# Function names for sacred.exe (Sacred Gold 2.28), applied to the Ghidra
# project by tools/rename.ps1. One "0xADDRESS Name" per line; "Class::Method"
# names go into a class namespace. Keep in sync with src/game/addresses.h.

# --- startup / engine core ---------------------------------------------------
0x0066f1c0 Log
0x00813140 CmdLineHasFlag
0x0066e500 GetMouseClientPos
0x008122a0 MainWindowProc
0x00849701 __RTDynamicCast
0x0084aa86 ToUpper

# --- renderer ----------------------------------------------------------------
0x00645390 DxDriver7::SetDisplayMode
0x00645f70 DxDriver7::Flip
0x00646f50 DxDriver7::BeginScene
0x00646fd0 DxDriver7::EndScene
0x006469d0 DxDriver7::LoadingScreen

# --- kernel event queue ------------------------------------------------------
0x00808490 Kernel_Instance
0x00808930 cKernel::PostEvent       # (event, flags, delayMs); key events (category 4) are queued
0x008087b0 cKernel::DispatchQueued

# --- engine (cEngine, vtable 0x88ff34) ---------------------------------------
0x0060e3f0 cEngine::RenderThreadLoop
0x0060f1d0 cEngine::Tick            # per game tick (10 Hz): queued events, then hold-to-move orders
0x00618130 cEngine::ReceiveEvent    # vf00: offers events to the UI, then engine hotkeys (A, P, Q/W/E/R/B/Space, ^)
0x00617360 cEngine::HandleMouseButton  # click: pick object / walk to ground point
0x006170d0 cEngine::SendCreatureOrder  # (creature, cEvent_creature*): snaps ground targets, then creature->vf18
0x00611f10 cEngine::UpdateCursorPick   # per frame: object under the cursor
0x00610650 cEngine::ScrollInput        # arrow keys: walk object #2 or scroll the camera
0x00613040 cEngine::UseActionSlot      # hotkeys Q/W/E/R/B/Space
0x00613710 cEngine::CaptureScreen      # save-game thumbnail

# --- objects / creatures -----------------------------------------------------
0x005fe060 cObjectManager::GetObject   # (id); manager at *0xad3bc0
0x00603e90 cObjectManager::GetPlayerHero
0x00546ed0 cCreature::IsWalking        # state +0x150 == 1
0x0052e400 cCreature::ReceiveOrder     # vf18
0x004fb620 cCreature::TraceToCursor    # line trace from the creature to the cursor's world point (aiming)

# --- mouse cursor (single instance) ------------------------------------------
0x006550f0 MouseCursor_Instance
0x00654e10 cMouseCursor::cMouseCursor
0x00655670 cMouseCursor::SetPosition
0x006559e0 cMouseCursor::GetX
0x006559f0 cMouseCursor::GetY
0x006559a0 cMouseCursor::GetPreviousPosition
0x006555e0 cMouseCursor::DrawItem
0x00655ab0 cMouseCursor::IsButtonHeld

# --- world view (cWorldView0, vtable 0x8900f8) -------------------------------
0x00624ae0 cWorldView0::SetupView
0x00628210 cWorldView0::SetZoom
0x006322b0 cWorldView0::Render
0x0062a730 cWorldView0::UpdateCamera
0x0062b000 cWorldView0::RenderTileRow     # tiles + collects objects into the draw lists
0x0062e580 cWorldView0::DrawObjects
0x006300d0 cWorldView0::DrawObjects2
0x00623c40 cWorldView0::WorldToScreen
0x00623a20 cWorldView0::ScreenToView
0x00626d30 cWorldView0::PickObjectAt      # (screen x, y) -> object id
0x00627260 cWorldView0::DrawObjectLabels  # Alt
0x006426a0 BuildOrthoMatrix

