Files
oboe/osx/boe.party.h
Celtic Minstrel 94d8717a0b 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
2014-12-04 12:44:17 -05:00

65 lines
2.6 KiB
C++

class cDialog;
__declspec(deprecated) void init_party(short mode);
__declspec(deprecated) void init_party_scen_data();
void make_boats();
bool create_pc(short spot,cDialog* parent_num);
bool take_sp(short pc_num,short amt);
void heal_pc(short pc_num,short amt);
void heal_party(short amt);
void cure_pc(short pc_num,short amt);
void cure_party(short amt);
void curse_pc(short which_pc,short how_much);
void dumbfound_pc(short which_pc,short how_much);
void disease_pc(short which_pc,short how_much);
void sleep_pc(short which_pc,short how_much,eStatus what_type,short adjust);
void slow_pc(short which_pc,short how_much);
void web_pc(short which_pc,short how_much);
void increase_light(short amt);
void restore_sp_pc(short pc_num,short amt);
void restore_sp_party(short amt);
void award_party_xp(short amt);
void award_xp(short pc_num,short amt);
void drain_pc(short which_pc,short how_much);
short mage_lore_total();
bool poison_weapon( short pc_num, short how_much,short safe);
bool is_weapon(short pc_num,short item);
void cast_spell(short type);
bool repeat_cast_ok(short type);
void give_party_spell(short which);
void do_mage_spell(short pc_num,short spell_num);
void do_priest_spell(short pc_num,short spell_num);
void cast_town_spell(location where);
void sanctify_space(location where);
void crumble_wall(location where);
void do_mindduel(short pc_num,cCreature *monst);
void dispel_fields(short i,short j,short mode);
bool pc_can_cast_spell(short pc_num,short type,short spell_num);
short pick_spell(short pc_num,short type);
short stat_adj(short pc_num,short which);
void set_town_spell(short s_num,short who_c);
void do_alchemy();
short alch_choice(short pc_num);
bool pick_pc_graphic(short pc_num,short mode,cDialog* parent_num);
bool pick_pc_name(short pc_num,cDialog* parent) ;
m_num_t pick_trapped_monst() ;
bool flying() ;
void acid_pc(short which_pc,short how_much);
void poison_pc(short which_pc,short how_much);
void poison_party(short how_much);
void affect_pc(short which_pc,eStatus type,short how_much);
void affect_party(eStatus type,short how_much);
void void_sanctuary(short pc_num);
void hit_party(short how_much,eDamageType damage_type);
void slay_party(eMainStatus mode);
bool damage_pc(short which_pc,short how_much,eDamageType damage_type,eRace type_of_attacker, short sound_type);
void kill_pc(short which_pc,eMainStatus type);
void set_pc_moves();
void take_ap(short num);
short cave_lore_present();
short woodsman_present();
void print_spell_cast(short spell_num,short which);
void put_party_in_scen(std::string scen_name);
// This is defined in pc.editors.cpp since it is also used by the character editor
bool spend_xp(short pc_num, short mode, cDialog* parent);