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.
This commit is contained in:
John "Elwin" Edwards 2016-03-07 20:44:01 -05:00
parent 090622896b
commit e9c84b2637
19 changed files with 57 additions and 62 deletions

View file

@ -172,7 +172,7 @@ add_haste(bool blessed)
else {
msg("You feel yourself moving %sfaster.", blessed ? "much " : "");
turn_on(player, ISHASTE);
fuse(nohaste, (VOID *)NULL, roll(hasttime, hasttime), AFTER);
fuse(nohaste, NULL, roll(hasttime, hasttime), AFTER);
}
}
@ -232,7 +232,7 @@ add_slow(void)
lengthen(noslow, roll(HASTETIME,HASTETIME));
else {
turn_on(player, ISSLOW);
fuse(noslow, (VOID *)NULL, roll(HASTETIME,HASTETIME), AFTER);
fuse(noslow, NULL, roll(HASTETIME,HASTETIME), AFTER);
}
}
}
@ -353,7 +353,7 @@ quaff(int which, int kind, int flags, bool is_potion)
}
else { /* Just light a fuse for how long player is safe */
if (off(player, ISCLEAR)) {
fuse(unclrhead, (VOID *)NULL, CLRDURATION, AFTER);
fuse(unclrhead, NULL, CLRDURATION, AFTER);
msg("A faint blue aura surrounds your head.");
}
else { /* If we have a fuse lengthen it, else we
@ -518,7 +518,7 @@ quaff(int which, int kind, int flags, bool is_potion)
{
msg("A cloak of darkness falls around you.");
turn_on(player, ISBLIND);
fuse(sight, (VOID *)NULL, SEEDURATION, AFTER);
fuse(sight, NULL, SEEDURATION, AFTER);
light(&hero);
}
else
@ -529,7 +529,7 @@ quaff(int which, int kind, int flags, bool is_potion)
if (off(player, CANSEE)) {
turn_on(player, CANSEE);
msg("Your eyes begin to tingle.");
fuse(unsee, (VOID *)NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
fuse(unsee, NULL, blessed ? SEEDURATION*3 :SEEDURATION, AFTER);
light(&hero);
}
else if (find_slot(unsee) != 0) {
@ -553,7 +553,7 @@ quaff(int which, int kind, int flags, bool is_potion)
if (on(player, CANINWALL))
lengthen(unphase, duration*PHASEDURATION);
else {
fuse(unphase, (VOID *)NULL, duration*PHASEDURATION, AFTER);
fuse(unphase, NULL, duration*PHASEDURATION, AFTER);
turn_on(player, CANINWALL);
}
msg("You feel %slight-headed!",
@ -577,7 +577,7 @@ quaff(int which, int kind, int flags, bool is_potion)
}
}
else {
fuse(land, (VOID *)NULL, duration*FLYTIME, AFTER);
fuse(land, NULL, duration*FLYTIME, AFTER);
turn_on(player, ISFLY);
}
if (say_message) {
@ -641,7 +641,7 @@ quaff(int which, int kind, int flags, bool is_potion)
if (off(player, ISINVIS)) {
turn_on(player, ISINVIS);
msg("You have a tingling feeling all over your body");
fuse(appear, (VOID *)NULL, blessed ? GONETIME*3 : GONETIME, AFTER);
fuse(appear, NULL, blessed ? GONETIME*3 : GONETIME, AFTER);
PLAYER = IPLAYER;
light(&hero);
}
@ -703,7 +703,7 @@ quaff(int which, int kind, int flags, bool is_potion)
if (!find_slot(unskill)) { /* No skill */
pstats.s_lvladj = -2;
pstats.s_lvl += pstats.s_lvladj;
fuse(unskill, (VOID *)NULL, SKILLDURATION, AFTER);
fuse(unskill, NULL, SKILLDURATION, AFTER);
}
else { /* Has an artifical skill */
/* Is the skill beneficial? */
@ -759,7 +759,7 @@ quaff(int which, int kind, int flags, bool is_potion)
if (!find_slot(unskill)) {
pstats.s_lvladj = adjust;
pstats.s_lvl += pstats.s_lvladj;
fuse(unskill, (VOID *)NULL,
fuse(unskill, NULL,
blessed ? SKILLDURATION*2 : SKILLDURATION, AFTER);
}
else { /* Has an artifical skill */
@ -819,7 +819,7 @@ quaff(int which, int kind, int flags, bool is_potion)
say_message = FALSE;
}
else {
fuse(nofire, (VOID *)NULL, duration*FIRETIME, AFTER);
fuse(nofire, NULL, duration*FIRETIME, AFTER);
turn_on(player, NOFIRE);
}
if (say_message) {
@ -856,7 +856,7 @@ quaff(int which, int kind, int flags, bool is_potion)
say_message = FALSE;
}
else {
fuse(nocold, (VOID *)NULL, duration*COLDTIME, AFTER);
fuse(nocold, NULL, duration*COLDTIME, AFTER);
turn_on(player, NOCOLD);
}
if (say_message) {
@ -890,7 +890,7 @@ quaff(int which, int kind, int flags, bool is_potion)
say_message = FALSE;
}
else {
fuse(nobolt, (VOID *)NULL, duration*BOLTTIME, AFTER);
fuse(nobolt, NULL, duration*BOLTTIME, AFTER);
turn_on(player, NOBOLT);
}
if (say_message) {