- 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
67 lines
2.6 KiB
C++
67 lines
2.6 KiB
C++
void init_current_terrain();
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void init_screen_locs();
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bool handle_action(location the_point,sf::Event event);
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void flash_rect(RECT to_flash);
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void swap_terrain();
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void set_new_terrain(ter_num_t selected_terrain);
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void handle_keystroke(char chr,char chr2,sf::Event event);
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void get_wandering_monst();
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void get_town_info();
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void get_sign_resource();
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void set_info_strings();
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cTown::cItem edit_item(cTown::cItem item);
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void set_up_lights();
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bool is_wall(short i,short j);
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bool is_correctable_wall(short i,short j);
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bool is_mountain(short i,short j);
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bool is_hill(short i,short j);
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bool is_hill_or_mountain(short i,short j);
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bool is_water(short i,short j);
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bool is_correctable_water(short i,short j);
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void shy_change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability);
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void change_circle_terrain(location center,short radius,ter_num_t terrain_type,short probability);
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void change_rect_terrain(rectangle r,ter_num_t terrain_type,short probability,bool hollow);
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void swap_val(unsigned char *val,short a,short b);
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void change_val_4 (unsigned char *val,short a,short b,short c,short d);
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void change_val (unsigned char *val,short a,short b);
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void frill_up_terrain();
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void unfrill_terrain();
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void set_terrain(location l,ter_num_t terrain_type);
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bool fix_rubble(location l);
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bool fix_cave(location l);
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bool fix_mountain(location l);
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bool fix_hill(location l);
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bool fix_water(location l);
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bool out_fix_rubble(location l);
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bool out_fix_cave(location l);
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bool out_fix_mountain(location l);
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bool out_fix_hill(location l);
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bool out_fix_water(location l);
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void adjust_space(location l);
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bool is_lava(short x,short y);
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ter_num_t coord_to_ter(short x,short y);
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short light_obscurity(short x,short y);
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bool place_item(location spot_hit,short which_item,short property,short always,short odds);
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void place_items_in_town();
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void set_up_start_screen();
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void set_up_main_screen();
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void start_town_edit();
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void start_out_edit();
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void start_terrain_editing();
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void start_monster_editing(short just_redo_text);
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void start_item_editing(short just_redo_text);
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void start_special_item_editing();
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void start_string_editing(short mode,short just_redo_text);
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void start_special_editing(short mode,short just_redo_text);
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void town_entry(location spot_hit);
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void start_dialogue_editing(short restoring);
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bool is_erasable_water(short i,short j);
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bool monst_on_space(location loc,short m_num);
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void place_edit_special(location loc);
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void set_special(location spot_hit);
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bool save_check(std::string which_dlog);
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ter_num_t get_ground_from_ter(ter_num_t ter);
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bool terrain_matches(unsigned char x, unsigned char y, ter_num_t ter);
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