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sacred_k/docs/todo.md
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2026-10-14 09:09:44 +02:00

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# To do
## Bug: skill "aura" effects are not drawn
Reported 2026-10-14: the aura effects of some skills are missing. Not
investigated yet. Things to check first:
- whether vanilla (`[widescreen] Enabled=0`) draws them, i.e. whether the
widescreen or HUD patches cause it;
- whether they are missing everywhere or only away from the screen centre;
if the latter, a clip test still using 1024x768 bounds, like the creature
clip (`0x4c8`/`0x3c8`) was;
- effect objects (`cObjectFX`) in the object passes (`cWorldView0::DrawObjects`
`0x62e580` / `DrawObjects2` `0x6300d0`) and the light/effect list
(`+0xce14`, `0x41b1xx`).
## Better pathfinder (mouse clicks and monsters)
Replace the game's pathfinding with a more reliable and efficient one, for
click-to-move and for monster AI. What we know so far:
- Walk orders are `cEvent_creature` command 4 with a ground target (+0x18/+0x1c),
sent through `cEngine::SendCreatureOrder` (`0x6170d0`), which snaps the
target to a walkable point (`0x616b70`) and hands it to
`cCreature::ReceiveOrder` (`0x52e400`, vf18, ~6400 decompiled lines).
- Far targets (~2000 world units) are rejected or followed badly.
- Still to map: the path search itself, the sector/tile collision data it
reads, and how monster AI issues its moves.
## Key bindings moved for WASD movement (temporary)
W, A and S were game hotkeys. With WASD movement (`src/mods/wasd.cpp`) their
actions moved to other keys for now; choose final bindings (and update the
in-game texts/tooltips that name the old keys):
| Key | Action | Temporary key (`[wasd]` in sacred_re.ini) |
|---|---|---|
| W | action slot 3 (`cEngine::UseActionSlot`, like Q/E/R/B/Space) | G (`ActionKeyW`) |
| A | pick up items nearby (creature event 0x113) | V (`ActionKeyA`) |
| S | save game window (`UI_WND_SAVEGAME`) | K (`ActionKeyS`) |
| D | unbound | - |
Globally bound letters (engine `0x618130`, UI manager `0x757120`): A B C E F
H I L M N O P Q R S T W, Space, ^, digits. Individual windows may use more.