Browse Source

♻️ Consistently use pragma once to guard the headers

pull/1393/head
Anders Jenbo 5 years ago
parent
commit
433edc63ea
  1. 6
      DiabloUI/diabloui.h
  2. 5
      Source/all.h
  3. 5
      Source/automap.h
  4. 5
      Source/capture.h
  5. 5
      Source/codec.h
  6. 5
      Source/control.h
  7. 5
      Source/cursor.h
  8. 5
      Source/dead.h
  9. 5
      Source/debug.h
  10. 5
      Source/diablo.h
  11. 5
      Source/doom.h
  12. 5
      Source/drlg_l1.h
  13. 2
      Source/drlg_l2.cpp
  14. 5
      Source/drlg_l2.h
  15. 5
      Source/drlg_l3.h
  16. 5
      Source/drlg_l4.h
  17. 5
      Source/dthread.h
  18. 5
      Source/dx.h
  19. 5
      Source/effects.h
  20. 5
      Source/encrypt.h
  21. 5
      Source/engine.h
  22. 5
      Source/error.h
  23. 5
      Source/gamemenu.h
  24. 5
      Source/gendung.h
  25. 5
      Source/gmenu.h
  26. 5
      Source/help.h
  27. 5
      Source/init.h
  28. 5
      Source/interfac.h
  29. 4
      Source/inv.cpp
  30. 5
      Source/inv.h
  31. 5
      Source/itemdat.h
  32. 5
      Source/items.h
  33. 5
      Source/lighting.h
  34. 5
      Source/loadsave.h
  35. 5
      Source/mainmenu.h
  36. 5
      Source/minitext.h
  37. 5
      Source/misdat.h
  38. 5
      Source/missiles.h
  39. 5
      Source/monstdat.h
  40. 5
      Source/monster.h
  41. 5
      Source/movie.h
  42. 5
      Source/mpqapi.h
  43. 5
      Source/msg.h
  44. 5
      Source/multi.h
  45. 5
      Source/nthread.h
  46. 5
      Source/objdat.h
  47. 5
      Source/objects.h
  48. 5
      Source/pack.h
  49. 5
      Source/palette.h
  50. 5
      Source/path.h
  51. 5
      Source/pfile.h
  52. 5
      Source/player.h
  53. 5
      Source/plrmsg.h
  54. 5
      Source/portal.h
  55. 5
      Source/quests.h
  56. 5
      Source/render.h
  57. 5
      Source/restrict.h
  58. 5
      Source/scrollrt.h
  59. 5
      Source/setmaps.h
  60. 5
      Source/sha.h
  61. 5
      Source/sound.h
  62. 5
      Source/spelldat.h
  63. 5
      Source/spells.h
  64. 5
      Source/stores.h
  65. 5
      Source/sync.h
  66. 5
      Source/textdat.h
  67. 5
      Source/themes.h
  68. 5
      Source/tmsg.h
  69. 5
      Source/town.h
  70. 5
      Source/towners.h
  71. 5
      Source/track.h
  72. 5
      Source/trigs.h
  73. 2
      SourceX/display.cpp
  74. 2
      SourceX/display.h
  75. 2
      SourceX/dx.cpp
  76. 2
      SourceX/qol.cpp
  77. 7
      SourceX/qol.h
  78. 2
      SourceX/sound.cpp
  79. 2
      SourceX/soundsample.cpp
  80. 2
      SourceX/storm_sdl_rw.cpp
  81. 2
      SourceX/storm_sdl_rw.h
  82. 2
      SourceX/thread.cpp

6
DiabloUI/diabloui.h

@ -1,6 +1,5 @@
//HEADER_GOES_HERE
#ifndef __DIABLOUI_H__
#define __DIABLOUI_H__
#pragma once
namespace devilution {
@ -49,6 +48,5 @@ BOOL UiArtCallback(int game_type, unsigned int art_code, SDL_Color *pPalette, BY
int UiSelectGame(GameData *gameData, int *playerId);
int UiSelectProvider(GameData *gameData);
void UiSetupPlayerInfo(char *infostr, _uiheroinfo *pInfo, Uint32 type);
} // namespace dvl
#endif /* __DIABLOUI_H__ */
} // namespace devilution

