[Scummvm-git-logs] scummvm master -> 9cf165ebc1c52be96cbf160f8b65207fd1894684

bluegr bluegr at gmail.com
Sat Sep 11 09:24:02 UTC 2021


This automated email contains information about 5 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
d3df1b09a1 SAGA2: Adapt some C syntax to C++
f360509c1f SAGA2: Remove SAGA1 game file types
cf0e380517 SAGA2: Update comments in the Shorten decoder
79b5284a3e SAGA2: Pass game description to the engine
9cf165ebc1 SAGA2: Rework the resource loading code to support multiple targets


Commit: d3df1b09a11d15b57cb9e59cbfed32e296087dd5
    https://github.com/scummvm/scummvm/commit/d3df1b09a11d15b57cb9e59cbfed32e296087dd5
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2021-09-11T12:23:32+03:00

Commit Message:
SAGA2: Adapt some C syntax to C++

Changed paths:
    engines/saga2/actor.cpp
    engines/saga2/actor.h
    engines/saga2/annoy.h
    engines/saga2/assign.cpp
    engines/saga2/assign.h
    engines/saga2/audio.cpp
    engines/saga2/audio.h
    engines/saga2/automap.cpp
    engines/saga2/automap.h
    engines/saga2/band.cpp
    engines/saga2/band.h
    engines/saga2/beegee.cpp
    engines/saga2/beegee.h
    engines/saga2/blitters.cpp
    engines/saga2/button.cpp
    engines/saga2/button.h
    engines/saga2/calender.cpp
    engines/saga2/calender.h
    engines/saga2/code.h
    engines/saga2/contain.cpp
    engines/saga2/contain.h
    engines/saga2/display.cpp
    engines/saga2/display.h
    engines/saga2/dispnode.cpp
    engines/saga2/dispnode.h
    engines/saga2/document.cpp
    engines/saga2/document.h
    engines/saga2/effects.cpp
    engines/saga2/effects.h
    engines/saga2/enchant.cpp
    engines/saga2/floating.cpp
    engines/saga2/floating.h
    engines/saga2/fta.h
    engines/saga2/gamemode.cpp
    engines/saga2/gamerate.h
    engines/saga2/gdraw.h
    engines/saga2/gpointer.cpp
    engines/saga2/gpointer.h
    engines/saga2/grabinfo.cpp
    engines/saga2/grabinfo.h
    engines/saga2/gtextbox.cpp
    engines/saga2/gtextbox.h
    engines/saga2/idtypes.h
    engines/saga2/imagcach.cpp
    engines/saga2/imagcach.h
    engines/saga2/interp.cpp
    engines/saga2/intrface.cpp
    engines/saga2/intrface.h
    engines/saga2/loadmsg.cpp
    engines/saga2/loadmsg.h
    engines/saga2/magic.h
    engines/saga2/mainmap.h
    engines/saga2/mapfeatr.cpp
    engines/saga2/mapfeatr.h
    engines/saga2/mission.cpp
    engines/saga2/mission.h
    engines/saga2/modal.cpp
    engines/saga2/modal.h
    engines/saga2/motion.cpp
    engines/saga2/motion.h
    engines/saga2/mouseimg.cpp
    engines/saga2/mouseimg.h
    engines/saga2/msgbox.cpp
    engines/saga2/msgbox.h
    engines/saga2/objects.cpp
    engines/saga2/objects.h
    engines/saga2/objproto.cpp
    engines/saga2/objproto.h
    engines/saga2/palette.h
    engines/saga2/panel.cpp
    engines/saga2/panel.h
    engines/saga2/path.cpp
    engines/saga2/patrol.cpp
    engines/saga2/patrol.h
    engines/saga2/player.cpp
    engines/saga2/player.h
    engines/saga2/playmode.cpp
    engines/saga2/priqueue.h
    engines/saga2/property.cpp
    engines/saga2/property.h
    engines/saga2/rect.cpp
    engines/saga2/rect.h
    engines/saga2/sagafunc.cpp
    engines/saga2/saveload.cpp
    engines/saga2/saveload.h
    engines/saga2/script.h
    engines/saga2/sensor.cpp
    engines/saga2/sensor.h
    engines/saga2/speech.cpp
    engines/saga2/speech.h
    engines/saga2/spelcast.cpp
    engines/saga2/speldata.cpp
    engines/saga2/speldefs.h
    engines/saga2/speldraw.cpp
    engines/saga2/spellbuk.h
    engines/saga2/spellio.cpp
    engines/saga2/spelshow.h
    engines/saga2/sprite.cpp
    engines/saga2/sprite.h
    engines/saga2/target.cpp
    engines/saga2/target.h
    engines/saga2/task.cpp
    engines/saga2/task.h
    engines/saga2/tcoords.h
    engines/saga2/tile.cpp
    engines/saga2/tile.h
    engines/saga2/tileload.cpp
    engines/saga2/tileload.h
    engines/saga2/tilemode.cpp
    engines/saga2/tilemode.h
    engines/saga2/timers.cpp
    engines/saga2/timers.h
    engines/saga2/tower.cpp
    engines/saga2/tower.h
    engines/saga2/towerfta.cpp
    engines/saga2/transit.cpp
    engines/saga2/transit.h
    engines/saga2/tromode.cpp
    engines/saga2/tromode.h
    engines/saga2/uidialog.cpp
    engines/saga2/uidialog.h
    engines/saga2/vbacksav.h
    engines/saga2/vdraw.h
    engines/saga2/video.cpp
    engines/saga2/videobox.cpp
    engines/saga2/videobox.h
    engines/saga2/vpal.cpp
    engines/saga2/weapons.cpp
    engines/saga2/weapons.h


diff --git a/engines/saga2/actor.cpp b/engines/saga2/actor.cpp
index e152b2f77d..935e6599e8 100644
--- a/engines/saga2/actor.cpp
+++ b/engines/saga2/actor.cpp
@@ -73,7 +73,7 @@ extern bool     massAndBulkCount;
 //-----------------------------------------------------------------------
 //	Return a bit mask indicating the properties of this object type
 
-uint16 ActorProto::containmentSet(void) {
+uint16 ActorProto::containmentSet() {
 	//  All actors may also be weapons (indicating natural attacks)
 	return ProtoObj::containmentSet() | isWeapon;
 }
@@ -113,7 +113,7 @@ bool ActorProto::canContainAt(
 	                ||  itemPtr->possessor() == dObj);
 }
 
-weaponID ActorProto::getWeaponID(void) {
+weaponID ActorProto::getWeaponID() {
 	return weaponDamage;
 }
 
@@ -1027,7 +1027,7 @@ void Actor::init(
 //-----------------------------------------------------------------------
 //  Actor constructor -- copies the resource fields and simply NULL's most
 //	of the rest of the data members
-Actor::Actor(void) {
+Actor::Actor() {
 	prototype = nullptr;
 	_faction             = 0;
 	_colorScheme         = 0;
@@ -1278,7 +1278,7 @@ Actor::Actor(Common::InSaveFile *in) : GameObject(in) {
 //-----------------------------------------------------------------------
 //	Destructor
 
-Actor::~Actor(void) {
+Actor::~Actor() {
 	if (_appearance != NULL) ReleaseActorAppearance(_appearance);
 
 	if (getAssignment())
@@ -1288,7 +1288,7 @@ Actor::~Actor(void) {
 //-----------------------------------------------------------------------
 //	Return the number of bytes needed to archive this actor
 
-int32 Actor::archiveSize(void) {
+int32 Actor::archiveSize() {
 	int32   size = GameObject::archiveSize();
 
 	size += sizeof(ActorArchive);
@@ -1468,7 +1468,7 @@ Actor *Actor::newActor(
 //-----------------------------------------------------------------------
 //	Delete this actor
 
-void Actor::deleteActor(void) {
+void Actor::deleteActor() {
 	if (_flags & temporary) {
 		uint16      protoNum = getProtoNum();
 
@@ -1518,7 +1518,7 @@ void Actor::deleteActor(void) {
 //-----------------------------------------------------------------------
 //	Cause the actor to stop his current motion task is he is interruptable
 
-void Actor::stopMoving(void) {
+void Actor::stopMoving() {
 	if (_moveTask != NULL && isInterruptable())
 		_moveTask->remove();
 }
@@ -1526,7 +1526,7 @@ void Actor::stopMoving(void) {
 //-----------------------------------------------------------------------
 //	Cause this actor to die
 
-void Actor::die(void) {
+void Actor::die() {
 	if (!isDead()) return;
 
 	ObjectID        dObj = thisID();
@@ -1567,7 +1567,7 @@ void Actor::die(void) {
 //-----------------------------------------------------------------------
 //	Cause this actor to come back to life
 
-void Actor::imNotQuiteDead(void) {
+void Actor::imNotQuiteDead() {
 	if (isDead()) {
 		PlayerActorID       pID;
 
@@ -1582,7 +1582,7 @@ void Actor::imNotQuiteDead(void) {
 //-----------------------------------------------------------------------
 // Cuase the actor to re-assess his/her vitality
 
-void Actor::vitalityUpdate(void) {
+void Actor::vitalityUpdate() {
 	//  If we're dead, don't heal
 	if (isDead()) return;
 
@@ -1627,7 +1627,7 @@ void Actor::vitalityUpdate(void) {
 //-----------------------------------------------------------------------
 //	Perform actor specific activation tasks
 
-void Actor::activateActor(void) {
+void Actor::activateActor() {
 	debugC(1, kDebugActors, "Actors: Activated %d (%s)", thisID() - 32768, objName());
 
 	evaluateNeeds();
@@ -1636,7 +1636,7 @@ void Actor::activateActor(void) {
 //-----------------------------------------------------------------------
 //	Perfrom actor specific deactivation tasks
 
-void Actor::deactivateActor(void) {
+void Actor::deactivateActor() {
 	debugC(1, kDebugActors, "Actors: De-activated %d  (%s)", thisID() - 32768, objName());
 
 	//  Kill task
@@ -1667,7 +1667,7 @@ void Actor::deactivateActor(void) {
 //-----------------------------------------------------------------------
 //	Delobotomize this actor
 
-void Actor::delobotomize(void) {
+void Actor::delobotomize() {
 	if (!(_flags & lobotomized)) return;
 
 	ObjectID        dObj = thisID();
@@ -1689,7 +1689,7 @@ void Actor::delobotomize(void) {
 //-----------------------------------------------------------------------
 //	Lobotomize this actor
 
-void Actor::lobotomize(void) {
+void Actor::lobotomize() {
 	if (_flags & lobotomized) return;
 
 	ObjectID        dObj = thisID();
@@ -1723,7 +1723,7 @@ void Actor::lobotomize(void) {
 //	actor is a player actor, the base stats are in the PlayerActor
 //	structure.
 
-ActorAttributes *Actor::getBaseStats(void) {
+ActorAttributes *Actor::getBaseStats() {
 	if (_disposition < dispositionPlayer)
 		return &((ActorProto *)prototype)->baseStats;
 	else
@@ -1734,7 +1734,7 @@ ActorAttributes *Actor::getBaseStats(void) {
 //	Return the racial base enchantment flags.  If this actor
 //	is a non-player actor, the base stats are in the prototype.
 
-uint32 Actor::getBaseEnchantmentEffects(void) {
+uint32 Actor::getBaseEnchantmentEffects() {
 	//if ( disposition < dispositionPlayer )
 	return ((ActorProto *)prototype)->baseEffectFlags;
 }
@@ -1743,7 +1743,7 @@ uint32 Actor::getBaseEnchantmentEffects(void) {
 //	Return the object base resistance flags.  If this actor
 //	is a non-player actor, the base stats are in the prototype.
 
-uint16 Actor::getBaseResistance(void) {
+uint16 Actor::getBaseResistance() {
 	//if ( disposition < dispositionPlayer )
 	return ((ActorProto *)prototype)->resistance;
 }
@@ -1752,7 +1752,7 @@ uint16 Actor::getBaseResistance(void) {
 //	Return the object base immunity flags.  If this actor
 //	is a non-player actor, the base stats are in the prototype.
 
-uint16 Actor::getBaseImmunity(void) {
+uint16 Actor::getBaseImmunity() {
 	//if ( disposition < dispositionPlayer )
 	return ((ActorProto *)prototype)->immunity;
 }
@@ -1760,7 +1760,7 @@ uint16 Actor::getBaseImmunity(void) {
 //-----------------------------------------------------------------------
 //  Return the base recovery rate
 
-uint16 Actor::getBaseRecovery(void) {
+uint16 Actor::getBaseRecovery() {
 	return BASE_REC_RATE;
 }
 
@@ -1783,7 +1783,7 @@ bool Actor::inUseRange(const TilePoint &tp, GameObject *obj) {
 //-----------------------------------------------------------------------
 //	Determine if actor is immobile (i.e. can't walk)
 
-bool Actor::isImmobile(void) {
+bool Actor::isImmobile() {
 	return      isDead()
 	            ||  hasEffect(actorImmobile)
 	            ||  hasEffect(actorAsleep)
@@ -1793,7 +1793,7 @@ bool Actor::isImmobile(void) {
 //-----------------------------------------------------------------------
 //	Return a pointer to this actor's currently readied offensive object
 
-GameObject *Actor::offensiveObject(void) {
+GameObject *Actor::offensiveObject() {
 	if (_rightHandObject != Nothing) {
 		assert(isObject(_rightHandObject));
 
@@ -1937,7 +1937,7 @@ void Actor::stopAttack(GameObject *target) {
 //-----------------------------------------------------------------------
 //	Determine if this actor can block an attack
 
-bool Actor::canDefend(void) {
+bool Actor::canDefend() {
 	if (isDead()) return false;
 
 	//  Look at left hand object, generally the defensive object
@@ -1961,7 +1961,7 @@ bool Actor::canDefend(void) {
 //	Return a numeric value which roughly estimates this actor's
 //	offensive strength
 
-int16 Actor::offenseScore(void) {
+int16 Actor::offenseScore() {
 	//  REM: at this time this calculation is somewhat arbitrary
 
 	int16           score = 0;
@@ -1991,7 +1991,7 @@ int16 Actor::offenseScore(void) {
 //	Return a numeric value which roughly estimates this actor's
 //	defensive strength
 
-int16 Actor::defenseScore(void) {
+int16 Actor::defenseScore() {
 	//  REM: at this time this calculation is somewhat arbitrary
 
 	int16           score = 0;
@@ -2120,7 +2120,7 @@ int16 Actor::animationFrames(int16 actionType, Direction dir) {
 //  Update the current animation sequence to the next frame.
 //  Returns true if the animation sequence has finished.
 
-bool Actor::nextAnimationFrame(void) {
+bool Actor::nextAnimationFrame() {
 	ActorAnimation      *anim;
 	int16                numPoses;
 
@@ -2212,7 +2212,7 @@ bool Actor::nextAnimationFrame(void) {
 //-----------------------------------------------------------------------
 //	Drop the all of the actor's inventory
 
-void Actor::dropInventory(void) {
+void Actor::dropInventory() {
 	GameObject          *obj,
 	                    *nextObj;
 
@@ -2406,7 +2406,7 @@ void Actor::setGoal(uint8 newGoal) {
 //-----------------------------------------------------------------------
 //  Reevaluate actor's built-in needs
 
-void Actor::evaluateNeeds(void) {
+void Actor::evaluateNeeds() {
 	if (!isDead()
 	        &&  isActivated()
 	        &&  !(_flags & lobotomized)) {
@@ -2493,7 +2493,7 @@ void Actor::evaluateNeeds(void) {
 	}
 }
 
-void Actor::updateState(void) {
+void Actor::updateState() {
 	//  The actor should not be set permanently uninterruptable when
 	//  the actor does not have a motion task
 	assert(isMoving() || _actionCounter != maxuint8);
@@ -2989,7 +2989,7 @@ void Actor::bandWith(Actor *newLeader) {
 //-----------------------------------------------------------------------
 //	Simply causes this actor to be removed from his current band.
 
-void Actor::disband(void) {
+void Actor::disband() {
 	if (_leader != NULL) {
 		_leader->removeFollower(this);
 		_leader = NULL;
@@ -3114,7 +3114,7 @@ uint8 Actor::evaluateFollowerNeeds(Actor *follower) {
 
 //  Returns 0 if not moving, 1 if path being calculated,
 //  2 if path being followed.
-bool Actor::pathFindState(void) {
+bool Actor::pathFindState() {
 	if (_moveTask == NULL)
 		return 0;
 	if (_moveTask->pathFindTask)
@@ -3151,7 +3151,7 @@ bool Actor::removeKnowledge(uint16 kID) {
 //-----------------------------------------------------------------------
 //  Remove all knowledge package from actor
 
-void Actor::clearKnowledge(void) {
+void Actor::clearKnowledge() {
 	for (int i = 0; i < ARRAYSIZE(_knowledge); i++) {
 		_knowledge[i] = 0;
 	}
@@ -3354,14 +3354,14 @@ bool Actor::hasMana(ActorManaID i, int8 dMana) {
 //-----------------------------------------------------------------------
 // Saving throw funcion
 
-bool Actor::makeSavingThrow(void) {
+bool Actor::makeSavingThrow() {
 	return false;
 }
 
 //-------------------------------------------------------------------
 //	Determine if the actors are currently initialized
 
-bool areActorsInitialized(void) {
+bool areActorsInitialized() {
 	return g_vm->_act->_actorList.size() > 0;
 }
 
@@ -3369,7 +3369,7 @@ int16 GetRandomBetween(int start, int end) {
 	return g_vm->_rnd->getRandomNumberRng(start, end - 1);
 }
 
-void updateActorStates(void) {
+void updateActorStates() {
 	if (g_vm->_act->_actorStatesPaused) return;
 
 	int32 actorIndex;
@@ -3395,13 +3395,13 @@ void updateActorStates(void) {
 
 //-------------------------------------------------------------------
 
-void pauseActorStates(void) {
+void pauseActorStates() {
 	g_vm->_act->_actorStatesPaused = true;
 }
 
 //-------------------------------------------------------------------
 
-void resumeActorStates(void) {
+void resumeActorStates() {
 	g_vm->_act->_actorStatesPaused = false;
 }
 
@@ -3442,7 +3442,7 @@ ResourceActor::ResourceActor(Common::SeekableReadStream *stream) : ResourceGameO
 	}
 }
 
-void initActors(void) {
+void initActors() {
 	//  Load actors
 	int i, resourceActorCount;
 	Common::Array<ResourceActor> resourceActorList;
@@ -3542,7 +3542,7 @@ void loadActors(Common::InSaveFile *in) {
 //-------------------------------------------------------------------
 //	Cleanup the actor list
 
-void cleanupActors(void) {
+void cleanupActors() {
 	if (g_vm->_act->_actorList.size() > 0) {
 		for (int i = 0; i < kActorCount; i++)
 			delete g_vm->_act->_actorList[i];
@@ -3601,7 +3601,7 @@ int16 GetFactionTally(int faction, enum factionTallyTypes act) {
 //-------------------------------------------------------------------
 //	Initialize the faction tally table
 
-void initFactionTallies(void) {
+void initFactionTallies() {
 	memset(&g_vm->_act->_factionTable, 0, sizeof(g_vm->_act->_factionTable));
 }
 
diff --git a/engines/saga2/actor.h b/engines/saga2/actor.h
index 1803a625ca..414cd596d9 100644
--- a/engines/saga2/actor.h
+++ b/engines/saga2/actor.h
@@ -247,7 +247,7 @@ struct ResourceActorProtoExtension {
 	uint32              baseEffectFlags;    // special effects, see EFFECTS.H
 
