diff options
Diffstat (limited to 'src/cmd6.cc')
-rw-r--r-- | src/cmd6.cc | 386 |
1 files changed, 193 insertions, 193 deletions
diff --git a/src/cmd6.cc b/src/cmd6.cc index 80a033eb..d609298d 100644 --- a/src/cmd6.cc +++ b/src/cmd6.cc @@ -638,7 +638,7 @@ static void corpse_effect(object_type *o_ptr, bool_ cutting) if (!(p_ptr->resist_pois || p_ptr->oppose_pois)) { - (void)set_poisoned(p_ptr->poisoned + rand_int(brdam) + 10); + set_poisoned(p_ptr->poisoned + rand_int(brdam) + 10); } /* Take damage */ @@ -713,12 +713,12 @@ static void corpse_effect(object_type *o_ptr, bool_ cutting) if (!p_ptr->resist_conf) { - (void)set_confused(p_ptr->confused + rand_int(20) + 10); + set_confused(p_ptr->confused + rand_int(20) + 10); } if (!p_ptr->resist_chaos) { - (void)set_image(p_ptr->image + randint(10)); + set_image(p_ptr->image + randint(10)); } if (!p_ptr->resist_neth && !p_ptr->resist_chaos) @@ -758,7 +758,7 @@ static void corpse_effect(object_type *o_ptr, bool_ cutting) } else { - (void)apply_disenchant(0); + apply_disenchant(0); } /* Take damage */ @@ -779,7 +779,7 @@ static void corpse_effect(object_type *o_ptr, bool_ cutting) if (!p_ptr->resist_sound) { int k = (randint((brdam > 40) ? 35 : (brdam * 3 / 4 + 5))); - (void)set_stun(p_ptr->stun + k); + set_stun(p_ptr->stun + k); } /* Take damage */ @@ -856,30 +856,30 @@ static void corpse_effect(object_type *o_ptr, bool_ cutting) } if (r_ptr->flags & RF_SHAPECHANGER) { - /* DGDGDG (void)set_mimic(20 , rand_int(MIMIC_VALAR)); */ + /* DGDGDG set_mimic(20 , rand_int(MIMIC_VALAR)); */ } if (r_ptr->flags & RF_DEMON) { - /* DGDGDG (void)set_mimic(30 , MIMIC_DEMON); */ + /* DGDGDG set_mimic(30 , MIMIC_DEMON); */ } if (r_ptr->flags & RF_UNDEAD) { - /* DGDGDG (void)set_mimic(30 , MIMIC_VAMPIRE); */ + /* DGDGDG set_mimic(30 , MIMIC_VAMPIRE); */ } if (r_ptr->flags & RF_NO_FEAR) { - (void)set_afraid(0); + set_afraid(0); } if (r_ptr->flags & RF_NO_STUN) { - (void)set_stun(0); + set_stun(0); } if (r_ptr->flags & RF_NO_CONF) { - (void)set_confused(0); + set_confused(0); } if (r_ptr->spells & SF_S_THUNDERLORD) { @@ -974,7 +974,7 @@ static object_filter_t const &item_tester_hook_eatable() /* * Eat some food (from the pack or floor) */ -void do_cmd_eat_food(void) +void do_cmd_eat_food() { auto const &r_info = game->edit_data.r_info; auto const &k_info = game->edit_data.k_info; @@ -1113,7 +1113,7 @@ void do_cmd_eat_food(void) case SV_FOOD_WEAKNESS: { take_hit(damroll(6, 6), "poisonous food"); - (void)do_dec_stat(A_STR, STAT_DEC_NORMAL); + do_dec_stat(A_STR, STAT_DEC_NORMAL); ident = TRUE; @@ -1123,7 +1123,7 @@ void do_cmd_eat_food(void) case SV_FOOD_SICKNESS: { take_hit(damroll(6, 6), "poisonous food"); - (void)do_dec_stat(A_CON, STAT_DEC_NORMAL); + do_dec_stat(A_CON, STAT_DEC_NORMAL); ident = TRUE; @@ -1133,7 +1133,7 @@ void do_cmd_eat_food(void) case SV_FOOD_STUPIDITY: { take_hit(damroll(8, 8), "poisonous food"); - (void)do_dec_stat(A_INT, STAT_DEC_NORMAL); + do_dec_stat(A_INT, STAT_DEC_NORMAL); ident = TRUE; @@ -1143,7 +1143,7 @@ void do_cmd_eat_food(void) case SV_FOOD_NAIVETY: { take_hit(damroll(8, 8), "poisonous food"); - (void)do_dec_stat(A_WIS, STAT_DEC_NORMAL); + do_dec_stat(A_WIS, STAT_DEC_NORMAL); ident = TRUE; @@ -1153,7 +1153,7 @@ void do_cmd_eat_food(void) case SV_FOOD_UNHEALTH: { take_hit(damroll(10, 10), "poisonous food"); - (void)do_dec_stat(A_CON, STAT_DEC_NORMAL); + do_dec_stat(A_CON, STAT_DEC_NORMAL); ident = TRUE; @@ -1163,7 +1163,7 @@ void do_cmd_eat_food(void) case SV_FOOD_DISEASE: { take_hit(damroll(10, 10), "poisonous food"); - (void)do_dec_stat(A_STR, STAT_DEC_NORMAL); + do_dec_stat(A_STR, STAT_DEC_NORMAL); ident = TRUE; @@ -1307,8 +1307,8 @@ void do_cmd_eat_food(void) case SV_FOOD_WAYBREAD: { msg_print("That tastes very good."); - (void)set_poisoned(0); - (void)hp_player(damroll(4, 8)); + set_poisoned(0); + hp_player(damroll(4, 