5
Source/all.h

@ -3,8 +3,7 @@
*
* Include all application headers.
*/
#ifndef __ALL_H__
#define __ALL_H__
#pragma once
#include <SDL.h>
#include <map>
@ -93,5 +92,3 @@
#include "track.h"
#include "trigs.h"
#include "render.h" // linked last, likely .s/.asm
#endif /* __ALL_H__ */

5
Source/automap.h

@ -3,8 +3,7 @@
*
* Interface of the in-game map overlay.
*/
#ifndef __AUTOMAP_H__
#define __AUTOMAP_H__
#pragma once
#include "engine.h"
@ -93,5 +92,3 @@ void AutomapZoomReset();
#endif
}
#endif /* __AUTOMAP_H__ */

5
Source/capture.h

@ -3,8 +3,7 @@
*
* Interface of the screenshot function.
*/
#ifndef __CAPTURE_H__
#define __CAPTURE_H__
#pragma once
namespace devilution {
@ -19,5 +18,3 @@ void CaptureScreen();
#endif
}
#endif /* __CAPTURE_H__ */

5
Source/codec.h

@ -3,8 +3,7 @@
*
* Interface of save game encryption algorithm.
*/
#ifndef __CODEC_H__
#define __CODEC_H__
#pragma once
namespace devilution {
@ -21,5 +20,3 @@ void codec_encode(BYTE *pbSrcDst, DWORD size, int size_64, const char *pszPasswo
#endif
}
#endif /* __CODEC_H__ */

5
Source/control.h

@ -3,8 +3,7 @@
*
* Interface of the character and main control panels
*/
#ifndef __CONTROL_H__
#define __CONTROL_H__
#pragma once
#include "engine.h"
#include "spelldat.h"
@ -158,5 +157,3 @@ extern RECT32 ChrBtnsRect[4];
#endif
}
#endif /* __CONTROL_H__ */

5
Source/cursor.h

@ -3,8 +3,7 @@
*
* Interface of cursor tracking functionality.
*/
#ifndef __CURSOR_H__
#define __CURSOR_H__
#pragma once
namespace devilution {
@ -48,5 +47,3 @@ extern const int InvItemHeight[];
#endif
}
#endif /* __CURSOR_H__ */

5
Source/dead.h

@ -3,8 +3,7 @@
*
* Interface of functions for placing dead monsters.
*/
#ifndef __DEAD_H__
#define __DEAD_H__
#pragma once
namespace devilution {
@ -32,5 +31,3 @@ void SetDead();
#endif
}
#endif /* __DEAD_H__ */

5
Source/debug.h

@ -3,8 +3,7 @@
*
* Interface of debug functions.
*/
#ifndef __DEBUG_H__
#define __DEBUG_H__
#pragma once
namespace devilution {
@ -31,5 +30,3 @@ void NextDebugMonster();
#endif
}
#endif /* __DEBUG_H__ */

5
Source/diablo.h

@ -3,8 +3,7 @@
*
* Interface of the main game initialization functions.
*/
#ifndef __DIABLO_H__
#define __DIABLO_H__
#pragma once
#include "pack.h"
#ifdef _DEBUG
@ -88,5 +87,3 @@ extern bool gbFriendlyFire;
#endif
}
#endif /* __DIABLO_H__ */

5
Source/doom.h

@ -3,8 +3,7 @@
*
* Interface of the map of the stars quest.
*/
#ifndef __DOOM_H__
#define __DOOM_H__
#pragma once
#include "engine.h"
@ -27,5 +26,3 @@ void doom_draw(CelOutputBuffer out);
#endif
}
#endif /* __DOOM_H__ */

5
Source/drlg_l1.h

@ -3,8 +3,7 @@
*
* Interface of the cathedral level generation algorithms.
*/
#ifndef __DRLG_L1_H__
#define __DRLG_L1_H__
#pragma once
namespace devilution {
@ -39,5 +38,3 @@ void drlg_l1_crypt_pattern7(int rndper);
#endif
}
#endif /* __DRLG_L1_H__ */

