(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

@@ -67,11 +67,11 @@
#include <stdarg.h>
void CallLandscapeTick(void);
void IncreaseDate(void);
void DoPaletteAnimations(void);
void MusicLoop(void);
void ResetMusic(void);
void CallLandscapeTick();
void IncreaseDate();
void DoPaletteAnimations();
void MusicLoop();
void ResetMusic();
extern void SetDifficultyLevel(int mode, GameOptions *gm_opt);
extern Player* DoStartupNewPlayer(bool is_ai);
@@ -137,7 +137,7 @@ void *ReadFileToMem(const char *filename, size_t *lenp, size_t maxsize)
}
extern const char _openttd_revision[];
static void showhelp(void)
static void showhelp()
{
char buf[4096], *p;
@@ -265,7 +265,7 @@ static void ParseResolution(int res[2], const char *s)
res[1] = clamp(strtoul(t + 1, NULL, 0), 64, MAX_SCREEN_HEIGHT);
}
static void InitializeDynamicVariables(void)
static void InitializeDynamicVariables()
{
/* Dynamic stuff needs to be initialized somewhere... */
_town_sort = NULL;
@@ -273,7 +273,7 @@ static void InitializeDynamicVariables(void)
}
static void UnInitializeGame(void)
static void UnInitializeGame()
{
UnInitWindowSystem();
@@ -294,7 +294,7 @@ static void UnInitializeGame(void)
free(_config_file);
}
static void LoadIntroGame(void)
static void LoadIntroGame()
{
char filename[256];
@@ -331,7 +331,7 @@ static void LoadIntroGame(void)
}
#if defined(UNIX) && !defined(__MORPHOS__)
extern void DedicatedFork(void);
extern void DedicatedFork();
#endif
int ttd_main(int argc, char *argv[])
@@ -593,7 +593,7 @@ int ttd_main(int argc, char *argv[])
return 0;
}
void HandleExitGameRequest(void)
void HandleExitGameRequest()
{
if (_game_mode == GM_MENU) { // do not ask to quit on the main screen
_exit_game = true;
@@ -610,8 +610,8 @@ void HandleExitGameRequest(void)
* at any given time */
static ThreadMsg _message = MSG_OTTD_NO_MESSAGE;
static inline void OTTD_ReleaseMutex(void) {_message = MSG_OTTD_NO_MESSAGE;}
static inline ThreadMsg OTTD_PollThreadEvent(void) {return _message;}
static inline void OTTD_ReleaseMutex() {_message = MSG_OTTD_NO_MESSAGE;}
static inline ThreadMsg OTTD_PollThreadEvent() {return _message;}
/** Called by running thread to execute some action in the main game.
* It will stall as long as the mutex is not freed (handled) by the game */
@@ -649,7 +649,7 @@ static void ShowScreenshotResult(bool b)
}
static void MakeNewGameDone(void)
static void MakeNewGameDone()
{
/* In a dedicated server, the server does not play */
if (_network_dedicated) {
@@ -679,14 +679,14 @@ static void MakeNewGame(bool from_heightmap)
GenerateWorld(from_heightmap ? GW_HEIGHTMAP : GW_NEWGAME, 1 << _patches.map_x, 1 << _patches.map_y);
}
static void MakeNewEditorWorldDone(void)
static void MakeNewEditorWorldDone()
{
SetLocalPlayer(OWNER_NONE);
MarkWholeScreenDirty();
}
static void MakeNewEditorWorld(void)
static void MakeNewEditorWorld()
{
_game_mode = GM_EDITOR;
@@ -696,16 +696,16 @@ static void MakeNewEditorWorld(void)
GenerateWorld(GW_EMPTY, 1 << _patches.map_x, 1 << _patches.map_y);
}
void StartupPlayers(void);
void StartupDisasters(void);
extern void StartupEconomy(void);
void StartupPlayers();
void StartupDisasters();
extern void StartupEconomy();
/**
* Start Scenario starts a new game based on a scenario.
