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-rw-r--r--src/ai/ai.cpp6
-rw-r--r--src/ai/ai.h10
-rw-r--r--src/ai/default/default.cpp4
3 files changed, 10 insertions, 10 deletions
diff --git a/src/ai/ai.cpp b/src/ai/ai.cpp
index 3921fd873..126d9fb89 100644
--- a/src/ai/ai.cpp
+++ b/src/ai/ai.cpp
@@ -166,7 +166,7 @@ static void AI_RunTick(PlayerID player)
* The gameloop for AIs.
* Handles one tick for all the AIs.
*/
-void AI_RunGameLoop(void)
+void AI_RunGameLoop()
{
/* Don't do anything if ai is disabled */
if (!_ai.enabled) return;
@@ -224,7 +224,7 @@ void AI_PlayerDied(PlayerID player)
/**
* Initialize some AI-related stuff.
*/
-void AI_Initialize(void)
+void AI_Initialize()
{
/* First, make sure all AIs are DEAD! */
AI_Uninitialize();
@@ -238,7 +238,7 @@ void AI_Initialize(void)
/**
* Deinitializer for AI-related stuff.
*/
-void AI_Uninitialize(void)
+void AI_Uninitialize()
{
const Player* p;
diff --git a/src/ai/ai.h b/src/ai/ai.h
index 6123970ac..424bfc2ef 100644
--- a/src/ai/ai.h
+++ b/src/ai/ai.h
@@ -40,9 +40,9 @@ VARDEF AIPlayer _ai_player[MAX_PLAYERS];
// ai.c
void AI_StartNewAI(PlayerID player);
void AI_PlayerDied(PlayerID player);
-void AI_RunGameLoop(void);
-void AI_Initialize(void);
-void AI_Uninitialize(void);
+void AI_RunGameLoop();
+void AI_Initialize();
+void AI_Uninitialize();
int32 AI_DoCommand(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc);
int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint procc, CommandCallback* callback);
@@ -50,7 +50,7 @@ int32 AI_DoCommandCc(TileIndex tile, uint32 p1, uint32 p2, uint32 flags, uint pr
* This function checks some boundries to see if we should launch a new AI.
* @return True if we can start a new AI.
*/
-static inline bool AI_AllowNewAI(void)
+static inline bool AI_AllowNewAI()
{
/* If disabled, no AI */
if (!_ai.enabled)
@@ -97,7 +97,7 @@ static inline uint AI_RandomRange(uint max)
/**
* The random-function that should be used by ALL AIs.
*/
-static inline uint32 AI_Random(void)
+static inline uint32 AI_Random()
{
/* We pick RandomRange if we are in SP (so when saved, we do the same over and over)
* but we pick InteractiveRandomRange if we are a network_server or network-client.
diff --git a/src/ai/default/default.cpp b/src/ai/default/default.cpp
index 85114276b..d311ba71f 100644
--- a/src/ai/default/default.cpp
+++ b/src/ai/default/default.cpp
@@ -453,12 +453,12 @@ typedef struct FoundRoute {
void *to;
} FoundRoute;
-static Town *AiFindRandomTown(void)
+static Town *AiFindRandomTown()
{
return GetRandomTown();
}
-static Industry *AiFindRandomIndustry(void)
+static Industry *AiFindRandomIndustry()
{
return GetRandomIndustry();
}