2
Source/drlg_l2.cpp

@ -1837,7 +1837,7 @@ static void DRLG_LoadL2SP()
if (QuestStatus(Q_BLIND)) {
pSetPiece = LoadFileInMem("Levels\\L2Data\\Blind1.DUN", NULL);
pSetPiece[26] = 154; // Close outer wall
pSetPiece[26] = 154; // Close outer wall
pSetPiece[200] = 154; // Close outer wall
setloadflag = TRUE;
} else if (QuestStatus(Q_BLOOD)) {

5
Source/drlg_l2.h

@ -3,8 +3,7 @@
*
* Interface of the catacombs level generation algorithms.
*/
#ifndef __DRLG_L2_H__
#define __DRLG_L2_H__
#pragma once
namespace devilution {
@ -41,5 +40,3 @@ void CreateL2Dungeon(DWORD rseed, int entry);
#endif
}
#endif /* __DRLG_L2_H__ */

5
Source/drlg_l3.h

@ -3,8 +3,7 @@
*
* Interface of the caves level generation algorithms.
*/
#ifndef __DRLG_L3_H__
#define __DRLG_L3_H__
#pragma once
namespace devilution {
@ -22,5 +21,3 @@ void LoadPreL3Dungeon(const char *sFileName, int vx, int vy);
#endif
}
#endif /* __DRLG_L3_H__ */

5
Source/drlg_l4.h

@ -3,8 +3,7 @@
*
* Interface of the hell level generation algorithms.
*/
#ifndef __DRLG_L4_H__
#define __DRLG_L4_H__
#pragma once
namespace devilution {
@ -29,5 +28,3 @@ void CreateL4Dungeon(DWORD rseed, int entry);
#endif
}
#endif /* __DRLG_L4_H__ */

5
Source/dthread.h

@ -3,8 +3,7 @@
*
* Interface of functions for updating game state from network commands.
*/
#ifndef __DTHREAD_H__
#define __DTHREAD_H__
#pragma once
namespace devilution {
@ -23,5 +22,3 @@ void dthread_cleanup();
#endif
}
#endif /* __DTHREAD_H__ */

5
Source/dx.h

@ -3,8 +3,7 @@
*
* Interface of functions setting up the graphics pipeline.
*/
#ifndef __DX_H__
#define __DX_H__
#pragma once
namespace devilution {
@ -22,5 +21,3 @@ void RenderPresent();
void PaletteGetEntries(DWORD dwNumEntries, SDL_Color *lpEntries);
}
#endif /* __DX_H__ */

5
Source/effects.h

@ -3,8 +3,7 @@
*
* Interface of functions for loading and playing sounds.
*/
#ifndef __EFFECTS_H__
#define __EFFECTS_H__
#pragma once
#include "sound.h"
@ -44,5 +43,3 @@ int GetSFXLength(int nSFX);
#endif
}
#endif /* __EFFECTS_H__ */

5
Source/encrypt.h

@ -3,8 +3,7 @@
*
* Interface of functions for compression and decompressing MPQ data.
*/
#ifndef __ENCRYPT_H__
#define __ENCRYPT_H__
#pragma once
namespace devilution {
@ -32,5 +31,3 @@ void PkwareDecompress(BYTE *pbInBuff, int recv_size, int dwMaxBytes);
#endif
}
#endif /* __ENCRYPT_H__ */

5
Source/engine.h

@ -10,8 +10,7 @@
* - File loading
* - Video playback
*/
#ifndef __ENGINE_H__
#define __ENGINE_H__
#pragma once
#include <algorithm>
#include <cstddef>
@ -441,5 +440,3 @@ void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel);
void PlayInGameMovie(const char *pszMovie);
}
#endif /* __ENGINE_H__ */

5
Source/error.h

@ -3,8 +3,7 @@
*
* Interface of in-game message functions.
*/
#ifndef __ERROR_H__
#define __ERROR_H__
#pragma once
#include "engine.h"
@ -26,5 +25,3 @@ void DrawDiabloMsg(CelOutputBuffer out);
#endif
}
#endif /* __ERROR_H__ */