8)); set_food(PY_FOOD_MAX - 1); ident = TRUE; @@ -1329,7 +1329,7 @@ void do_cmd_eat_food(void) object_aware(q_ptr); object_known(q_ptr); q_ptr->ident |= IDENT_STOREB; - (void)inven_carry(q_ptr, FALSE); + inven_carry(q_ptr, FALSE); break; } @@ -1338,9 +1338,9 @@ void do_cmd_eat_food(void) { msg_print("A fresh, clean essence rises, driving away wounds and poison."); - (void)set_poisoned(0); - (void)set_stun(0); - (void)set_cut(0); + set_poisoned(0); + set_stun(0); + set_cut(0); if (p_ptr->black_breath) { msg_print("The hold of the Black Breath on you is broken!"); @@ -1493,7 +1493,7 @@ void do_cmd_eat_food(void) if ((race_flags_p(PR_VAMPIRE)) || (p_ptr->mimic_form == resolve_mimic_name("Vampire"))) { /* Reduced nutritional benefit */ - /* (void)set_food(p_ptr->food + (fval / 10)); -- No more */ + /* set_food(p_ptr->food + (fval / 10)); -- No more */ msg_print("Mere victuals hold scant sustenance for a being such as yourself."); /* Hungry */ @@ -1519,7 +1519,7 @@ void do_cmd_eat_food(void) /* Those living in fresh */ else { - (void)set_food(p_ptr->food + fval); + set_food(p_ptr->food + fval); } @@ -1534,7 +1534,7 @@ void do_cmd_eat_food(void) /* * Cut a corpse up for convenient storage */ -void do_cmd_cut_corpse(void) +void do_cmd_cut_corpse() { auto const &r_info = game->edit_data.r_info; @@ -1635,7 +1635,7 @@ void do_cmd_cut_corpse(void) * * Salt water works well. */ -void do_cmd_cure_meat(void) +void do_cmd_cure_meat() { int item, num, cure; @@ -1814,9 +1814,9 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) case SV_POTION_SALT_WATER: { msg_print("The potion makes you vomit!"); - (void)set_food(PY_FOOD_STARVE - 1); - (void)set_poisoned(0); - (void)set_paralyzed(4); + set_food(PY_FOOD_STARVE - 1); + set_poisoned(0); + set_paralyzed(4); ident = TRUE; break; @@ -1908,12 +1908,12 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) { msg_print("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "a potion of Ruination"); - (void)dec_stat(A_DEX, 25, TRUE); - (void)dec_stat(A_WIS, 25, TRUE); - (void)dec_stat(A_CON, 25, TRUE); - (void)dec_stat(A_STR, 25, TRUE); - (void)dec_stat(A_CHR, 25, TRUE); - (void)dec_stat(A_INT, 25, TRUE); + dec_stat(A_DEX, 25, TRUE); + dec_stat(A_WIS, 25, TRUE); + dec_stat(A_CON, 25, TRUE); + dec_stat(A_STR, 25, TRUE); + dec_stat(A_CHR, 25, TRUE); + dec_stat(A_INT, 25, TRUE); ident = TRUE; break; @@ -1965,8 +1965,8 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) { msg_print("Massive explosions rupture your body!"); take_hit(damroll(50, 20), "a potion of Detonation"); - (void)set_stun(p_ptr->stun + 75); - (void)set_cut(p_ptr->cut + 5000); + set_stun(p_ptr->stun + 75); + set_cut(p_ptr->cut + 5000); ident = TRUE; break; @@ -2030,7 +2030,7 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) } else { - (void)set_fast(p_ptr->fast + 5, 10); + set_fast(p_ptr->fast + 5, 10); } break; @@ -2134,18 +2134,18 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) msg_print("You feel life flow through your body!"); restore_level(); hp_player(5000); - (void)set_poisoned(0); - (void)set_blind(0); - (void)set_confused(0); - (void)set_image(0); - (void)set_stun(0); - (void)set_cut(0); - (void)do_res_stat(A_STR, TRUE); - (void)do_res_stat(A_CON, TRUE); - (void)do_res_stat(A_DEX, TRUE); - (void)do_res_stat(A_WIS, TRUE); - (void)do_res_stat(A_INT, TRUE); - (void)do_res_stat(A_CHR, TRUE); + set_poisoned(0); + set_blind(0); + set_confused(0); + set_image(0); + set_stun(0); + set_cut(0); + do_res_stat(A_STR, TRUE); + do_res_stat(A_CON, TRUE); + do_res_stat(A_DEX, TRUE); + do_res_stat(A_WIS, TRUE); + do_res_stat(A_INT, TRUE); + do_res_stat(A_CHR, TRUE); if (p_ptr->black_breath) { msg_print("The hold of the Black Breath on you is broken!"); @@ -2288,13 +2288,13 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) msg_print("You begin to feel more