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>
169 lines
8.5 KiB
Markdown
169 lines
8.5 KiB
Markdown
# To do
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## Fixed: aura visuals missing after loading (2026-10-15)
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Saving marks effect objects (cObjectFX) dead; loading keeps the buff but drops
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the aura effect (type 842) that follows the hero. `src/mods/aura_restore.cpp`
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recreates it after a load for Heldenmut (0x3f7) and Klingenblick (0x3f8). Spell
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auras (Steinhaut, Lichtschild, ...) use other effects; the user confirmed on
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2026-10-17 that their visuals are back after loading too.
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## Data-driven arts instead of hardcoded art ids
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Asked 2026-10-15: naming single arts as constants (`kArtHeldenmut`,
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`kArtFlammenwerfer`, ... in `src/game/engine/arts.h`) does not scale. Mods
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should decide by an art's properties, read from the game's own data:
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- the definition tables `g_spellDefs` (`0x950a38`, 71 x 0x94) and
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`g_combatMoveDefs` (`0x94ddb0`, 95 x 0x78): id, icon name, launch type,
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usable mounted, ... (`tools/arttable.mjs` dumps them; most fields unnamed);
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- map the remaining fields (regeneration group, lasting effect / aura,
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duration, ...) and expose them as an `ArtInfo` lookup in `src/game/`;
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- where the game itself hardcodes ids (e.g. the arts that always count as
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magic in `cCreatureArts::AddGroupRegen`, the "already active" switch in
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`IsValidArtTarget`), keep one table of those ids with the reason, instead of
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named constants spread over the mods;
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- optionally an own data file (JSON next to the DLL) for mod-side settings per
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art, if we need values the game does not have.
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## Art ranges: scaling and indicators
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Asked 2026-10-15 (after making periodic aura hits strike everything in
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range, docs/aura-hits.md):
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- art ranges should scale with the art's level, and possibly with new
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attributes;
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- possibly show a range indicator (e.g. a ring around the hero for auras, or
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at the cursor for aimed arts).
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Known so far: the periodic-hit aura (effect kind 0x12) uses
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`(cCreatureArts +0x56 + 20) * 10` world units, measured from the owner with
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`cCreature::DistanceTo` (`0x536f20`); what +0x56 is (level? a stat?) is not
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mapped yet. Other arts' ranges are not mapped. Fits the data-driven arts
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item above (range as a property of an art, one place to compute it).
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## Rename life leech to "omnivamp"
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Asked 2026-10-15: life leech (property 0x349, "Lebensentzug") becomes
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"omnivamp". To do: the in-game texts (item property, tooltips, character
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window). The leech code is the game's (`0x5707a4`.., property 0x349, in the
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damage code `0x56aff0`); it credits the hit's attacker (order +0x1c). Omnivamp usually means healing from all damage,
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not only weapon hits: aura hits (docs/aura-hits.md) now name their attacker
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so the game applies it;
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other damage sources (spells, combat arts' extra hits, damage over time) may
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follow.
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## Map and map zoom in widened views
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Reported 2026-10-15: the map (and zooming it) does not support the widened
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render sizes yet. 2026-10-16: TAB map fixed (viewport shifted), M map spans
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the render width (docs/hud.md, "Large map"), zoomed view and its markers included.
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Confirmed in-game 2026-10-16.
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## Quest dialog glitches in widened views
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Reported 2026-10-15: accepting a quest, the dialog window "kept glitching"
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and button clicks were not detected correctly. Probably the HUD layer
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(src/mods/hud.cpp: windows shifted while they render / handle events): the
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dialog may not be covered, or shifted twice. Details asked from the user.
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## WASD walks around walls (caves)
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Reported 2026-10-15: in caves WASD movement behaves "as if the player tries
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to find another way to the target location if a wall comes up". WASD sends a
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walk order to a point 300 world units ahead (docs/wasd.md); when that point is
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behind a wall the pathfinder plans a detour. Idea: find the game's straight
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line / walkability check and shorten the target when the line is blocked (or
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stop / slide along the wall). Related to the pathfinder item above.
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## Esc closes an open dialog first
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Asked 2026-10-15: with any dialog open (quest, trader, inventory, ...), Esc
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should close that dialog instead of opening the game menu (ESC menu,
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`cUI_EscMenu`). Esc is handled in the engine / UI manager hotkeys
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(docs/wasd.md: engine `0x618130`, UI manager `0x757120`).
