests", each page selects its first
quest, a click on a heading keeps the selection. Counted: side quests whose
name is unique in the table.
Area names (measured 2026-10-25): an area is an id block (1xx .. 25xx); its
name is the game's name of the region most of its known quests lie in, as the
megamap names the hero's region: book cell +0x18/+0x1c (x 53.66563 = world
units) -> World_SectorAt 0x634970 -> Sector_Region 0x622e30 ->
Region_NameKey 0x425370 -> text (game/engine/regions.h). Several blocks
lie in one named region (regions 1, 2, 3 are all UI_REGION_SOUTHKERN), so
blocks with the same name make one section; blocks without a known position
are "Gebiet N".
"Erledigte anzeigen" (request 2026-10-25: "some kind of 'Show completed'
checkmark. If unchecked, completed quests are not in the list (as well as
completed regions)"): the list's first row, an own entry whose state draws the
solved mark (100) when on and no icon (0) when off; its row carries the marker
entry 0xfffffffe. A click toggles it (sacredK.ini [questbook] ShowCompleted, default 1) and calls cUI_Book::Rebuild 0x6b1670 (thiscall,
no arguments; keeps tab and page if the page still exists, else ours clamps
it). Off leaves out solved entries (main and side) and areas whose quests are
all known and solved; failed quests stay (restartable).
Quest NPCs after the quest (request 2026-10-25)
Request: NPCs related to a quest are drawn white on the minimaps and turn
towards the player; once their quest is finished they should be drawn blue
and stop turning, like other NPCs. src/mods/questnpc.cpp.
Measured:
-
The zoomed map view (0x6cc950, call at 0x6cec6b) draws a creature white when
cCreature::IsQuestNpc(0x54fa30) is true: creature flags +0x200 bit 0x100 / 0x200 (escorted NPCs, set by the quest manager 0x46ae54..), or a dialog +0x245 in 1..59999 whose type (cDialogManager::DialogType0x49a180, record +0x48 of the 0x50-byte records at manager 0xaaaf00 +0x755c, name at record +4) is below 50. -
Some quests move their giver on to dialog 0 at the end (
DLG_15074_STARTtype 10 →_OFFEN126 →_ZIEL11 → 0); many leave it on the quest's dialog:auftrag10,auftrag2411,AuftragEnde202,auftrag303kept their dialog with the quest done (flags 3, book entry solved). -
The turning, found with a hardware write watch (DR0) on the facing +0x70: the idle action (
cCreature::IdleAction0x544700, Think's action 0 handler) turns every creature with a dialog +0x245 in 1..99999 towards the local hero each Think step (0x546334..0x5463d5,cCreature::SetDirection0x44df60 → 0x44ddc0), unless its type is of kind 4 in the type table (TypeTable_IsKind40x4265c0, call at 0x546357) or object flag +0x14 bit 2 is set. So every NPC with a dialog turns, not only quest NPCs. -
Script labels (vector 0xaa9688..0xaa968c, 0x54 bytes each; quest scripts and dialog answers are indices into it, run by
Script_RunLabel0x46bd80): name +0, the quest the label belongs to +0x48 (-1 none; the label only runs once that quest is triggered, 0x46bf11). Each dialog has a labelDialog:<dialog name>(logged 2026-10-25:Dialog:rg1_goodie1_auftrag9004 Vermisstes Kind, the Aufgeregter Bauer;Dialog:auftrag_wueste9000;Dialog:auftrag11a11101;Dialog:DLG_15003_ZIEL15003;Dialog:geschlossen101none).
The quest of a dialog is its label's quest (game/engine/quests.h, script
labels), looked up by the dialog record's name; cached per dialog. A first
version read the quest id from the numbers in the dialog's name; that missed
dialogs without one (the Aufgeregter Bauer's rg1_goodie1_auftrag, user
report 2026-10-25) and misread others (auftrag11a1). When that quest
exists, is done (flag 0x2) and not in progress (0x4):
- the hook on
IsQuestNpcreturns false (blue on the minimap); - the type check call at 0x546357 is redirected to a thunk that also answers true, so the idle action skips the turn.
Dialogs without a quest (healers, closed shops: geschlossen101,
heilen_global) stay as the game has them.