enlightened..."); msg_print(NULL); wiz_lite_extra(); - (void)do_inc_stat(A_INT); - (void)do_inc_stat(A_WIS); - (void)detect_doors(DEFAULT_RADIUS); - (void)detect_stairs(DEFAULT_RADIUS); - (void)detect_treasure(DEFAULT_RADIUS); - (void)detect_objects_gold(DEFAULT_RADIUS); - (void)detect_objects_normal(DEFAULT_RADIUS); + do_inc_stat(A_INT); + do_inc_stat(A_WIS); + detect_doors(DEFAULT_RADIUS); + detect_stairs(DEFAULT_RADIUS); + detect_treasure(DEFAULT_RADIUS); + detect_objects_gold(DEFAULT_RADIUS); + detect_objects_normal(DEFAULT_RADIUS); identify_pack(); ident = TRUE; @@ -2315,11 +2315,11 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) case SV_POTION_RESISTANCE: { - (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); - (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); - (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); - (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); - (void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20); + set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); + set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); + set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); + set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); + set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20); ident = TRUE; break; @@ -2341,7 +2341,7 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) case SV_POTION_INVULNERABILITY: { - (void)set_invuln(p_ptr->invuln + randint(7) + 7); + set_invuln(p_ptr->invuln + randint(7) + 7); ident = TRUE; break; @@ -2478,7 +2478,7 @@ static bool_ quaff_potion(int tval, int sval, int pval, int pval2) /* * Quaff a potion (from the pack or the floor) */ -void do_cmd_quaff_potion(void) +void do_cmd_quaff_potion() { auto const &k_info = game->edit_data.k_info; @@ -2539,7 +2539,7 @@ void do_cmd_quaff_potion(void) /* Potions can feed the player */ - (void)set_food(p_ptr->food + o_ptr->pval); + set_food(p_ptr->food + o_ptr->pval); /* Destroy potion */ @@ -2550,7 +2550,7 @@ void do_cmd_quaff_potion(void) /* * Fill an empty bottle */ -static void do_cmd_fill_bottle(void) +static void do_cmd_fill_bottle() { cave_type *c_ptr = &cave[p_ptr->py][p_ptr->px]; @@ -2636,7 +2636,7 @@ static void do_cmd_fill_bottle(void) /* * Drink from a fountain */ -void do_cmd_drink_fountain(void) +void do_cmd_drink_fountain() { auto const &k_info = game->edit_data.k_info; @@ -2711,7 +2711,7 @@ void do_cmd_drink_fountain(void) /* * Curse the players armor */ -bool_ curse_armor(void) +bool_ curse_armor() { object_type *o_ptr; @@ -2773,7 +2773,7 @@ bool_ curse_armor(void) /* * Curse the players weapon */ -bool_ curse_weapon(void) +bool_ curse_weapon() { object_type *o_ptr; @@ -2855,7 +2855,7 @@ static object_filter_t const &item_tester_hook_readable() * include scrolls with no effects but recharge or identify, which are * cancelled before use. XXX Reading them still takes a turn, though. */ -void do_cmd_read_scroll(void) +void do_cmd_read_scroll() { auto const &d_info = game->edit_data.d_info; auto const &k_info = game->edit_data.k_info; @@ -3009,7 +3009,7 @@ void do_cmd_read_scroll(void) { if (!(p_ptr->resist_blind) && !(p_ptr->resist_dark)) { - (void)set_blind(p_ptr->blind + 3 + randint(5)); + set_blind(p_ptr->blind + 3 + randint(5)); } if (unlite_area(10, 3)) ident = TRUE; @@ -3096,7 +3096,7 @@ void do_cmd_read_scroll(void) case SV_SCROLL_TELEPORT_LEVEL: { - (void)teleport_player_level(); + teleport_player_level(); ident = TRUE; @@ -3354,7 +3354,7 @@ void do_cmd_read_scroll(void) case SV_SCROLL_GENOCIDE: { - (void)genocide(TRUE); + genocide(TRUE); ident = TRUE; @@ -3363,7 +3363,7 @@ void do_cmd_read_scroll(void) case SV_SCROLL_MASS_GENOCIDE: { - (void)mass_genocide(TRUE); + mass_genocide(TRUE); ident = TRUE; @@ -3657,7 +3657,7 @@ static void activate_stick(object_type *o_ptr, bool_ *obvious, bool_ *use_charge * * Hack -- staffs of identify can be "cancelled". */ -void do_cmd_use_staff(void) +void do_cmd_use_staff() { bool_ obvious, use_charge; @@ -3828,7 +3828,7 @@ void do_cmd_use_staff(void) * basic "bolt" rods, but the basic "ball" wands do the same damage * as the basic "ball" rods. */ -void do_cmd_aim_wand(void) +void do_cmd_aim_wand() { bool_ obvious, use_charge; @@ -4040,7 +4040,7 @@ void zap_combine_rod_tip(object_type *q_ptr, int tip_item) /* * Zap a rod, or attack a rod tip to a rod */ -void do_cmd_zap_rod(void) +void do_cmd_zap_rod() { auto const &k_info = game->edit_data.k_info; @@ -4314,7 +4314,7 @@ void do_cmd_zap_rod(void) } else { - (void)set_fast(p_ptr->fast + 5, 10); + set_fast(p_ptr->fast + 5, 10); } break; @@ -4588,7 +4588,7 @@ int ring_of_power() /* * Enchant some bolts */ -bool_ brand_bolts(void) +bool_ brand_bolts() { int i; @@ -4794,7 +4794,7 @@ static void activate_valaroma() * Note that it always takes a turn to activate an object, even if * the user hits "escape" at the "direction" prompt. */ -void do_cmd_activate(void) +void do_cmd_activate() { auto const &k_info = game->edit_data.k_info; auto const &a_info = game->edit_data.a_info; @@ -5097,12 +5097,12 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) msg_print("The phial wells with dark light..."); unlite_area(damroll(2, 15), 3); take_hit(damroll(10, 10), "activating The Phial of Undeath"); - (void)dec_stat(A_DEX, 25, STAT_DEC_PERMANENT); - (void)dec_stat(A_WIS, 25, STAT_DEC_PERMANENT); - (void)dec_stat(A_CON, 25, STAT_DEC_PERMANENT); - (void)dec_stat(A_STR, 25, STAT_DEC_PERMANENT); - (void)dec_stat(A_CHR, 25, STAT_DEC_PERMANENT); - (void)dec_stat(A_INT, 25, STAT_DEC_PERMANENT); + dec_stat(A_DEX, 25, STAT_DEC_PERMANENT); + dec_stat(A_WIS, 25, STAT_DEC_PERMANENT); + dec_stat(A_CON, 25, STAT_DEC_PERMANENT); + dec_stat(A_STR, 25, STAT_DEC_PERMANENT); + dec_stat(A_CHR, 25, STAT_DEC_PERMANENT); + dec_stat(A_INT, 25, STAT_DEC_PERMANENT); o_ptr->timeout = rand_int(10) + 10; @@ -5124,7 +5124,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "dispel small life every 55+d55 turns"; msg_print("You exterminate small life."); - (void)dispel_monsters(4); + dispel_monsters(4); o_ptr->timeout = rand_int(55) + 55; @@ -5137,11 +5137,11 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) msg_print("The ring glows brightly..."); if (!p_ptr->fast) { - (void)set_fast(randint(75) + 75, 10); + set_fast(randint(75) + 75, 10); } else { - (void)set_fast(p_ptr->fast + 5, 10); + set_fast(p_ptr->fast + 5, 10); } o_ptr->timeout = rand_int(150) + 150; @@ -5242,10 +5242,10 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) msg_print("You are too weak to control the stone!"); /* Hack -- Bypass free action */ - (void)set_paralyzed(randint(5 * oops + 1)); + set_paralyzed(randint(5 * oops + 1)); /* Confusing. */ - (void)set_confused(p_ptr->confused + + set_confused(p_ptr->confused + randint(5 * oops + 1)); } @@ -5258,7 +5258,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) /* Confusing. */ if (rand_int(5) == 0) { - (void)set_confused(p_ptr->confused + randint(10)); + set_confused(p_ptr->confused + randint(10)); } /* Exercise a little care... */ @@ -5300,15 +5300,15 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) msg_print("You breathe the elements."); fire_ball(GF_MISSILE, dir, 300, 4); msg_print("Your armor glows many colours..."); - (void)set_afraid(0); - (void)set_shero(p_ptr->shero + randint(50) + 50); - (void)hp_player(30); - (void)set_blessed(p_ptr->blessed + randint(50) + 50); - (void)set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50); - (void)set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50); - (void)set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50); - (void)set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50); - (void)set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50); + set_afraid(0); + set_shero(p_ptr->shero + randint(50) + 