5
Source/gamemenu.h

@ -3,8 +3,7 @@
*
* Interface of the in-game menu functions.
*/
#ifndef __GAMEMENU_H__
#define __GAMEMENU_H__
#pragma once
namespace devilution {
@ -36,5 +35,3 @@ void gamemenu_color_cycling(BOOL bActivate);
#endif
}
#endif /* __GAMEMENU_H__ */

5
Source/gendung.h

@ -3,8 +3,7 @@
*
* Interface of general dungeon generation code.
*/
#ifndef __GENDUNG_H__
#define __GENDUNG_H__
#pragma once
namespace devilution {
@ -122,5 +121,3 @@ void InitLevels();
#endif
}
#endif /* __GENDUNG_H__ */

5
Source/gmenu.h

@ -3,8 +3,7 @@
*
* Interface of the in-game navigation and interaction.
*/
#ifndef __GMENU_H__
#define __GMENU_H__
#pragma once
#include "engine.h"
@ -41,5 +40,3 @@ void gmenu_slider_steps(TMenuItem *pItem, int dwTicks);
#endif
}
#endif /* __GMENU_H__ */

5
Source/help.h

@ -3,8 +3,7 @@
*
* Interface of the in-game help text.
*/
#ifndef __HELP_H__
#define __HELP_H__
#pragma once
namespace devilution {
@ -25,5 +24,3 @@ void HelpScrollDown();
#endif
}
#endif /* __HELP_H__ */

5
Source/init.h

@ -3,8 +3,7 @@
*
* Interface of routines for initializing the environment, disable screen saver, load MPQ.
*/
#ifndef __INIT_H__
#define __INIT_H__
#pragma once
namespace devilution {
@ -46,5 +45,3 @@ extern char gszProductName[64];
#endif
}
#endif /* __INIT_H__ */

5
Source/interfac.h

@ -3,8 +3,7 @@
*
* Interface of load screens.
*/
#ifndef __INTERFAC_H__
#define __INTERFAC_H__
#pragma once
namespace devilution {
@ -35,5 +34,3 @@ void ShowProgress(interface_mode uMsg);
#endif
}
#endif /* __INTERFAC_H__ */

4
Source/inv.cpp

@ -483,7 +483,7 @@ void DrawInv(CelOutputBuffer out)
InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X,
InvRect[j + SLOTXY_INV_FIRST].Y - 1,
pCursCels, frame, frame_width,
false);
false);
} else {
CelBlitOutlineTo(
out,
@ -491,7 +491,7 @@ void DrawInv(CelOutputBuffer out)
InvRect[j + SLOTXY_INV_FIRST].X + RIGHT_PANEL_X,
InvRect[j + SLOTXY_INV_FIRST].Y - 1,
pCursCels2, frame - 179, frame_width,
false);
false);
}
}

5
Source/inv.h

@ -3,8 +3,7 @@
*
* Interface of player inventory.
*/
#ifndef __INV_H__
#define __INV_H__
#pragma once
#include "items.h"
#include "player.h"
@ -81,5 +80,3 @@ extern int AP2x2Tbl[10];
#endif
}
#endif /* __INV_H__ */

5
Source/itemdat.h

@ -3,8 +3,7 @@
*
* Interface of all item data.
*/
#ifndef __ITEMDAT_H__
#define __ITEMDAT_H__
#pragma once
namespace devilution {
@ -549,5 +548,3 @@ extern const UItemStruct UniqueItemList[];
#endif
}
#endif /* __ITEMDAT_H__ */

5
Source/items.h

@ -3,8 +3,7 @@
*
* Interface of item functionality.
*/
#ifndef __ITEMS_H__
#define __ITEMS_H__
#pragma once
#include "itemdat.h"
@ -354,5 +353,3 @@ extern int ItemInvSnds[];
#endif
}
#endif /* __ITEMS_H__ */

5
Source/lighting.h

@ -3,8 +3,7 @@
*
* Interface of light and vision.
*/
#ifndef __LIGHTING_H__
#define __LIGHTING_H__
#pragma once
namespace devilution {
@ -74,5 +73,3 @@ extern const BYTE vCrawlTable[23][30];
#endif
}
#endif /* __LIGHTING_H__ */