# --- UI ----------------------------------------------------------------------
0x00756820 UiManager_Instance             # *0x17ecb3c
0x00756940 cUI_Manager::ThreadLoop
0x00757120 cUI_Manager::ReceiveEvent      # vf00: UI hotkeys (C F H I L M N O S T)
0x007587b0 cUI_Manager::Render
0x0075a860 cUI_Manager::GetFocus
0x0075a370 cUI_Manager::IsUiAtPoint
0x0075bbf0 cUI_Manager::DrawStatusLine
0x0075c200 cUI_Manager::DrawMessage
0x00731d40 cUI_Window2::HitTest
0x006dfb10 cUI_Taskbar2::HitTest
0x006e1970 cUI_Taskbar2::HandleEvent      # digit keys: 1-5 weapon sets, 6-0 combat-art slots
0x006e1440 cUI_Taskbar2::SelectWeaponSet  # digits 1-5
0x006e17d0 cUI_Taskbar2::SelectSkillSlot  # digits 6-0: right mouse button combat art
0x006e3ac0 cUI_Taskbar2::Render
0x006e7300 cUI_Tooltip::Render
# cInventoryEntry (32 x 0x1180 in one block, see docs/skill-slots.md)
0x005deb80 cInventoryManager::Instance        # allocates 32 inventories (0x23008 bytes)
0x005dec50 cInventoryManager::GetInventory    # index * 0x1180
0x005d7a10 cInventoryEntry::Construct
0x005d7bf0 cInventoryEntry::Destruct
0x005d7d30 cInventoryEntry::Clear              # zeroes grid, weapon sets, art slots
0x005d80e0 cInventoryEntry::ReplaceItemId      # grid + weapon sets
0x005d86c0 cInventoryEntry::GetWeaponSetItem   # (set, hand)
0x005d86f0 cInventoryEntry::SetWeaponSetItem   # (set, hand, id, notify) -> network 299
0x005d8930 cInventoryEntry::SetWeaponSet       # (set, left, right, notify) -> network 300
0x005d8be0 cInventoryEntry::TakeWeaponSetItem
0x005d8d00 cInventoryEntry::GetWeaponSetItemPos
0x005d9200 cInventoryEntry::SetArtVariant      # 0x1162 bit 2: second art slot set (mounted?)
0x005d93e0 cInventoryEntry::GetArtSlotType
0x005d9420 cInventoryEntry::GetArtSlotRef
0x005d9480 cInventoryEntry::SetArtSlot         # -> network 0x129
0x005d9680 cInventoryEntry::ClearArtSlot       # -> network 0x12a
0x005d9820 cInventoryEntry::SelectSlot         # (slot, kind 0 weapons / 1 arts) -> +0xd58
0x005d9b60 cInventoryEntry::GetSelectedSlot    # (kind)
0x005dd9f0 cInventoryEntry::Serialize          # (stream, write)
0x005de8a0 cInventoryEntry::FixInventory
0x005da880 cInventoryEntry::GetPotionRef
0x0057f750 SlotCountForLevel                   # table 0x95503c, max 5
0x008110d0 GameWindowProc                    # in-game window procedure: keys (dead keys, modifiers 0x182cdec)
0x005def60 cInventoryManager::Serialize      # (stream, write, x): all 32 inventories, save games
0x005d9450 cInventoryEntry::GetArtSlotData
0x005de4e0 cInventoryEntry::CollectItemIds     # grid items only
0x0055fac0 cCreature::AssignArtToSlot         # (art, slot), rejects slot > 4
0x006046f0 ItemDataMgr::saveHero
0x00605900 ItemDataMgr::loadHero
0x006dffa0 cUI_Taskbar2::SetSlotCount       # shows the first n slots of each row, n from SlotCountForLevel
0x006e4ba0 cUI_Taskbar2::Layout             # creates the slot controls and buttons
0x006dfce0 cUI_Taskbar2::SkillSlotAt        # (x, y, out slot)
0x006dfd40 cUI_Taskbar2::WeaponSetAt        # (x, y, out slot)
0x006df9a0 cUI_Taskbar2::UpdateSlotHighlight
0x006e2790 cUI_Taskbar2::RenderWeaponSets
0x006e31e0 cUI_Taskbar2::RenderArtSlots
0x006e4310 cUI_Taskbar2::UpdateTooltips
0x0081c020 Options::CombineSlots              # COMBINE_SLOTS: weapon set also selects the art slot
# combat arts
0x0052e400 cCreature::ReceiveOrder           # vf18; order 0x105 (use art) at 0x52fc58
0x006170d0 cEngine::SendCreatureOrder
0x005521e0 cCreature::ResolveArtId           # art variant for the creature class (+0x10)
0x00580cb0 cArtCooldowns::IsReady            # (art): cooldown <= 0.01