50); + hp_player(30); + set_blessed(p_ptr->blessed + randint(50) + 50); + set_oppose_acid(p_ptr->oppose_acid + randint(50) + 50); + set_oppose_elec(p_ptr->oppose_elec + randint(50) + 50); + set_oppose_fire(p_ptr->oppose_fire + randint(50) + 50); + set_oppose_cold(p_ptr->oppose_cold + randint(50) + 50); + set_oppose_pois(p_ptr->oppose_pois + randint(50) + 50); o_ptr->timeout = 400; @@ -5319,13 +5319,13 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return ("heal (777), curing and heroism every 300 turns"); msg_print("A heavenly choir sings..."); - (void)set_poisoned(0); - (void)set_cut(0); - (void)set_stun(0); - (void)set_confused(0); - (void)set_blind(0); - (void)set_hero(p_ptr->hero + randint(25) + 25); - (void)hp_player(777); + set_poisoned(0); + set_cut(0); + set_stun(0); + set_confused(0); + set_blind(0); + set_hero(p_ptr->hero + randint(25) + 25); + hp_player(777); o_ptr->timeout = 300; @@ -5346,11 +5346,11 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "resistance (20+d20 turns) every 111 turns"; msg_print("Your cloak glows many colours..."); - (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); - (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); - (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); - (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); - (void)set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20); + set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); + set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); + set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); + set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); + set_oppose_pois(p_ptr->oppose_pois + randint(20) + 20); o_ptr->timeout = 111; @@ -5400,7 +5400,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case 11: case 12: { - (void)stair_creation(); + stair_creation(); break; } @@ -5446,7 +5446,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "summon the Legion of the Dawn every 500+d500 turns"; msg_print("You summon the Legion of the Dawn."); - (void)summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_DAWN, TRUE); + summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_DAWN, TRUE); o_ptr->timeout = 500 + randint(500); @@ -5481,7 +5481,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "fire branding of bolts every 999 turns"; msg_print("Your crossbow glows deep red..."); - (void)brand_bolts(); + brand_bolts(); o_ptr->timeout = 999; @@ -5552,8 +5552,8 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!doit) return "clairvoyance every 100+d100 turns"; msg_print("The stone glows a deep green..."); wiz_lite_extra(); - (void)detect_doors(DEFAULT_RADIUS); - (void)detect_stairs(DEFAULT_RADIUS); + detect_doors(DEFAULT_RADIUS); + detect_stairs(DEFAULT_RADIUS); o_ptr->timeout = rand_int(100) + 100; @@ -5638,11 +5638,11 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!doit) return "berserker and +10 to speed (50) every 100+d200 turns"; if (!p_ptr->fast) { - (void)set_fast(randint(50) + 50, 10); + set_fast(randint(50) + 50, 10); } else { - (void)set_fast(p_ptr->fast + 5, 10); + set_fast(p_ptr->fast + 5, 10); } hp_player(30); set_afraid(0); @@ -6097,7 +6097,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "teleport away every 200 turns"; if (!get_aim_dir(&dir)) break; - (void)fire_beam(GF_AWAY_ALL, dir, plev); + fire_beam(GF_AWAY_ALL, dir, plev); o_ptr->timeout = 200; @@ -6121,7 +6121,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "genocide every 500 turns"; msg_print("It glows deep blue..."); - (void)genocide(TRUE); + genocide(TRUE); o_ptr->timeout = 500; @@ -6132,7 +6132,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "mass genocide every 1000 turns"; msg_print("It lets out a long, shrill note..."); - (void)mass_genocide(TRUE); + mass_genocide(TRUE); o_ptr->timeout = 1000; @@ -6145,7 +6145,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "charm animal every 300 turns"; if (!get_aim_dir(&dir)) break; - (void) charm_animal(dir, plev); + charm_animal(dir, plev); o_ptr->timeout = 300; @@ -6156,7 +6156,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "enslave undead every 333 turns"; if (!get_aim_dir(&dir)) break; - (void)control_one_undead(dir, plev); + control_one_undead(dir, plev); o_ptr->timeout = 333; @@ -6167,7 +6167,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "charm monster every 400 turns"; if (!get_aim_dir(&dir)) break; - (void) charm_monster(dir, plev); + charm_monster(dir, plev); o_ptr->timeout = 400; @@ -6177,7 +6177,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_CHARM_ANIMALS: { if (!doit) return "animal friendship every 500 turns"; - (void) charm_animals(plev * 2); + charm_animals(plev * 2); o_ptr->timeout = 500; @@ -6197,7 +6197,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_SUMMON_ANIMAL: { if (!doit) return "summon animal every 200+d300 turns"; - (void)summon_specific_friendly(p_ptr->py, p_ptr->px, plev, SUMMON_ANIMAL_RANGER, TRUE); + summon_specific_friendly(p_ptr->py, p_ptr->px, plev, SUMMON_ANIMAL_RANGER, TRUE); o_ptr->timeout = 200 + randint(300); @@ -6208,7 +6208,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "summon phantasmal servant every 200+d200 turns"; msg_print("You summon a phantasmal servant."); - (void)summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_PHANTOM, TRUE); + summon_specific_friendly(p_ptr->py, p_ptr->px, dun_level, SUMMON_PHANTOM, TRUE); o_ptr->timeout = 200 + randint(200); @@ -6300,8 +6300,8 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_CURE_LW: { if (!doit) return format("cure light wounds every %d turns", (is_junkart ? 50 : 10)); - (void)set_afraid(0); - (void)hp_player(30); + set_afraid(0); + hp_player(30); o_ptr->timeout = 10; @@ -6313,7 +6313,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!doit) return format("cure serious wounds every %s turns", (is_junkart? "75" : "3+d3")); msg_print("It radiates deep purple..."); hp_player(damroll(4, 8)); - (void)set_cut((p_ptr->cut / 2) - 50); + set_cut((p_ptr->cut / 2) - 50); o_ptr->timeout = rand_int(3) + 3; @@ -6324,8 +6324,8 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "remove fear and cure poison every 5 turns"; msg_print("It glows deep blue..."); - (void)set_afraid(0); - (void)set_poisoned(0); + set_afraid(0); + set_poisoned(0); o_ptr->timeout = 5; @@ -6347,13 +6347,13 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return format("restore stats and life levels every %d turns", (is_junkart ? 200 : 750)); msg_print("It glows a deep green..."); - (void)do_res_stat(A_STR, TRUE); - (void)do_res_stat(A_INT, TRUE); - (void)do_res_stat(A_WIS, TRUE); - (void)do_res_stat(A_DEX, TRUE); - (void)do_res_stat(A_CON, TRUE); - (void)do_res_stat(A_CHR, TRUE); - (void)restore_level(); + do_res_stat(A_STR, TRUE); + do_res_stat(A_INT, TRUE); + do_res_stat(A_WIS, TRUE); + do_res_stat(A_DEX, TRUE); + do_res_stat(A_CON, TRUE); + do_res_stat(A_CHR, TRUE); + restore_level(); o_ptr->timeout = 750; @@ -6365,8 +6365,8 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!doit) return format("heal 700 hit points every %d turns", (is_junkart ? 100 : 250)); msg_print("It glows deep blue..."); msg_print("You feel a warm tingling inside..."); - (void)hp_player(700); - (void)set_cut(0); + hp_player(700); + set_cut(0); o_ptr->timeout = 250; @@ -6378,8 +6378,8 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!doit) return "heal 1000 hit points every 888 turns"; msg_print("It glows a bright white..."); msg_print("You feel much better..."); - (void)hp_player(1000); - (void)set_cut(0); + hp_player(1000); + set_cut(0); o_ptr->timeout = 888; @@ -6389,7 +6389,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_ESP: { if (!doit) return "temporary ESP (dur 25+d30) every 200 