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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@@ -23,7 +23,7 @@ void drain_pc(short which_pc,short how_much);
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short mage_lore_total();
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bool poison_weapon( short pc_num, short how_much,short safe);
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bool is_weapon(short pc_num,short item);
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void cast_spell(short type,short situation);
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void cast_spell(short type);
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bool repeat_cast_ok(short type);
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void give_party_spell(short which);
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void do_mage_spell(short pc_num,short spell_num);
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@@ -34,7 +34,7 @@ void crumble_wall(location where);
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void do_mindduel(short pc_num,cCreature *monst);
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void dispel_fields(short i,short j,short mode);
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bool pc_can_cast_spell(short pc_num,short type,short spell_num);
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short pick_spell(short pc_num,short type,short situation) ;
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short pick_spell(short pc_num,short type);
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short stat_adj(short pc_num,short which);
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void set_town_spell(short s_num,short who_c);
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void do_alchemy();
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