 	//  Default constructor -- do nothing
-	ResourceActorProtoExtension(void) {
+	ResourceActorProtoExtension() {
 		memset(&baseStats, 0, sizeof(baseStats));
 
 		combatBehavior = 0;
@@ -304,7 +304,7 @@ public:
 	}
 
 	// returns the containment type flags for this object
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	//  returns true if this object can contain another object
 	virtual bool canContain(ObjectID dObj, ObjectID item);
@@ -316,7 +316,7 @@ public:
 	    ObjectID item,
 	    const TilePoint &where);
 
-	weaponID getWeaponID(void);
+	weaponID getWeaponID();
 
 	//  use this actor
 	bool useAction(ObjectID dObj, ObjectID enactor);
@@ -393,16 +393,16 @@ public:
 	    ObjectID        enactor);               // person doing dropping
 
 public:
-	virtual uint16 getViewableRows(void) {
+	virtual uint16 getViewableRows() {
 		return ViewableRows;
 	}
-	virtual uint16 getViewableCols(void) {
+	virtual uint16 getViewableCols() {
 		return ViewableCols;
 	}
-	virtual uint16 getMaxRows(void) {
+	virtual uint16 getMaxRows() {
 		return maxRows;
 	}
-	virtual uint16 getMaxCols(void) {
+	virtual uint16 getMaxCols() {
 		return maxCols;
 	}
 
@@ -725,7 +725,7 @@ private:
 
 public:
 	//  Default constructor
-	Actor(void);
+	Actor();
 
 	//  Constructor - initial actor construction
 	Actor(const ResourceActor &res);
@@ -733,10 +733,10 @@ public:
 	Actor(Common::InSaveFile *in);
 
 	//  Destructor
-	~Actor(void);
+	~Actor();
 
 	//  Return the number of bytes needed to archive this actor
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
@@ -750,7 +750,7 @@ public:
 	    uint8   initFlags);
 
 	//  Delete this actor
-	void deleteActor(void);
+	void deleteActor();
 
 private:
 	//  Turn incrementally
@@ -767,31 +767,31 @@ public:
 
 	//  Cause the actor to stop his current motion task is he is
 	//  interruptable
-	void stopMoving(void);
+	void stopMoving();
 
 	//  Cause this actor to die
-	void die(void);
+	void die();
 
 	//  Cause this actor to return from the dead
-	void imNotQuiteDead(void);
+	void imNotQuiteDead();
 
 	// makes the actor do a vitality change test
-	void vitalityUpdate(void);
+	void vitalityUpdate();
 
 	//  Perform actor specific activation tasks
-	void activateActor(void);
+	void activateActor();
 
 	//  Perform actor specific deactivation tasks
-	void deactivateActor(void);
+	void deactivateActor();
 
 	//  De-lobotomize this actor
-	void delobotomize(void);
+	void delobotomize();
 
 	//  Lobotomize this actor
-	void lobotomize(void);
+	void lobotomize();
 
 	//  Return a pointer to the actor's current assignment
-	ActorAssignment *getAssignment(void) {
+	ActorAssignment *getAssignment() {
 		return  _flags & hasAssignment
 		        ? _assignment
 		        : nullptr;
@@ -811,16 +811,16 @@ public:
 	bool inUseRange(const TilePoint &tp, GameObject *obj);
 
 	//  Determine if actor is dead
-	bool isDead(void) {
+	bool isDead() {
 		return _effectiveStats.vitality <= 0;
 	}
 
 	//  Determine if actor is immobile (i.e. can't walk)
-	bool isImmobile(void);
+	bool isImmobile();
 
 	//  Return a pointer to this actor's currently readied offensive
 	//  object
-	GameObject *offensiveObject(void);
+	GameObject *offensiveObject();
 
 	//  Returns pointers to this actor's readied primary defensive object
 	//  and optionally their scondary defensive object
@@ -844,15 +844,15 @@ public:
 
 	//  Determine if this actor can block an attack with objects
 	//  currently being held
-	bool canDefend(void);
+	bool canDefend();
 
 	//  Return a numeric value which roughly estimates this actor's
 	//  offensive strength
-	int16 offenseScore(void);
+	int16 offenseScore();
 
 	//  Return a numeric value which roughly estimates this actor's
 	//  defensive strenght
-	int16 defenseScore(void);
+	int16 defenseScore();
 
 	//  Handle the effect of a successful hit on an opponent in combat
 	void handleSuccessfulStrike(GameObject *weapon) {
@@ -860,7 +860,7 @@ public:
 	}
 
 	//  Return the value of this actor's disposition
-	int16 getDisposition(void) {
+	int16 getDisposition() {
 		return _disposition;
 	}
 
@@ -873,23 +873,23 @@ public:
 	}
 
 	//  Return a pointer to the effective stats
-	ActorAttributes *getStats(void) {
+	ActorAttributes *getStats() {
 		return &_effectiveStats;
 	}
 
 	//  Return a pointer to this actor's base stats
-	ActorAttributes *getBaseStats(void);
+	ActorAttributes *getBaseStats();
 
 	//  Return the color remapping table
 	void getColorTranslation(ColorTable map);
 
 	//  Determine if this actor is interruptable
-	bool isInterruptable(void) {
+	bool isInterruptable() {
 		return _actionCounter == 0;
 	}
 
 	//  Determine if this actor is permanently uninterruptable
-	bool isPermanentlyUninterruptable(void) {
+	bool isPermanentlyUninterruptable() {
 		return _actionCounter == maxuint8;
 	}
 
@@ -906,7 +906,7 @@ public:
 	}
 
 	//  Drop the all of the actor's inventory
-	void dropInventory(void);
+	void dropInventory();
 
 	//  Place an object into this actor's right or left hand
 	void holdInRightHand(ObjectID objID);
@@ -935,11 +935,11 @@ public:
 	int16 animationFrames(int16 actionType, Direction dir);
 
 	//  Update the current animation sequence to the next frame
-	bool nextAnimationFrame(void);
+	bool nextAnimationFrame();
 
 	//  calculate which sprite frames to show. Return false if
 	//  sprite frames are not loaded.
-	bool calcSpriteFrames(void);
+	bool calcSpriteFrames();
 
 	//  Calculate the frame list entry, given the current actor's
 	//  body state, and facing direction.
@@ -947,17 +947,17 @@ public:
 
 	//  Returns 0 if not moving, 1 if path being calculated,
 	//  2 if path being followed.
-	bool pathFindState(void);
+	bool pathFindState();
 
 	//  High level actor behavior functions
 private:
 	void setGoal(uint8 newGoal);
 
 public:
-	void evaluateNeeds(void);
+	void evaluateNeeds();
 
 	//  Called every frame to update the state of this actor
-	void updateState(void);
+	void updateState();
 
 	void handleTaskCompletion(TaskResult result);
 	void handleOffensiveAct(Actor *attacker);
@@ -972,9 +972,9 @@ public:
 
 	//  Banding related functions
 	void bandWith(Actor *newLeader);
-	void disband(void);
+	void disband();
 
-	bool inBandingRange(void) {
+	bool inBandingRange() {
 		assert(_leader != NULL);
 
 		return      _leader->IDParent() == IDParent()
@@ -993,7 +993,7 @@ public:
 	//  Knowledge-related member functions
 	bool addKnowledge(uint16 kID);
 	bool removeKnowledge(uint16 kID);
-	void clearKnowledge(void);
+	void clearKnowledge();
 	void useKnowledge(scriptCallFrame &scf);
 
 	bool canSenseProtaganistIndirectly(SenseInfo &info, int16 range);
@@ -1019,10 +1019,10 @@ public:
 
 	bool hasMana(ActorManaID i, int8 dMana);
 
-	uint32 getBaseEnchantmentEffects(void);
-	uint16 getBaseResistance(void);
-	uint16 getBaseImmunity(void);
-	uint16 getBaseRecovery(void);
+	uint32 getBaseEnchantmentEffects();
+	uint16 getBaseResistance();
+	uint16 getBaseImmunity();
+	uint16 getBaseRecovery();
 
 	bool resists(effectResistTypes r) {
 		return _effectiveResistance & (1 << r);
@@ -1052,7 +1052,7 @@ public:
 		                   _enchantmentFlags & ~(1 << e);
 	}
 
-	bool makeSavingThrow(void);
+	bool makeSavingThrow();
 
 	void setFightStance(bool val) {
 		if (val)
@@ -1080,15 +1080,15 @@ inline bool isEnemy(ObjectID obj) {
 	        &&  isEnemy((Actor *)GameObject::objectAddress(obj));
 }
 
-void updateActorStates(void);
+void updateActorStates();
 
-void pauseActorStates(void);
-void resumeActorStates(void);
+void pauseActorStates();
+void resumeActorStates();
 
 void setCombatBehavior(bool enabled);
 
 //  Determine if the actors are currently initialized
-bool areActorsInitialized(void);
+bool areActorsInitialized();
 
 void clearEnchantments(Actor *a);
 void addEnchantment(Actor *a, uint16 enchantmentID);
@@ -1116,7 +1116,7 @@ int16 GetFactionTally(int faction, enum factionTallyTypes act);
 int16 AddFactionTally(int faction, enum factionTallyTypes act, int amt);
 
 //  Initialize the faction tally table
-void initFactionTallies(void);
+void initFactionTallies();
 
 //  Save the faction tallies to a save file
 void saveFactionTallies(Common::OutSaveFile *outS);
@@ -1125,7 +1125,7 @@ void saveFactionTallies(Common::OutSaveFile *outS);
 void loadFactionTallies(Common::InSaveFile *in);
 
 //  Cleanup the faction tally table
-inline void cleanupFactionTallies(void) { /* Nothing to do */ }
+inline void cleanupFactionTallies() { /* Nothing to do */ }
 
 class ActorManager {
 public:
diff --git a/engines/saga2/annoy.h b/engines/saga2/annoy.h
index 4db4e948a7..1e21f609f1 100644
--- a/engines/saga2/annoy.h
+++ b/engines/saga2/annoy.h
@@ -77,14 +77,14 @@ void PlayLongSound(char IDstr[]);
 //-----------------------------------------------------------------------
 //	general maintainence
 
-bool initAudio(void);
-void startAudio(void);
-void suspendAudio(void);
-void resumeAudio(void);
-void cleanupAudio(void);
-void writeConfig(void);
-
-void audioEventLoop(void);
+bool initAudio();
+void startAudio();
+void suspendAudio();
+void resumeAudio();
+void cleanupAudio();
+void writeConfig();
+
+void audioEventLoop();
 bool stillDoingVoice(uint32 sampno);
 bool stillDoingVoice(uint32 s[]);
 
@@ -92,7 +92,7 @@ bool stillDoingVoice(uint32 s[]);
 //	environmental sounds
 
 void audioEnvironmentUseSet(int16 audioSet, int32 auxID, Point32 relPos);
-void audioEnvironmentCheck(void);
+void audioEnvironmentCheck();
 
 void audioEnvironmentSetAggression(bool onOff);
 void audioEnvironmentSetDaytime(bool onOff);
@@ -102,8 +102,8 @@ void audioEnvironmentSetWorld(int mapNum);
 //-----------------------------------------------------------------------
 //	environmental music
 
-void clearActiveFactions(void);
-void useActiveFactions(void);
+void clearActiveFactions();
+void useActiveFactions();
 
 
 //-----------------------------------------------------------------------
diff --git a/engines/saga2/assign.cpp b/engines/saga2/assign.cpp
index f824cc1216..f0ba5a3c67 100644
--- a/engines/saga2/assign.cpp
+++ b/engines/saga2/assign.cpp
@@ -62,7 +62,7 @@ ActorAssignment::ActorAssignment(Actor *ac, Common::SeekableReadStream *stream)
 //----------------------------------------------------------------------
 //	ActorAssignment destructor
 
-ActorAssignment::~ActorAssignment(void) {
+ActorAssignment::~ActorAssignment() {
 	Actor *a = getActor();
 	debugC(2, kDebugActors, "Ending assignment for %p (%s): %p",
 	      (void *)a, a->objName(), (void *)this);
@@ -83,7 +83,7 @@ ActorAssignment::~ActorAssignment(void) {
 //	Return the number of bytes need to archive the data in this
 //	assignment
 
-inline int32 ActorAssignment::archiveSize(void) const {
+inline int32 ActorAssignment::archiveSize() const {
 	return sizeof(_startFrame) + sizeof(_endFrame);
 }
 
@@ -95,7 +95,7 @@ void ActorAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
 //----------------------------------------------------------------------
 //	Determine if the time limit for this assignment has been exceeded
 
-bool ActorAssignment::isValid(void) {
+bool ActorAssignment::isValid() {
 	uint16  frame = g_vm->_calender->frameInDay();
 
 	return      frame < _endFrame
@@ -105,7 +105,7 @@ bool ActorAssignment::isValid(void) {
 //----------------------------------------------------------------------
 //	Create a TaskStack for this actor and plug in the assignment's Task.
 
-TaskStack *ActorAssignment::createTask(void) {
+TaskStack *ActorAssignment::createTask() {
 	if (!taskNeeded()) return NULL;
 
 	Actor       *a = getActor();
@@ -125,7 +125,7 @@ TaskStack *ActorAssignment::createTask(void) {
 	return ts;
 }
 
-Actor *ActorAssignment::getActor(void) const {
+Actor *ActorAssignment::getActor() const {
 	return _actor;
 }
 
@@ -142,7 +142,7 @@ void ActorAssignment::handleTaskCompletion(TaskResult) {
 //	Plug a new task into the actor, if the actor is currently following
 //	his assignment
 
-void ActorAssignment::startTask(void) {
+void ActorAssignment::startTask() {
 	Actor   *a = getActor();
 
 	if (a->_currentGoal == actorGoalFollowAssignment)
@@ -152,7 +152,7 @@ void ActorAssignment::startTask(void) {
 //----------------------------------------------------------------------
 //	Determine if this assignment needs to create a task at this time
 
-bool ActorAssignment::taskNeeded(void) {
+bool ActorAssignment::taskNeeded() {
 	return true;
 }
 
@@ -199,7 +199,7 @@ PatrolRouteAssignment::PatrolRouteAssignment(Actor *a, Common::SeekableReadStrea
 //	Return the number of bytes need to archive the data in this
 //	assignment
 
-inline int32 PatrolRouteAssignment::archiveSize(void) const {
+inline int32 PatrolRouteAssignment::archiveSize() const {
 	return      ActorAssignment::archiveSize()
 	            +   sizeof(_routeNo)
 	            +   sizeof(_startingWayPoint)
@@ -229,7 +229,7 @@ void PatrolRouteAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
 //	Return an integer representing the class of this object for archival
 //	reasons.
 
-int16 PatrolRouteAssignment::type(void) const {
+int16 PatrolRouteAssignment::type() const {
 	return patrolRouteAssignment;
 }
 
@@ -244,7 +244,7 @@ void PatrolRouteAssignment::handleTaskCompletion(TaskResult result) {
 //----------------------------------------------------------------------
 //	Determine if assignment is still valid
 
-bool PatrolRouteAssignment::isValid(void) {
+bool PatrolRouteAssignment::isValid() {
 	//  If the route has already been completed, then the assignment is
 	//  no longer valid
 	if (_flags & routeCompleted) return false;
@@ -255,7 +255,7 @@ bool PatrolRouteAssignment::isValid(void) {
 //----------------------------------------------------------------------
 //	Determine if this assignment needs to create a task at this time
 
-bool PatrolRouteAssignment::taskNeeded(void) {
+bool PatrolRouteAssignment::taskNeeded() {
 	//  If the route has already been completed, then no task is needed
 	return !(_flags & routeCompleted);
 }
@@ -343,7 +343,7 @@ HuntToBeNearLocationAssignment::HuntToBeNearLocationAssignment(Actor *a, Common:
 //	Return the number of bytes need to archive the data in this
 //	assignment
 
-inline int32 HuntToBeNearLocationAssignment::archiveSize(void) const {
+inline int32 HuntToBeNearLocationAssignment::archiveSize() const {
 	return      ActorAssignment::archiveSize()
 	            +   targetArchiveSize(getTarget())
 	            +   sizeof(_range);
@@ -366,14 +366,14 @@ void HuntToBeNearLocationAssignment::write(Common::MemoryWriteStreamDynamic *out
 //	Return an integer representing the class of this object for archival
 //	reasons.
 
-int16 HuntToBeNearLocationAssignment::type(void) const {
+int16 HuntToBeNearLocationAssignment::type() const {
 	return huntToBeNearLocationAssignment;
 }
 
 //----------------------------------------------------------------------
 //	Determine if this assignment needs to create a task at this time
 
-bool HuntToBeNearLocationAssignment::taskNeeded(void) {
+bool HuntToBeNearLocationAssignment::taskNeeded() {
 	Actor       *a  = getActor();
 	TilePoint   actorLoc = a->getLocation();
 
@@ -445,7 +445,7 @@ HuntToBeNearActorAssignment::HuntToBeNearActorAssignment(Actor *a, Common::Seeka
 //	Return the number of bytes need to archive the data in this
 //	assignment
 
-inline int32 HuntToBeNearActorAssignment::archiveSize(void) const {
+inline int32 HuntToBeNearActorAssignment::archiveSize() const {
 	return      ActorAssignment::archiveSize()
 	            +   targetArchiveSize(getTarget())
 	            +   sizeof(_range)
@@ -472,14 +472,14 @@ void HuntToBeNearActorAssignment::write(Common::MemoryWriteStreamDynamic *out) c
 //	Return an integer representing the class of this object for archival
 //	reasons.
 
-int16 HuntToBeNearActorAssignment::type(void) const {
+int16 HuntToBeNearActorAssignment::type() const {
 	return huntToBeNearActorAssignment;
 }
 
 //----------------------------------------------------------------------
 //	Determine if this assignment needs to create a task at this time
 
-bool HuntToBeNearActorAssignment::taskNeeded(void) {
+bool HuntToBeNearActorAssignment::taskNeeded() {
 	Actor       *a  = getActor();
 	TilePoint   actorLoc = a->getLocation(),
 	            targetLoc = getTarget()->where(a->world(), actorLoc);
@@ -541,7 +541,7 @@ void HuntToKillAssignment::initialize(
 //	Return the number of bytes need to archive the data in this
 //	assignment
 
-inline int32 HuntToKillAssignment::archiveSize(void) const {
+inline int32 HuntToKillAssignment::archiveSize() const {
 	return      ActorAssignment::archiveSize()
 	            +   targetArchiveSize(getTarget())
 	            +   sizeof(_flags);
@@ -563,7 +563,7 @@ void HuntToKillAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
 //----------------------------------------------------------------------
 //	Determine if this assignment is still valid
 
-bool HuntToKillAssignment::isValid(void) {
+bool HuntToKillAssignment::isValid() {
 	//  If the target actor is already dead, then this is not a valid
 	//  assignment
 	if (_flags & specificActor) {
@@ -581,14 +581,14 @@ bool HuntToKillAssignment::isValid(void) {
 //	Return an integer representing the class of this object for archival
 //	reasons.
 
-int16 HuntToKillAssignment::type(void) const {
+int16 HuntToKillAssignment::type() const {
 	return huntToKillAssignment;
 }
 
 //----------------------------------------------------------------------
 //	Determine if this assignment needs to create a task at this time
 
-bool HuntToKillAssignment::taskNeeded(void) {
+bool HuntToKillAssignment::taskNeeded() {
 	//  If we're hunting a specific actor, we only need a task if that
 	//  actor is still alive.
 	if (_flags & specificActor) {
@@ -629,7 +629,7 @@ TetheredAssignment::TetheredAssignment(Actor *ac, Common::SeekableReadStream *st
 //	Return the number of bytes need to archive the data in this
 //	assignment
 
-inline int32 TetheredAssignment::archiveSize(void) const {
+inline int32 TetheredAssignment::archiveSize() const {
 	return      ActorAssignment::archiveSize()
 	            +   sizeof(_minU)
 	            +   sizeof(_minV)
@@ -668,7 +668,7 @@ TetheredWanderAssignment::TetheredWanderAssignment(
 //	Return an integer representing the class of this object for archival
 //	reasons.
 
