I wrote a little tool to diff the function name usage in Devilution vs. those defined in the table of ownage.
Most names are correct, but there are ~80 or so that needs to be update in surgery/function.md so they have the same name as that used in Devilution.
Note, a few of these may be false positives (e.g. CopyInt) as I ran the tool on DevilutionX/Source and those functions were introduced in DevilutionX for save file handling.
A set of function names related to rendering were recently updated as part of the cleanup in diasurgical/devilution#1802, so they should be easy to sync.
Oh, and I just realized, that a few functions are added to Devilution from the debug release of Diablo, so those will show up in the list as I only checked the v1.09b addresses of the surgery/functions.md table.
The list is as follows:
P.S. if someone is curious, I can share the horrid tool that was used to produce this list :p I'm learning how to parse C++ as I go :)
(cc: @AJenbo as you are currently not listed as a watcher for updates to this repo ^^)
I wrote a little tool to diff the function name usage in Devilution vs. those defined in the table of ownage.
Most names are correct, but there are ~80 or so that needs to be update in
surgery/function.mdso they have the same name as that used in Devilution.Note, a few of these may be false positives (e.g.
CopyInt) as I ran the tool on DevilutionX/Source and those functions were introduced in DevilutionX for save file handling.A set of function names related to rendering were recently updated as part of the cleanup in diasurgical/devilution#1802, so they should be easy to sync.
Oh, and I just realized, that a few functions are added to Devilution from the debug release of Diablo, so those will show up in the list as I only checked the v1.09b addresses of the
surgery/functions.mdtable.The list is as follows:
assert_failGiveGoldCheat(only in beta)StoresCheat(only in beta)TakeGoldCheat(only in beta)MaxSpellsCheat(only in beta)SetSpellLevelCheatSetAllSpellsCheatPrintDebugPlayerPrintDebugQuestPrintDebugMonsterGetDebugMonsterNextDebugMonsterdiablo_initdiablo_splashCelBlitCelDrawCelBlitFrameCelClippedDrawCelClippedBlitCelBlitLightCelBlitLightTransCelDrawLightCelClippedDrawLightCelClippedBlitLightTransCelDrawLightRedCelBlitSafeCelClippedDrawSafeCelClippedBlitSafeCelBlitLightSafeCelBlitLightTransSafeCelDrawLightSafeCelClippedBlitLightTransSafeCelDrawLightRedSafeCelBlitWidthCelBlitOutlineCelBlitOutlineSafeCl2DrawCl2BlitCl2DrawOutlineCl2BlitOutlineCl2DrawLightTblCl2BlitLightCl2DrawLightCl2DrawSafeCl2BlitSafeCl2DrawOutlineSafeCl2BlitOutlineSafeCl2DrawLightTblSafeCl2BlitLightSafeCl2DrawLightSafeToggleLighting(only in beta)CopyBytes(only in DevilutionX, as part of new save handling)CopyChar(only in DevilutionX, as part of new save handling)CopyShort(only in DevilutionX, as part of new save handling)CopyShorts(only in DevilutionX, as part of new save handling)CopyInt(only in DevilutionX, as part of new save handling)CopyInts(only in DevilutionX, as part of new save handling)CopyInt64(only in DevilutionX, as part of new save handling)LoadItemDataLoadItemsSaveItemsmpqapi_store_default_timeOn_CHEAT_SPELL_LEVELOn_DEBUGdumphistDeleteObject_(present infunctions.mdbut without the_suffix)AddBloodFtnAddGoatShrineAddCauldronAddMurkyFountainAddTearFountainPM_DoStandRenderLineRenderTileScrollView(only in beta)EnableFrameCount(only in beta)DrawFPS(only in beta)SHA1CircularShifttmsg_starttown_special_lowertown_special_upperP.S. if someone is curious, I can share the horrid tool that was used to produce this list :p I'm learning how to parse C++ as I go :)
(cc: @AJenbo as you are currently not listed as a watcher for updates to this repo ^^)