diff xrogue/misc.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 e1cd27c5464f
line wrap: on
line diff
--- a/xrogue/misc.c	Mon Mar 07 19:26:08 2016 -0500
+++ b/xrogue/misc.c	Mon Mar 07 20:44:01 2016 -0500
@@ -82,11 +82,11 @@
          * if he becomes a spell caster of some kind, give him a fuse
          */
         if (*newclass == C_MAGICIAN || *newclass == C_RANGER)
-                fuse(spell_recovery, (VOID *)NULL, SPELLTIME, AFTER);
+                fuse(spell_recovery, NULL, SPELLTIME, AFTER);
         if (*newclass == C_DRUID || *newclass == C_MONK)
-                fuse(chant_recovery, (VOID *)NULL, SPELLTIME, AFTER);
+                fuse(chant_recovery, NULL, SPELLTIME, AFTER);
         if ((*newclass==C_CLERIC || *newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
-                fuse(prayer_recovery, (VOID *)NULL, SPELLTIME, AFTER);
+                fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
         /*
          * if he's changing from a fighter, ranger, or paladin then we
      * may have to change his sword since only these types can wield
@@ -132,7 +132,7 @@
          */
         if (*newclass == C_THIEF || *newclass == C_ASSASSIN ||
         *newclass == C_MONK)
-                start_daemon(trap_look, (VOID *)NULL, AFTER);
+                start_daemon(trap_look, NULL, AFTER);
 
     /* adjust stats */
         char_type = player.t_ctype = *newclass;
@@ -1029,7 +1029,7 @@
             else msg("Ahh.. Ahh... Choo!! ");
             if (!find_slot(dust_appear)) {
                 turn_on(player, ISINVIS);
-                fuse(dust_appear, (VOID *)NULL, DUSTTIME, AFTER);
+                fuse(dust_appear, NULL, DUSTTIME, AFTER);
                 PLAYER = IPLAYER;
                 light(&hero);
             }
@@ -1059,7 +1059,7 @@
                 if (find_slot(unchoke))
                     lengthen(unchoke, DUSTTIME);
                 else
-                    fuse(unchoke, (VOID *)NULL, DUSTTIME, AFTER);
+                    fuse(unchoke, NULL, DUSTTIME, AFTER);
                 turn_on(player, ISHUH);
                 turn_on(player, ISBLIND);
                 light(&hero);