From 36bb92ae241403d61dc7a3e5a1696b615be61395 Mon Sep 17 00:00:00 2001 From: rubidium Date: Wed, 7 Mar 2007 11:47:46 +0000 Subject: (svn r9050) -Codechange: Foo(void) -> Foo() --- src/genworld.cpp | 30 +++++++++++++++--------------- 1 file changed, 15 insertions(+), 15 deletions(-) (limited to 'src/genworld.cpp') diff --git a/src/genworld.cpp b/src/genworld.cpp index b08b64834..532925fdd 100644 --- a/src/genworld.cpp +++ b/src/genworld.cpp @@ -20,19 +20,19 @@ #include "date.h" void GenerateLandscape(byte mode); -void GenerateClearTile(void); -void GenerateIndustries(void); -void GenerateUnmovables(void); -bool GenerateTowns(void); -void GenerateTrees(void); +void GenerateClearTile(); +void GenerateIndustries(); +void GenerateUnmovables(); +bool GenerateTowns(); +void GenerateTrees(); -void StartupEconomy(void); -void StartupPlayers(void); -void StartupDisasters(void); +void StartupEconomy(); +void StartupPlayers(); +void StartupDisasters(); void InitializeGame(int mode, uint size_x, uint size_y); -void ConvertGroundTilesIntoWaterTiles(void); +void ConvertGroundTilesIntoWaterTiles(); /* Please only use this variable in genworld.h and genworld.c and * nowhere else. For speed improvements we need it to be global, but @@ -58,7 +58,7 @@ void SetGeneratingWorldPaintStatus(bool status) * writing in a thread, it can cause damaged data (reading and writing the * same tile at the same time). */ -bool IsGeneratingWorldReadyForPaint(void) +bool IsGeneratingWorldReadyForPaint() { /* If we are in quit_thread mode, ignore this and always return false. This * forces the screen to not be drawn, and the GUI not to wait for a draw. */ @@ -70,7 +70,7 @@ bool IsGeneratingWorldReadyForPaint(void) /** * Tells if the world generation is done in a thread or not. */ -bool IsGenerateWorldThreaded(void) +bool IsGenerateWorldThreaded() { return _gw.threaded && !_gw.quit_thread; } @@ -180,7 +180,7 @@ void GenerateWorldSetAbortCallback(gw_abort_proc *proc) * This will wait for the thread to finish up his work. It will not continue * till the work is done. */ -void WaitTillGeneratedWorld(void) +void WaitTillGeneratedWorld() { if (_gw.thread == NULL) return; _gw.quit_thread = true; @@ -192,7 +192,7 @@ void WaitTillGeneratedWorld(void) /** * Initializes the abortion process */ -void AbortGeneratingWorld(void) +void AbortGeneratingWorld() { _gw.abort = true; } @@ -200,7 +200,7 @@ void AbortGeneratingWorld(void) /** * Is the generation being aborted? */ -bool IsGeneratingWorldAborted(void) +bool IsGeneratingWorldAborted() { return _gw.abort; } @@ -208,7 +208,7 @@ bool IsGeneratingWorldAborted(void) /** * Really handle the abortion, i.e. clean up some of the mess */ -void HandleGeneratingWorldAbortion(void) +void HandleGeneratingWorldAbortion() { /* Clean up - in SE create an empty map, otherwise, go to intro menu */ _switch_mode = (_game_mode == GM_EDITOR) ? SM_EDITOR : SM_MENU; -- cgit v1.2.3-54-g00ecf