diff arogue7/misc.c @ 239:837044d2c362

Merge the GCC5 and build fix branches. This fixes all warnings produced by GCC 5, except the ones related to system functions. Those could be fixed by including the proper headers, but it would be better to replace the system-dependent code with functions from mdport.c.
author John "Elwin" Edwards
date Fri, 11 Mar 2016 19:47:52 -0500
parents e1cd27c5464f
children e52a8a7ad4c5
line wrap: on
line diff
--- a/arogue7/misc.c	Tue Mar 08 19:45:41 2016 -0500
+++ b/arogue7/misc.c	Fri Mar 11 19:47:52 2016 -0500
@@ -81,11 +81,11 @@
 	 * if he becomes a spell caster of some kind, give him a fuse
 	 */
 	if (newclass == C_MAGICIAN || newclass == C_RANGER)
-		fuse(spell_recovery, 0, SPELLTIME, AFTER);
+		fuse(spell_recovery, NULL, SPELLTIME, AFTER);
 	if (newclass == C_DRUID || newclass == C_RANGER)
-		fuse(chant_recovery, 0, SPELLTIME, AFTER);
+		fuse(chant_recovery, NULL, SPELLTIME, AFTER);
 	if ((newclass==C_CLERIC || newclass==C_PALADIN) && !cur_misc[HEIL_ANKH])
-		fuse(prayer_recovery, 0, SPELLTIME, AFTER);
+		fuse(prayer_recovery, NULL, SPELLTIME, AFTER);
 	/*
 	 * if he's changing from a fighter then may have to change
 	 * his sword since only fighter can use two-handed
@@ -117,7 +117,7 @@
 	 * if he becomes a thief then add the trap_look() daemon
 	 */
 	if (newclass == C_THIEF || newclass == C_ASSASIN || newclass == C_MONK)
-	    start_daemon(trap_look, 0, AFTER);
+	    start_daemon(trap_look, NULL, AFTER);
 	char_type = player.t_ctype = newclass;
 	save = pstats.s_hpt;
 	max_stats.s_hpt = pstats.s_hpt = 0;
@@ -1025,7 +1025,7 @@
 	    msg("aaAAACHOOOooo. Cough. Cough. Sneeze. Sneeze.");
 	    if (!find_slot(dust_appear)) {
 		turn_on(player, ISINVIS);
-		fuse(dust_appear, 0, DUSTTIME, AFTER);
+		fuse(dust_appear, NULL, DUSTTIME, AFTER);
 		PLAYER = IPLAYER;
 		light(&hero);
 	    }
@@ -1054,7 +1054,7 @@
 		if (find_slot(unchoke))
 		    lengthen(unchoke, DUSTTIME);
 		else
-		    fuse(unchoke, 0, DUSTTIME, AFTER);
+		    fuse(unchoke, NULL, DUSTTIME, AFTER);
 		turn_on(player, ISHUH);
 		turn_on(player, ISBLIND);
 		light(&hero);