5
Source/loadsave.h

@ -3,8 +3,7 @@
*
* Interface of save game functionality.
*/
#ifndef __LOADSAVE_H__
#define __LOADSAVE_H__
#pragma once
#include "player.h"
@ -40,5 +39,3 @@ void LoadLevel();
#endif
}
#endif /* __LOADSAVE_H__ */

5
Source/mainmenu.h

@ -3,8 +3,7 @@
*
* Interface of functions for interacting with the main menu.
*/
#ifndef __MAINMENU_H__
#define __MAINMENU_H__
#pragma once
#include "multi.h"
@ -24,5 +23,3 @@ void mainmenu_loop();
#endif
}
#endif /* __MAINMENU_H__ */

5
Source/minitext.h

@ -3,8 +3,7 @@
*
* Interface of scrolling dialog text.
*/
#ifndef __MINITEXT_H__
#define __MINITEXT_H__
#pragma once
namespace devilution {
@ -33,5 +32,3 @@ void DrawQText(CelOutputBuffer out);
#endif
}
#endif /* __MINITEXT_H__ */

5
Source/misdat.h

@ -3,8 +3,7 @@
*
* Interface of data related to missiles.
*/
#ifndef __MISDAT_H__
#define __MISDAT_H__
#pragma once
#include "missiles.h"
@ -22,5 +21,3 @@ extern MisFileData misfiledata[];
#endif
}
#endif /* __MISDAT_H__ */

5
Source/missiles.h

@ -3,8 +3,7 @@
*
* Interface of missile functionality.
*/
#ifndef __MISSILES_H__
#define __MISSILES_H__
#pragma once
namespace devilution {
@ -263,5 +262,3 @@ void ClearMissileSpot(int mi);
#endif
}
#endif /* __MISSILES_H__ */

5
Source/monstdat.h

@ -3,8 +3,7 @@
*
* Interface of all monster data.
*/
#ifndef __MONSTDAT_H__
#define __MONSTDAT_H__
#pragma once
namespace devilution {
@ -292,5 +291,3 @@ extern const UniqMonstStruct UniqMonst[];
#endif
}
#endif /* __MONSTDAT_H__ */

5
Source/monster.h

@ -3,8 +3,7 @@
*
* Interface of monster functionality, AI, actions, spawning, loading, etc.
*/
#ifndef __MONSTER_H__
#define __MONSTER_H__
#pragma once
namespace devilution {
@ -271,5 +270,3 @@ extern int offset_y[8];
#endif
}
#endif /* __MONSTER_H__ */

5
Source/movie.h

@ -3,8 +3,7 @@
*
* Interface of video playback.
*/
#ifndef __MOVIE_H__
#define __MOVIE_H__
#pragma once
namespace devilution {
@ -22,5 +21,3 @@ void play_movie(const char *pszMovie, BOOL user_can_close);
#endif
}
#endif /* __MOVIE_H__ */

5
Source/mpqapi.h

@ -3,8 +3,7 @@
*
* Interface of functions for creating and editing MPQ files.
*/
#ifndef __MPQAPI_H__
#define __MPQAPI_H__
#pragma once
#include <stdint.h>
@ -53,5 +52,3 @@ BOOL mpqapi_flush_and_close(const char *pszArchive, BOOL bFree, DWORD dwChar);
#endif
}
#endif /* __MPQAPI_H__ */

5
Source/msg.h

@ -3,8 +3,7 @@
*
* Interface of function for sending and reciving network messages.
*/
#ifndef __MSG_H__
#define __MSG_H__
#pragma once
namespace devilution {
@ -339,5 +338,3 @@ DWORD ParseCmd(int pnum, TCmd *pCmd);
#endif
}
#endif /* __MSG_H__ */

5
Source/multi.h

@ -3,8 +3,7 @@
*
* Interface of functions for keeping multiplayer games in sync.
*/
#ifndef __MULTI_H__
#define __MULTI_H__
#pragma once
#include "msg.h"
@ -61,5 +60,3 @@ void recv_plrinfo(int pnum, TCmdPlrInfoHdr *p, BOOL recv);
#endif
}
#endif /* __MULTI_H__ */