-int16 TetheredWanderAssignment::type(void) const {
+int16 TetheredWanderAssignment::type() const {
 	return tetheredWanderAssignment;
 }
 
@@ -707,7 +707,7 @@ AttendAssignment::AttendAssignment(Actor *a, Common::SeekableReadStream *stream)
 //	Return the number of bytes need to archive the data in this
 //	assignment
 
-inline int32 AttendAssignment::archiveSize(void) const {
+inline int32 AttendAssignment::archiveSize() const {
 	return      ActorAssignment::archiveSize()
 	            +   sizeof(ObjectID);
 }
@@ -731,7 +731,7 @@ void AttendAssignment::write(Common::MemoryWriteStreamDynamic *out) const {
 //	Return an integer representing the class of this object for archival
 //	reasons.
 
-int16 AttendAssignment::type(void) const {
+int16 AttendAssignment::type() const {
 	return attendAssignment;
 }
 
diff --git a/engines/saga2/assign.h b/engines/saga2/assign.h
index 497c5ed83a..be84d23bb7 100644
--- a/engines/saga2/assign.h
+++ b/engines/saga2/assign.h
@@ -67,35 +67,35 @@ public:
 	ActorAssignment(Actor *a, Common::SeekableReadStream *stream);
 
 	//  Destructor
-	virtual ~ActorAssignment(void);
+	virtual ~ActorAssignment();
 
 	//  Return the number of bytes need to archive the data in this
 	//  assignment
-	virtual int32 archiveSize(void) const;
+	virtual int32 archiveSize() const;
 
 	virtual void write(Common::MemoryWriteStreamDynamic *out) const;
 
 	//  Construct a TaskStack for this assignment
-	TaskStack *createTask(void);
+	TaskStack *createTask();
 
 	//  This function is called to notify the assignment of the
 	//  completion of a task which the assignment had created.
 	virtual void handleTaskCompletion(TaskResult result);
 
 	//  Determine if assignment's time limit is up
-	virtual bool isValid(void);
+	virtual bool isValid();
 
 	//  Return a pointer to the actor to which this assignment belongs
-	Actor *getActor(void) const;
+	Actor *getActor() const;
 
 	//  Return an integer representing the class of this assignment
-	virtual int16 type(void) const = 0;
+	virtual int16 type() const = 0;
 
 protected:
-	void startTask(void);
+	void startTask();
 
 	//  Determine if this assignment needs to create a task at this time
-	virtual bool taskNeeded(void);
+	virtual bool taskNeeded();
 
 	//  Create a Task for this assignment
 	virtual Task *getTask(TaskStack *ts) = 0;
@@ -132,23 +132,23 @@ public:
 
 	//  Return the number of bytes need to archive the data in this
 	//  assignment
-	int32 archiveSize(void) const;
+	int32 archiveSize() const;
 
 	void write(Common::MemoryWriteStreamDynamic *out) const;
 
 	//  Return an integer representing the type of this assignment
-	int16 type(void) const;
+	int16 type() const;
 
 	//  This function is called to notify the assignment of the
 	//  completion of a task which the assignment had created.
 	void handleTaskCompletion(TaskResult result);
 
 	//  Determine if assignment is still valid
-	bool isValid(void);
+	bool isValid();
 
 protected:
 	//  Determine if this assignment needs to create a task at this time
-	bool taskNeeded(void);
+	bool taskNeeded();
 
 	//  Construct a Task for this assignment
 	Task *getTask(TaskStack *ts);
@@ -200,18 +200,18 @@ public:
 
 	//  Return the number of bytes need to archive the data in this
 	//  assignment
-	int32 archiveSize(void) const;
+	int32 archiveSize() const;
 
 	void write(Common::MemoryWriteStreamDynamic *out) const;
 
-	int16 type(void) const;
+	int16 type() const;
 
 protected:
-	bool taskNeeded(void);
+	bool taskNeeded();
 
 	Task *getTask(TaskStack *ts);
 
-	const Target *getTarget(void) const {
+	const Target *getTarget() const {
 		return (const Target *)_targetMem;
 	}
 };
@@ -279,18 +279,18 @@ public:
 
 	//  Return the number of bytes need to archive the data in this
 	//  assignment
-	int32 archiveSize(void) const;
+	int32 archiveSize() const;
 
 	void write(Common::MemoryWriteStreamDynamic *out) const;
 
-	int16 type(void) const;
+	int16 type() const;
 
 protected:
-	bool taskNeeded(void);
+	bool taskNeeded();
 
 	Task *getTask(TaskStack *ts);
 
-	const ActorTarget *getTarget(void) const {
+	const ActorTarget *getTarget() const {
 		return (const ActorTarget *)_targetMem;
 	}
 };
@@ -350,22 +350,22 @@ public:
 
 	//  Return the number of bytes need to archive the data in this
 	//  assignment
-	int32 archiveSize(void) const;
+	int32 archiveSize() const;
 
 	void write(Common::MemoryWriteStreamDynamic *out) const;
 
 	//  Determine if assignment's time limit is up or if the actor is
 	//  already dead
-	bool isValid(void);
+	bool isValid();
 
-	int16 type(void) const;
+	int16 type() const;
 
 protected:
-	bool taskNeeded(void);
+	bool taskNeeded();
 
 	Task *getTask(TaskStack *ts);
 
-	const ActorTarget *getTarget(void) const {
+	const ActorTarget *getTarget() const {
 		return (const ActorTarget *)_targetMem;
 	}
 };
@@ -396,7 +396,7 @@ public:
 
 	//  Return the number of bytes need to archive the data in this
 	//  assignment
-	int32 archiveSize(void) const;
+	int32 archiveSize() const;
 
 	void write(Common::MemoryWriteStreamDynamic *out) const;
 };
@@ -413,7 +413,7 @@ public:
 	TetheredWanderAssignment(Actor *a, Common::SeekableReadStream *stream) : TetheredAssignment(a, stream) {}
 
 	//  Return an integer representing the type of this assignment
-	int16 type(void) const;
+	int16 type() const;
 
 protected:
 	//  Construct a Task for this assignment
@@ -435,12 +435,12 @@ public:
 
 	//  Return the number of bytes need to archive the data in this
 	//  assignment
-	int32 archiveSize(void) const;
+	int32 archiveSize() const;
 
 	void write(Common::MemoryWriteStreamDynamic *out) const;
 
 	//  Return an integer representing the type of this assignment
-	int16 type(void) const;
+	int16 type() const;
 
 protected:
 	//  Construct a Task for this assignment
diff --git a/engines/saga2/audio.cpp b/engines/saga2/audio.cpp
index 09a3b06406..07ad4a2b71 100644
--- a/engines/saga2/audio.cpp
+++ b/engines/saga2/audio.cpp
@@ -56,12 +56,12 @@ extern hResource *voiceResFile;          // script resources
 
 hResContext *voiceRes, *musicRes, *soundRes, *loopRes, *longRes;
 
-bool haveKillerSoundCard(void);
-void writeConfig(void);
+bool haveKillerSoundCard();
+void writeConfig();
 void disableBGLoop(bool s = true);
-void enableBGLoop(void);
-void audioStressTest(void);
-extern GameObject *getViewCenterObject(void);
+void enableBGLoop();
+void audioStressTest();
+extern GameObject *getViewCenterObject();
 void playSoundAt(uint32 s, Location playAt);
 void playSoundAt(uint32 s, Point32 playAt);
 bool sayVoiceAt(uint32 s[], Location l);
@@ -98,7 +98,7 @@ static byte volumeFromDist(Point32 loc, byte maxVol) {
 //-----------------------------------------------------------------------
 //	after system initialization - startup code
 
-void startAudio(void) {
+void startAudio() {
 	uint32 musicID = haveKillerSoundCard() ? goodMusicID : baseMusicID;
 
 	musicRes = soundResFile->newContext(musicID, "music resource");
@@ -158,7 +158,7 @@ void cleanupAudio() {
 // audio event loop
 
 
-void audioEventLoop(void) {
+void audioEventLoop() {
 	if (g_vm->_audio->playFlag())
 		g_vm->_audio->playMe();
 
@@ -181,7 +181,7 @@ void makeGruntSound(uint8 cs, Location l) {
 //-----------------------------------------------------------------------
 //	check for higher quality MIDI card
 
-bool haveKillerSoundCard(void) {
+bool haveKillerSoundCard() {
 	MidiDriver::DeviceHandle dev = MidiDriver::detectDevice(MDT_MIDI | MDT_ADLIB | MDT_PREFER_GM);
 	MusicType driverType = MidiDriver::getMusicType(dev);
 
@@ -198,7 +198,7 @@ bool haveKillerSoundCard(void) {
 //-----------------------------------------------------------------------
 // unwritten music toggler
 
-void toggleMusic(void) {
+void toggleMusic() {
 }
 
 /* ===================================================================== *
@@ -209,25 +209,25 @@ void toggleMusic(void) {
 //  suspend & resume calls
 
 
-void suspendLoops(void) {
+void suspendLoops() {
 	disableBGLoop(false);
 }
 
-void resumeLoops(void) {
+void resumeLoops() {
 	if (loopRes)
 		enableBGLoop();
 }
 
-void suspendMusic(void) {
+void suspendMusic() {
 	audioEnvironmentSuspend(true);
 }
 
-void resumeMusic(void) {
+void resumeMusic() {
 	if (musicRes)
 		audioEnvironmentSuspend(false);
 }
 
-void suspendAudio(void) {
+void suspendAudio() {
 	if (g_vm->_audio) {
 		suspendMusic();
 		suspendLoops();
@@ -235,7 +235,7 @@ void suspendAudio(void) {
 	}
 }
 
-void resumeAudio(void) {
+void resumeAudio() {
 	if (g_vm->_audio) {
 		if (soundRes != NULL || voiceRes != NULL) {
 			g_vm->_audio->resume();
@@ -248,7 +248,7 @@ void resumeAudio(void) {
 //-----------------------------------------------------------------------
 //  UI volume change hook
 
-void volumeChanged(void) {
+void volumeChanged() {
 	if (g_vm->_audio->getVolume(kVolSfx))
 		resumeLoops();
 	else
@@ -437,7 +437,7 @@ void playLoopAt(uint32 s, Point32 loc) {
 
 void addAuxTheme(Location loc, uint32 lid);
 void killAuxTheme(uint32 lid);
-void killAllAuxThemes(void);
+void killAllAuxThemes();
 
 void playLoopAt(uint32 s, Location playAt) {
 	debugC(1, kDebugSound, "playLoopAt(%s, %d,%d,%d)", tag2strP(s), playAt.u, playAt.v, playAt.z);
@@ -580,7 +580,7 @@ void AudioInterface::initAudioInterface(hResContext *musicContext) {
 	_music = new Music(musicContext);
 }
 
-bool AudioInterface::playFlag(void) {
+bool AudioInterface::playFlag() {
 	debugC(5, kDebugSound, "AudioInterface::playFlag()");
 	if (_speechQueue.size() == 0 && !_mixer->isSoundHandleActive(_speechSoundHandle))
 		_currentSpeech.seg = 0;
@@ -588,7 +588,7 @@ bool AudioInterface::playFlag(void) {
 	return _speechQueue.size() > 0 || _sfxQueue.size() > 0;
 }
 
-void AudioInterface::playMe(void) {
+void AudioInterface::playMe() {
 	if (_speechQueue.size() > 0 && !_mixer->isSoundHandleActive(_speechSoundHandle)) {
 		SoundInstance si = _speechQueue.front();
 		_speechQueue.pop_front();
@@ -623,7 +623,7 @@ void AudioInterface::playMusic(uint32 s, int16 loopFactor, Point32 where) {
 	_currentMusic.loc = where;
 }
 
-void AudioInterface::stopMusic(void) {
+void AudioInterface::stopMusic() {
 	_music->stop();
 }
 
@@ -650,7 +650,7 @@ void AudioInterface::playLoop(uint32 s, int16 loopFactor, Point32 where) {
 	_mixer->playStream(Audio::Mixer::kSFXSoundType, &g_vm->_audio->_loopSoundHandle, laud, -1, vol);
 }
 
-void AudioInterface::stopLoop(void) {
+void AudioInterface::stopLoop() {
 	_mixer->stopHandle(_loopSoundHandle);
 }
 
@@ -688,11 +688,11 @@ void AudioInterface::queueVoice(uint32 s[], Point32 where) {
 	}
 }
 
-void AudioInterface::stopVoice(void) {
+void AudioInterface::stopVoice() {
 	_mixer->stopHandle(_speechSoundHandle);
 }
 
-bool AudioInterface::talking(void) {
+bool AudioInterface::talking() {
 	return _mixer->isSoundHandleActive(_speechSoundHandle);
 }
 
@@ -722,11 +722,11 @@ byte AudioInterface::getVolume(VolumeTarget src) {
 	return 0;
 }
 
-void AudioInterface::suspend(void) {
+void AudioInterface::suspend() {
 	_mixer->pauseAll(true);
 }
 
-void AudioInterface::resume(void) {
+void AudioInterface::resume() {
 	_mixer->pauseAll(false);
 }
 
diff --git a/engines/saga2/audio.h b/engines/saga2/audio.h
index 3824c9234b..92ef137a09 100644
--- a/engines/saga2/audio.h
+++ b/engines/saga2/audio.h
@@ -83,34 +83,34 @@ public:
 	void initAudioInterface(hResContext *musicContext);
 
 	// event loop calls
-	bool playFlag(void);
-	void playMe(void);
+	bool playFlag();
+	void playMe();
 
 	// music calls
 	void playMusic(uint32 s, int16 loopFactor = 1, Point32 where = Here);
-	void stopMusic(void);
+	void stopMusic();
 
 	// sound calls
 	void queueSound(uint32 s, int16 loopFactor = 1, Point32 where = Here);
 
 	// loop calls
 	void playLoop(uint32 s, int16 loopFactor = 0, Point32 where = Here);
-	void stopLoop(void);
+	void stopLoop();
 	void setLoopPosition(Point32 newLoc);
-	uint32 currentLoop(void) {
+	uint32 currentLoop() {
 		return _currentLoop.seg;
 	}
 
 	// voice calls
 	void queueVoice(uint32 s, Point32 where = Here);
 	void queueVoice(uint32 s[], Point32 where = Here);
-	void stopVoice(void);
-	bool talking(void);
+	void stopVoice();
+	bool talking();
 	bool saying(uint32 s);
 
 	byte getVolume(VolumeTarget src);
-	void suspend(void);
-	void resume(void);
+	void suspend();
+	void resume();
 };
 
 } // end of namespace Saga2
diff --git a/engines/saga2/automap.cpp b/engines/saga2/automap.cpp
index 82391e838f..7b4c1a62c5 100644
--- a/engines/saga2/automap.cpp
+++ b/engines/saga2/automap.cpp
@@ -192,7 +192,7 @@ AutoMap::~AutoMap() {
 // ------------------------------------------------------------------------
 // read map data
 
-void AutoMap::locateRegion(void) {
+void AutoMap::locateRegion() {
 	Common::SeekableReadStream *stream;
 	hResContext *areaRes;       // tile resource handle
 	int16 regionCount;
@@ -238,7 +238,7 @@ void AutoMap::locateRegion(void) {
 // ------------------------------------------------------------------------
 // deactivation
 
-void AutoMap::deactivate(void) {
+void AutoMap::deactivate() {
 	selected = 0;
 	gPanel::deactivate();
 }
@@ -435,7 +435,7 @@ void AutoMap::drawClipped(
 // ------------------------------------------------------------------------
 // draw
 
-void AutoMap::draw(void) {          // redraw the window
+void AutoMap::draw() {          // redraw the window
 	// draw the entire panel
 	drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
 }
@@ -444,7 +444,7 @@ void AutoMap::draw(void) {          // redraw the window
 // build summary
 
 // create a summary map on the tPort gPixelMap buffer
-void AutoMap::createSmallMap(void) {
+void AutoMap::createSmallMap() {
 	WorldMapData    *wMap = &mapList[currentWorld->mapNum];
 
 	uint16          *mapData = wMap->map->mapData;
diff --git a/engines/saga2/automap.h b/engines/saga2/automap.h
index fe933d2168..01aef07826 100644
--- a/engines/saga2/automap.h
+++ b/engines/saga2/automap.h
@@ -68,10 +68,10 @@ public:
 	void drawClipped(gPort &port,
 	                 const Point16 &offset,
 	                 const Rect16  &clipRect);
-	void draw(void);             // redraw the window
+	void draw();             // redraw the window
 
-	void createSmallMap(void);
-	void locateRegion(void);
+	void createSmallMap();
+	void locateRegion();
 	APPFUNCV(cmdAutoMapEsc);
 	APPFUNCV(cmdAutoMapHome);
 	APPFUNCV(cmdAutoMapEnd);
@@ -81,7 +81,7 @@ public:
 	gPanel *keyTest(int16 key);
 private:
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 
 	void pointerMove(gPanelMessage &msg);
 	bool pointerHit(gPanelMessage &msg);
diff --git a/engines/saga2/band.cpp b/engines/saga2/band.cpp
index 80ef5c1cc8..063b37a738 100644
--- a/engines/saga2/band.cpp
+++ b/engines/saga2/band.cpp
@@ -34,7 +34,7 @@ namespace Saga2 {
 //	BandList constructor -- simply place each element of the array in
 //	the inactive list
 
-BandList::BandList(void) {
+BandList::BandList() {
 	for (int i = 0; i < kNumBands; i++)
 		_list[i] = nullptr;
 }
@@ -42,7 +42,7 @@ BandList::BandList(void) {
 //----------------------------------------------------------------------
 //	BandList destructor
 
-BandList::~BandList(void) {
+BandList::~BandList() {
 	for (int i = 0; i < kNumBands; i++)
 		delete _list[i];
 }
@@ -67,7 +67,7 @@ void BandList::read(Common::InSaveFile *in) {
 //----------------------------------------------------------------------
 //	Return the number of bytes necessary to archive this TaskList
 
-int32 BandList::archiveSize(void) {
+int32 BandList::archiveSize() {
 	int32               size = sizeof(int16);
 
 	for (int i = 0; i < kNumBands; i++)
@@ -104,7 +104,7 @@ void BandList::write(Common::MemoryWriteStreamDynamic *out) {
 //----------------------------------------------------------------------
 //	Place a Band into the active list and return its address
 
-Band *BandList::newBand(void) {
+Band *BandList::newBand() {
 	for (int i = 0; i < kNumBands; i++) {
 		if (!_list[i]) {
 			_list[i] = new Band();
@@ -168,7 +168,7 @@ void BandList::deleteBand(Band *p) {
 //	Call the bandList member function newBand() to get a pointer to a
 //	new Band
 
-Band *newBand(void) {
+Band *newBand() {
 	return g_vm->_bandList->newBand();
 }
 
@@ -204,7 +204,7 @@ Band *getBandAddress(BandID id) {
 //----------------------------------------------------------------------
 //	Initialize the bandList
 
-void initBands(void) {
+void initBands() {
 }
 
 void saveBands(Common::OutSaveFile *outS) {
@@ -242,7 +242,7 @@ void loadBands(Common::InSaveFile *in, int32 chunkSize) {
 //----------------------------------------------------------------------
 //	Cleanup the bandList
 
-void cleanupBands(void) {
+void cleanupBands() {
 	for (int i = 0; i < BandList::kNumBands; i++) {
 		if (g_vm->_bandList->_list[i]) {
 			delete g_vm->_bandList->_list[i];
@@ -300,7 +300,7 @@ Band::Band(Common::InSaveFile *in) {
 //	Return the number of bytes needed to archive this object in a
 //	buffer
 
