(svn r9050) -Codechange: Foo(void) -> Foo()
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14
src/tgp.cpp
14
src/tgp.cpp
@@ -229,7 +229,7 @@ static inline bool IsValidXY(uint x, uint y)
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/** Allocate array of (MapSizeX()+1)*(MapSizeY()+1) heights and init the _height_map structure members */
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static inline bool AllocHeightMap(void)
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static inline bool AllocHeightMap()
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{
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height_t *h;
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@@ -249,7 +249,7 @@ static inline bool AllocHeightMap(void)
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}
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/** Free height map */
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static inline void FreeHeightMap(void)
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static inline void FreeHeightMap()
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{
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if (_height_map.h == NULL) return;
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free(_height_map.h);
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@@ -321,7 +321,7 @@ static bool ApplyNoise(uint log_frequency, amplitude_t amplitude)
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}
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/** Base Perlin noise generator - fills height map with raw Perlin noise */
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static void HeightMapGenerate(void)
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static void HeightMapGenerate()
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{
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uint size_min = min(_height_map.size_x, _height_map.size_y);
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uint iteration_round = 0;
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@@ -524,7 +524,7 @@ static double perlin_coast_noise_2D(const double x, const double y, const double
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* Please note that all the small numbers; 53, 101, 167, etc. are small primes
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* to help give the perlin noise a bit more of a random feel.
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*/
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static void HeightMapCoastLines(void)
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static void HeightMapCoastLines()
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{
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int smallest_size = min(_patches.map_x, _patches.map_y);
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const int margin = 4;
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@@ -610,7 +610,7 @@ static void HeightMapSmoothCoastInDirection(int org_x, int org_y, int dir_x, int
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}
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/** Smooth coasts by modulating height of tiles close to map edges with cosine of distance from edge */
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static void HeightMapSmoothCoasts(void)
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static void HeightMapSmoothCoasts()
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{
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uint x, y;
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/* First Smooth NW and SE coasts (y close to 0 and y close to size_y) */
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@@ -654,7 +654,7 @@ static void HeightMapSmoothSlopes(height_t dh_max)
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* - coast Smoothing
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* - slope Smoothing
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* - height histogram redistribution by sine wave transform */
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static void HeightMapNormalize(void)
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static void HeightMapNormalize()
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{
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const amplitude_t water_percent = _water_percent[_opt.diff.quantity_sea_lakes];
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const height_t h_max_new = I2H(_max_height[_opt.diff.terrain_type]);
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@@ -793,7 +793,7 @@ static void TgenSetTileHeight(TileIndex tile, int height)
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* areas wont be high enough, and there will be very little tropic on the map.
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* Thus Tropic works best on Hilly or Mountainous.
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*/
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void GenerateTerrainPerlin(void)
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void GenerateTerrainPerlin()
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{
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uint x, y;
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