diff options
Diffstat (limited to 'src/ai')
-rw-r--r-- | src/ai/ai.cpp | 6 | ||||
-rw-r--r-- | src/ai/ai.h | 10 | ||||
-rw-r--r-- | src/ai/default/default.cpp | 4 |
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(); } |