-int32 Band::archiveSize(void) {
+int32 Band::archiveSize() {
 	return      sizeof(ObjectID)                     //  leader ID
 	            +   sizeof(_memberCount)
 	            +   sizeof(ObjectID) * _memberCount;      //  members' ID's
diff --git a/engines/saga2/band.h b/engines/saga2/band.h
index 96013f875d..3a1acedd19 100644
--- a/engines/saga2/band.h
+++ b/engines/saga2/band.h
@@ -37,7 +37,7 @@ class Band;
  * ===================================================================== */
 
 //  Allocate a new band
-Band *newBand(void);
+Band *newBand();
 Band *newBand(BandID id);
 
 //  Delete a previously allocated band
@@ -49,11 +49,11 @@ BandID getBandID(Band *b);
 Band *getBandAddress(BandID id);
 
 //  Initialize the band list
-void initBands(void);
+void initBands();
 void saveBands(Common::OutSaveFile *outS);
 void loadBands(Common::InSaveFile *in, int32 chunkSize);
 //  Cleanup the band list
-void cleanupBands(void);
+void cleanupBands();
 
 /* ===================================================================== *
    BandList class
@@ -70,22 +70,22 @@ public:
 	Band *_list[kNumBands];
 
 	//  Constructor -- initial construction
-	BandList(void);
+	BandList();
 
 	//  Destructor
-	~BandList(void);
+	~BandList();
 
 	void read(Common::InSaveFile *in);
 
 	//  Return the number of bytes necessary to archive this task list
 	//  in a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Place a Band from the inactive list into the active
 	//  list.
-	Band *newBand(void);
+	Band *newBand();
 	Band *newBand(BandID id);
 
 	void addBand(Band *band);
@@ -134,11 +134,11 @@ public:
 
 	//  Return the number of bytes needed to archive this object in a
 	//  buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
-	Actor *getLeader(void) {
+	Actor *getLeader() {
 		return _leader;
 	}
 
@@ -176,7 +176,7 @@ public:
 			_members[i] = _members[i + 1];
 	}
 
-	int size(void) {
+	int size() {
 		return _memberCount;
 	}
 	Actor *const &operator [](int index) {
diff --git a/engines/saga2/beegee.cpp b/engines/saga2/beegee.cpp
index 42d34d8e3a..8bf70bb9ff 100644
--- a/engines/saga2/beegee.cpp
+++ b/engines/saga2/beegee.cpp
@@ -37,7 +37,7 @@ namespace Saga2 {
 
 void addAuxTheme(Location loc, uint32 lid);
 void killAuxTheme(uint32 lid);
-void killAllAuxThemes(void);
+void killAllAuxThemes();
 
 
 enum audioTerrains {
@@ -119,7 +119,7 @@ extern volatile int32           gameTime;
 
 extern uint16               rippedRoofID;
 
-extern GameObject *getViewCenterObject(void);
+extern GameObject *getViewCenterObject();
 
 #if DEBUG
 extern bool debugAudioThemes;
@@ -149,7 +149,7 @@ MetaTileID lookupMetaID(TilePoint coords);
 //-----------------------------------------------------------------------
 // init
 
-void initAudioEnvirons(void) {
+void initAudioEnvirons() {
 }
 
 /* ===================================================================== *
@@ -175,7 +175,7 @@ void killAuxTheme(uint32 lid) {
 	}
 }
 
-void killAllAuxThemes(void) {
+void killAllAuxThemes() {
 	for (int i = 0; i < AUXTHEMES; i++) {
 		g_vm->_grandMasterFTA->_aats[i].active = false;
 	}
@@ -188,7 +188,7 @@ void disableBGLoop(bool s) {
 	g_vm->_grandMasterFTA->_playingExternalLoop = s;
 }
 
-void enableBGLoop(void) {
+void enableBGLoop() {
 	uint32 cr = g_vm->_grandMasterFTA->_currentTheme;
 	g_vm->_grandMasterFTA->_playingExternalLoop = false;
 	g_vm->_grandMasterFTA->_currentTheme = 0;
@@ -296,7 +296,7 @@ void audioEnvironmentUseSet(int16 audioSet, int32 auxID, Point32 relPos) {
 //-----------------------------------------------------------------------
 // Intermittent sound check
 
-void audioEnvironmentCheck(void) {
+void audioEnvironmentCheck() {
 
 	uint32 delta = gameTime - g_vm->_grandMasterFTA->_lastGameTime;
 	g_vm->_grandMasterFTA->_lastGameTime = gameTime;
@@ -339,7 +339,7 @@ void audioEnvironmentCheck(void) {
 //-----------------------------------------------------------------------
 // Intermittent sound check
 
-void Deejay::select(void) {
+void Deejay::select() {
 	int choice = 0;
 #if DEBUG & 0
 	if (1)
@@ -381,7 +381,7 @@ void Deejay::select(void) {
 //-----------------------------------------------------------------------
 // Faction enumeration routines
 
-void clearActiveFactions(void) {
+void clearActiveFactions() {
 	for (int i = 0; i < kMaxFactions; i++)
 		g_vm->_grandMasterFTA->_activeFactions[i] = 0;
 }
@@ -390,7 +390,7 @@ void incrementActiveFaction(Actor *a) {
 	g_vm->_grandMasterFTA->_activeFactions[a->_faction]++;
 }
 
-void useActiveFactions(void) {
+void useActiveFactions() {
 	int highCount = 0;
 	int highFaction = 0;
 	for (int i = 0; i < kMaxFactions; i++) {
diff --git a/engines/saga2/beegee.h b/engines/saga2/beegee.h
index beab6fc619..a62f5802e6 100644
--- a/engines/saga2/beegee.h
+++ b/engines/saga2/beegee.h
@@ -103,7 +103,7 @@ public:
 	~Deejay() {}
 
 private:
-	void select(void);
+	void select();
 
 public:
 	void setEnemy(int16 enemyType = -1) {
diff --git a/engines/saga2/blitters.cpp b/engines/saga2/blitters.cpp
index a46936cd65..eb825cf8d6 100644
--- a/engines/saga2/blitters.cpp
+++ b/engines/saga2/blitters.cpp
@@ -387,16 +387,16 @@ void compositePixelsRvs(gPixelMap *compMap, gPixelMap *sprMap, int32 xpos, int32
 	}
 }
 
-bool initGraphics(void) {
+bool initGraphics() {
 	warning("STUB: initGraphics()");
 	return false;
 }
 
-bool initProcessResources(void) {
+bool initProcessResources() {
         return true;
 }
 
-void termProcessResources(void) {
+void termProcessResources() {
 }
 
 } // end of namespace Saga2
diff --git a/engines/saga2/button.cpp b/engines/saga2/button.cpp
index 5eaceb6505..5851a44fd2 100644
--- a/engines/saga2/button.cpp
+++ b/engines/saga2/button.cpp
@@ -42,7 +42,7 @@ extern void playMemSound(uint32 s); // play click # s
     Compressed image class
  * ======================================================================= */
 
-void GfxCompImage::init(void) {
+void GfxCompImage::init() {
 	_compImages      = NULL;
 	_max             = 0;
 	_min             = 0;
@@ -168,7 +168,7 @@ GfxCompImage::GfxCompImage(gPanelList &list, const StaticRect &box, void **image
 }
 
 
-GfxCompImage::~GfxCompImage(void) {
+GfxCompImage::~GfxCompImage() {
 	// delete any allocated image pointers
 	// for JEFFL: I took out the winklude #ifdefs becuase I belive
 	// I fixed the problem that was causing the crash under win32
@@ -203,7 +203,7 @@ void GfxCompImage::invalidate(Rect16 *) {
 	window.update(_extent);
 }
 
-void GfxCompImage::draw(void) {
+void GfxCompImage::draw() {
 	gPort   &port = window.windowPort;
 	Rect16  rect = window.getExtent();
 
@@ -215,7 +215,7 @@ void GfxCompImage::draw(void) {
 	g_vm->_pointer->show(port, _extent);              // show mouse pointer
 }
 
-void *GfxCompImage::getCurrentCompImage(void) {
+void *GfxCompImage::getCurrentCompImage() {
 	if (_compImages) {
 		return _compImages[_currentImage];  // return the image pointed to by compImage
 	} else {
@@ -493,7 +493,7 @@ GfxCompButton::GfxCompButton(gPanelList &list, const Rect16 &box, AppFunc *cmd)
 	_extent          = box;
 }
 
-GfxCompButton::~GfxCompButton(void) {
+GfxCompButton::~GfxCompButton() {
 	if (_internalAlloc) {
 		if (_forImage) {
 			free(_forImage);
@@ -525,7 +525,7 @@ void GfxCompButton::dim(bool enableFlag) {
 }
 
 
-void GfxCompButton::deactivate(void) {
+void GfxCompButton::deactivate() {
 	selected = 0;
 	window.update(_extent);
 	gPanel::deactivate();
@@ -584,7 +584,7 @@ void GfxCompButton::invalidate(Rect16 *) {
 }
 
 
-void GfxCompButton::draw(void) {
+void GfxCompButton::draw() {
 	gPort   &port = window.windowPort;
 	Rect16  rect = window.getExtent();
 
@@ -594,7 +594,7 @@ void GfxCompButton::draw(void) {
 	g_vm->_pointer->show(port, _extent);              // show mouse pointer
 }
 
-void *GfxCompButton::getCurrentCompImage(void) {
+void *GfxCompButton::getCurrentCompImage() {
 	if (_dimmed) {
 		return _dimImage;
 	} else if (selected) {
@@ -708,7 +708,7 @@ GfxMultCompButton::GfxMultCompButton(gPanelList &list, const Rect16 &box, void *
 	_extent  = box;
 }
 
-GfxMultCompButton::~GfxMultCompButton(void) {
+GfxMultCompButton::~GfxMultCompButton() {
 	int16   i;
 
 	if (_images && _internalAlloc) {
@@ -744,7 +744,7 @@ bool GfxMultCompButton::pointerHit(gPanelMessage &) {
 	return activate(gEventMouseDown);
 }
 
-void *GfxMultCompButton::getCurrentCompImage(void) {
+void *GfxMultCompButton::getCurrentCompImage() {
 	return _images[_current];
 }
 
@@ -772,7 +772,7 @@ GfxSlider::GfxSlider(gPanelList &list, const Rect16 &box, const Rect16 &imageBox
 	                  _extent.width - _imageRect.x);
 }
 
-void *GfxSlider::getCurrentCompImage(void) {
+void *GfxSlider::getCurrentCompImage() {
 	int16   val;
 	int32   index;
 
@@ -789,7 +789,7 @@ void *GfxSlider::getCurrentCompImage(void) {
 	return _images[index];
 }
 
-int16 GfxSlider::getSliderLenVal(void) {
+int16 GfxSlider::getSliderLenVal() {
 	int16   val = 0;
 
 	if (_slValMin < 0 && _slValMax < 0) {
@@ -805,7 +805,7 @@ int16 GfxSlider::getSliderLenVal(void) {
 	return val;
 }
 
-void GfxSlider::draw(void) {
+void GfxSlider::draw() {
 	gPort   &port   = window.windowPort;
 	Point16 offset  = Point16(0, 0);
 
@@ -847,7 +847,7 @@ bool GfxSlider::activate(gEventType why) {
 	return false;
 }
 
-void GfxSlider::deactivate(void) {
+void GfxSlider::deactivate() {
 	selected = 0;
 	window.update(_extent);
 	gPanel::deactivate();
diff --git a/engines/saga2/button.h b/engines/saga2/button.h
index fa70443f50..e7e5fd3770 100644
--- a/engines/saga2/button.h
+++ b/engines/saga2/button.h
@@ -108,9 +108,9 @@ protected:
 	gFont       *_textFont;          // pointer to font for this button
 
 protected:
-	virtual void    *getCurrentCompImage(void);      // get the current image
+	virtual void    *getCurrentCompImage();      // get the current image
 
-	void init(void);
+	void init();
 
 public:
 
@@ -142,18 +142,18 @@ public:
 	GfxCompImage(gPanelList &, const StaticRect &, void **, int16, int16,
 	           const char *, textPallete &, uint16, AppFunc *cmd = NULL);
 
-	~GfxCompImage(void);
+	~GfxCompImage();
 
 	void    pointerMove(gPanelMessage &msg);
 	void    enable(bool);
 	void    invalidate(Rect16 *unused = nullptr);                    // invalidates the drawing
-	int16   getCurrent(void)       {
+	int16   getCurrent()       {
 		return _currentImage;
 	}
-	int16   getMin(void)           {
+	int16   getMin()           {
 		return _min;
 	}
-	int16   getMax(void)           {
+	int16   getMax()           {
 		return _max;
 	}
 	void    setCurrent(uint16 val) {
@@ -165,7 +165,7 @@ public:
 	void    setImages(void **images);
 	void    setImage(void *image);
 
-	void            draw(void);      // redraw the panel.
+	void            draw();      // redraw the panel.
 	virtual void    drawClipped(gPort &,
 	                            const  Point16 &,
 	                            const  Rect16 &);
@@ -244,16 +244,16 @@ public:
 
 	GfxCompButton(gPanelList &, const Rect16 &, AppFunc *cmd = NULL);
 
-	~GfxCompButton(void);
+	~GfxCompButton();
 
 
 	bool            activate(gEventType why);        // activate the control
-	void            deactivate(void);
+	void            deactivate();
 
 	void    enable(bool);
 	void    invalidate(Rect16 *unused = nullptr);                    // invalidates the drawing
 	// area for this button
-	void    draw(void);                          // redraw the panel.
+	void    draw();                          // redraw the panel.
 	void    dim(bool);
 	void    setForImage(void *image) {
 		if (image) _forImage = image;
@@ -271,7 +271,7 @@ protected:
 	bool            pointerHit(gPanelMessage &msg);
 	void            pointerDrag(gPanelMessage &msg);
 	void            pointerRelease(gPanelMessage &msg);
-	virtual void    *getCurrentCompImage(void);
+	virtual void    *getCurrentCompImage();
 };
 
 /************************************************************************
@@ -318,15 +318,15 @@ public:
 	                int16, int16, bool,
 	                uint16, AppFunc *cmd = NULL);
 
-	~GfxMultCompButton(void);
+	~GfxMultCompButton();
 
-	int16   getCurrent(void)       {
+	int16   getCurrent()       {
 		return _current;
 	}
-	int16   getMin(void)           {
+	int16   getMin()           {
 		return _min;
 	}
-	int16   getMax(void)           {
+	int16   getMax()           {
 		return _max;
 	}
 	void    setCurrent(int16 val)  {
@@ -343,7 +343,7 @@ public:
 protected:
 	bool activate(gEventType why);       // activate the control
 	bool pointerHit(gPanelMessage &msg);
-	virtual void    *getCurrentCompImage(void);
+	virtual void    *getCurrentCompImage();
 };
 
 
@@ -366,7 +366,7 @@ public:
 
 private:
 	bool    activate(gEventType why);
-	void    deactivate(void);
+	void    deactivate();
 	bool    pointerHit(gPanelMessage &msg);
 	void    pointerMove(gPanelMessage &msg);
 	void    pointerRelease(gPanelMessage &);
@@ -380,12 +380,12 @@ public:
 	void    setSliderCurrent(int16 val) {
 		_slCurrent = val;
 	}
-	int16   getSliderCurrent(void) {
+	int16   getSliderCurrent() {
 		return _slCurrent;
 	}
-	int16   getSliderLenVal(void);
-	virtual void    *getCurrentCompImage(void);
-	void    draw(void);
+	int16   getSliderLenVal();
+	virtual void    *getCurrentCompImage();
+	void    draw();
 };
 
 
diff --git a/engines/saga2/calender.cpp b/engines/saga2/calender.cpp
index e22d97889f..fd96316388 100644
--- a/engines/saga2/calender.cpp
+++ b/engines/saga2/calender.cpp
@@ -73,7 +73,7 @@ void CalenderTime::write(Common::MemoryWriteStreamDynamic *out) {
 	debugC(3, kDebugSaveload, "... _frameInHour = %d", _frameInHour);
 }
 
-void CalenderTime::update(void) {
+void CalenderTime::update() {
 	const char *text = NULL;
 
 	if (++_frameInHour >= kFramesPerHour) {
@@ -173,7 +173,7 @@ void FrameAlarm::set(uint16 dur) {
 	_duration = dur;
 }
 
-bool FrameAlarm::check(void) {
+bool FrameAlarm::check() {
 	uint16      frameInDay = g_vm->_calender->frameInDay();
 
 	return  _baseFrame + _duration < CalenderTime::kFramesPerDay
@@ -186,7 +186,7 @@ bool FrameAlarm::check(void) {
 
 // time elapsed since alarm set
 
-uint16 FrameAlarm::elapsed(void) {
+uint16 FrameAlarm::elapsed() {
 	uint16      frameInDay = g_vm->_calender->frameInDay();
 
 	return  _baseFrame + _duration < CalenderTime::kFramesPerDay
@@ -203,21 +203,21 @@ uint16 FrameAlarm::elapsed(void) {
 //-----------------------------------------------------------------------
 //	Pause the global calender
 
-void pauseCalender(void) {
+void pauseCalender() {
 	g_vm->_calender->_calenderPaused = true;
 }
 
 //-----------------------------------------------------------------------
 //	Restart the paused global calender
 
-void resumeCalender(void) {
+void resumeCalender() {
 	g_vm->_calender->_calenderPaused = false;
 }
 
 //-----------------------------------------------------------------------
 //	Update the global calender
 
-void updateCalender(void) {
+void updateCalender() {
 	if (!g_vm->_calender->_calenderPaused) g_vm->_calender->update();
 }
 
@@ -241,7 +241,7 @@ uint32 operator - (const CalenderTime &time1, const CalenderTime &time2) {
 //-----------------------------------------------------------------------
 //	Initialize the game calender
 
-void initCalender(void) {
+void initCalender() {
 	g_vm->_calender->_calenderPaused          = false;
 	g_vm->_calender->_years          = 0;
 	g_vm->_calender->_weeks          = 0;
@@ -273,7 +273,7 @@ void loadCalender(Common::InSaveFile *in) {
 	g_vm->_calender->read(in);
 }
 
-bool isDayTime(void) {
+bool isDayTime() {
 	return g_vm->_calender->lightLevel(MAX_LIGHT) >= (MAX_LIGHT / 2);
 }
 
diff --git a/engines/saga2/calender.h b/engines/saga2/calender.h
index 7a7a7e167e..0a7be63158 100644
--- a/engines/saga2/calender.h
+++ b/engines/saga2/calender.h
@@ -72,10 +72,10 @@ public:
 	void read(Common::InSaveFile *in);
 	void write(Common::MemoryWriteStreamDynamic *out);
 
-	void update(void);
+	void update();
 	int lightLevel(int maxLevel);
 
-	uint16 frameInDay(void) {
+	uint16 frameInDay() {
 		return _hour * kFramesPerHour + _frameInHour;
 	}
 };
@@ -89,8 +89,8 @@ class FrameAlarm {
 	            _duration;
 public:
 	void set(uint16 dur);
-	bool check(void);
-	uint16 elapsed(void);
+	bool check();
+	uint16 elapsed();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 	void read(Common::InSaveFile *in);
@@ -100,18 +100,18 @@ public:
    Calender management functions
  * ===================================================================== */
 
-void updateCalender(void);
-void pauseCalender(void);
-void resumeCalender(void);
+void updateCalender();
+void pauseCalender();
+void resumeCalender();
 
 uint32 operator - (const CalenderTime &time1, const CalenderTime &time2);
 
-void initCalender(void);
+void initCalender();
 
 void saveCalender(Common::OutSaveFile *outS);
 void loadCalender(Common::InSaveFile *in);
 