* Eg 'New Game' --> select a preset scenario
* This starts a scenario based on your current difficulty settings
*/
static void StartScenario(void)
static void StartScenario()
{
_game_mode = GM_NORMAL;
@@ -900,7 +900,7 @@ void SwitchMode(int new_mode)
// The state must not be changed from anywhere
// but here.
// That check is enforced in DoCommand.
void StateGameLoop(void)
void StateGameLoop()
{
// dont execute the state loop during pause
if (_pause_game) return;
@@ -932,7 +932,7 @@ void StateGameLoop(void)
}
}
static void DoAutosave(void)
static void DoAutosave()
{
char buf[200];
@@ -998,7 +998,7 @@ static const int8 scrollamt[16][2] = {
{ 0, 0}, // 15 : impossible
};
static void HandleKeyScrolling(void)
static void HandleKeyScrolling()
{
if (_dirkeys && !_no_scroll) {
int factor = _shift_pressed ? 50 : 10;
@@ -1006,7 +1006,7 @@ static void HandleKeyScrolling(void)
}
}
void GameLoop(void)
void GameLoop()
{
ThreadMsg message;
@@ -1073,7 +1073,7 @@ void GameLoop(void)
MusicLoop();
}
void BeforeSaveGame(void)
void BeforeSaveGame()
{
const Window *w = FindWindowById(WC_MAIN_WINDOW, 0);
@@ -1084,7 +1084,7 @@ void BeforeSaveGame(void)
}
}
static void ConvertTownOwner(void)
static void ConvertTownOwner()
{
TileIndex tile;
@@ -1106,7 +1106,7 @@ static void ConvertTownOwner(void)
}
// before savegame version 4, the name of the company determined if it existed
static void CheckIsPlayerActive(void)
static void CheckIsPlayerActive()
{
Player *p;
@@ -1116,7 +1116,7 @@ static void CheckIsPlayerActive(void)
}
// since savegame version 4.1, exclusive transport rights are stored at towns
static void UpdateExclusiveRights(void)
static void UpdateExclusiveRights()
{
Town *t;
@@ -1142,7 +1142,7 @@ static const byte convert_currency[] = {
18, 2, 20, };
// since savegame version 4.2 the currencies are arranged differently
static void UpdateCurrencies(void)
static void UpdateCurrencies()
{
_opt.currency = convert_currency[_opt.currency];
}
@@ -1150,7 +1150,7 @@ static void UpdateCurrencies(void)
/* Up to revision 1413 the invisible tiles at the southern border have not been
* MP_VOID, even though they should have. This is fixed by this function
*/
static void UpdateVoidTiles(void)
static void UpdateVoidTiles()
{
uint i;
@@ -1159,14 +1159,14 @@ static void UpdateVoidTiles(void)
}
// since savegame version 6.0 each sign has an "owner", signs without owner (from old games are set to 255)
static void UpdateSignOwner(void)
static void UpdateSignOwner()
{
Sign *si;
FOR_ALL_SIGNS(si) si->owner = OWNER_NONE;
}
extern void UpdateOldAircraft( void );
extern void UpdateOldAircraft();
static inline RailType UpdateRailType(RailType rt, RailType min)
@@ -1174,7 +1174,7 @@ static inline RailType UpdateRailType(RailType rt, RailType min)
return rt >= min ? (RailType)(rt + 1): rt;
}
bool AfterLoadGame(void)
bool AfterLoadGame()
{
TileIndex map_size = MapSize();
Window *w;
@@ -1844,7 +1844,7 @@ bool AfterLoadGame(void)
* hash AfterLoadVehicles() will loop infinitely. We need AfterLoadVehicles()
* to recalculate vehicle data as some NewGRF vehicle sets could have been
* removed or added and changed statistics */
void ReloadNewGRFData(void)
void ReloadNewGRFData()
{
/* reload grf data */
GfxLoadSprites();