Fix up some invisible dependencies and missing include guards in headers
This commit is contained in:
@@ -1,5 +1,10 @@
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#include <SFML/System.hpp>
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#ifndef BOE_GAME_ACTIONS_H
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#define BOE_GAME_ACTIOSN_H
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#include <SFML/Window/Event.hpp>
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#include "location.h"
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#include "simpletypes.h"
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void init_screen_locs();
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void init_screen_locs();
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bool prime_time();
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bool prime_time();
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@@ -27,3 +32,5 @@ short get_outdoor_num();
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short count_walls(location loc);
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short count_walls(location loc);
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bool is_sign(ter_num_t ter);
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bool is_sign(ter_num_t ter);
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bool check_for_interrupt();
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bool check_for_interrupt();
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#endif
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@@ -1,3 +1,12 @@
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#ifndef BOE_GAME_COMBAT_H
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#define BOE_GAME_COMBAT_H
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#include "location.h"
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#include "monster.h"
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#include "outdoors.h"
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#include "boe.global.h"
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void start_outdoor_combat(cOutdoors::cCreature encounter,ter_num_t in_which_terrain,short num_walls);
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void start_outdoor_combat(cOutdoors::cCreature encounter,ter_num_t in_which_terrain,short num_walls);
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bool pc_combat_move(location destination);
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bool pc_combat_move(location destination);
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void char_parry();
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void char_parry();
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@@ -52,3 +61,5 @@ void sleep_cloud_space(short m,short n);
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void take_m_ap(short num,cCreature *monst);
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void take_m_ap(short num,cCreature *monst);
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void add_new_action(short pc_num);
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void add_new_action(short pc_num);
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short get_monst_sound(cCreature *attacker,short which_att);
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short get_monst_sound(cCreature *attacker,short which_att);
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#endif
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@@ -6,8 +6,8 @@
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*
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*
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*/
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*/
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#ifndef _CONSTS_H
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#ifndef BOE_GAME_CONSTS_H
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#define _CONSTS_H
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#define BOE_GAME_CONSTS_H
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/*
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/*
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This file contain numerous constans in form of #defines.
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This file contain numerous constans in form of #defines.
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@@ -1,5 +1,8 @@
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#ifndef BOE_GAME_DLGUTIL_H
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#include "dialog.h"
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#include "dialog.h"
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#include "simpletypes.h"
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void start_shop_mode(short shop_type,short shop_min,short shop_max,short cost_adj,const char* store_name);
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void start_shop_mode(short shop_type,short shop_min,short shop_max,short cost_adj,const char* store_name);
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void end_shop_mode();
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void end_shop_mode();
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@@ -28,3 +31,5 @@ short pick_prefab_scen();
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//void give_password_filter (short item_hit);
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//void give_password_filter (short item_hit);
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//bool enter_password();
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//bool enter_password();
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//short wd_to_pwd(Str255 str);
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//short wd_to_pwd(Str255 str);
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#endif
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@@ -1,3 +1,8 @@
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#ifndef BOE_GAME_FIELDS_H
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#define BOE_GAME_FIELDS_H
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// TODO: I think these should be integrated into the cTown class.
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bool is_explored(short i,short j);
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bool is_explored(short i,short j);
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void make_explored(short i,short j);
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void make_explored(short i,short j);
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void take_explored(short i,short j);
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void take_explored(short i,short j);
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@@ -59,3 +64,5 @@ void make_sleep_cloud(short i,short j);
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//bool is_rubble(short i,short j);
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//bool is_rubble(short i,short j);
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void make_sfx(short i,short j, short type);
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void make_sfx(short i,short j, short type);
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void spread_sfx(short type,short prob);
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void spread_sfx(short type,short prob);
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#endif
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@@ -1,5 +1,10 @@
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#ifndef BOE_GAME_FILEIO_H
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#define BOE_GAME_FILEIO_H
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#include <boost/filesystem/path.hpp>
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#include <boost/filesystem/path.hpp>
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#include "location.h"
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#include "simpletypes.h"
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namespace fs = boost::filesystem; // TODO: Centralize this alias!
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namespace fs = boost::filesystem; // TODO: Centralize this alias!
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@@ -61,3 +66,4 @@ __declspec(deprecated) void init_town();
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void alter_rect(RECT *r);
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void alter_rect(RECT *r);
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#endif
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@@ -1,5 +1,10 @@
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#ifndef BOE_GAME_GRAPHICS_H
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#define BOE_GAME_GRAPHICS_H
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#include <SFML/Graphics.hpp>
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#include <SFML/Graphics.hpp>
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#include "location.h"
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#include "simpletypes.h"
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enum {
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enum {
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REFRESH_NONE = 0,
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REFRESH_NONE = 0,
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@@ -59,3 +64,5 @@ ter_num_t get_ground_from_ter(ter_num_t ter);
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ter_num_t get_ter_from_ground(unsigned char ground);
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ter_num_t get_ter_from_ground(unsigned char ground);
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void draw_startup_anim(bool advance);
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void draw_startup_anim(bool advance);
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#endif
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@@ -1,3 +1,11 @@
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#ifndef BOE_GAME_GRAPHUTIL_H
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#define BOE_GAME_GRAPHUTIL_H
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#include "pict.h"
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#include "location.h"
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#include "simpletypes.h"
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void draw_one_terrain_spot (short i,short j,short terrain_to_draw);
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void draw_one_terrain_spot (short i,short j,short terrain_to_draw);
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void draw_monsters();
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void draw_monsters();
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void play_see_monster_str(unsigned short m);
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void play_see_monster_str(unsigned short m);
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@@ -18,3 +26,5 @@ void play_ambient_sound();
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void draw_items(location where);
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void draw_items(location where);
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void draw_fields(location where);
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void draw_fields(location where);
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#endif
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@@ -1,5 +1,11 @@
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#ifndef BOE_GAME_INFODLG_H
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#define BOE_GAME_INFODLG_H
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#include "simpletypes.h"
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#include "simpletypes.h"
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#include "item.h"
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#include "monster.h"
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#include "pc.h"
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class cDialog;
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class cDialog;
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void display_spells(short mode,short force_spell,cDialog* parent);
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void display_spells(short mode,short force_spell,cDialog* parent);
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@@ -48,3 +54,5 @@ public:
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}
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}
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void operator()(cDialog&);
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void operator()(cDialog&);
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};
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};
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#endif
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@@ -1,3 +1,9 @@
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#ifndef BOE_GAME_ITEMDATA_H
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#define BOE_GAME_ITEMDATA_H
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#include "item.h"
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cItemRec get_stored_item(short which);
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cItemRec get_stored_item(short which);
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cItemRec get_food();
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cItemRec get_food();
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cItemRec get_weapon(short loot);
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cItemRec get_weapon(short loot);
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@@ -15,3 +21,5 @@ cItemRec get_ring(short loot);
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cItemRec get_necklace(short loot);
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cItemRec get_necklace(short loot);
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//item_record_type convert_item (short_item_record_type s_item);
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//item_record_type convert_item (short_item_record_type s_item);
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cItemRec pull_item_of_type(unsigned int loot_max,short min_val,short max_val,eItemType t1, eItemType t2 = eItemType::NO_ITEM, eItemType t3 = eItemType::NO_ITEM);
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cItemRec pull_item_of_type(unsigned int loot_max,short min_val,short max_val,eItemType t1, eItemType t2 = eItemType::NO_ITEM, eItemType t3 = eItemType::NO_ITEM);
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#endif
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