-bool isDayTime(void);
+bool isDayTime();
 
 const int MAX_LIGHT = 12;       // maximum light level
 
diff --git a/engines/saga2/code.h b/engines/saga2/code.h
index d60375c22f..f0cb2c4e36 100644
--- a/engines/saga2/code.h
+++ b/engines/saga2/code.h
@@ -83,9 +83,9 @@ enum op_types {
 	op_call_near,                           // call function in same segment
 	op_call_far,                            // call function in other segment
 	op_ccall,                               // call C function
-	op_ccall_v,                             // call C function (void)
+	op_ccall_v,                             // call C function ()
 	op_call_member,                         // call member function
-	op_call_member_v,                       // call member function (void)
+	op_call_member_v,                       // call member function ()
 
 	op_enter,                               // enter a function
 	op_return,                              // return from function
diff --git a/engines/saga2/contain.cpp b/engines/saga2/contain.cpp
index 0fc29a8f2a..c9d8194e0f 100644
--- a/engines/saga2/contain.cpp
+++ b/engines/saga2/contain.cpp
@@ -65,7 +65,7 @@ extern APPFUNC(cmdWindowFunc);
 
 //  Temporary...
 void grabObject(ObjectID pickedObject);      // turn object into mouse ptr
-void releaseObject(void);                    // restore mouse pointer
+void releaseObject();                    // restore mouse pointer
 
 /* Reference Types
 ProtoObj::isTangible
@@ -306,7 +306,7 @@ bool ContainerView::isVisible(GameObject *item) {
 }
 
 //  total the mass, bulk, and number of all objects in container.
-void ContainerView::totalObjects(void) {
+void ContainerView::totalObjects() {
 	ObjectID objID;
 	GameObject *item = nullptr;
 
@@ -587,7 +587,7 @@ bool ContainerView::activate(gEventType why) {
 	return true;
 }
 
-void ContainerView::deactivate(void) {
+void ContainerView::deactivate() {
 }
 
 void ContainerView::pointerMove(gPanelMessage &msg) {
@@ -1173,9 +1173,9 @@ ContainerWindow::ContainerWindow(ContainerNode &nd,
 }
 
 //  Virtual destructor (base does nothing)
-ContainerWindow::~ContainerWindow(void) {}
+ContainerWindow::~ContainerWindow() {}
 
-ContainerView &ContainerWindow::getView(void) {
+ContainerView &ContainerWindow::getView() {
 	return *view;
 }
 
@@ -1256,12 +1256,12 @@ TangibleContainerWindow::TangibleContainerWindow(
 	}
 }
 
-TangibleContainerWindow::~TangibleContainerWindow(void) {
+TangibleContainerWindow::~TangibleContainerWindow() {
 	if (massWeightIndicator)    delete massWeightIndicator;
 	if (containerSpriteImg)     delete containerSpriteImg;
 }
 
-void TangibleContainerWindow::setContainerSprite(void) {
+void TangibleContainerWindow::setContainerSprite() {
 	// pointer to sprite data that will be drawn
 	Sprite              *spr;
 	ProtoObj            *proto = view->containerObject->proto();
@@ -1411,12 +1411,12 @@ ContainerNode::ContainerNode(ContainerManager &cl, ObjectID id, int typ) {
 }
 
 //  Return the container window for a container node, if it is visible
-ContainerWindow *ContainerNode::getWindow(void) {
+ContainerWindow *ContainerNode::getWindow() {
 	return window;
 }
 
 //  Return the container view for a container node, if it is visible
-ContainerView   *ContainerNode::getView(void) {
+ContainerView   *ContainerNode::getView() {
 	return window ? &window->getView() : NULL;
 }
 
@@ -1471,7 +1471,7 @@ void ContainerNode::write(Common::MemoryWriteStreamDynamic *out) {
 }
 
 //  Close the container window, but leave the node.
-void ContainerNode::hide(void) {
+void ContainerNode::hide() {
 	//  close the window, but don't close the object.
 	if (type != readyType && window != NULL) {
 		position = window->getExtent();     //  Save old window position
@@ -1482,7 +1482,7 @@ void ContainerNode::hide(void) {
 }
 
 //  Open the cotainer window, given the node info.
-void ContainerNode::show(void) {
+void ContainerNode::show() {
 	ProtoObj        *proto = GameObject::protoAddress(object);
 
 	assert(proto);
@@ -1521,7 +1521,7 @@ void ContainerNode::show(void) {
 	window->open();
 }
 
-void ContainerNode::update(void) {
+void ContainerNode::update() {
 	if (type == readyType) {
 		//  Update ready containers if they are enabled
 		if (TrioCviews[owner]->getEnabled())  TrioCviews[owner]->invalidate();
@@ -1611,7 +1611,7 @@ void ContainerManager::setPlayerNum(PlayerActorID playerNum) {
 	}
 }
 
-void ContainerManager::doDeferredActions(void) {
+void ContainerManager::doDeferredActions() {
 	Common::List<ContainerNode *>::iterator nextIt;
 	Actor           *a = getCenterActor();
 	TilePoint       tp = a->getLocation();
@@ -1746,14 +1746,14 @@ ContainerNode *OpenMindContainer(PlayerActorID player, int16 open, int16 type) {
     Misc. functions
  * ===================================================================== */
 
-void initContainers(void) {
+void initContainers() {
 	if (containerRes == NULL)
 		containerRes = resFile->newContext(MKTAG('C', 'O', 'N', 'T'), "cont.resources");
 
 	selImage = g_vm->_imageCache->requestImage(imageRes, MKTAG('A', 'M', 'N', 'T'));
 }
 
-void cleanupContainers(void) {
+void cleanupContainers() {
 	if (selImage)
 		g_vm->_imageCache->releaseImage(selImage);
 	if (containerRes)
@@ -1763,7 +1763,7 @@ void cleanupContainers(void) {
 	containerRes = NULL;
 }
 
-void initContainerNodes(void) {
+void initContainerNodes() {
 #if DEBUG
 	//  Verify the globalContainerList only has ready ContainerNodes
 
@@ -1843,7 +1843,7 @@ void loadContainerNodes(Common::InSaveFile *in) {
 	assert(tempList.empty());
 }
 
-void cleanupContainerNodes(void) {
+void cleanupContainerNodes() {
 	if (g_vm->_cnm == nullptr)
 		return;
 
@@ -1860,7 +1860,7 @@ void cleanupContainerNodes(void) {
 		delete deletionArray[i];
 }
 
-void updateContainerWindows(void) {
+void updateContainerWindows() {
 	g_vm->_cnm->doDeferredActions();
 }
 
diff --git a/engines/saga2/contain.h b/engines/saga2/contain.h
index 2f0b9c19b5..a1c383291a 100644
--- a/engines/saga2/contain.h
+++ b/engines/saga2/contain.h
@@ -160,7 +160,7 @@ public:
 	virtual bool isVisible(GameObject *obj);
 
 	//  total the mass, bulk, and number of all objects in container.
-	void totalObjects(void);
+	void totalObjects();
 
 	//  Get the Nth visible object from this container.
 	ObjectID getObject(int16 slotNum);
@@ -206,7 +206,7 @@ protected: // actions within a container
 	//  Event-handling functions
 
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 
 	virtual void pointerMove(gPanelMessage &msg);
 	virtual bool pointerHit(gPanelMessage &msg);
@@ -281,14 +281,14 @@ public:
 	                const ContainerAppearanceDef &app,
 	                const char saveas[]);
 
-	virtual ~ContainerWindow(void);
+	virtual ~ContainerWindow();
 
-	ContainerView &getView(void);
-	GameObject *containerObject(void) {
+	ContainerView &getView();
+	GameObject *containerObject() {
 		return getView().containerObject;
 	}
 
-	virtual void massBulkUpdate(void) {}
+	virtual void massBulkUpdate() {}
 };
 
 //  Base class for all container windows with scroll control
@@ -301,11 +301,11 @@ public:
 	                          const ContainerAppearanceDef &app,
 	                          const char saveas[]);
 
-	void scrollUp(void) {
+	void scrollUp() {
 		if (view->scrollPosition > 0) view->scrollPosition--;
 	}
 
-	void scrollDown(void) {
+	void scrollDown() {
 		if (view->scrollPosition + view->visibleRows < view->totalRows)
 			view->scrollPosition++;
 	}
@@ -321,18 +321,18 @@ private:
 	bool            deathFlag;
 
 private:
-	void setContainerSprite(void);
+	void setContainerSprite();
 
 public:
 
 	TangibleContainerWindow(ContainerNode &nd,
 	                        const ContainerAppearanceDef &app);
-	~TangibleContainerWindow(void);
+	~TangibleContainerWindow();
 
 	void drawClipped(gPort &port, const Point16 &offset, const Rect16 &clip);
 
 	// this sets the mass and bulk gauges for physical containers
-	void massBulkUpdate(void);
+	void massBulkUpdate();
 };
 
 class IntangibleContainerWindow : public ScrollableContainerWindow {
@@ -435,7 +435,7 @@ private:
 	};
 
 public:
-	ContainerNode(void) {
+	ContainerNode() {
 		object = 0;
 		type = 0;
 		owner = 0;
@@ -446,7 +446,7 @@ public:
 	ContainerNode(ContainerManager &cl, ObjectID id, int type);
 	~ContainerNode();
 
-	static int32 archiveSize(void) {
+	static int32 archiveSize() {
 		return sizeof(Archive);
 	}
 
@@ -454,41 +454,41 @@ public:
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Hide or show this container window.
-	void hide(void);
-	void show(void);
-	void update(void);                   //  Update container associated with this node
+	void hide();
+	void show();
+	void update();                   //  Update container associated with this node
 
 	//  Set for lazy deletion
-	void markForDelete(void)   {
+	void markForDelete()   {
 		action |= actionDelete;
 	}
-	void markForShow(void) {
+	void markForShow() {
 		action |= actionShow;
 		action &= ~actionHide;
 	}
-	void markForHide(void) {
+	void markForHide() {
 		action |= actionHide;
 		action &= ~actionShow;
 	}
-	void markForUpdate(void)   {
+	void markForUpdate()   {
 		action |= actionUpdate;
 	}
 
 	//  Find the address of the window and/or view
-	ContainerWindow *getWindow(void);
-	ContainerView   *getView(void);
+	ContainerWindow *getWindow();
+	ContainerView   *getView();
 
 	//  Access functions
-	uint8 getType(void) {
+	uint8 getType() {
 		return type;
 	}
-	uint8 getOwnerIndex(void) {
+	uint8 getOwnerIndex() {
 		return owner;
 	}
-	ObjectID getObject(void) {
+	ObjectID getObject() {
 		return object;
 	}
-	Rect16 &getPosition(void) {
+	Rect16 &getPosition() {
 		return position;
 	}
 	void setObject(ObjectID id) {
@@ -526,7 +526,7 @@ public:
 
 	//  Set which player is viewing the container windows.
 	void setPlayerNum(PlayerActorID playerNum);
-	void doDeferredActions(void);
+	void doDeferredActions();
 	void setUpdate(ObjectID id);
 };
 
@@ -538,15 +538,15 @@ ContainerNode *OpenMindContainer(PlayerActorID player, int16 open, int16 type);
    Exports
  * ===================================================================== */
 
-void initContainers(void);
-void cleanupContainers(void);
+void initContainers();
+void cleanupContainers();
 
-void initContainerNodes(void);
+void initContainerNodes();
 void saveContainerNodes(Common::OutSaveFile *outS);
 void loadContainerNodes(Common::InSaveFile *in);
-void cleanupContainerNodes(void);
+void cleanupContainerNodes();
 
-extern void updateContainerWindows(void);
+extern void updateContainerWindows();
 
 extern APPFUNC(cmdCloseButtonFunc);
 extern APPFUNC(cmdMindContainerFunc);
diff --git a/engines/saga2/display.cpp b/engines/saga2/display.cpp
index ef822a092d..238f966a5f 100644
--- a/engines/saga2/display.cpp
+++ b/engines/saga2/display.cpp
@@ -57,19 +57,19 @@ static bool paletteSuspendFlag = false;
    Prototypes
  * ===================================================================== */
 
-void reDrawScreen(void);
-void localCursorOn(void);
-void localCursorOff(void);
-void loadingScreen(void);
-void resetInputDevices(void);
+void reDrawScreen();
+void localCursorOn();
+void localCursorOff();
+void loadingScreen();
+void resetInputDevices();
 APPFUNC(cmdWindowFunc);                      // main window event handler
-static void switchOn(void);
-static void switchOff(void);
+static void switchOn();
+static void switchOff();
 
 // ------------------------------------------------------------------------
 // end game (normally)
 
-void endGame(void) {
+void endGame() {
 	blackOut();
 	displayDisable(GameEnded);
 	g_vm->_gameRunning = false;
@@ -79,12 +79,12 @@ void endGame(void) {
 /* ===================================================================== *
    Display initialization
  * ===================================================================== */
-void dayNightUpdate(void);
-void fadeUp(void);
-void displayUpdate(void);
-void drawMainDisplay(void);
+void dayNightUpdate();
+void fadeUp();
+void displayUpdate();
+void drawMainDisplay();
 
-void niceScreenStartup(void) {
+void niceScreenStartup() {
 	if (ConfMan.hasKey("save_slot")) {
 		cleanupGameState();
 		loadSavedGameState(ConfMan.getInt("save_slot"));
@@ -119,7 +119,7 @@ void niceScreenStartup(void) {
 // ------------------------------------------------------------------------
 // backbuffer startup
 
-void initBackPanel(void) {
+void initBackPanel() {
 	if (mainWindow)
 		return;
 
@@ -159,7 +159,7 @@ bool displayEnabled(uint32 mask) {
 	return true;
 }
 
-bool displayOkay(void) {
+bool displayOkay() {
 	return displayEnabled();
 }
 
@@ -167,25 +167,25 @@ bool displayOkay(void) {
 // ------------------------------------------------------------------------
 // Main on/off swiotch for display
 
-void mainEnable(void) {
+void mainEnable() {
 	displayEnable(GameNotInitialized);
 }
 
 // ------------------------------------------------------------------------
 // This is a check to see if blitting is enabled
 
-void mainDisable(void) {
+void mainDisable() {
 	displayDisable(GameNotInitialized);
 }
 
 // ------------------------------------------------------------------------
 // On/Off hooks
 
-static void switchOn(void) {
+static void switchOn() {
 	enableUserControls();
 }
 
-static void switchOff(void) {
+static void switchOff() {
 	disableUserControls();
 }
 
@@ -193,16 +193,16 @@ static void switchOff(void) {
    Palette disable hooks
  * ===================================================================== */
 
-void enablePaletteChanges(void) {
+void enablePaletteChanges() {
 	paletteSuspendFlag = false;
 	paletteMayHaveChanged = true;
 }
 
-void disablePaletteChanges(void) {
+void disablePaletteChanges() {
 	paletteSuspendFlag = true;
 }
 
-bool paletteChangesEnabled(void) {
+bool paletteChangesEnabled() {
 	return !paletteSuspendFlag;
 }
 
@@ -214,21 +214,21 @@ bool paletteChangesEnabled(void) {
 // ------------------------------------------------------------------------
 // notice that screen may be dirty
 
-void delayedDisplayEnable(void) {
+void delayedDisplayEnable() {
 	delayReDraw = false;
 }
 
 // ------------------------------------------------------------------------
 // notice that palette may be dirty
 
-void externalPaletteIntrusion(void) {
+void externalPaletteIntrusion() {
 	paletteMayHaveChanged = true;
 }
 
 // ------------------------------------------------------------------------
 // force a full screen redraw
 
-void reDrawScreen(void) {
+void reDrawScreen() {
 	//dispMM("refresh");
 	Rect16 r = Rect16(0, 0, 640, 480);
 	if (mainWindow && displayEnabled()) {
@@ -251,7 +251,7 @@ void reDrawScreen(void) {
    Clear screen
  * ===================================================================== */
 
-void blackOut(void) {
+void blackOut() {
 	g_vm->_mainPort.drawMode = drawModeReplace;
 	g_vm->_mainPort.setColor(0);            //  fill screen with color
 	g_vm->_mainPort.fillRect(Rect16(0, 0, 640, 480));
@@ -266,7 +266,7 @@ void blackOut(void) {
 // ------------------------------------------------------------------------
 // enable / disable blitting
 
-void showLoadMessage(void) {
+void showLoadMessage() {
 	uint32 saved = displayStatus;
 	displayStatus = 0;
 	loadingScreen();
@@ -278,10 +278,10 @@ void showLoadMessage(void) {
    Video mode save and restore for videos
  * ===================================================================== */
 
-void pushVidState(void) {
+void pushVidState() {
 }
 
-void popVidState(void) {
+void popVidState() {
 }
 
 } // end of namespace Saga2
diff --git a/engines/saga2/display.h b/engines/saga2/display.h
index c71595b00d..d9a420ca24 100644
--- a/engines/saga2/display.h
+++ b/engines/saga2/display.h
@@ -44,22 +44,22 @@ enum DisplayDisabledBecause {
 /* ===================================================================== *
    Prototypes
  * ===================================================================== */
-void endGame(void);
+void endGame();
 
 // ------------------------------------------------------------------------
 // Display initialization
 
-void niceScreenStartup(void);
-void initBackPanel(void);
+void niceScreenStartup();
+void initBackPanel();
 
 // ------------------------------------------------------------------------
 // Display disable flags
 
 void displayEnable(DisplayDisabledBecause reason, bool onOff = true);
 bool displayEnabled(uint32 mask = 0xFFFFFFFF);
-bool displayOkay(void);
-void mainEnable(void);
-void mainDisable(void);
+bool displayOkay();
+void mainEnable();
+void mainDisable();
 
 inline void displayDisable(DisplayDisabledBecause reason, bool onOff = false) {
 	displayEnable(reason, onOff);
@@ -68,33 +68,33 @@ inline void displayDisable(DisplayDisabledBecause reason, bool onOff = false) {
 // ------------------------------------------------------------------------
 // palette changes can be disabled
 
-void enablePaletteChanges(void);
-void disablePaletteChanges(void);
-bool paletteChangesEnabled(void);
+void enablePaletteChanges();
+void disablePaletteChanges();
+bool paletteChangesEnabled();
 
 // ------------------------------------------------------------------------
 // Screen refreshes
-void delayedDisplayEnable(void);
-void externalPaletteIntrusion(void);
-void reDrawScreen(void);
-void blackOut(void);
-void showLoadMessage(void);
+void delayedDisplayEnable();
+void externalPaletteIntrusion();
+void reDrawScreen();
+void blackOut();
+void showLoadMessage();
 
 // ------------------------------------------------------------------------
 // Video mode save and restore for videos
 
-void pushVidState(void);
-void popVidState(void);
+void pushVidState();
+void popVidState();
 
 // ------------------------------------------------------------------------
 // Calls to suspend audio
 
-void suspendAudio(void);
-void resumeAudio(void);
+void suspendAudio();
+void resumeAudio();
 
 // ------------------------------------------------------------------------
 // The display may be disabled for several reasons these track them
-void blackOut(void);
+void blackOut();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/dispnode.cpp b/engines/saga2/dispnode.cpp
index b09545aef8..280c816876 100644
--- a/engines/saga2/dispnode.cpp
+++ b/engines/saga2/dispnode.cpp
@@ -56,7 +56,7 @@ ActorAppearance     *tempAppearance;        // test structure
    Test spell crap
  * ===================================================================== */
 
-bool InCombatPauseKludge(void);
+bool InCombatPauseKludge();
 //void updateSpellPos( int32 delTime );
 
 //-----------------------------------------------------------------------
@@ -84,7 +84,7 @@ uint8 identityColors[256] = {
 //-----------------------------------------------------------------------
 //	build the list of stuff to draw (like guns)
 
-void buildDisplayList(void) {
+void buildDisplayList() {
 	g_vm->_mainDisplayList->buildObjects(true);
 	g_vm->_activeSpells->buildList();
 }
@@ -103,7 +103,7 @@ void updateObjectAppearances(int32 deltaTime) {
 //-----------------------------------------------------------------------
 //	Draw all sprites on the display list
 
-void drawDisplayList(void) {
+void drawDisplayList() {
 	g_vm->_mainDisplayList->draw();
 }
 
@@ -127,7 +127,7 @@ DisplayNode::DisplayNode() {
 	efx = nullptr;
 }
 
-TilePoint DisplayNode::SpellPos(void) {
+TilePoint DisplayNode::SpellPos() {
 	if (efx)
 		return efx->current;
 	return Nowhere;
@@ -156,7 +156,7 @@ void DisplayNodeList::updateEStates(const int32 deltaTime) {
 //-----------------------------------------------------------------------
 //	Draw router
 
-void DisplayNodeList::draw(void) {
+void DisplayNodeList::draw() {
 	DisplayNode     *dn;
 	SpriteSet       *objectSet,
 	                *spellSet;
@@ -349,7 +349,7 @@ const int       maxSpriteWidth = 32,
                 maxSpriteBaseLine = 16;
 #endif
 
-void DisplayNode::drawObject(void) {
+void DisplayNode::drawObject() {
 	ColorTable      mainColors,             // colors for object
 	                leftColors,             // colors for left-hand object
 	                rightColors;            // colors for right-hand object
@@ -932,7 +932,7 @@ void DisplayNodeList::buildEffects(bool) {
 	}
 }
 
-bool DisplayNodeList::dissipated(void) {
+bool DisplayNodeList::dissipated() {
 	if (count) {
 		for (int i = 0; i < count; i++) {
 			if (displayList[i].efx && !displayList[i].efx->isDead())
@@ -948,11 +948,11 @@ bool DisplayNodeList::dissipated(void) {
 //  NOTE : all spell effects currently use the center actor for their
 //         sprites.
 
