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-rw-r--r--src/birth.cc26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/birth.cc b/src/birth.cc
index c94fbf4d..36f319d6 100644
--- a/src/birth.cc
+++ b/src/birth.cc
@@ -174,7 +174,7 @@ void print_desc(cptr txt)
/*
* Save the current data for later
*/
-static void save_prev_data(void)
+static void save_prev_data()
{
auto &previous_char = game->previous_char;
@@ -318,7 +318,7 @@ static int adjust_stat(int value, int amount, int auto_roll)
*
* For efficiency, we include a chunk of "calc_bonuses()".
*/
-static void get_stats(void)
+static void get_stats()
{
int i, j;
@@ -434,7 +434,7 @@ void roll_player_hp()
/*
* Roll for some info that the auto-roller ignores
*/
-static void get_extra(void)
+static void get_extra()
{
/* Level one */
p_ptr->max_plv = p_ptr->lev = 1;
@@ -463,7 +463,7 @@ static void get_extra(void)
/*
* Fill the random_artifacts array with relevant info.
*/
-static errr init_randart(void)
+static errr init_randart()
{
int i;
@@ -502,7 +502,7 @@ static errr init_randart(void)
/*
* Get the player's starting money
*/
-static void get_money(void)
+static void get_money()
{
/* Starting gold */
int gold = randint(100) + 300;
@@ -531,7 +531,7 @@ static void get_money(void)
*
* See 'display_player()' for basic method.
*/
-static void birth_put_stats(void)
+static void birth_put_stats()
{
int i, p;
@@ -568,7 +568,7 @@ static void birth_put_stats(void)
/*
* Clear all the global "character" data
*/
-static void player_wipe(void)
+static void player_wipe()
{
auto const &d_info = game->edit_data.d_info;
auto &r_info = game->edit_data.r_info;
@@ -770,7 +770,7 @@ static void outfit_obj(object_proto const *proto)
object_aware(q_ptr);
object_known(q_ptr);
- (void)inven_carry(q_ptr, FALSE);
+ inven_carry(q_ptr, FALSE);
}
@@ -794,7 +794,7 @@ static void player_outfit_object(int qty, int tval, int sval)
q_ptr->number = qty;
object_aware(q_ptr);
object_known(q_ptr);
- (void)inven_carry(q_ptr, FALSE);
+ inven_carry(q_ptr, FALSE);
}
@@ -817,7 +817,7 @@ static void player_outfit_spellbook(cptr spell_name)
*
* Having an item makes the player "aware" of its purpose.
*/
-static void player_outfit(void)
+static void player_outfit()
{
// Shorthand names for convenience
cptr class_name = spp_ptr->title;
@@ -980,7 +980,7 @@ static void player_outfit(void)
q_ptr->timeout = rand_range(3, 7) * 500;
object_aware(q_ptr);
object_known(q_ptr);
- (void)inven_carry(q_ptr, FALSE);
+ inven_carry(q_ptr, FALSE);
}
/* Outfit the player with starting items */
@@ -2099,7 +2099,7 @@ static const int birth_stat_costs[(18-10) + 1] =
*
* Taken from V 2.9.0
*/
-static bool_ player_birth_aux_point(void)
+static bool_ player_birth_aux_point()
{
int i;
@@ -2682,7 +2682,7 @@ static void init_town(int t_idx)
* Note that we may be called with "junk" leftover in the various
* fields, so we must be sure to clear them first.
*/
-void player_birth(void)
+void player_birth()
{
auto const &st_info = game->edit_data.st_info;
auto &d_info = game->edit_data.d_info;