(svn r9050) -Codechange: Foo(void) -> Foo()

This commit is contained in:
rubidium
2007-03-07 11:47:46 +00:00
parent a69e3b1c45
commit 36bb92ae24
180 changed files with 1072 additions and 1073 deletions

View File

@@ -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;