Per category (Gold, Tränke, white/blue/yellow/brown/green items) one of Löschen (loot deleted at once), Ignorieren (pickup key leaves it), Standard, Immer anzeigen (label without the labels key). Replaces the game's PICKUPAUTO choice; settings in [loot] of sacredK.ini. docs/loot-filter.md. Also ignore MSYS *.stackdump files. Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
120 lines
7.0 KiB
Markdown
120 lines
7.0 KiB
Markdown
# Options window: tabs and key bindings
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Request (2026-10-18): the settings screen gets three tabs: *Allgemein*,
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*Beute* (loot filter; first iteration: the game's loot options moved there
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from the common page) and *Tastenbelegung* (key bindings, so far only
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settable in `sacredK.ini`). Code: `src/mods/options.cpp`; bindings in
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`src/mods/input.cpp`.
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## The window (cUI_Options)
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- vtable `0x89505c`, constructor `0x716570` (name, rect, parent, flags;
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`ret 0x18`), destructor `0x7165f0`; controls built by `0x7184e0`.
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- vf44 `0x716640` (renderer, ?, ?; `ret 0xc`): window render (`0x727040`),
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then drives the sliders while the mouse is held. vf10 `0x716b30`: events.
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- `0x717ea0` loads the settings into the controls when the window is shown;
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`0x717460` (thiscall, plain `ret`) writes them back — called for OK.
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- Controls: vector at `+0x90` (begin) / `+0x94` (end); the 16 background tiles
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are in the window's own list `+0x78`. Buttons: `+0x158` Cancel, `+0x15c` OK.
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Pickup: radio buttons `+0x16c/+0x170/+0x174` (`PICKUPAUTO` 0/1/2),
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checkbox `+0x178` (`PICKUPANIM`).
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- Layout (1024x768): frames at x `0x40` / `0x220`, y `0x40` / `0x120` /
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`0x200`, borders `0x14` outside, labels above (y `0x20` / `0x100` /
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`0x1e0`). Left: graphics, auto-pickup (*AUTOCOLLECT*), general; right: sound
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volume, 3D sound, internet. OK / Cancel at y `0x284`.
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- cUI_Frame (vtable `0x8955ac`): its render `0x73a540` does not test the
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visible flag, only `+0xdc` (set to 1 by its constructors).
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## How the mod works
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- After the constructor: every control in `+0x90` is put on a page by its
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position — left column middle row → *Beute*, everything else → *Allgemein*,
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OK / Cancel on all pages. The auto-pickup group moves up one row (to the top
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of its page), the general group below it moves up into its place.
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- A cUI_TabSheet (`game/ui/tabs.h`) at the top frames' border; its headers
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(default row layout) sit above the frame labels.
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- Each frame (vf44) the controls not on the active page are hidden (visible
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flag, frames also `+0xdc`); controls hidden by the mod are shown again on
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their page. The game re-shows controls when the window opens, so this runs
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every frame.
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- *Tastenbelegung* is drawn by the mod: rows per binding, grouped
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(Kampfkünste, Waffensets, Bewegung, Aktionen), a key box per row. A click on
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a box captures the next key press (`input::SetKeyCapture`, swallowed before
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the game sees it): Esc cancels, Backspace unbinds, a bindable key is taken
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(and removed from any other action). The page works on a copy loaded when
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the window opens; OK (`0x717460`) saves it to `[keys]` in `sacredK.ini`,
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Cancel drops it.
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- Movement keys (W/A/S/D) are bindings now (`MoveUp/Left/Down/Right`);
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`mods/wasd.cpp` polls the bound keys.
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## Follow-ups (2026-10-18)
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- Pages moved down 24 px (`kContentShift`) for room below the tab headers.
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- *Alle zurücksetzen* (left of OK / Cancel) sets every binding back to its
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default; saved with OK like any other change.
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- Potion bindings *Trank 1–5* and *Trank 1 für Gefährten* (default: no key).
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They call `cEngine::UseActionSlot` (`0x613040`, thiscall (kind, on ally),
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`ret 8`) on the engine tick. The game's own potion hotkeys are off: its
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engine hotkey switch (`cEngine::ReceiveEvent`, index bytes `0x619adc` per
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upper-case character − 0x20, targets `0x619ac0`) had Space → kind 1 (Shift:
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5), B → kind 1 on the weakest ally, Q 2, W 3, E 4, R 5; those six entries
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now point at index 6 (no hotkey). `ActionSlot3` (W's action on G) is gone.
