Nuke as many warnings as possible, and several globals as well
- Warnings completely suppressed for the included TinyXML and gzstream libraries - Parentheses warnings are now errors, since there were several that looked like bugs - Ditto for dangling else warnings Some of these warnings were actually bugs: - Town wandering monsters would have never spawned, because the code to do so was accidentally nested within a check for overall_mode == MODE_OUTDOORS ---> boe.monster.cpp, lines 105-137 - Monster's behaviour with respect to elemental fields did not correctly depend on their immunities (this is the same precedence issue Sylae messed up fixing in the Windows code) ---> boe.monsters.cpp, lines 345-359 - Display of damage blocked by armour appeared to be incorrect (needs verification) ---> boe.newgraph.cpp, line 1079 - Three-choice dialogs probably weren't dealing with unusual button types correctly, though that's a minor point since they aren't expected to use such buttons
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@@ -160,7 +160,7 @@ void start_shop_mode(short shop_type,short shop_min,short shop_max,short cost_ad
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give_help(26,27);
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}
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void update_last_talk(int new_node) {
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static void update_last_talk(int new_node) {
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// Store last node in the Go Back button
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for(word_rect_t& word : talk_words) {
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if(word.word != "Go Back") continue;
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@@ -578,7 +578,7 @@ void end_talk_mode()
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void handle_talk_event(location p)
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{
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short i,j,get_pc,s1 = -1,s2 = -1,s3 = -1;
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short i,get_pc,s1 = -1,s2 = -1,s3 = -1;
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char asked[4];
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std::string place_string1, place_string2;
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@@ -676,7 +676,7 @@ void handle_talk_event(location p)
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case TALK_BACK: // only if there's nothing to go back to
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return; // so, there's nothing to do here
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case TALK_ASK: // ask about
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place_string1 = get_text_response(1017,0);
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place_string1 = get_text_response("Ask about what?", 8);
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strncpy(asked, place_string1.c_str(), 4);
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if(strncmp(asked, "name", 4) == 0) goto SPECIAL_NAME;
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if(strncmp(asked, "look", 4) == 0) goto SPECIAL_LOOK;
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@@ -993,13 +993,14 @@ void store_responses()
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}
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void do_sign(short town_num, short which_sign, short sign_type,location sign_loc)
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void do_sign(short town_num, short which_sign, short sign_type)
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//town_num; // Will be 0 - 200 for town, 200 - 290 for outdoors
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//short sign_type; // terrain type
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{
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char sign_text[256];
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location view_loc;
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// TODO: Why is this line here? The location isn't used anywhere.
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view_loc = (is_out()) ? univ.party.p_loc : univ.town.p_loc;
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make_cursor_sword();
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@@ -1077,7 +1078,7 @@ void save_prefs(bool resetHelp){
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}
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}
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static bool prefs_event_filter (cDialog& me, std::string id, eKeyMod mods)
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static bool prefs_event_filter (cDialog& me, std::string id, eKeyMod)
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{
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// TODO: I should no longer need done_yet as this now only handles the okay and cancel buttons; the LEDs are now handled automatically by the cLed class (and the cLedGroup class, for LED groups).
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bool done_yet = false,did_cancel = false,reset_help = false;
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@@ -1232,7 +1233,7 @@ static void put_party_stats(cDialog& me)
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draw_startup(0);
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}
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static bool edit_party_event_filter(cDialog& me, std::string item_hit, eKeyMod mods)
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static bool edit_party_event_filter(cDialog& me, std::string item_hit, eKeyMod)
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{
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if(item_hit == "done") {
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me.toast();
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@@ -1252,7 +1253,7 @@ static bool edit_party_event_filter(cDialog& me, std::string item_hit, eKeyMod m
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else pick_pc_name(which_pc,&me);
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put_party_stats(me);
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} else if(item_hit == "trait") {
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pick_race_abil(&univ.party[which_pc],0,&me);
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pick_race_abil(&univ.party[which_pc],0);
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put_party_stats(me);
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} else if(item_hit == "train") {
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spend_xp(which_pc,0,&me);
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@@ -1283,7 +1284,7 @@ static bool edit_party_event_filter(cDialog& me, std::string item_hit, eKeyMod m
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}
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extern bool pc_gworld_loaded;
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void edit_party(short can_create,short can_cancel)
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void edit_party()
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{
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bool munch_pc_graphic = false;
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@@ -1322,7 +1323,7 @@ void edit_party(short can_create,short can_cancel)
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}
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static bool tip_of_day_event_filter(cDialog& me, std::string item_hit, eKeyMod mods)
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static bool tip_of_day_event_filter(cDialog& me, std::string item_hit, eKeyMod)
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{
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std::string place_str;
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@@ -1396,7 +1397,7 @@ static void put_scen_info(cDialog& me)
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}
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}
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static static bool pick_a_scen_event_filter(cDialog& me, std::string item_hit, eKeyMod mods)
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static static bool pick_a_scen_event_filter(cDialog& me, std::string item_hit, eKeyMod)
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{
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if(item_hit == "cancel") {
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me.setResult<short>(-1);
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