From 4169bfba0604b33bad92389bd3eb6f9acde89f49 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/tgp.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/tgp.cpp') diff --git a/src/tgp.cpp b/src/tgp.cpp index 88630b957..1b02ce183 100644 --- a/src/tgp.cpp +++ b/src/tgp.cpp @@ -229,7 +229,7 @@ static inline bool IsValidXY(uint x, uint y) /** Allocate array of (MapSizeX()+1)*(MapSizeY()+1) heights and init the _height_map structure members */ -static inline bool AllocHeightMap(void) +static inline bool AllocHeightMap() { height_t *h; @@ -249,7 +249,7 @@ static inline bool AllocHeightMap(void) } /** Free height map */ -static inline void FreeHeightMap(void) +static inline void FreeHeightMap() { if (_height_map.h == NULL) return; free(_height_map.h); @@ -321,7 +321,7 @@ static bool ApplyNoise(uint log_frequency, amplitude_t amplitude) } /** Base Perlin noise generator - fills height map with raw Perlin noise */ -static void HeightMapGenerate(void) +static void HeightMapGenerate() { uint size_min = min(_height_map.size_x, _height_map.size_y); uint iteration_round = 0; @@ -524,7 +524,7 @@ static double perlin_coast_noise_2D(const double x, const double y, const double * Please note that all the small numbers; 53, 101, 167, etc. are small primes * to help give the perlin noise a bit more of a random feel. */ -static void HeightMapCoastLines(void) +static void HeightMapCoastLines() { int smallest_size = min(_patches.map_x, _patches.map_y); const int margin = 4; @@ -610,7 +610,7 @@ static void HeightMapSmoothCoastInDirection(int org_x, int org_y, int dir_x, int } /** Smooth coasts by modulating height of tiles close to map edges with cosine of distance from edge */ -static void HeightMapSmoothCoasts(void) +static void HeightMapSmoothCoasts() { uint x, y; /* First Smooth NW and SE coasts (y close to 0 and y close to size_y) */ @@ -654,7 +654,7 @@ static void HeightMapSmoothSlopes(height_t dh_max) * - coast Smoothing * - slope Smoothing * - height histogram redistribution by sine wave transform */ -static void HeightMapNormalize(void) +static void HeightMapNormalize() { const amplitude_t water_percent = _water_percent[_opt.diff.quantity_sea_lakes]; const height_t h_max_new = I2H(_max_height[_opt.diff.terrain_type]); @@ -793,7 +793,7 @@ static void TgenSetTileHeight(TileIndex tile, int height) * areas wont be high enough, and there will be very little tropic on the map. * Thus Tropic works best on Hilly or Mountainous. */ -void GenerateTerrainPerlin(void) +void GenerateTerrainPerlin() { uint x, y; -- cgit v1.2.3-70-g09d2