src/tgp.cpp
branchgamebalance
changeset 9895 7bd07f43b0e3
parent 5860 7fdc9b423ba1
child 6303 84c215fc8eb8
--- a/src/tgp.cpp	Mon Mar 19 09:33:17 2007 +0000
+++ b/src/tgp.cpp	Mon Mar 19 12:38:16 2007 +0000
@@ -165,14 +165,14 @@
 static const int amplitude_decimal_bits = 10;
 
 /** Height map - allocated array of heights (MapSizeX() + 1) x (MapSizeY() + 1) */
-typedef struct HeightMap
+struct HeightMap
 {
 	height_t *h;         //! array of heights
 	uint     dim_x;      //! height map size_x MapSizeX() + 1
 	uint     total_size; //! height map total size
 	uint     size_x;     //! MapSizeX()
 	uint     size_y;     //! MapSizeY()
-} HeightMap;
+};
 
 /** Global height map instance */
 static HeightMap _height_map = {NULL, 0, 0, 0, 0};
@@ -229,7 +229,7 @@
 
 
 /** 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 @@
 }
 
 /** 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 @@
 }
 
 /** 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 @@
  * 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 @@
 }
 
 /** 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 @@
  *  - 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 @@
  * 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;