Files
oboe/osx/boe.text.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

49 lines
2.0 KiB
C++

#include <string>
short text_pc_has_abil_equip(short pc_num,short abil);
void put_pc_screen();
void place_buy_button(short position,short pc_num,short item_num);
void put_item_screen(short screen_num,short suppress_buttons);
void place_item_bottom_buttons();
//RECT get_party_template_rect(short pc_num,short mode);
void set_stat_window(short new_stat);
void place_item_button(short which_button_to_put,short which_slot,short which_button_position,short extra_val);
short first_active_pc();
void refresh_stat_areas(short mode);
short total_encumberance(short pc_num);
//short get_tnl(pc_record_type *pc);
void draw_pc_effects(short pc);
void print_party_stats() ;
short do_look(location space);
short town_boat_there(location where);
short out_boat_there(location where);
short town_horse_there(location where);
short out_horse_there(location where);
void notify_out_combat_began(cOutdoors::cWandering encounter,short *nums) ;
std::string get_m_name(m_num_t num);
std::string get_ter_name(ter_num_t num);
void print_monst_name(m_num_t m_type);
void print_monst_attacks(m_num_t m_type,short target);
void damaged_message(short damage,short type);
std::string print_monster_going(m_num_t m_num,short ap);
void monst_spell_note(m_num_t number,short which_mess);
void monst_cast_spell_note(m_num_t number,short spell,short type);
void monst_breathe_note(m_num_t number);
void monst_damaged_mes(short which_m,short how_much,short how_much_spec);
void monst_killed_mes(short which_m);
void print_nums(short a,short b,short c);
short print_terrain(location space);
void add_string_to_buf(std::string str);
void init_buf();
void print_buf () ;
void restart_printing();
void restore_mode();
void through_sending();
RECT coord_to_rect(short i,short j);
void make_cursor_sword() ;
short calc_day();
bool day_reached(unsigned char which_day, unsigned char which_event);
void Draw_Some_Item (sf::Texture& src_gworld, RECT src_rect, sf::RenderTarget& targ_gworld, location target, char masked, short main_win);
//RECT get_custom_rect (short which_rect);