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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@@ -97,7 +97,7 @@ public:
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struct cAttack{
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unsigned char dice, sides, type;
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// TODO: Remove the need for these operators by changing the code that uses them
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operator int();
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operator int() const;
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cAttack& operator=(int n);
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};
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struct cAbility{
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@@ -189,5 +189,5 @@ std::ostream& operator << (std::ostream& out, eRace& e);
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std::istream& operator >> (std::istream& in, eRace& e);
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std::ostream& operator << (std::ostream& out, eMonstAbil& e);
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std::istream& operator >> (std::istream& in, eMonstAbil& e);
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std::ostream& operator<<(std::ostream& out, cMonster::cAttack& att);
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std::ostream& operator<<(std::ostream& out, const cMonster::cAttack& att);
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#endif
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