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
This commit is contained in:
2014-12-04 06:16:40 -05:00
parent e7d8a6d848
commit 94d8717a0b
74 changed files with 611 additions and 637 deletions

View File

@@ -79,7 +79,7 @@ RECT right_sbar_rect;
//
//Changed to ISO C specified argument and return type.
int main(int argc, char* argv[]) {
int main(int, char* argv[]) {
init_menubar();
//outdoor_record_type dummy_outdoor, *store2;
@@ -143,7 +143,6 @@ int main(int argc, char* argv[]) {
//MW specified argument and return type.
void Initialize(void) {
char tit[256] = " ";
//
// To make the Random sequences truly random, we need to make the seed start
@@ -183,7 +182,6 @@ void Initialize(void) {
void Handle_One_Event() {
short chr,chr2;
long menu_choice;
Handle_Update();
@@ -208,7 +206,10 @@ void Handle_One_Event() {
case sf::Event::MouseButtonReleased:
mouse_button_held = false;
break;
}
default:
break;
}
}
void Handle_Update() {
@@ -494,7 +495,7 @@ void handle_monst_menu(int item_hit) {
mode_count = item_hit;
}
void handleUpdateWhileScrolling(volatile bool& doneScrolling) {
static void handleUpdateWhileScrolling(volatile bool& doneScrolling) {
while(!doneScrolling) {
sf::sleep(sf::milliseconds(10));
// TODO: redraw_screen should probably take the argument specifying what to update
@@ -504,8 +505,6 @@ void handleUpdateWhileScrolling(volatile bool& doneScrolling) {
}
void Mouse_Pressed() {
short the_part,content_part;
long menu_choice;
location mousePos(event.mouseButton.x, event.mouseButton.y);
volatile bool doneScrolling = false;