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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@@ -375,6 +375,7 @@ static rectangle loadFromPictResource(Handle resHandle, unsigned char*& pixelSto
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return rectangle(bounds.top, bounds.left, bounds.bottom, bounds.right);
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}
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bool tryLoadPictFromResourceFile(fs::path& gpath, sf::Image& graphics_store); // Suppress "no prototype" warning
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bool tryLoadPictFromResourceFile(fs::path& gpath, sf::Image& graphics_store) {
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static const char*const noGraphics = "The game will still work without the custom graphics, but some things will not look right.";
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// TODO: There's no way around it; I'll have to read resource files for this section.
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@@ -387,7 +388,7 @@ bool tryLoadPictFromResourceFile(fs::path& gpath, sf::Image& graphics_store) {
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err = FSGetResourceForkName(&rsrc);
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err = FSOpenResourceFile(&file, rsrc.length, rsrc.unicode, fsRdPerm, &custRef);
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if(err != noErr) {
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giveError("An old-style .meg graphics file was found, but neither data nor resource fork could not be read.",noGraphics);
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giveError("An old-style .meg graphics file was found, but neither data nor resource fork could be read.",noGraphics);
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return false;
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}
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}
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