5
Source/nthread.h

@ -3,8 +3,7 @@
*
* Interface of functions for managing game ticks.
*/
#ifndef __NTHREAD_H__
#define __NTHREAD_H__
#pragma once
namespace devilution {
@ -34,5 +33,3 @@ BOOL nthread_has_500ms_passed();
#endif
}
#endif /* __NTHREAD_H__ */

5
Source/objdat.h

@ -3,8 +3,7 @@
*
* Interface of all object data.
*/
#ifndef __OBJDAT_H__
#define __OBJDAT_H__
#pragma once
namespace devilution {
@ -206,5 +205,3 @@ extern const char *ObjHiveLoadList[];
#endif
}
#endif /* __OBJDAT_H__ */

5
Source/objects.h

@ -3,8 +3,7 @@
*
* Interface of object functionality, interaction, spawning, loading, etc.
*/
#ifndef __OBJECTS_H__
#define __OBJECTS_H__
#pragma once
namespace devilution {
@ -92,5 +91,3 @@ bool objects_lv_24_454B04(int s);
#endif
}
#endif /* __OBJECTS_H__ */

5
Source/pack.h

@ -3,8 +3,7 @@
*
* Interface of functions for minifying player data structure.
*/
#ifndef __PACK_H__
#define __PACK_H__
#pragma once
#include "items.h"
@ -90,5 +89,3 @@ void UnPackItem(const PkItemStruct *is, ItemStruct *id, bool isHellfire);
#endif
}
#endif /* __PACK_H__ */

5
Source/palette.h

@ -3,8 +3,7 @@
*
* Interface of functions for handling the engines color palette.
*/
#ifndef __PALETTE_H__
#define __PALETTE_H__
#pragma once
namespace devilution {
@ -40,5 +39,3 @@ void palette_update_quest_palette(int n);
#endif
}
#endif /* __PALETTE_H__ */

5
Source/path.h

@ -3,8 +3,7 @@
*
* Interface of the path finding algorithms.
*/
#ifndef __PATH_H__
#define __PATH_H__
#pragma once
namespace devilution {
@ -46,5 +45,3 @@ extern const char pathydir[8];
#endif
}
#endif /* __PATH_H__ */

5
Source/pfile.h

@ -3,8 +3,7 @@
*
* Interface of the save game encoding functionality.
*/
#ifndef __PFILE_H__
#define __PFILE_H__
#pragma once
#include "player.h"
#include "../DiabloUI/diabloui.h"
@ -41,5 +40,3 @@ void pfile_update(bool force_save);
#endif
}
#endif /* __PFILE_H__ */

5
Source/player.h

@ -3,8 +3,7 @@
*
* Interface of player functionality, leveling, actions, creation, loading, etc.
*/
#ifndef __PLAYER_H__
#define __PLAYER_H__
#pragma once
namespace devilution {
@ -326,5 +325,3 @@ extern int ExpLvlsTbl[MAXCHARLEVEL];
#endif
}
#endif /* __PLAYER_H__ */

5
Source/plrmsg.h

@ -3,8 +3,7 @@
*
* Interface of functionality for printing the ingame chat messages.
*/
#ifndef __PLRMSG_H__
#define __PLRMSG_H__
#pragma once
#include "engine.h"
@ -33,5 +32,3 @@ void DrawPlrMsg(CelOutputBuffer out);
#endif
}
#endif /* __PLRMSG_H__ */

5
Source/portal.h

@ -3,8 +3,7 @@
*
* Interface of functionality for handling town portals.
*/
#ifndef __PORTAL_H__
#define __PORTAL_H__
#pragma once
namespace devilution {
@ -42,5 +41,3 @@ BOOL PosOkPortal(int lvl, int x, int y);
#endif
}
#endif /* __PORTAL_H__ */

5
Source/quests.h

@ -3,8 +3,7 @@
*
* Interface of functionality for handling quests.
*/
#ifndef __QUESTS_H__
#define __QUESTS_H__
#pragma once
#include "engine.h"
@ -76,5 +75,3 @@ extern QuestData questlist[];
#endif
}
#endif /* __QUESTS_H__ */

5
Source/render.h

@ -3,8 +3,7 @@
*
* Interface of functionality for rendering the level tiles.
*/
#ifndef __RENDER_H__
#define __RENDER_H__
#pragma once
namespace devilution {
@ -33,5 +32,3 @@ void world_draw_black_tile(CelOutputBuffer out, int sx, int sy);
#endif
}
#endif /* __RENDER_H__ */