-void DisplayNode::drawEffect(void) {
+void DisplayNode::drawEffect() {
 	if (efx)   efx->drawEffect();
 }
 
-void Effectron::drawEffect(void) {
+void Effectron::drawEffect() {
 	ColorTable      eColors;                // colors for object
 	bool obscured = false;
 	Point16         drawPos;
diff --git a/engines/saga2/dispnode.h b/engines/saga2/dispnode.h
index 198ef17cbe..050827e7d7 100644
--- a/engines/saga2/dispnode.h
+++ b/engines/saga2/dispnode.h
@@ -68,11 +68,11 @@ public:
 
 	DisplayNode();
 
-	void drawObject(void);
-	void drawEffect(void);
+	void drawObject();
+	void drawEffect();
 	void updateObject(const int32 deltaTime);
 	void updateEffect(const int32 deltaTime);
-	TilePoint SpellPos(void);
+	TilePoint SpellPos();
 };
 
 /* ============================================================================ *
@@ -106,7 +106,7 @@ public:
 		free(displayList);
 	}
 
-	void reset(void) {
+	void reset() {
 		count = 0;
 		head = NULL;
 	}
@@ -114,10 +114,10 @@ public:
 	void  init(uint16 s);
 	void  buildObjects(bool fromScratch);
 	void  buildEffects(bool fromScratch);
-	void  draw(void);
+	void  draw();
 	void  updateOStates(const int32 deltaTime);
 	void  updateEStates(const int32 deltaTime);
-	bool  dissipated(void);
+	bool  dissipated();
 };
 
 /* ============================================================================ *
diff --git a/engines/saga2/document.cpp b/engines/saga2/document.cpp
index 038f758578..3ecc27f2b0 100644
--- a/engines/saga2/document.cpp
+++ b/engines/saga2/document.cpp
@@ -198,7 +198,7 @@ CDocument::CDocument(CDocumentAppearance &dApp,
 
 }
 
-CDocument::~CDocument(void) {
+CDocument::~CDocument() {
 	int16   i;
 
 	for (i = 0; i < maxPages; i++) {
@@ -223,7 +223,7 @@ CDocument::~CDocument(void) {
 		resFile->disposeContext(illustrationCon);
 }
 
-void CDocument::deactivate(void) {
+void CDocument::deactivate() {
 	selected = 0;
 	gPanel::deactivate();
 }
@@ -463,7 +463,7 @@ bool CDocument::checkForImage(char      *string,
 }
 
 
-void CDocument::makePages(void) {
+void CDocument::makePages() {
 	// copy the original text back to the working buffer
 	Common::strlcpy(text, origText, textSize + 1);
 
@@ -547,7 +547,7 @@ void CDocument::makePages(void) {
 }
 
 // This function will draw the text onto the book.
-void CDocument::renderText(void) {
+void CDocument::renderText() {
 	gPort           tPort;
 	gPort           &port = window.windowPort;
 	uint16          pageIndex;
@@ -654,7 +654,7 @@ void CDocument::drawClipped(
 	g_vm->_pointer->show();
 }
 
-void CDocument::draw(void) {         // redraw the window
+void CDocument::draw() {         // redraw the window
 	// draw the book image
 	drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
 
diff --git a/engines/saga2/document.h b/engines/saga2/document.h
index 672fccaeca..a48073d15f 100644
--- a/engines/saga2/document.h
+++ b/engines/saga2/document.h
@@ -122,7 +122,7 @@ private:
 
 private:
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 
 	void pointerMove(gPanelMessage &msg);
 	bool pointerHit(gPanelMessage &msg);
@@ -136,10 +136,10 @@ protected:
 	    const Point16 &offset,
 	    const Rect16  &clipRect);
 
-	void draw(void);                             // redraw the window
+	void draw();                             // redraw the window
 
-	void    renderText(void);
-	void    makePages(void);
+	void    renderText();
+	void    makePages();
 	bool    checkForPageBreak(char *string,
 	                          uint16 index,
 	                          int32 &offset);
@@ -159,7 +159,7 @@ public:
 	          gFont           *font,          // font of the text
 	          uint16          ident,          // control ID
 	          AppFunc         *cmd = NULL);   // application command func
-	~CDocument(void);
+	~CDocument();
 
 	void gotoPage(int8 page);
 
diff --git a/engines/saga2/effects.cpp b/engines/saga2/effects.cpp
index b52d211cbd..3d2205ada7 100644
--- a/engines/saga2/effects.cpp
+++ b/engines/saga2/effects.cpp
@@ -34,7 +34,7 @@ namespace Saga2 {
 
 const int16 absoluteMaximumVitality = 255;
 
-extern void updateIndicators(void);      //  Kludge, put in intrface.h later (got to hurry)
+extern void updateIndicators();      //  Kludge, put in intrface.h later (got to hurry)
 
 // offensiveNotification gets 2 (Actor *) items
 // att is performing an offensive act on def
diff --git a/engines/saga2/effects.h b/engines/saga2/effects.h
index 366df4ce6f..a2b7b63ffc 100644
--- a/engines/saga2/effects.h
+++ b/engines/saga2/effects.h
@@ -453,7 +453,7 @@ public:
 
 	void implement(GameObject *, SpellTarget *trg, int8 deltaDamage = 0);
 
-	bool canFail(void) {
+	bool canFail() {
 		return isSaveable(enchID);
 	}
 
diff --git a/engines/saga2/enchant.cpp b/engines/saga2/enchant.cpp
index 0b1ff162da..8b74976a0a 100644
--- a/engines/saga2/enchant.cpp
+++ b/engines/saga2/enchant.cpp
@@ -37,7 +37,7 @@ extern int16        objectProtoCount;       // object prototype count
 
 int enchantmentProto = -1;
 
-void setEnchantmentDisplay(void);
+void setEnchantmentDisplay();
 
 //-------------------------------------------------------------------
 //	Enchantment Creation Function
diff --git a/engines/saga2/floating.cpp b/engines/saga2/floating.cpp
index ae93942880..a3079aa945 100644
--- a/engines/saga2/floating.cpp
+++ b/engines/saga2/floating.cpp
@@ -72,7 +72,7 @@ DecoratedWindow::DecoratedWindow(const Rect16 &r, uint16 ident, const char savea
 }
 
 // destructor for decorated windows
-DecoratedWindow::~DecoratedWindow(void) {
+DecoratedWindow::~DecoratedWindow() {
 	removeDecorations();
 }
 
@@ -227,7 +227,7 @@ void DecoratedWindow::setDecorations(
 
 //  Free the decorations from the memory pool
 
-void DecoratedWindow::removeDecorations(void) {
+void DecoratedWindow::removeDecorations() {
 	WindowDecoration *dec;
 	int16           i;
 
@@ -246,7 +246,7 @@ void DecoratedWindow::removeDecorations(void) {
 
 //  Redraw all of the decorations, on the main port only...
 
-void DecoratedWindow::draw(void) {               // redraw the window
+void DecoratedWindow::draw() {               // redraw the window
 	g_vm->_pointer->hide();
 	if (displayEnabled())
 		drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
@@ -255,7 +255,7 @@ void DecoratedWindow::draw(void) {               // redraw the window
 
 //  Return true if window floats above animated are
 
-bool DecoratedWindow::isBackdrop(void) {
+bool DecoratedWindow::isBackdrop() {
 	return false;
 }
 
@@ -301,13 +301,13 @@ void BackWindow::invalidate(const StaticRect *area) {
 
 //  Return true if window floats above animated are
 
-bool BackWindow::isBackdrop(void) {
+bool BackWindow::isBackdrop() {
 	return true;
 }
 
 //  A backdrop window can never go to front.
 
-void BackWindow::toFront(void) {}
+void BackWindow::toFront() {}
 
 /* ===================================================================== *
    DragBar class member functions
@@ -326,7 +326,7 @@ bool DragBar::activate(gEventType) {
 	return true;
 }
 
-void DragBar::deactivate(void) {
+void DragBar::deactivate() {
 	gPanel::deactivate();
 }
 
@@ -372,7 +372,7 @@ void DragBar::pointerRelease(gPanelMessage &) {
    gButton class member functions
  * ===================================================================== */
 
-void gButton::deactivate(void) {
+void gButton::deactivate() {
 	selected = 0;
 	draw();
 	gPanel::deactivate();
@@ -410,7 +410,7 @@ void gButton::pointerDrag(gPanelMessage &msg) {
 	}
 }
 
-void gButton::draw(void) {
+void gButton::draw() {
 	gPort           &port = window.windowPort;
 	Rect16          rect = window.getExtent();
 
@@ -581,7 +581,7 @@ void FloatingWindow::setExtent(const Rect16 &r) {
 	setPos(Point16(r.x, r.y));
 }
 
-bool FloatingWindow::open(void) {
+bool FloatingWindow::open() {
 	db->moveToBack(*this);
 
 	g_vm->_mouseInfo->replaceObject();
@@ -593,7 +593,7 @@ bool FloatingWindow::open(void) {
 }
 
 //  Close this window and redraw the screen under it.
-void FloatingWindow::close(void) {
+void FloatingWindow::close() {
 	gWindow::close();
 	updateWindowSection(_extent);
 }
@@ -605,7 +605,7 @@ void FloatingWindow::close(void) {
 //  area, and including the scrolling animated area which might
 //  overlap that area.
 
-bool checkTileAreaPort(void);
+bool checkTileAreaPort();
 
 void updateWindowSection(const Rect16 &r) {
 	gPixelMap       tempMap;
@@ -734,7 +734,7 @@ void drawFloatingWindows(gPort &port, const Point16 &offset, const Rect16 &clip)
 	}
 }
 
-void FloatingWindow::toFront(void) {
+void FloatingWindow::toFront() {
 	gWindow::toFront();
 	draw();
 }
@@ -743,7 +743,7 @@ void FloatingWindow::toFront(void) {
    Misc functions
  * ===================================================================== */
 
-void closeAllFloatingWindows(void) {
+void closeAllFloatingWindows() {
 }
 
 extern APPFUNC(cmdWindowFunc);
diff --git a/engines/saga2/floating.h b/engines/saga2/floating.h
index 83483ed6f2..dee27bdd49 100644
--- a/engines/saga2/floating.h
+++ b/engines/saga2/floating.h
@@ -65,7 +65,7 @@ struct WindowDecoration {
 	int16           imageNumber;            // image resource number
 
 	// default constructor
-	WindowDecoration(void) {
+	WindowDecoration() {
 		extent = Rect16(0, 0, 0, 0), image = NULL;
 		imageNumber = 0;
 	}
@@ -108,7 +108,7 @@ public:
 
 private:
 	bool activate(gEventType);
-	void deactivate(void);
+	void deactivate();
 	bool pointerHit(gPanelMessage &msg);
 	void pointerDrag(gPanelMessage &msg);
 	void pointerRelease(gPanelMessage &msg);
@@ -126,11 +126,11 @@ public:
 	gButton(gPanelList &list, const Rect16 &box, gPixelMap &img, uint16 ident, AppFunc *cmd = NULL) :
 		gControl(list, box, img, ident, cmd) {}
 
-	void draw(void);                         // redraw the panel.
+	void draw();                         // redraw the panel.
 
 private:
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 	bool pointerHit(gPanelMessage &msg);
 	void pointerDrag(gPanelMessage &msg);
 	void pointerRelease(gPanelMessage &msg);
@@ -142,7 +142,7 @@ public:
 	gPhantomButton(gPanelList &list,
 	               const Rect16 &box, uint16 ident, AppFunc *cmd = NULL) :
 		gButton(list, box, NULL, ident, cmd) {};
-	virtual void draw(void) {};     // Overrides draw() member of parent, since
+	virtual void draw() {};     // Overrides draw() member of parent, since
 	// in this case there's nothing to draw.
 
 };
@@ -218,8 +218,8 @@ public:
 //	Rect16                   animatedArea;
 
 	DecoratedWindow(const Rect16 &, uint16, const char saveAs[], AppFunc *cmd = NULL);
-	~DecoratedWindow(void);
-	void draw(void);                         // redraw the window
+	~DecoratedWindow();
+	void draw();                         // redraw the window
 
 	//  Redraw the window, but only a small clipped section,
 	//  and perhaps drawn onto an off-screen map.
@@ -239,9 +239,9 @@ public:
 
 
 	//  Free up memory used by decorative panels
-	void removeDecorations(void);
+	void removeDecorations();
 
-	virtual bool isBackdrop(void);
+	virtual bool isBackdrop();
 
 	//  Update a region of a window, and all floaters which
 	//  might be above that window.
@@ -256,14 +256,14 @@ public:
 class BackWindow : public DecoratedWindow {
 
 	//  Disable the window-to-front
-	void toFront(void);
+	void toFront();
 
 public:
 	BackWindow(const Rect16 &, uint16, AppFunc *cmd = NULL);
 	void invalidate(Rect16 *area);
 	void invalidate(const StaticRect *area);
 
-	virtual bool isBackdrop(void);
+	virtual bool isBackdrop();
 };
 
 /* ===================================================================== *
@@ -274,7 +274,7 @@ class FloatingWindow : public DecoratedWindow {
 
 	DragBar     *db;                    // save address of drag bar
 
-	void toFront(void);
+	void toFront();
 
 	// original extent before movement
 	Point16 origPos;
@@ -300,8 +300,8 @@ public:
 		return decOffset;
 	}
 
-	bool open(void);
-	void close(void);
+	bool open();
+	void close();
 };
 
 /* ===================================================================== *
diff --git a/engines/saga2/fta.h b/engines/saga2/fta.h
index 8e206f89e5..16d5ce9dfe 100644
--- a/engines/saga2/fta.h
+++ b/engines/saga2/fta.h
@@ -87,22 +87,22 @@ public:
 	static GameMode *currentMode,           // pointer to current mode.
 	       *newMode;               // next mode to run
 
-	void (*setup)(void);                     // initialize this mode
-	void (*cleanup)(void);               // deallocate mode resources
-	void (*handleTask)(void);                // "application task" for mode
+	void (*setup)();                     // initialize this mode
+	void (*cleanup)();               // deallocate mode resources
+	void (*handleTask)();                // "application task" for mode
 	void (*handleKey)(int16 key, int16 qual);  // handle keystroke from window
-	void (*draw)(void);                          // handle draw functions for window
+	void (*draw)();                          // handle draw functions for window
 
-	static  void modeUnStack(void);
+	static  void modeUnStack();
 	static  void modeUnStack(int StopHere);
 	static  int getStack(GameMode **saveStackPtr);
 	static  void SetStack(GameMode *modeFirst, ...);
 	static  void SetStack(GameMode **newStack, int newStackSize);
-	static  bool update(void);
+	static  bool update();
 	static  void modeStack(GameMode *AddThisMode);
-	void begin(void);                        // launch this mode
-	void end(void);                          // quit this mode
-	static void modeSwitch(void);            // quit this mode
+	void begin();                        // launch this mode
+	void end();                          // quit this mode
+	static void modeSwitch();            // quit this mode
 };
 
 extern GameMode     IntroMode,
@@ -119,13 +119,13 @@ extern GameMode     IntroMode,
  * ====================================================================== */
 
 //  Initialize the timer
-void initTimer(void);
+void initTimer();
 
 void saveTimer(Common::OutSaveFile *out);
 void loadTimer(Common::InSaveFile *in);
 
-void pauseTimer(void);               // pause game clock
-void resumeTimer(void);                  // resume game clock
+void pauseTimer();               // pause game clock
+void resumeTimer();                  // resume game clock
 
 //  Alarm is a useful class for specifying time delays. It will
 //  work correctly even if the game counter wraps around.
@@ -136,8 +136,8 @@ public:
 	uint32 duration;                            // duration of alarm
 
 	void set(uint32 duration);
-	bool check(void);
-	uint32 elapsed(void);                    // time elapsed since alarm set
+	bool check();
+	uint32 elapsed();                    // time elapsed since alarm set
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 	void read(Common::InSaveFile *in);
@@ -163,7 +163,7 @@ Common::SeekableReadStream *loadResourceToStream(hResContext *con, uint32 id, co
 
 //  Directory control
 
-void restoreProgramDir(void);                // chdir() to program directory
+void restoreProgramDir();                // chdir() to program directory
 
 // Returns Random Number
 
@@ -174,23 +174,23 @@ int16 GetRandomBetween(int start, int end);
 int16 quickDistance(const Point16 &p);
 int32 quickDistance(const Point32 &p);
 
-void initPathFinder(void);
-void cleanupPathFinder(void);
+void initPathFinder();
+void cleanupPathFinder();
 
 /* ===================================================================== *
    Miscellaneous globals management functions
  * ===================================================================== */
 
-void initGlobals(void);
+void initGlobals();
 void saveGlobals(Common::OutSaveFile *outS);
 void loadGlobals(Common::InSaveFile *in);
-inline void cleanupGlobals(void) {}      // do nothing
+inline void cleanupGlobals() {}      // do nothing
 
 /* ===================================================================== *
    General redraw routine
  * ===================================================================== */
 
-void reDrawScreen(void);
+void reDrawScreen();
 
 /* ===================================================================== *
    Script-related
@@ -206,9 +206,9 @@ void wakeUpThread(ThreadID thread);
 void wakeUpThread(ThreadID thread, int16 returnVal);
 
 //  Script system initialization and cleanup
-void initScripts(void);
-void cleanupScripts(void);
-void dispatchScripts(void);
+void initScripts();
+void cleanupScripts();
+void dispatchScripts();
 
 //  An extended script is running -- suspend all background processing.
 extern int16            extendedThreadLevel;
diff --git a/engines/saga2/gamemode.cpp b/engines/saga2/gamemode.cpp
index 3060bb4ced..fbfe5f1a80 100644
--- a/engines/saga2/gamemode.cpp
+++ b/engines/saga2/gamemode.cpp
@@ -46,7 +46,7 @@ int         GameMode::modeStackCtr = 0;
 int         GameMode::newmodeStackCtr = 0;
 int         GameMode::newmodeFlag = false;
 