0x00548ef0 cCreature::IsAlive
0x004d1930 CombatMoveDef::Find              # (id) -> g_combatMoveDefs entry
0x004d2150 SpellDef::Find                   # (id) -> g_spellDefs entry
0x004d1a20 CombatMoveDef::UsableMounted     # flags +0x74
0x004d23e0 SpellDef::UsableMounted          # flags +0x90
0x0094ddb0 g_combatMoveDefs                 # 95 x 0x78: id +0, icon name +0xc, target type +0x4c
0x00950a38 g_spellDefs                      # 71 x 0x94: id +0, icon name +0xc, target type u16 +0x3c
0x0095503c g_slotCountByLevel               # (level, slots) u16 pairs
0x009ed058 g_taskbarSlotColors
0x00ad23c8 g_inventoryManager
0x00ad3bc0 g_objectManager
0x0051d680 cCreature::IsValidArtTarget     # (pick, launch type): can the art be used on the picked object
0x0051d670 NormalizeArtId
0x00548f20 cCreature::IsAlly               # (object id)
0x00548e70 cCreature::IsEnemy              # (object id)
0x00611f10 cEngine::UpdateCursorPick         # cursor target for the selected art
0x00548060 cCreature::ChooseAiArt          # monsters: art per creature class
0x00582c10 cCreatureArts::AddEffect          # (kind, value, factor, duration, art, notify, ...): active effects at +0x11a
0x00539ce0 cCreature::StartArtCooldown      # AddEffect(0x22, ...)
0x004feef0 cCreature::ArtCastEffect         # per-art effect of using an art (switch on art id)
0x005fbaa0 cObjectManager::CreateAt         # (type, position, ...): object placed in the world
0x005fb590 cObjectManager::CreateFX
0x005fb040 cObjectManager::Allocate
0x004514d0 ObjectFactory::Create            # (class, ...)
0x005fcd10 cObjectManager::Place            # (id, position); refuses dead objects (+0x14 & 0x10)
0x00602d70 cObjectManager::Load             # objects from a save stream
0x005a0980 cObjectFX::Construct
0x005a37b0 cObjectFX::ReceiveEvent         # vf18; cEventFX 0x42 attaches it to an owner
0x0041e0a0 cEventFX::Construct
0x009eaee0 g_uiAtlasEntries                 # 0x54 each: texture +0, uv +4..+0x10; indexed by icon id (art icons, 3 per art)
0x009ed030 g_uiTaskbarSlotBackground        # atlas entry: slot control background
0x009ed084 g_uiTaskbarSlotBackgroundSelected
0x009f7f14 g_uiTaskbarArtFrame              # atlas entry: frame over an art slot
0x009f4be4 g_uiTaskbarArtFrameSelected
0x009f5d9c g_uiTaskbarArtFrameDropTarget    # while dragging an art
0x00581c00 cArtCooldowns::Find               # (art) -> entry index (also an art's variants); count if none
0x005829c0 cCreatureArts::HasEffectOfArt     # (art): any active effect of the art (+0x1c)
0x00553840 cCreatureArts::FindEffectByKind   # (kind) -> entry or null
0x00582710 cCreatureArts::RegenFor           # (art) -> regeneration amount (float)
0x00562330 cCreatureArts::AddGroupRegen      # (amount, group, filter): adds to every cooldown entry of the group
0x00536f20 cCreature::DistanceTo           # (object id)
0x00ad1c60 g_nearbyCreatures              # {object id, ?} x g_nearbyCreatureCount, creatures near the player
0x00ad1b48 g_nearbyCreatureCount
0x0049a090 cDialogManager::Answer          # (owner, answer): cEvent_creature 0x10c to all heroes (ends the dialog lock); answers < 100000 -> quest script 0x46bd80
0x006e7120 cUI_Tooltip::HandleEvent        # dialog answers: click on an entry (+0x2188 list) -> hide, cDialogManager::Answer
0x0075a870 cUI_Manager::TooltipCreate      # a panel from the pool at +0x124
0x00756ba0 cUI_Manager::HandleEsc
0x00731ee0 cUI_Control2::ClearFlags        # (flags): bit 0 = visible (hide)
0x00aaaf00 g_dialogManager
0x006360e0 cRecordCache::Get              # map at +0xde5c, LRU (see docs/performance.md)