5
Source/restrict.h

@ -3,8 +3,7 @@
*
* Interface of functionality for checking if the game will be able run on the system.
*/
#ifndef __RESTRICT_H__
#define __RESTRICT_H__
#pragma once
namespace devilution {
@ -19,5 +18,3 @@ void ReadOnlyTest();
#endif
}
#endif /* __RESTRICT_H__ */

5
Source/scrollrt.h

@ -3,8 +3,7 @@
*
* Interface of functionality for rendering the dungeons, monsters and calling other render routines.
*/
#ifndef __SCROLLRT_H__
#define __SCROLLRT_H__
#pragma once
namespace devilution {
@ -52,5 +51,3 @@ void DrawAndBlit();
#endif
}
#endif /* __SCROLLRT_H__ */

5
Source/setmaps.h

@ -3,8 +3,7 @@
*
* Interface of functionality for the special quest dungeons.
*/
#ifndef __SETMAPS_H__
#define __SETMAPS_H__
#pragma once
namespace devilution {
@ -23,5 +22,3 @@ extern const char *const quest_level_names[];
#endif
}
#endif /* __SETMAPS_H__ */

5
Source/sha.h

@ -3,8 +3,7 @@
*
* Interface of functionality for calculating X-SHA-1 (a flawed implementation of SHA-1).
*/
#ifndef __SHA_H__
#define __SHA_H__
#pragma once
namespace devilution {
@ -30,5 +29,3 @@ void SHA1Reset(int n);
#endif
}
#endif /* __SHA_H__ */

5
Source/sound.h

@ -3,8 +3,7 @@
*
* Interface of functions setting up the audio pipeline.
*/
#ifndef __SOUND_H__
#define __SOUND_H__
#pragma once
namespace devilution {
@ -47,5 +46,3 @@ extern BOOLEAN gbDupSounds;
#endif
}
#endif /* __SOUND_H__ */

5
Source/spelldat.h

@ -3,8 +3,7 @@
*
* Interface of all spell data.
*/
#ifndef __SPELLDAT_H__
#define __SPELLDAT_H__
#pragma once
namespace devilution {
@ -215,5 +214,3 @@ extern SpellData spelldata[];
#endif
}
#endif /* __SPELLDAT_H__ */

5
Source/spells.h

@ -3,8 +3,7 @@
*
* Interface of functionality for casting player spells.
*/
#ifndef __SPELLS_H__
#define __SPELLS_H__
#pragma once
namespace devilution {
@ -28,5 +27,3 @@ int GetSpellStaffLevel(spell_id s);
#endif
}
#endif /* __SPELLS_H__ */

5
Source/stores.h

@ -3,8 +3,7 @@
*
* Interface of functionality for stores and towner dialogs.
*/
#ifndef __STORES_H__
#define __STORES_H__
#pragma once
#include "engine.h"
@ -122,5 +121,3 @@ void ReleaseStoreBtn();
#endif
}
#endif /* __STORES_H__ */

5
Source/sync.h

@ -3,8 +3,7 @@
*
* Interface of functionality for syncing game state with other players.
*/
#ifndef __SYNC_H__
#define __SYNC_H__
#pragma once
namespace devilution {
@ -21,5 +20,3 @@ void sync_init();
#endif
}
#endif /* __SYNC_H__ */

5
Source/textdat.h

@ -3,8 +3,7 @@
*
* Interface of all dialog texts.
*/
#ifndef __TEXTDAT_H__
#define __TEXTDAT_H__
#pragma once
namespace devilution {
@ -25,5 +24,3 @@ extern const TextDataStruct alltext[];
#endif
}
#endif /* __TEXTDAT_H__ */

5
Source/themes.h

@ -3,8 +3,7 @@
*
* Interface of the theme room placing algorithms.
*/
#ifndef __THEMES_H__
#define __THEMES_H__
#pragma once
namespace devilution {
@ -31,5 +30,3 @@ void CreateThemeRooms();
}
#endif
}
#endif /* __THEMES_H__ */

