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sacred_k/docs/quests.md
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khallaandClaude Opus 5.5 e539cab604 Followers: escorts left behind are teleported to the hero
A follower that fell more than 40 cells behind was removed when its sector
was switched off, and the game ran its death label (the husband of "Die
Sklaven der Orks"). Every 500 ms followers of the local hero that far away
are teleported to him with cCreature::Teleport.

Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
2026-10-26 23:39:21 +01:00

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# Quests
## Quest data (measured 2026-10-17 / 2026-10-25)
- Quest table `g_quests` (vector begin/end `0xaa9e98` / `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`): LoseQuest `0x36` and ExitQuest
`0x0f` -> `0x48f110` -> `Quest_End` `0x46ced0` (thiscall (index, ?,
success), ret 0xc; LoseQuest success 0, ExitQuest 1). QuestDone `0x0a` tests
flag 2, QuestInProgress `0x0c` flag 4.
- `Quest_Trigger` `0x46de10` (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 as `LoseQuest_10255`,
texts `res:...`; random side quests use `DQ_` names, time limits
`DQ_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 2/4/8 are cleared and flag 1 is kept
(book entry: see below); 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.
2026-10-26: the restart first cleared flag 1 as well. Measured: a quest's
script labels, its giver's dialog too, run only while flag 1 is set
(Script_RunLabel `0x46bf11`; "Dialog faild" in the game log otherwise), and
accepting it (opcode 0x14, `0x48f320`) needs it too; the game sets it when the
hero enters the quest's region (`Quest_Trigger`). A restarted quest is now
"available": flags 1.
Marker back to the giver (request 2026-10-25: "quests that failed, should
have the blue marker point back to the quest giver"):
- Measured: the maps draw a marker for every book entry at its compass cell
+0x18/+0x1c, colour from `0x4975d0` (thiscall (entry, kind), ret 8): open
side quest `ff006cff` (blue), main `ffffff80`, solved green, failed red.
The compass target +0x10/+0x14 is set by the scripts' QuestkompassPos
(`0x49a7a0`: a cell, radius +0x20 "rad:") and QuestkompassOBJ
(`0x49af70`: 0xffffffff + object id, or 0xeeeeeeee + script NPC id);
`0x4a6740` resolves it into +0x18/+0x1c. The game keeps no giver per quest.
- A quest is accepted in a dialog answer (`cDialogManager::Answer` 0x49a090 ->
quest script -> `QuestManager_AddBookEntry` 0x46c450). The mod keeps the map
cell of the NPC nearest to the hero then (within 400) as the giver, saved
with the hero data (`questGivers`: quest id -> cell, merged from save game
and hero file; quest ids and givers are the same in every world).
- On failure the book entry stays (state 101) with its compass on the giver
and is drawn blue; without a known giver it is removed as before (all
quests that failed before this change). Accepting the quest again removes
the failed entry.
## 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
"<region> (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::DialogType`
0x49a180, 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_START` type 10 → `_OFFEN` 126 → `_ZIEL` 11 → 0); many leave it
on the quest's dialog: `auftrag10`, `auftrag2411`, `AuftragEnde202`,
`auftrag303` kept 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::IdleAction` 0x544700, 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::SetDirection`
0x44df60 → 0x44ddc0), unless its type is of kind 4 in the type table
(`TypeTable_IsKind4` 0x4265c0, 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_RunLabel` 0x46bd80):
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 label
`Dialog:<dialog name>` (logged 2026-10-25: `Dialog:rg1_goodie1_auftrag`
9004 Vermisstes Kind, the Aufgeregter Bauer; `Dialog:auftrag_wueste` 9000;
`Dialog:auftrag11a1` 1101; `Dialog:DLG_15003_ZIEL` 15003;
`Dialog:geschlossen101` none).
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 `IsQuestNpc` returns 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.
## Quest scripts (measured 2026-10-26)
- Code: `binNetScriptFunkCode.bin` (`binAddonNetScript` differs only past
0x9a653), open as the quest manager's FILE* +4 (`0xaaaf04`). Instructions
{u16 opcode, u16 size with the header, args}; args tagged: 0x01 string,
0x0b int32, 0x09 dialog, 0x05 label (e.g. a death label), ... Jump table of
the executor `0x475970` at `0x4787b0` (opcode * 4).