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- The window is drawn like the save game / export screens: black beside the
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1024 frame (`hud::RenderFramed`).
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- Key bindings page: a backdrop (`0x724ed0`) and a frame (`0x739f90`) per
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column, created with the window's controls and shown only on that page.
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(Drawing the window's existing ones at other rects did not fit: a frame's
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border pieces keep the place they were made at.)
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- Pages move down 24 px under the tab headers. A slider (cUI_Scrollbar,
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vtable `0x895664`) moves with its parts: minus, plus, track and knob are
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embedded controls (+0x94 / +0x110 / +0x18c / +0x208) with rects in window
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coordinates, and the knob is placed from +0x78 / +0x7c each frame.
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- Key page layout (2026-10-19): the two frames span the other pages' frame
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area (top row's top to the bottom of *Internet-Optionen*); the hints sit
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in the bottom row next to *Alle zurücksetzen*, since they hold for the
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whole page.
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- Potion kinds are named by the bottom bar's tooltip texts:
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`PotionTooltipText` `0x43fa90` (kind) → text id by key, e.g.
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`<color=FFFFFF80>Heiltrank <colorw=FFFFFFFF>[SPC]` (kinds 1–5: Heiltrank,
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Sog der Hölle, Trank des Mentors, Antidot der Viper, Trank der
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Konzentration / Teleportationstrank; read in `scripts/de/SRglbl.res`).
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Shown, the tags are colour codes (backslash, letter, 8 hex digits:
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`\dFFFFFF80Heiltrank \wFFFFFFFF[SPC]`); `game::PotionKindName` strips them and the key; the tooltips get the bound key
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in the brackets, or none (`game::SetTextOverride`, mods/potioncounts.cpp).
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- No posted game keys any more: *Spiel speichern* calls what the UI manager's
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S case (`0x757775`) does: save window built (manager slot `0x2b`),
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`CanOpenWindow` `0x75a690`, engine event (vtable `0x88eb38`, 0x13, 5, 1),
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then window command *show* (0x11) for `UI_WND_SAVEGAME`
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(`game/ui/windows.h`, shared with escape.cpp's *hide* 0x12).
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## Karte, Minikarte, Beschriftungen (2026-10-19)
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Request: M (map), Tab (minimap) and Alt (text overlay) bindable too.
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- M: the UI manager's letter switch (`cUI_Manager::ReceiveEvent` 0x757120,
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upper-case character − 'C', index bytes 0x75868c, targets 0x758660) shows
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`UI_WND_MEGAMAP` (slot 0x25) unless a blocking window is open; while the map
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is open its own branch (cmp 'M' at 0x757f86) hides it. Switched off (M →
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index 10, the compare → -1); the *Karte* binding does the same checks and
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sends the window command.
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- Tab: the in-game window procedure 0x8110d0 shows `UI_WND_OVERVIEWMAP` on
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key down (switch on vk − 9: index bytes 0x812124, case 0x81146d) and hides
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it on key up (0x812270, case 0x8117f8). Switched off (Tab → the "other key"
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indices 4 / 3); *Minikarte (halten)* shows / hides it on the bound key's
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down / up.
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- Alt: no message, the game polls `GetAsyncKeyState(VK_MENU)` for its name
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overlay in seven places (DrawObjectLabels 0x627260, PickObjectAt 0x626d30,
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cEngine 0x60f1d0 / 0x611f10 / 0x617360, cCreature 0x599880, the map's debug
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teleport 0x6c7ec0). Their `call [GetAsyncKeyState]` read our pointer
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instead: `LabelsKeyState` returns the bound key's state.
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- Alt and F10 come as WM_SYSKEYDOWN: the key capture takes those too.
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- Key page: 20 lines per column (line 25 px) to fit the three rows.
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## Beute: loot filter (2026-10-19)
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The page holds the loot filter (`docs/loot-filter.md`): the game's pickup
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choice (PICKUPAUTO radio buttons, their labels, the separator; matched by
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pointer and control name at +0x30) is never shown, a framed table below the
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auto-pickup frame sets a mode per category. Its frame is made like the key
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page's (`AddFrame`).
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