5
Source/tmsg.h

@ -3,8 +3,7 @@
*
* Interface of functionality transmitting chat messages.
*/
#ifndef __TMSG_H__
#define __TMSG_H__
#pragma once
namespace devilution {
@ -39,5 +38,3 @@ void tmsg_cleanup();
#endif
}
#endif /* __TMSG_H__ */

5
Source/town.h

@ -3,8 +3,7 @@
*
* Interface of functionality for rendering the town, towners and calling other render routines.
*/
#ifndef __TOWN_H__
#define __TOWN_H__
#pragma once
namespace devilution {
@ -21,5 +20,3 @@ void CreateTown(int entry);
#endif
}
#endif /* __TOWN_H__ */

5
Source/towners.h

@ -3,8 +3,7 @@
*
* Interface of functionality for loading and spawning towners.
*/
#ifndef __TOWNERS_H__
#define __TOWNERS_H__
#pragma once
namespace devilution {
@ -86,5 +85,3 @@ extern _speech_id Qtalklist[NUM_TOWNER_TYPES][MAXQUESTS];
#endif
}
#endif /* __TOWNERS_H__ */

5
Source/track.h

@ -3,8 +3,7 @@
*
* Interface of functionality tracking what the mouse cursor is pointing at.
*/
#ifndef __TRACK_H__
#define __TRACK_H__
#pragma once
namespace devilution {
@ -21,5 +20,3 @@ bool track_isscrolling();
#endif
}
#endif /* __TRACK_H__ */

5
Source/trigs.h

@ -3,8 +3,7 @@
*
* Interface of functionality for triggering events when the player enters an area.
*/
#ifndef __TRIGS_H__
#define __TRIGS_H__
#pragma once
namespace devilution {
@ -43,5 +42,3 @@ void CheckTriggers();
#endif
}
#endif /* __TRIGS_H__ */

2
SourceX/display.cpp

@ -306,4 +306,4 @@ void ScaleSurfaceToOutput(SDL_Surface **surface)
#endif
}
} // namespace dvl
} // namespace devilution

2
SourceX/display.h

@ -93,4 +93,4 @@ void LogicalToOutput(T *x, T *y)
#endif
}
} // namespace dvl
} // namespace devilution

2
SourceX/dx.cpp

@ -321,4 +321,4 @@ void PaletteGetEntries(DWORD dwNumEntries, SDL_Color *lpEntries)
lpEntries[i] = system_palette[i];
}
}
} // namespace dvl
} // namespace devilution

2
SourceX/qol.cpp

@ -237,4 +237,4 @@ void AutoGoldPickup(int pnum)
}
}
}
} // namespace devilution

7
SourceX/qol.h

@ -3,8 +3,7 @@
*
* Quality of life features
*/
#ifndef __QOL_H__
#define __QOL_H__
#pragma once
#include "engine.h"
@ -16,6 +15,4 @@ void DrawMonsterHealthBar(CelOutputBuffer out);
void DrawXPBar(CelOutputBuffer out);
void AutoGoldPickup(int pnum);
}
#endif /* __QOL_H__ */
} // namespace devilution

2
SourceX/sound.cpp

@ -292,4 +292,4 @@ int sound_get_or_set_sound_volume(int volume)
return sgOptions.Audio.nSoundVolume;
}
} // namespace dvl
} // namespace devilution

2
SourceX/soundsample.cpp

@ -122,4 +122,4 @@ int SoundSample::GetLength()
return (Uint32)(chunk->alen * ms / bps);
};
} // namespace dvl
} // namespace devilution

2
SourceX/storm_sdl_rw.cpp

@ -95,4 +95,4 @@ SDL_RWops *SFileRw_FromStormHandle(HANDLE handle)
return result;
}
} // namespace dvl
} // namespace devilution

2
SourceX/storm_sdl_rw.h

@ -13,4 +13,4 @@ namespace devilution {
*/
SDL_RWops *SFileRw_FromStormHandle(HANDLE handle);
} // namespace dvl
} // namespace devilution

2
SourceX/thread.cpp

@ -75,4 +75,4 @@ int WaitForEvent(event_emul *e)
return ret;
}
} // namespace dvl
} // namespace devilution

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