comparison xrogue/main.c @ 236:7c1cb43f346e

XRogue: get rid of VOID as an alias for long. Maybe some compilers in 1986 didn't handle void pointers well, but they are no longer a concern.
author John "Elwin" Edwards
date Mon, 07 Mar 2016 20:44:01 -0500
parents f54901b9c39b
children 3d4252fa2ed3
comparison
equal deleted inserted replaced
235:2dcf10d45d5b 236:7c1cb43f346e
242 242
243 /* 243 /*
244 * Start up daemons and fuses 244 * Start up daemons and fuses
245 */ 245 */
246 start_daemon(doctor, &player, AFTER); 246 start_daemon(doctor, &player, AFTER);
247 fuse(swander, (VOID *)NULL, WANDERTIME, AFTER); 247 fuse(swander, NULL, WANDERTIME, AFTER);
248 /* Give characters their innate abilities */ 248 /* Give characters their innate abilities */
249 if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER) 249 if (player.t_ctype == C_MAGICIAN || player.t_ctype == C_RANGER)
250 fuse(spell_recovery, (VOID *)NULL, SPELLTIME, AFTER); 250 fuse(spell_recovery, NULL, SPELLTIME, AFTER);
251 if (player.t_ctype == C_DRUID || player.t_ctype == C_MONK) 251 if (player.t_ctype == C_DRUID || player.t_ctype == C_MONK)
252 fuse(chant_recovery, (VOID *)NULL, SPELLTIME, AFTER); 252 fuse(chant_recovery, NULL, SPELLTIME, AFTER);
253 if (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN) 253 if (player.t_ctype == C_CLERIC || player.t_ctype == C_PALADIN)
254 fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER); 254 fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
255 start_daemon(stomach, (VOID *)NULL, AFTER); 255 start_daemon(stomach, NULL, AFTER);
256 if (player.t_ctype == C_THIEF || 256 if (player.t_ctype == C_THIEF ||
257 player.t_ctype == C_ASSASSIN || 257 player.t_ctype == C_ASSASSIN ||
258 player.t_ctype == C_MONK) 258 player.t_ctype == C_MONK)
259 start_daemon(trap_look, (VOID *)NULL, AFTER); 259 start_daemon(trap_look, NULL, AFTER);
260 260
261 /* Does this character have any special knowledge? */ 261 /* Does this character have any special knowledge? */
262 switch (player.t_ctype) { 262 switch (player.t_ctype) {
263 case C_ASSASSIN: 263 case C_ASSASSIN:
264 /* Assassins automatically recognize poison */ 264 /* Assassins automatically recognize poison */