diff --git a/src/parser.c b/src/parser.c index 51b2638..752e97e 100644 --- a/src/parser.c +++ b/src/parser.c @@ -57,7 +57,7 @@ struct cJSON* json_from_file(const char *fname) { len = ftell(fp); fseek(fp, 0, SEEK_SET); buf = (char *) malloc(len + 1); - fread(buf, 1, len, fp); + (void) fread(buf, 1, len, fp); buf[len] = '\0'; fclose(fp); /* Parse the file into JSON. */ diff --git a/src/save.c b/src/save.c index d3c42ba..31e0182 100644 --- a/src/save.c +++ b/src/save.c @@ -217,7 +217,7 @@ void load_game(const char *fname) { return; } /* Read the global struct */ - fread(&g, sizeof(struct global), 1, fp); + (void) fread(&g, sizeof(struct global), 1, fp); /* Clean up message pointers. We could save the message log fairly easily, but it would take up a lot of space, so we don't. */ g.msg_list = NULL; @@ -225,7 +225,7 @@ void load_game(const char *fname) { /* Read level map */ for (int y = 0; y < MAPH; y++) { for (int x = 0; x < MAPW; x++) { - fread(&tile_id, sizeof(int), 1, fp); + (void) fread(&tile_id, sizeof(int), 1, fp); g.levmap[x][y].pt = &permtiles[tile_id]; g.levmap[x][y].actor = NULL; g.levmap[x][y].item_actor = NULL; @@ -239,7 +239,7 @@ void load_game(const char *fname) { g.items[i] = load_actor(fp, g.items[i]); } /* Read actors */ - fread(&actor_count, sizeof(int), 1, fp); + (void) fread(&actor_count, sizeof(int), 1, fp); cur_actor = g.player; addr = &g.player; for (int i = 0; i < actor_count; i++) { @@ -273,23 +273,23 @@ struct actor *load_actor(FILE *fp, struct actor *actor) { struct actor **addr; actor = (struct actor *) malloc(sizeof(struct actor)); - fread(actor, sizeof(struct actor), 1, fp); + (void) fread(actor, sizeof(struct actor), 1, fp); if (actor->name) { actor->name = (struct name *) malloc(sizeof(struct name)); - fread(actor->name, sizeof(struct name), 1, fp); + (void) fread(actor->name, sizeof(struct name), 1, fp); } if (actor->ai) { actor->ai = (struct ai *) malloc(sizeof(struct ai)); - fread(actor->ai, sizeof(struct ai), 1, fp); + (void) fread(actor->ai, sizeof(struct ai), 1, fp); actor->ai->parent = actor; } if (actor->equip) { actor->equip = (struct equip *) malloc(sizeof(struct equip)); - fread(actor->equip, sizeof(struct equip), 1, fp); + (void) fread(actor->equip, sizeof(struct equip), 1, fp); actor->equip->parent = actor; } if (actor->invent) { - fread(&item_count, sizeof(int), 1, fp); + (void) fread(&item_count, sizeof(int), 1, fp); cur_item = actor->invent; addr = &(actor->invent); for (int i = 0; i < item_count; i++) { @@ -305,7 +305,7 @@ struct actor *load_actor(FILE *fp, struct actor *actor) { } if (actor->item) { actor->item = (struct item *) malloc(sizeof(struct item)); - fread(actor->item, sizeof(struct item), 1, fp); + (void) fread(actor->item, sizeof(struct item), 1, fp); actor->item->parent = actor; } actor->saved = 0;