-void GameMode::modeUnStack(void) {
+void GameMode::modeUnStack() {
 	modeStackPtr[modeStackCtr] = NULL;                        //Always Start Cleanup At modeStackCtr
 	modeStackPtr[modeStackCtr--]->cleanup();
 	return;
@@ -64,7 +64,7 @@ void GameMode::modeUnStack(int StopHere) {
 	return;
 }
 
-bool GameMode::update(void) {
+bool GameMode::update() {
 	bool            result = false;
 	int             ModeCtr = 0;
 
diff --git a/engines/saga2/gamerate.h b/engines/saga2/gamerate.h
index 1e1d8b38b9..5c14938bfa 100644
--- a/engines/saga2/gamerate.h
+++ b/engines/saga2/gamerate.h
@@ -51,7 +51,7 @@ public:
 
 	virtual ~frameCounter() {}
 
-	virtual void updateFrameCount(void) {
+	virtual void updateFrameCount() {
 		int32 frameTime = gameTime - lastTime;
 		lastTime = gameTime;
 		frames++;
@@ -104,7 +104,7 @@ class frameSmoother: public frameCounter {
 		return 1000.0 * frameHistory[i];
 	}
 
-	void calculateAverages(void) {
+	void calculateAverages() {
 		// clear averages
 		for (int i = 0; i < 5; i++)
 			avg1Sec[i] = 0;
@@ -126,7 +126,7 @@ class frameSmoother: public frameCounter {
 		avg5Sec /= (5 * desiredFPS);
 	}
 
-	void calculateVariance(void) {
+	void calculateVariance() {
 		// clear variances
 		for (int i = 0; i < 5; i++)
 			dif1Sec[i] = 0;
@@ -161,7 +161,7 @@ public:
 		frameHistory = nullptr;
 	}
 
-	virtual void updateFrameCount(void) {
+	virtual void updateFrameCount() {
 		frameCounter::updateFrameCount();
 		frameHistory[frames % historySize] = instantFrameCount;
 		if (0 == (frames % int(desiredFPS))) {
diff --git a/engines/saga2/gdraw.h b/engines/saga2/gdraw.h
index a6f9715ade..822e8ec274 100644
--- a/engines/saga2/gdraw.h
+++ b/engines/saga2/gdraw.h
@@ -64,7 +64,7 @@ public:
 	gPixelMap(StaticPixelMap m) : size(m.size), data(m.data) {}
 
 	//  Compute the number of bytes in the pixel map
-	int32 bytes(void) {
+	int32 bytes() {
 		return size.x * size.y;
 	}
 };
@@ -75,7 +75,7 @@ class gStaticImage : public gPixelMap {
 public:
 	//  constructors:
 
-	gStaticImage(void) {
+	gStaticImage() {
 		size.x = size.y = 0;
 		data = NULL;
 	}
@@ -200,7 +200,7 @@ public:
 	uint16          textStyles;             // text style bits
 
 	//  Constructor
-	gPort(void) {
+	gPort() {
 		map = nullptr;
 		baseRow = nullptr;
 
@@ -278,7 +278,7 @@ public:
 	void setOrigin(Point16 pt)         {
 		origin = pt;
 	}
-	Point16 getOrigin(void)                {
+	Point16 getOrigin()                {
 		return origin;
 	}
 
@@ -302,7 +302,7 @@ public:
 	//  Simple drawing functions
 	//  REM: This should clip!
 
-	virtual void clear(void) {
+	virtual void clear() {
 		memset(map->data, (int)fgPen, (int)map->bytes());
 	}
 
diff --git a/engines/saga2/gpointer.cpp b/engines/saga2/gpointer.cpp
index 5e9de978fa..74e9bd6861 100644
--- a/engines/saga2/gpointer.cpp
+++ b/engines/saga2/gpointer.cpp
@@ -52,7 +52,7 @@ gMousePointer::gMousePointer(gDisplayPort &port) {
 	pointerImage = NULL;
 }
 
-gMousePointer::~gMousePointer(void) {
+gMousePointer::~gMousePointer() {
 	if (saveMap.data)
 		free(saveMap.data);
 }
@@ -63,7 +63,7 @@ bool gMousePointer::init(Point16 pointerLimits) {
 }
 
 //  Private routine to draw the mouse pointer image
-void gMousePointer::draw(void) {
+void gMousePointer::draw() {
 	if (hideCount < 1) {
 		CursorMan.showMouse(true);
 		shown = 1;
@@ -72,7 +72,7 @@ void gMousePointer::draw(void) {
 }
 
 //  Private routine to restore the mouse pointer image
-void gMousePointer::restore(void) {
+void gMousePointer::restore() {
 	if (shown) {
 		//  blit from the saved map to the current position.
 
@@ -85,7 +85,7 @@ void gMousePointer::restore(void) {
 }
 
 //  Makes the mouse pointer visible
-void gMousePointer::show(void) {
+void gMousePointer::show() {
 	assert(hideCount > 0);
 
 	if (--hideCount == 0) {
@@ -94,7 +94,7 @@ void gMousePointer::show(void) {
 }
 
 //  Makes the mouse pointer invisible
-void gMousePointer::hide(void) {
+void gMousePointer::hide() {
 	if (hideCount++ == 0) {
 		restore();
 	}
@@ -116,7 +116,7 @@ void gMousePointer::show(gPort &port, Rect16 r) {
 }
 
 //  Makes the mouse pointer visible
-int gMousePointer::manditoryShow(void) {
+int gMousePointer::manditoryShow() {
 	int rv = 0;
 	while (hideCount > 0) {
 		show();
diff --git a/engines/saga2/gpointer.h b/engines/saga2/gpointer.h
index 19fdd71885..3ac8ef72a3 100644
--- a/engines/saga2/gpointer.h
+++ b/engines/saga2/gpointer.h
@@ -42,8 +42,8 @@ class gMousePointer {
 	                    offsetPosition;     // center of mouse image
 	bool                shown;              // mouse currently shown
 
-	void draw(void);
-	void restore(void);
+	void draw();
+	void restore();
 public:
 	gMousePointer(gDisplayPort &);       // constructor
 	~gMousePointer();                       // destructor
@@ -52,17 +52,17 @@ public:
 	bool init(uint16 xLimit, uint16 yLimit) {
 		return init(Point16(xLimit, yLimit));
 	}
-	void show(void);                         // show the pointer
-	void hide(void);                         // hide the pointer
+	void show();                         // show the pointer
+	void hide();                         // hide the pointer
 	void show(gPort &port, Rect16 r);        // show the pointer
 	void hide(gPort &port, Rect16 r);        // hide the pointer
-	int manditoryShow(void);
+	int manditoryShow();
 	void move(Point16 pos);                  // move the pointer
 	void setImage(gPixelMap &img, int x, int y);     // set the pointer imagery
-	bool isShown(void) {
+	bool isShown() {
 		return shown;
 	}
-	int16 hideDepth(void) {
+	int16 hideDepth() {
 		return hideCount;
 	}
 	gPixelMap *getImage(Point16 &offset) {
diff --git a/engines/saga2/grabinfo.cpp b/engines/saga2/grabinfo.cpp
index 8fc75cf6be..ab51eac43d 100644
--- a/engines/saga2/grabinfo.cpp
+++ b/engines/saga2/grabinfo.cpp
@@ -172,7 +172,7 @@ uint8 GrabInfo::setIntent(uint8 in) {
 
 
 //	Make the object given into the mouse pointer
-void GrabInfo::setIcon(void) {
+void GrabInfo::setIcon() {
 	assert(
 	    pointerMap.size.x == 0
 	    &&  pointerMap.size.y == 0
@@ -214,7 +214,7 @@ void GrabInfo::setIcon(void) {
 		error("Unable to allocate mouse image buffer");
 }
 
-void GrabInfo::clearIcon(void) {
+void GrabInfo::clearIcon() {
 	assert(grabObj == nullptr);
 
 	if (pointerMap.data != nullptr) {
@@ -227,7 +227,7 @@ void GrabInfo::clearIcon(void) {
 
 //  Changes cursor image to reflect the current state of the cursor based
 //  on the intention and intentDoable data members.
-void GrabInfo::setCursor(void) {
+void GrabInfo::setCursor() {
 	if (intentDoable) {
 		switch (intention) {
 		case None:
@@ -286,7 +286,7 @@ void GrabInfo::placeObject(const Location &loc) {
 
 // this should be use to return the object to the container
 // and/or remove the object from the cursor.
-void GrabInfo::replaceObject(void) {
+void GrabInfo::replaceObject() {
 	if (grabObj == nullptr)
 		return;
 
@@ -345,7 +345,7 @@ void GrabInfo::setGauge(int16 numerator, int16 denominator) {
 }
 
 //	clear the mouse gauge
-void GrabInfo::clearGauge(void) {
+void GrabInfo::clearGauge() {
 	displayGauge = false;
 	if (grabObj == nullptr) clearMouseGauge();
 }
diff --git a/engines/saga2/grabinfo.h b/engines/saga2/grabinfo.h
index 908aa83621..6772f81361 100644
--- a/engines/saga2/grabinfo.h
+++ b/engines/saga2/grabinfo.h
@@ -79,24 +79,24 @@ protected:
 	char        textBuf[bufSize];
 
 	// internal grab commonality
-	void setIcon(void);
-	void clearIcon(void);
+	void setIcon();
+	void clearIcon();
 
 	// set cursor image based on 'intention' and 'intentDoable'
-	void setCursor(void);
+	void setCursor();
 
 public:
 	// there will probably be only one GrabInfo, created globally
-	GrabInfo(void);
+	GrabInfo();
 
-	~GrabInfo(void);
+	~GrabInfo();
 
 	void    selectImage(uint8 index);
 
 	// set the move count based on val and whether the object is
 	// mergeable or not.
 	void    setMoveCount(int16 val);
-	int16   getMoveCount(void) {
+	int16   getMoveCount() {
 		return moveCount;
 	}
 
@@ -108,10 +108,10 @@ public:
 	void    copyObject(GameObject *obj, Intent in = Drop, int16 count = 1);
 
 	// non-destructive reads of the state
-	uint8       getIntent(void)       {
+	uint8       getIntent()       {
 		return intention;
 	}
-	bool        getDoable(void)       {
+	bool        getDoable()       {
 		return intentDoable;
 	}
 
@@ -124,16 +124,16 @@ public:
 		}
 	}
 
-	GameObject  *getObject(void)  {
+	GameObject  *getObject()  {
 		return grabObj;
 	}
-	ObjectID    getObjectId(void) {
+	ObjectID    getObjectId() {
 		return grabId;
 	}
 
 	// free the cursor
 	void placeObject(const Location &loc);
-	void replaceObject(void);
+	void replaceObject();
 
 	//  request a change to the mouse cursor text
 	void setText(const char *txt);
@@ -142,7 +142,7 @@ public:
 	void setGauge(int16 numerator, int16 denominator);
 
 	//  clear the mouse gauge
-	void clearGauge(void);
+	void clearGauge();
 };
 
 } // end of namespace Saga2
diff --git a/engines/saga2/gtextbox.cpp b/engines/saga2/gtextbox.cpp
index 14baf521d1..eb9f237b36 100644
--- a/engines/saga2/gtextbox.cpp
+++ b/engines/saga2/gtextbox.cpp
@@ -367,7 +367,7 @@ bool gTextBox::activate(gEventType why) {
 
 //-----------------------------------------------------------------------
 
-void gTextBox::deactivate(void) {
+void gTextBox::deactivate() {
 	selected = 0;
 	isActiveCtl = false;
 	draw();
@@ -386,7 +386,7 @@ void gTextBox::prepareEdit(int which) {
 
 //-----------------------------------------------------------------------
 
-bool gTextBox::changed(void) {
+bool gTextBox::changed() {
 	if (undoBuffer && editing) {
 		return memcmp(undoBuffer, fieldStrings[index], currentLen[index] + 1);
 	}
@@ -395,7 +395,7 @@ bool gTextBox::changed(void) {
 
 //-----------------------------------------------------------------------
 
-void gTextBox::commitEdit(void) {
+void gTextBox::commitEdit() {
 	if (undoBuffer && changed()) {
 		memcpy(undoBuffer, fieldStrings[index], currentLen[index] + 1);
 		undoLen = currentLen[index];
@@ -407,7 +407,7 @@ void gTextBox::commitEdit(void) {
 
 //-----------------------------------------------------------------------
 
-void gTextBox::revertEdit(void) {
+void gTextBox::revertEdit() {
 	if (undoBuffer && changed()) {
 		cursorPos = anchorPos = currentLen[index] = undoLen;
 		memcpy(fieldStrings[index], undoBuffer, currentLen[index] + 1);
@@ -548,13 +548,13 @@ void gTextBox::selectionMove(int howMany) {
 
 //-----------------------------------------------------------------------
 
-void gTextBox::scrollUp(void) {
+void gTextBox::scrollUp() {
 	selectionUp(linesPerPage - 2);
 }
 
 //-----------------------------------------------------------------------
 
-void gTextBox::scrollDown(void) {
+void gTextBox::scrollDown() {
 	selectionDown(linesPerPage - 2);
 }
 
@@ -818,7 +818,7 @@ bool gTextBox::keyStroke(gPanelMessage &msg) {
 
 //-----------------------------------------------------------------------
 
-bool gTextBox::tabSelect(void) {
+bool gTextBox::tabSelect() {
 	return true;
 }
 
@@ -881,7 +881,7 @@ void gTextBox::editRectFill(gPort &fillPort, gPen *pen) {
 
 //-----------------------------------------------------------------------
 
-void gTextBox::drawContents(void) {
+void gTextBox::drawContents() {
 	int16 cPos, aPos;
 	assert(textFont);
 	assert(fontColorBack != -1);
@@ -987,7 +987,7 @@ void gTextBox::drawContents(void) {
 
 //-----------------------------------------------------------------------
 
-void gTextBox::drawClipped(void) {
+void gTextBox::drawClipped() {
 	gPort           &port = window.windowPort;
 	Rect16          rect = window.getExtent();
 
diff --git a/engines/saga2/gtextbox.h b/engines/saga2/gtextbox.h
index 79aea93062..07d5430b5a 100644
--- a/engines/saga2/gtextbox.h
+++ b/engines/saga2/gtextbox.h
@@ -118,9 +118,9 @@ private:
 protected:
 
 	void prepareEdit(int which);
-	void revertEdit(void);
-	void commitEdit(void);
-	bool changed(void);
+	void revertEdit();
+	void commitEdit();
+	bool changed();
 
 	void scroll(int8);
 
@@ -129,7 +129,7 @@ protected:
 	void reSelect(int which);
 
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 
 	bool pointerHit(gPanelMessage &msg);
 	void pointerDrag(gPanelMessage &msg);
@@ -155,7 +155,7 @@ protected:
 	void handleTimerTick(int32 tick);
 
 	void editRectFill(gPort &fillPort, gPen *pen);
-	void drawContents(void);
+	void drawContents();
 
 public:
 
@@ -184,27 +184,27 @@ public:
 	void drawClipped(gPort &, const Point16 &, const Rect16 &) {
 		drawClipped();
 	}
-	void drawClipped(void);
-	void draw(void) {
+	void drawClipped();
+	void draw() {
 		drawClipped();    // redraw the panel.
 	}
 
-	bool tabSelect(void);
+	bool tabSelect();
 
 	virtual void timerTick(gPanelMessage &msg);
 
-	void scrollUp(void);
-	void scrollDown(void);
+	void scrollUp();
+	void scrollDown();
 
 	char *getLine(int8);
-	int8 getIndex(void) {
+	int8 getIndex() {
 		return index;
 	}
 
-	void killChanges(void) {
+	void killChanges() {
 		revertEdit();
 	}
-	void keepChanges(void) {
+	void keepChanges() {
 		commitEdit();
 	}
 
diff --git a/engines/saga2/idtypes.h b/engines/saga2/idtypes.h
index 1991a12d58..a66920f049 100644
--- a/engines/saga2/idtypes.h
+++ b/engines/saga2/idtypes.h
@@ -76,7 +76,7 @@ struct MetaTileID {
 	int16           index;          //  index into metatile array
 
 	//  Default constructor
-	MetaTileID(void) : map(0), index(0) {}
+	MetaTileID() : map(0), index(0) {}
 
 	//  Copy constructor
 	MetaTileID(const MetaTileID &id) : map(id.map), index(id.index) {}
@@ -128,7 +128,7 @@ struct ActiveItemID {
 	//      next 13 bits index
 
 	//  Default constructor
-	ActiveItemID(void) : val(0) {}
+	ActiveItemID() : val(0) {}
 
 	//  Copy constructor
 	ActiveItemID(const ActiveItemID &id) : val(id.val) {
@@ -164,7 +164,7 @@ struct ActiveItemID {
 		return val != id.val;
 	}
 
-	operator int16(void) {
+	operator int16() {
 		return val;
 	}
 
@@ -173,7 +173,7 @@ struct ActiveItemID {
 		val |= (m << activeItemMapShift);
 	}
 
-	int16 getMapNum(void) {
+	int16 getMapNum() {
 		return (uint16)val >> activeItemMapShift;
 	}
 
@@ -182,7 +182,7 @@ struct ActiveItemID {
 		val |= i & activeItemIndexMask;
 	}
 
-	int16 getIndexNum(void) {
+	int16 getIndexNum() {
 		return val & activeItemIndexMask;
 	}
 } PACKED_STRUCT;
diff --git a/engines/saga2/imagcach.cpp b/engines/saga2/imagcach.cpp
index 9b2136a3df..26ea200a38 100644
--- a/engines/saga2/imagcach.cpp
+++ b/engines/saga2/imagcach.cpp
@@ -45,7 +45,7 @@ CImageNode::CImageNode(hResContext *con, uint32 resID) {
 	}
 }
 
-CImageNode::~CImageNode(void) {
+CImageNode::~CImageNode() {
 	if (image) {
 		free(image);
 		image = nullptr;
@@ -74,7 +74,7 @@ bool CImageNode::isSameImage(void *imagePtr) {
 }
 
 // return true if this node needs to be deleted
-bool CImageNode::releaseRequest(void) {
+bool CImageNode::releaseRequest() {
 	// the number of requests on this resource goes down by one
 	requested--;
 
@@ -87,7 +87,7 @@ bool CImageNode::releaseRequest(void) {
 	return false;
 }
 
-void *CImageNode::getImagePtr(void) {
+void *CImageNode::getImagePtr() {
 	requested++;
 	return image;
 }
@@ -96,7 +96,7 @@ void *CImageNode::getImagePtr(void) {
    ImageCache member functions
  * ===================================================================== */
 
-CImageCache::~CImageCache(void) {
+CImageCache::~CImageCache() {
 
 	/* >>> See notes below
 	    // return if list is empty
diff --git a/engines/saga2/imagcach.h b/engines/saga2/imagcach.h
index 84249fe454..273ea4fc37 100644
--- a/engines/saga2/imagcach.h
+++ b/engines/saga2/imagcach.h
@@ -43,15 +43,15 @@ private:
 
 public:
 	CImageNode(hResContext *con, uint32 resID);
-	~CImageNode(void);
+	~CImageNode();
 
-	void    *getImagePtr(void);
+	void    *getImagePtr();
 	bool    isSameImage(hResContext *con, uint32 resID);
 	bool    isSameImage(void *imagePtr);
-	uint16  getNumRequested(void) {
+	uint16  getNumRequested() {
 		return requested;
 	}
-	bool    releaseRequest(void);
+	bool    releaseRequest();
 };
 
