H.3's roadmap line ("122 EmoteType x 39 Trigger mini-VM") describes the
SERVER's job. The retail client never stores a quest flag, never evaluates an
emote, and is never told a flag changed — so most of H.3 was never client work
at all. Measuring what we already have narrows the remaining scope to one
thing: the contract tracker, the only structured view of quest state a client
ever gets. The user confirmed NPC dialogue works live.
LayoutDump could only dump a layout you already knew the id of, but the decomp
hands you a CLASS id with no layout attached (UIElement::RegisterElementClass),
so the gap between the two was crossed by guessing. --find closes it, and it
searches the element's TYPE as well as its id because registration keys on
Type — searching only the id finds a real element with the same number and
quietly answers the wrong question, which is exactly what it did on the first
run here.
The plan records the wire layout, the panel's authored children, and
FillProgressString in full, including the three things a reimplementation
would get wrong: TimeWhenDone is never read, the countdown anchor is not on
the wire, and DescriptionProgress is a printf format rather than a string.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
5.4 KiB
Campaign QT — the contract tracker (H.3's client half)
Status: ACTIVE 2026-08-21.
Why now. M4's demo scenario is "talk to an NPC, accept a quest, ... complete
the quest." Everything in that sentence works today EXCEPT the player's ability
to see what they have accepted. NPC dialogue, emote text, soul emotes, tells and
the quest-failure strings all render; Campaign CT (closed 2026-08-21) added the
<Tell:IIDString:…> markup those dialog lines carry. What is missing is the
only STRUCTURED view of quest state a retail client ever gets.
What H.3 is not. The roadmap line reads "122 EmoteType × 39 Trigger
mini-VM", which describes the SERVER's job. Per r10-quest-dialogs.md §1.3 the
retail client never stores a quest flag, never evaluates an emote, and is never
told a flag changed. It learns about quests three ways: dialog strings the
server already formatted, generic error toasts, and the contract tracker. Two of
the three ship. So H.3's remaining client scope is this campaign, and the emote
VM is explicitly out of it.
Measured ground truth
The panel
LayoutDump --find 0x1000004B (the UIElement::RegisterElementClass id from
gmContractsUI::Register @0x00499C80 — registration keys on the element's
Type, not its id) finds the class in six layouts. 0x21000069 holds it as a
standalone 300x500 root (0x100005CD); the rest embed it at 300x575 inside
window chrome.
Authored children of 0x100005CD:
| Element | Type | Rect | Reading |
|---|---|---|---|
0x100005CE |
1 | 8,8 80x18 | header button |
0x100005D6 |
1 | 160,8 80x18 | header button |
0x100005CF |
5 | 8,30 270x298 | the contract list |
0x100005D0 |
11 | 278,30 16x298 | its scrollbar |
0x100005D8/0x100005DF |
12 | y=332 | label / value |
0x100005D9/0x100005E0 |
12 | y=352 | label / value |
0x100005DA/0x100005E1 |
12 | y=372 | label / value |
0x100005DB/0x100005E2 |
12 | y=392 | label / value |
0x100005DE |
12 | 8,418 270x52 | description block |
0x100005DD, 0x100005E3, 0x100005DC |
12/12/1 | y=468 | button row |
The wire
Both opcodes are already NAMED in GameEventType.cs and nothing parses them —
the bytes arrive and are dropped.
0x0315 SendClientContractTracker — one tracker plus two flags:
uint32 Version
uint32 ContractId
uint32 Stage
double TimeWhenDone
double TimeWhenRepeats
uint32 DeleteContract (bool widened)
uint32 SetAsDisplayContract (bool widened)
0x0314 SendClientContractTrackerTable — a full replacement, as a packable
hash table (PackableHashTable<unsigned long, CContractTracker> in the decomp
at 0x00497C10): the familiar u16 count / u16 numBuckets header, then
u32 key + the 28-byte tracker per entry. NO trailing flags on this path.
Source: ContractTrackerExtensions.Write, GameEventSendClientContractTracker,
ContractManager.Write in ACE; cross-checked against the retail decomp's own
PackableHashTable<unsigned long,CContractTracker> instantiations.
ContractStage: 1 Available, 2 InProgress, 3 DoneOrPendingRepeat,
4 + n ProgressCounter with n steps done.
gmContractsUI::FillProgressString @0x00498DE0 — the one real algorithm
Recovered whole. The x87 compares are the standard fcom + sahf pattern;
(status & 0x41) != 0 tests C0|C3, i.e. <= 0.
stage 1 -> "Available"
stage 2 -> "In Progress"
stage 3:
if TimeWhenRepeats <= 0
-> QuestflagRepeatTime empty ? "Done" : "Available"
remaining = TimeWhenRepeats - (now - timeOfServerUpdate)
if remaining <= 0 -> "Available"
else -> "Done (" + DeltaTimeToString(remaining) + " to Repeat)"
stage >= 4:
if DescriptionProgress empty -> "In Progress"
else -> sprintf(DescriptionProgress, stage - 4)
Three things a reimplementation would get wrong:
TimeWhenDoneis never read. OnlyTimeWhenRepeatsdrives the text.timeOfServerUpdateis not on the wire. The client stamps arrival and counts down from its own clock, so the countdown has to be anchored at parse time, not recomputed from the server value each frame.DescriptionProgressis a printf format taking one integer,stage - 4. It is not a literal string.
Slices
- QT1 — wire. Typed records + parsers for
0x0314/0x0315, arrival stamp included. Pure; no UI, no state ownership. - QT2 — dat. Read
ContractTable/Contract(name, description, progress description, NPC names, the three positions). Nothing reads it today; the only reference in the tree counts them in a CLI diagnostic. - QT3 — state.
RuntimeContractStateas a session-scoped J4-style owner: full replace, single add/update, delete, and the display-contract selection. Clears at generation reset. - QT4 — the progress string. Port
FillProgressString+ the retailDeltaTimeToStringit calls. Table-driven tests over every stage arm. - QT5 — the panel. Mount
0x21000069by the OP3/FA recipe; list, scrollbar, the four label/value rows, description, buttons. - QT6 — open/close. Whatever raises it in retail, plus the plugin-visible
read surface from
r10-quest-dialogs.md§11.6.
Definition of done
- Accepting a quest against live ACE shows it in the panel; completing it updates the stage; a repeatable one shows its countdown.
- Every ported algorithm cites its retail address.
- Every slice has a test that would catch its regression.