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## In-DLL smoke tests (later)
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A test mode inside the mod DLL, started by an ini setting or command-line flag,
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so builds can be checked without play-testing and without driving the real
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mouse/keyboard like `tools/autotest-load.ps1`:
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1. load a fixed test save;
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2. play scripted input through the existing hooks (keys, casting arts, weapon
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set switches, save + reload);
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3. take back-buffer screenshots at checkpoints and log checks to
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`sacredK.log` (aura effect present after reload, slot 6-7 inventories
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survive a save, ...);
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4. exit the game.
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## Better pathfinder (mouse clicks and monsters)
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Replace the game's pathfinding with a more reliable and efficient one, for
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click-to-move and for monster AI. What we know so far:
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- Walk orders are `cEvent_creature` command 4 with a ground target (+0x18/+0x1c),
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sent through `cEngine::SendCreatureOrder` (`0x6170d0`), which snaps the
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target to a walkable point (`0x616b70`) and hands it to
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`cCreature::ReceiveOrder` (`0x52e400`, vf18, ~6400 decompiled lines).
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- Far targets (~2000 world units) are rejected or followed badly.
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- Still to map: the path search itself, the sector/tile collision data it
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reads, and how monster AI issues its moves.
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## Key bindings moved for WASD movement (temporary)
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W, A and S were game hotkeys. With WASD movement (`src/mods/wasd.cpp`) their
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actions moved to other keys for now; choose final bindings (and update the
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in-game texts/tooltips that name the old keys):
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| Key | Action | Temporary key (sacredK.ini) |
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|---|---|---|
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| W | potion kind 3 (`cEngine::UseActionSlot`, like Q/E/R/B/Space) | game potion keys switched off; `[keys] Potion1-5` (docs/options.md) |
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| A | pick up items nearby (creature event 0x113) | Q (`[keys] PickUp`, 2026-10-17; was V) |
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| S | save game window (`UI_WND_SAVEGAME`) | K (`[keys] SaveGame`) |
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| D | unbound | - |
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## Hard-coded game keys left (2026-10-19)
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Noted after the key bindings page (docs/options.md): these game keys are
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still hard-coded, not on the page. Each would go the way M / Tab / Alt went:
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switch the game's key off at its source (switch index byte or compare), add
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a binding that calls the same game code.
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| Key | Where | What (as read, not all measured) |
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|---|---|---|
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| I / F / C | UI manager letter switch (`0x757120`, cases at index bytes `0x75868c` + char − 'C') | inventory window with tab 1 / 2 / 3 (`cCommand_onInvOpen`; again: close) |
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| L | same | quest book `UI_WND_QUESTBOOK` toggle |
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| H | same | toggles UI manager flag 0x200 (unmeasured) |
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| T | same | toggles UI manager flag 0x1000 (unmeasured) |
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| N | same | network info `UI_WND_NETINFO` (multiplayer only) |
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| O | same, only while the options window is open | closes options (applies them) |
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| S | same (`0x757775`) | save game window; works only while S is not bound (it is: *Nach unten*). *Spiel speichern* already calls this code. |
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| A | engine `cEngine::ReceiveEvent` (`0x618130`, compare at `0x6188e7`) | pick up items nearby; same situation as S (A is *Nach links*); *Gegenstände aufheben* calls the code |
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| P | engine (compare at `0x6188f0`) | pause, single player only |
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| `` ` `` / ^ / `\` (key codes 0x60, 0x5e, 0xdc) | engine (`0x6188cf`), UI manager (`0x75758c`, `0x75759c`) | console |
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| Esc | engine, UI manager `HandleEsc` | closes windows / ESC menu (escape.cpp builds on it) |
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| Shift + Space | engine potion table (off with the potion keys) | - |
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Digits 0-9 are taken by the skill keys (input.cpp `Reserved`). Bound keys are
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swallowed before the game sees them, so a game key only acts while it is not
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bound to something else: rebinding *Nach links* away from A brings back the
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game's A (pickup), same for S. Individual windows may have more keys of
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their own (not surveyed).
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## Potion stacks
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Asked 2026-10-17 (after the potion counts on the bottom bar,
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`src/mods/potioncounts.cpp`): potions of the same type (e.g. minor healing)
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stack in one inventory cell, up to 20 per stack (a full stack starts a new
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one). Drag, sell and drop move the whole stack, as with any other item. The
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counts on the potion slots then add up the stacks. In progress, see
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docs/item-stacks.md (open: sale price per stack, splitting on the ground).
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## Walking animation after loading (2026-10-17)
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The hero sometimes plays a walking animation after a save game load while
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standing still. Not reproduced yet: a load log (hero mode, action, animation
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fields, orders) showed nothing unusual; right after a load the game itself
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sends one walk order (0x4) while the hero is idle. Measure again when it shows.
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