turns"; - (void)set_tim_esp(p_ptr->tim_esp + randint(30) + 25); + set_tim_esp(p_ptr->tim_esp + randint(30) + 25); o_ptr->timeout = 200; @@ -6399,8 +6399,8 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_BERSERK: { if (!doit) return "heroism and berserk (dur 50+d50) every 100+d100 turns"; - (void)set_shero(p_ptr->shero + randint(50) + 50); - (void)set_blessed(p_ptr->blessed + randint(50) + 50); + set_shero(p_ptr->shero + randint(50) + 50); + set_blessed(p_ptr->blessed + randint(50) + 50); o_ptr->timeout = 100 + randint(100); @@ -6412,7 +6412,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!doit) return "protection from evil (dur level*3 + d25) every 225+d225 turns"; msg_print("It lets out a shrill wail..."); k = 3 * p_ptr->lev; - (void)set_protevil(p_ptr->protevil + randint(25) + k); + set_protevil(p_ptr->protevil + randint(25) + k); o_ptr->timeout = rand_int(225) + 225; @@ -6423,11 +6423,11 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "resist elements (dur 40+d40) every 200 turns"; msg_print("It glows many colours..."); - (void)set_oppose_acid(p_ptr->oppose_acid + randint(40) + 40); - (void)set_oppose_elec(p_ptr->oppose_elec + randint(40) + 40); - (void)set_oppose_fire(p_ptr->oppose_fire + randint(40) + 40); - (void)set_oppose_cold(p_ptr->oppose_cold + randint(40) + 40); - (void)set_oppose_pois(p_ptr->oppose_pois + randint(40) + 40); + set_oppose_acid(p_ptr->oppose_acid + randint(40) + 40); + set_oppose_elec(p_ptr->oppose_elec + randint(40) + 40); + set_oppose_fire(p_ptr->oppose_fire + randint(40) + 40); + set_oppose_cold(p_ptr->oppose_cold + randint(40) + 40); + set_oppose_pois(p_ptr->oppose_pois + randint(40) + 40); o_ptr->timeout = 200; @@ -6440,11 +6440,11 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) msg_print("It glows bright green..."); if (!p_ptr->fast) { - (void)set_fast(randint(20) + 20, 10); + set_fast(randint(20) + 20, 10); } else { - (void)set_fast(p_ptr->fast + 5, 10); + set_fast(p_ptr->fast + 5, 10); } o_ptr->timeout = 250; @@ -6458,11 +6458,11 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) msg_print("It glows brightly..."); if (!p_ptr->fast) { - (void)set_fast(randint(75) + 75, 10); + set_fast(randint(75) + 75, 10); } else { - (void)set_fast(p_ptr->fast + 5, 10); + set_fast(p_ptr->fast + 5, 10); } o_ptr->timeout = rand_int(200) + 200; @@ -6483,7 +6483,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_INVULN: { if (!doit) return "invulnerability (dur 8+d8) every 1000 turns"; - (void)set_invuln(p_ptr->invuln + randint(8) + 8); + set_invuln(p_ptr->invuln + randint(8) + 8); o_ptr->timeout = 1000; @@ -6585,7 +6585,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_SATIATE: { if (!doit) return "satisfy hunger every 200 turns"; - (void)set_food(PY_FOOD_MAX - 1); + set_food(PY_FOOD_MAX - 1); o_ptr->timeout = 200; @@ -6629,7 +6629,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) { if (!doit) return "alchemy every 500 turns"; msg_print("It glows bright yellow..."); - (void) alchemy(); + alchemy(); o_ptr->timeout = 500; @@ -6710,12 +6710,12 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) msg_print("Your nerves and muscles feel weak and lifeless!"); take_hit(damroll(10, 10), "activating Ruination"); - (void)dec_stat(A_DEX, 25, TRUE); - (void)dec_stat(A_WIS, 25, TRUE); - (void)dec_stat(A_CON, 25, TRUE); - (void)dec_stat(A_STR, 25, TRUE); - (void)dec_stat(A_CHR, 25, TRUE); - (void)dec_stat(A_INT, 25, TRUE); + dec_stat(A_DEX, 25, TRUE); + dec_stat(A_WIS, 25, TRUE); + dec_stat(A_CON, 25, TRUE); + dec_stat(A_STR, 25, TRUE); + dec_stat(A_CHR, 25, TRUE); + dec_stat(A_INT, 25, TRUE); /* Timeout is set before return */ @@ -6735,7 +6735,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_UNINT: { if (!doit) return "decreasing Intelligence"; - (void)dec_stat(A_INT, 25, FALSE); + dec_stat(A_INT, 25, FALSE); /* Timeout is set before return */ @@ -6745,7 +6745,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_UNSTR: { if (!doit) return "decreasing Strength"; - (void)dec_stat(A_STR, 25, FALSE); + dec_stat(A_STR, 25, FALSE); /* Timeout is set before return */ @@ -6755,7 +6755,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_UNCON: { if (!doit) return "decreasing Constitution"; - (void)dec_stat(A_CON, 25, FALSE); + dec_stat(A_CON, 25, FALSE); /* Timeout is set before return */ @@ -6765,7 +6765,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_UNCHR: { if (!doit) return "decreasing Charisma"; - (void)dec_stat(A_CHR, 25, FALSE); + dec_stat(A_CHR, 25, FALSE); /* Timeout is set before return */ @@ -6775,7 +6775,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_UNDEX: { if (!doit) return "decreasing Dexterity"; - (void)dec_stat(A_DEX, 25, FALSE); + dec_stat(A_DEX, 25, FALSE); /* Timeout is set before return */ @@ -6785,7 +6785,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_UNWIS: { if (!doit) return "decreasing Wisdom"; - (void)dec_stat(A_WIS, 25, FALSE); + dec_stat(A_WIS, 25, FALSE); /* Timeout is set before return */ @@ -6795,12 +6795,12 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_STATLOSS: { if (!doit) return "stat loss"; - (void)dec_stat(A_STR, 15, FALSE); - (void)dec_stat(A_INT, 15, FALSE); - (void)dec_stat(A_WIS, 15, FALSE); - (void)dec_stat(A_DEX, 15, FALSE); - (void)dec_stat(A_CON, 15, FALSE); - (void)dec_stat(A_CHR, 15, FALSE); + dec_stat(A_STR, 15, FALSE); + dec_stat(A_INT, 15, FALSE); + dec_stat(A_WIS, 15, FALSE); + dec_stat(A_DEX, 15, FALSE); + dec_stat(A_CON, 15, FALSE); + dec_stat(A_CHR, 15, FALSE); /* Timeout is set before return */ @@ -6810,12 +6810,12 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_HISTATLOSS: { if (!doit) return "high stat loss"; - (void)dec_stat(A_STR, 25, FALSE); - (void)dec_stat(A_INT, 25, FALSE); - (void)dec_stat(A_WIS, 25, FALSE); - (void)dec_stat(A_DEX, 25, FALSE); - (void)dec_stat(A_CON, 25, FALSE); - (void)dec_stat(A_CHR, 25, FALSE); + dec_stat(A_STR, 25, FALSE); + dec_stat(A_INT, 25, FALSE); + dec_stat(A_WIS, 25, FALSE); + dec_stat(A_DEX, 25, FALSE); + dec_stat(A_CON, 25, FALSE); + dec_stat(A_CHR, 25, FALSE); /* Timeout is set before return */ @@ -6885,7 +6885,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_HUNGER: { if (!doit) return "create hunger"; - (void)set_food(PY_FOOD_WEAK); + set_food(PY_FOOD_WEAK); /* Timeout is set before return */ @@ -6986,7 +6986,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) case ACT_CURE_HUNGER: { if (!doit) return "satisfy hunger every 100 turns"; - (void)set_food(PY_FOOD_MAX - 1); + set_food(PY_FOOD_MAX - 1); /* Timeout is set before return */ @@ -7350,7 +7350,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!get_aim_dir(&dir)) break; fire_ball(GF_COLD, dir, 50, 2); - (void)set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); + set_oppose_cold(p_ptr->oppose_cold + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; @@ -7364,7 +7364,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!get_aim_dir(&dir)) break; fire_ball(GF_FIRE, dir, 50, 2); - (void)set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); + set_oppose_fire(p_ptr->oppose_fire + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; @@ -7377,7 +7377,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!get_aim_dir(&dir)) break; fire_ball(GF_ACID, dir, 50, 2); - (void)set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); + set_oppose_acid(p_ptr->oppose_acid + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; @@ -7391,7 +7391,7 @@ const char *activation_aux(object_type * o_ptr, bool_ doit, int item) if (!get_aim_dir(&dir)) break; fire_ball(GF_ELEC, dir, 50, 2); - (void)set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); + set_oppose_elec(p_ptr->oppose_elec + randint(20) + 20); o_ptr->timeout = rand_int(50) + 50; |