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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@@ -13,8 +13,6 @@
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#include "message.h"
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#include "mathutil.h"
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extern std::string get_str(std::string, short);
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extern cUniverse univ;
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extern sf::RenderWindow mainPtr;
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@@ -229,7 +227,6 @@ void init_main_buttons()
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void Set_up_win ()
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{
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short i;
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title_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("pcedtitle"));
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invenbtn_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("invenbtns"));
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status_gworld.loadFromImage(*ResMgr::get<ImageRsrc>("staticons"));
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@@ -326,9 +323,9 @@ void draw_main_screen()
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}
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void do_button_action(short which_pc,short which_button)
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// TODO: Not quite sure what the first parameter is for
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void do_button_action(short /*which_pc*/,short which_button)
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{
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unsigned long dummy;
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current_pressed_button = which_button;
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redraw_screen();
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