- Labels: the script label table (`0xaa9688`, 0x54 bytes; from
`Vectoren.bin`): name, +0x40 code offset, +0x44 code size, +0x48 quest.
`Script_RunLabel` `0x46bd80` (cdecl (label, object, flag)) reads the code
and runs it with `0x475970` (quest manager thiscall (code, &offset, quest,
object, flag, 0), ret 0x18; any memory buffer with offset 0 works).
- Opcodes seen: 1 spawn ("Res:<script id>", type, position, 0x09 dialog,
0x05 death label), 3 NPC mode (0x09 dialog, 0x0a follow + death label),
4 trigger area, 0x0f end quest, 0x14 start quest (#id), 0x17 named
position, 0x1a dialog text, 0x35 book text, 0x3a / 0x42 if / else if
(0x49 var == n, 0x40 "@npc"), 0x3c dialog answer (text, label), 0x3f
compass, 0x44 set variable, 0x48 move NPC, 0x56 dialog state.
- Script NPC names: "Res:<n>" is a script id (object +0x3c, `0x44a390`); the
quest manager maps it to the object (`0x464ec0`, map +0x7668); a spawn sets
the entry.
- Example "Jagd auf die Wilderer" (1501): `Region15Init` spawns the elf
(Res:17013, type 134, dialog auftrag1501); accepting (`trigger1501`: 0x14)
runs `QIS_OnEnter1501`: poachers with death label `tot1501`, the elf follows
with death label `ex1501` (variable "1501" = 1, then `tot1501`); `tot1501`
once all poachers are dead: variable 0 -> back to the elf, 1 -> quest ended
without the reward. "Hetzjagd" (1502): the daughter (Res:17015, the giver)
is spawned only when the hero walks into trigger area `hetz1_1502`, with
three cultists; her father (Res:17016) only asks for her.
## Escorts on the follower list (request 2026-10-26)
"Furchtbares Verbrechen" (9008) did not go on at its target point: the
script's test there ("@npc", `0x498aa0` case 0x40) looks the NPC up in the
hero's follower list (+0x39c, 9-byte entries), which was empty after a load,
while the NPC still had its leader (+0x251) and follow bit (+0x1f4: 4 for the
follow order, 0x100 for script escorts). `mods/followers.cpp` adds such NPCs
back with `cCreature::AddFollower` `0x54b070` once after loading. Town NPCs
that run after the hero for a few seconds (status 0x404) are left out.
Confirmed 2026-10-26.
## Quest givers come back (request 2026-10-26)
"Change the death script to spawn her back to her starting point", and "on
load we need a repair ... if not completed or correctly running".
`mods/questgiver.cpp`: a quest's giver is the NPC whose spawn instruction
carries a dialog with an answer that accepts the quest (85 givers). When a
label of a running quest runs for its dead giver, it is skipped, the quest
restarts (failed entry at the giver, the variables only its labels set back to
0), and once the body is gone the spawn instruction runs again. After a load,
an accepted quest (flag 4) without its giver gets the same. Not yet seen in
the game (the escort of "Hetzjagd" arrived alive); see `docs/todo.md` for the
audit of how quests can fail.
Lesson (2026-10-26): flag 1 means available, not running; a first version
took it for running and reset 16 available quests and spawned their NPCs on
Borf (repaired once, then saved).
## Escorts never left behind (2026-10-26)
"I have lost a follower NPC from the quest 'Die Sklaven der Orks', it's no
longer following me" (Borf). Measured in the log: the husband (Res:17584,
type 86; spawned in `startcode.bin` with death label `drop2412`) fell behind,
the game's own catch-up teleport moved him once (type 86 line), then the hero
walked on, the sectors behind were switched off, and the game removed him
and ran `drop2412` (quest variable 5, a token item res:17585 dropped where he
was; picking it up runs `take2412`, the "husband lost" branch). His object id
was reused right after: removed, not dead. The teleport potion came 50 s
later and was not involved; portals and the potion take followers along.
`mods/followers.cpp`: every 500 ms each follower of the local hero more than
40 cells away (sectors are switched off at 65 and more) on the same level is
teleported to the hero with `cCreature::Teleport` 0x54d840 (thiscall (cell x,
cell y, 0, 1), ret 0x10). Borf's husband was respawned once by a temporary
repair (his spawn instruction, variable 1, token removed, `follow2412`); the
quest then finished with him alive.