While W/A/S/D are held, the controlled creature gets a plain walk order every engine tick toward its position plus the pressed screen direction, as the mouse does while its button is held (every mouse event re-sends a walk to the cursor point); releasing sends the target-less stop order of a released mouse button. W/A/S/D key events are swallowed before the hotkeys see them; their old actions move to G (action slot 3), V (pick up nearby) and K (save game window) for now, configurable in [wasd]. docs/wasd.md: order format, measured mouse behaviour, hotkey map. docs/todo.md: better pathfinder; final bindings for the moved hotkeys. re::ConfigString for string settings. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
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WASD movement (src/mods/wasd.cpp)
How the game moves the hero
Movement is a creature order: cEvent_creature (vtable 0x88e95c, 0x44
bytes), command 4 = walk, sent with cEngine::SendCreatureOrder (0x6170d0,
(creature, event)), which snaps a ground target to a walkable point and
passes the order to creature->vf18 (cCreature::ReceiveOrder, 0x52e400).
| Offset | Field |
|---|---|
| +4 | command (4 walk, 0x105 ...) |
| +0x10 | target object id (attacks) |
| +0x14 | 2: x, y are a ground point; 0: no target |
| +0x18 / +0x1c | ground point (world units, same as creature +0x1c / +0x20) |
| +0x20 | 1: re-aim while a mouse button is held; 2: skip target snapping |
The controlled creature's object id is at cEngine+0x13c; objects come from
cObjectManager::GetObject (0x5fe060, manager *0xad3bc0), cast with
__RTDynamicCast to cCreature. Hero state: +0xfc action mode (2 while
following a held mouse button), +0x150 movement (1 walking, 2 arriving,
0 standing).
Mouse, measured with an order log:
- click (
cEngine::HandleMouseButton0x617360): one walk order to the ground point, then engine flag+0x54 |= 0x10(button held); - while held: every mouse event re-sends a plain walk order (+0x20 = 0) to the
point under the cursor, dozens per tick; the hero stays in mode 2 and walks
smoothly.
cEngine::Tick(0x60f1d0, 10 Hz) additionally sends a re-aim order (+0x20 = 1) per tick after 0.4 s of walking; - release after > 0.5 s: a walk order without target (+0x14 = 0), which stops the hero in place.
What the mod does
Every cEngine::Tick, while W/A/S/D are held (and no text field has the
focus, no mouse button is held): a plain walk order to hero position +
direction x 300 world units (about a cursor's distance). Screen directions in
world axes: up (-1,-1), down (1,1), left (-1,1), right (1,-1); combinations are
summed and normalised. All keys released: the target-less stop order.
Dead ends, for the record: re-aim orders (+0x20 = 1) on their own stop the hero after two orders; far targets (2000 units) are rejected or followed badly; targets near the stepwise-updated position make it arrive and stop.
Hotkeys
Keys reach the game as cEvent_key (category 4; key at +6/+8, modifiers at
+0xa) through the kernel queue to cEngine::ReceiveEvent (0x618130), which
offers them to cUI_Manager::ReceiveEvent (0x757120) first. Both compare
toupper(key) (0x84aa86). The mod swallows W/A/S/D there (auto-repeat events
would trigger the hotkeys) and rewrites the replacement keys into the old
letters; the temporary bindings are listed in docs/todo.md.
Hotkeys found: engine A (pick up nearby), P (pause), Q/W/E/R/B/Space
(cEngine::UseActionSlot), ^ (console), Esc, Ctrl+B/F/X/Z (Z quicksave); UI
manager C F H I L M N O S T (S save game window). Arrow keys in
cEngine::ScrollInput (0x610650) walk object #2 or scroll the camera; not
reachable in normal play.