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