 
@@ -64,10 +64,10 @@ private:
 	Common::List<CImageNode *> _nodes;    // list of ImageNode
 
 public:
-	CImageCache(void) {
+	CImageCache() {
 		assert(_nodes.empty());
 	}
-	~CImageCache(void);
+	~CImageCache();
 
 	void *requestImage(hResContext *con, uint32 resID);
 	void releaseImage(void *);
diff --git a/engines/saga2/interp.cpp b/engines/saga2/interp.cpp
index 8554288cd9..e2d7ca37e7 100644
--- a/engines/saga2/interp.cpp
+++ b/engines/saga2/interp.cpp
@@ -475,7 +475,7 @@ class RandomGenerator {
 	static const uint32 b;          //  arbitrary constant
 
 public:
-	RandomGenerator(void) : a(1) {
+	RandomGenerator() : a(1) {
 	}
 	RandomGenerator(uint16 seed) {
 		a = (uint32)seed << 16;
@@ -485,7 +485,7 @@ public:
 		a = (uint32)seed << 16;
 	}
 
-	uint16 operator()(void) {
+	uint16 operator()() {
 		a = (a * b) + 1;
 		return a >> 16;
 	}
@@ -566,7 +566,7 @@ static void print_stack(int16 *stackBase, int16 *stack) {
 #define D_OP2(x) debugC(1, kDebugScripts, "[%04ld 0x%04lx]: %s [%p] = %d", (pc - codeSeg - 1), (pc - codeSeg - 1), #x, (void *)addr, *stack)
 #define D_OP3(x) debugC(1, kDebugScripts, "[%04ld 0x%04lx]: %s [%p] %d", (pc - codeSeg - 1), (pc - codeSeg - 1), #x, (void *)addr, *addr)
 
-bool Thread::interpret(void) {
+bool Thread::interpret() {
 	uint8               *pc,
 	                    *addr;
 	int16               *stack = (int16 *)stackPtr;
@@ -792,7 +792,7 @@ bool Thread::interpret(void) {
 			break;
 
 		case op_call_member:                // call member function
-		case op_call_member_v:              // call member function (void)
+		case op_call_member_v:              // call member function ()
 			if (op == op_call_member)
 				D_OP(op_call_member);
 			else
@@ -1177,7 +1177,7 @@ class ThreadList {
 
 public:
 	//  Constructor
-	ThreadList(void) {
+	ThreadList() {
 		for (uint i = 0; i < kNumThreads; i++)
 			_list[i] = nullptr;
 	}
@@ -1186,12 +1186,12 @@ public:
 
 	//  Return the number of bytes needed to archive this thread list
 	//  in an archive buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Cleanup the active threads
-	void cleanup(void);
+	void cleanup();
 
 	//  Place a thread back into the inactive list
 	void deleteThread(Thread *p);
@@ -1216,7 +1216,7 @@ public:
 	}
 
 	//  Return a pointer to the first active thread
-	Thread *first(void);
+	Thread *first();
 
 	Thread *next(Thread *thread);
 };
@@ -1241,7 +1241,7 @@ void ThreadList::read(Common::InSaveFile *in) {
 	}
 }
 
-int32 ThreadList::archiveSize(void) {
+int32 ThreadList::archiveSize() {
 	int32 size = sizeof(int16);
 
 	for (uint i = 0; i < kNumThreads; i++) {
@@ -1277,7 +1277,7 @@ void ThreadList::write(Common::MemoryWriteStreamDynamic *out) {
 //-------------------------------------------------------------------
 //	Cleanup the active threads
 
-void ThreadList::cleanup(void) {
+void ThreadList::cleanup() {
 	for (uint i = 0; i < kNumThreads; i++) {
 		delete _list[i];
 		_list[i] = nullptr;
@@ -1316,7 +1316,7 @@ void ThreadList::newThread(Thread *p) {
 //-------------------------------------------------------------------
 //	Return a pointer to the first active thread
 
-Thread *ThreadList::first(void) {
+Thread *ThreadList::first() {
 	for (uint i = 0; i < kNumThreads; i++)
 		if (_list[i])
 			return _list[i];
@@ -1360,7 +1360,7 @@ static ThreadList &threadList = *((ThreadList *)threadListBuffer);
 //-------------------------------------------------------------------
 //	Initialize the SAGA thread list
 
-void initSAGAThreads(void) {
+void initSAGAThreads() {
 	//  Simply call the Thread List default constructor
 }
 
@@ -1387,7 +1387,7 @@ void loadSAGAThreads(Common::InSaveFile *in, int32 chunkSize) {
 //-------------------------------------------------------------------
 //	Dispose of the active SAGA threads
 
-void cleanupSAGAThreads(void) {
+void cleanupSAGAThreads() {
 	//  Simply call the ThreadList cleanup() function
 	threadList.cleanup();
 }
@@ -1505,7 +1505,7 @@ Thread::~Thread() {
 //	Return the number of bytes need to archive this thread in an arhive
 //	buffer
 
-int32 Thread::archiveSize(void) {
+int32 Thread::archiveSize() {
 	return      sizeof(programCounter)
 	            +   sizeof(stackSize)
 	            +   sizeof(flags)
@@ -1545,7 +1545,7 @@ void Thread::write(Common::MemoryWriteStreamDynamic *out) {
 //-----------------------------------------------------------------------
 //	Thread dispatcher
 
-void Thread::dispatch(void) {
+void Thread::dispatch() {
 	Thread              *th,
 	                    *nextThread;
 
@@ -1630,14 +1630,14 @@ break_thread_loop:
 //-----------------------------------------------------------------------
 //	Run scripts which are on the queue
 
-void dispatchScripts(void) {
+void dispatchScripts() {
 	Thread::dispatch();
 }
 
 //-----------------------------------------------------------------------
 //	Run a script until finished
 
-scriptResult Thread::run(void) {
+scriptResult Thread::run() {
 	int             i = 4000;
 
 	while (i--) {
@@ -1658,7 +1658,7 @@ scriptResult Thread::run(void) {
 //-----------------------------------------------------------------------
 //	Convert to extended thread
 
-void Thread::setExtended(void) {
+void Thread::setExtended() {
 	if (!(flags & extended)) {
 		flags |= extended;
 		extendedThreadLevel++;
@@ -1668,7 +1668,7 @@ void Thread::setExtended(void) {
 //-----------------------------------------------------------------------
 //	Convert back to regular thread
 
-void Thread::clearExtended(void) {
+void Thread::clearExtended() {
 	if (flags & extended) {
 		flags &= ~extended;
 		extendedThreadLevel--;
@@ -1678,7 +1678,7 @@ void Thread::clearExtended(void) {
 /* ============================================================================ *
                         Script Management functions
  * ============================================================================ */
-void initScripts(void) {
+void initScripts() {
 	//  Open the script resource group
 	scriptRes = scriptResFile->newContext(sagaID,  "script resources");
 	if (scriptRes == NULL)
@@ -1705,7 +1705,7 @@ void initScripts(void) {
 	       (void*)exportSegment, scriptRes->getSize(exportSegID, "saga export segment"), exportCount);
 }
 
-void cleanupScripts(void) {
+void cleanupScripts() {
 	if (exportSegment)
 		free(exportSegment);
 
@@ -1720,7 +1720,7 @@ void cleanupScripts(void) {
 //-----------------------------------------------------------------------
 //	Load the SAGA data segment from the resource file
 
-void initSAGADataSeg(void) {
+void initSAGADataSeg() {
 	//  Load the data segment
 	scriptRes->seek(dataSegID);
 	scriptRes->read(dataSegment, dataSegSize);
diff --git a/engines/saga2/intrface.cpp b/engines/saga2/intrface.cpp
index a690cc9c3a..8357e2e471 100644
--- a/engines/saga2/intrface.cpp
+++ b/engines/saga2/intrface.cpp
@@ -435,7 +435,7 @@ void CPlaqText::invalidate(Rect16 *) {
 	window.update(_extent);
 }
 
-void CPlaqText::draw(void) {
+void CPlaqText::draw() {
 	gPort           &port = window.windowPort;
 	Rect16          rect = window.getExtent();
 
@@ -625,7 +625,7 @@ CStatusLine::CStatusLine(gPanelList         &list,
 	minWaitAlarm.basetime = minWaitAlarm.duration = 0;
 }
 
-CStatusLine::~CStatusLine(void) {
+CStatusLine::~CStatusLine() {
 	while (queueTail != queueHead) {
 		assert(lineQueue[queueTail].text != nullptr);
 
@@ -648,7 +648,7 @@ void CStatusLine::setLine(char *msg, uint32 frameTime) { // frametime def
 	}
 }
 
-void CStatusLine::experationCheck(void) {
+void CStatusLine::experationCheck() {
 	if (lineDisplayed
 	        && (waitAlarm.check()
 	            || (queueTail != queueHead && minWaitAlarm.check()))) {
@@ -684,7 +684,7 @@ void CStatusLine::experationCheck(void) {
 	}
 }
 
-void CStatusLine::clear(void) {
+void CStatusLine::clear() {
 	enable(false);
 	window.update(_extent);
 	lineDisplayed = false;
@@ -771,7 +771,7 @@ CMassWeightIndicator::CMassWeightIndicator(gPanelList *panel, const Point16 &pos
 	g_vm->_indList.push_back(this);
 }
 
-CMassWeightIndicator::~CMassWeightIndicator(void) {
+CMassWeightIndicator::~CMassWeightIndicator() {
 	g_vm->_indList.remove(this);
 
 	unloadImageRes(pieIndImag, numPieIndImages);
@@ -783,7 +783,7 @@ CMassWeightIndicator::~CMassWeightIndicator(void) {
 ** Description: This will recalculate the values to be displayed for the
 **              mass and bulk of the current ( single mode ) player
 **/
-void CMassWeightIndicator::recalculate(void) {
+void CMassWeightIndicator::recalculate() {
 	assert(pieMass);
 	assert(pieBulk);
 
@@ -806,7 +806,7 @@ void CMassWeightIndicator::recalculate(void) {
 ** Description: This will call recalculate and then invalidate the entire
 **              weight/bulk control ( so it refreshes )
 **/
-void CMassWeightIndicator::update(void) {
+void CMassWeightIndicator::update() {
 	if (bRedraw == true) {
 		for (Common::List<CMassWeightIndicator *>::iterator it = g_vm->_indList.begin(); it != g_vm->_indList.end(); ++it) {
 			(*it)->recalculate();
@@ -898,7 +898,7 @@ CManaIndicator::CManaIndicator(gPanelList &list) : GfxCompImage(list,
 	savedMap.data = new uint8[savedMap.bytes()];
 }
 
-CManaIndicator::~CManaIndicator(void) {
+CManaIndicator::~CManaIndicator() {
 	// release images
 	unloadImageRes(starImages, numStars);
 	unloadImageRes(ringImages, numRings);
@@ -937,7 +937,7 @@ Rect16 CManaIndicator::getManaRegionRect(int8 nRegion) {
 	return manaRegionRects[nRegion];
 }
 
-void CManaIndicator::draw(void) {
+void CManaIndicator::draw() {
 
 	gPort           &port = window.windowPort;
 
@@ -1298,7 +1298,7 @@ CHealthIndicator::CHealthIndicator(AppFunc *cmd) {
 }
 
 
-CHealthIndicator::~CHealthIndicator(void) {
+CHealthIndicator::~CHealthIndicator() {
 	// release star imagery
 	unloadImageRes(starImag, starNum);
 
@@ -1329,7 +1329,7 @@ void CHealthIndicator::updateStar(GfxCompImage *starCtl, int32 bro, int32 baseVi
 	}
 }
 
-void CHealthIndicator::update(void) {
+void CHealthIndicator::update() {
 	if (g_vm->_indivControlsFlag) {
 		// get the stats for the selected brother
 		int16 baseVitality  = g_vm->_playerList[translatePanID(uiIndiv)]->getBaseStats().vitality;
@@ -1526,7 +1526,7 @@ void unloadImageRes(void **images, int16 numRes) {
 }
 
 // defined for setup off all button based user controls
-void SetupUserControls(void) {
+void SetupUserControls() {
 	// index variables
 	uint16  n;
 	uint8   index = 0;
@@ -1689,22 +1689,22 @@ void SetupUserControls(void) {
 	updateAllUserControls();
 }
 
-void enableUserControls(void) {
+void enableUserControls() {
 	g_vm->_userControlsSetup = true;
 }
 
-void disableUserControls(void) {
+void disableUserControls() {
 	g_vm->_userControlsSetup = false;
 }
 
 // defines the cleanup for ALL user interface controls
-void CleanupUserControls(void) {
+void CleanupUserControls() {
 	g_vm->_userControlsSetup = false;
 	CleanupButtonImages();
 }
 
 // defines the cleaup for the global button image array
-void CleanupButtonImages(void) {
+void CleanupButtonImages() {
 	int16 i;
 
 	// deallocates the images in the array and the arrays themselves
@@ -1742,7 +1742,7 @@ void CleanupButtonImages(void) {
 	}
 }
 
-void updateIndicators(void) {
+void updateIndicators() {
 	HealthIndicator->update();
 	MassWeightIndicator->update();
 
@@ -1828,7 +1828,7 @@ uint16 getBulkRatio(GameObject *obj, uint16 &maxRatio, bool bReturnMaxRatio = tr
    Application functions
  * ===================================================================== */
 
-void updateReadyContainers(void) {
+void updateReadyContainers() {
 	// if in individual mode
 	if (g_vm->_indivControlsFlag) {
 		indivCviewTop->invalidate();
@@ -1838,7 +1838,7 @@ void updateReadyContainers(void) {
 	}
 }
 
-void setEnchantmentDisplay(void) {
+void setEnchantmentDisplay() {
 	if (enchDisp) enchDisp->setValue(getCenterActorPlayerID());
 }
 
@@ -1883,7 +1883,7 @@ void setIndivBtns(uint16 brotherID) {    // top = 0, mid = 1, bot = 2
 }
 
 // sets the trio brothers control state buttons
-void setTrioBtns(void) {
+void setTrioBtns() {
 	g_vm->_indivControlsFlag = false;
 
 	// reset any value that might have changed in idividual mode
@@ -1906,14 +1906,14 @@ void setControlPanelsToIndividualMode(uint16 brotherID) {
 	trioControls->show(false, true);
 }
 
-void setControlPanelsToTrioMode(void) {
+void setControlPanelsToTrioMode() {
 	setTrioBtns();
 	indivControls->show(false, false);
 	trioControls->show(true, true);
 	indivControls->show(false, true);
 }
 
-void toggleIndivMode(void) {
+void toggleIndivMode() {
 	if (g_vm->_indivControlsFlag) setControlPanelsToTrioMode();
 	else setControlPanelsToIndividualMode(getCenterActorPlayerID());
 }
@@ -2017,7 +2017,7 @@ void updateBrotherArmor(uint16 brotherID) {
 	}
 }
 
-void updateAllUserControls(void) {
+void updateAllUserControls() {
 	if (displayEnabled()) {
 		if (g_vm->_userControlsSetup) {
 			uint16      centerBrotherID = getCenterActorPlayerID(),
@@ -2546,11 +2546,11 @@ APPFUNC(cmdManaInd) {
 	}
 }
 
-bool isIndivMode(void) {
+bool isIndivMode() {
 	return g_vm->_indivControlsFlag;
 }
 
-void initUIState(void) {
+void initUIState() {
 	g_vm->_indivControlsFlag = false;
 	indivBrother = 0;
 
@@ -2583,7 +2583,7 @@ void loadUIState(Common::InSaveFile *in) {
 	updateAllUserControls();
 }
 
-void cleanupUIState(void) {
+void cleanupUIState() {
 	if (StatusLine != nullptr)
 		StatusLine->clear();
 }
diff --git a/engines/saga2/intrface.h b/engines/saga2/intrface.h
index 55bc44c27e..5690c87970 100644
--- a/engines/saga2/intrface.h
+++ b/engines/saga2/intrface.h
@@ -44,15 +44,15 @@ namespace Saga2 {
 // the appfunc helper functions will eventually be merged into an object
 // that will handle all of the trasitive portion of the UI.
 
-void SetupUserControls(void);
-void CleanupButtonImages(void);
-void CleanupUserControls(void);
+void SetupUserControls();
+void CleanupButtonImages();
+void CleanupUserControls();
 void SetupContainerViews(ContainerWindow *viewWindow);
 void **loadButtonRes(hResContext *con, int16 resID, int16 numRes);
 void **loadButtonRes(hResContext *con, int16 resID, int16 numRes, char a, char b, char c);
 void **loadImageRes(hResContext *con, int16 resID, int16 numRes, char a, char b, char c);
 void unloadImageRes(void **images, int16 numRes);
-bool isIndivMode(void);
+bool isIndivMode();
 
 // temp >>>
 uint16 getPlayerActorWeightRatio(PlayerActor *player, uint16 &maxRatio, bool bReturnMaxRatio);
@@ -64,10 +64,10 @@ void GetTotalMassBulk(GameObject *obj, uint16 &totalMass, uint16 &totalBulk);
 
 // appfunc helpers
 void setIndivBtns(uint16 broNum);
-void setTrioBtns(void);
+void setTrioBtns();
 void setCenterBtns(uint16 whichBrother);
 void setControlPanelsToIndividualMode(uint16 whichBrother);
-void setControlPanelsToTrioMode(void);
+void setControlPanelsToTrioMode();
 void setCenterBrother(uint16 whichBrother);
 void toggleBrotherBanding(uint16 whichBrother);
 uint16 translatePanID(uint16 ID);
@@ -75,23 +75,23 @@ void updateBrotherPortrait(uint16 brotherID, int16 pType);
 void updateBrotherAggressionButton(uint16 brotherID, bool aggressive);
 void updateBrotherBandingButton(uint16 brotherID, bool banded);
 void updateBrotherRadioButtons(uint16 brotherID);
-void updateReadyContainers(void);
+void updateReadyContainers();
 void updateBrotherArmor(uint16 brotherID);
 
-void updateAllUserControls(void);
+void updateAllUserControls();
 void updateBrotherControls(PlayerActorID brotherID);
-void enableUserControls(void);
-void disableUserControls(void);
+void enableUserControls();
+void disableUserControls();
 
 bool isBrotherDead(PlayerActorID brotherID);
 
 // update functions
-void updateIndicators(void);
+void updateIndicators();
 
-void initUIState(void);
+void initUIState();
 void saveUIState(Common::OutSaveFile *outS);
 void loadUIState(Common::InSaveFile *in);
-void cleanupUIState(void);
+void cleanupUIState();
 
 //  Varargs function to write to the status line.
 void StatusMsg(const char *msg, ...);      // frametime def
@@ -203,7 +203,7 @@ public:
 	void enable(bool);
 	void invalidate(Rect16 *unused = nullptr);
 
-	void draw(void);
+	void draw();
 	virtual void drawClipped(gPort &,
 	                         const Point16 &,
 	                         const Rect16 &);
@@ -240,12 +240,12 @@ private:
 public:
 	CStatusLine(gPanelList &, const Rect16 &, const char *, gFont *,
 	            int16, textPallete, int32, int16, AppFunc *cmd = NULL);
-	~CStatusLine(void);
+	~CStatusLine();
 
 	void setLine(char *, uint32 frameTime);
-	void experationCheck(void);
+	void experationCheck();
 
-	void clear(void);
+	void clear();
 };
 
 
@@ -343,12 +343,12 @@ public:
 	}
 
 	CMassWeightIndicator(gPanelList *, const Point16 &, uint16 type = 1, bool death = false);
-	~CMassWeightIndicator(void);
+	~CMassWeightIndicator();
 
-	uint16 getMassPieDiv(void) {
+	uint16 getMassPieDiv() {
 		return pieMass->getMax();
 	}
-	uint16 getBulkPieDiv(void) {
+	uint16 getBulkPieDiv() {
 		return pieBulk->getMax();
 	}
 
@@ -358,8 +358,8 @@ public:
 	void setBulkPie(uint16 val) {
 		pieBulk->setCurrent(val);
 	}
-	void recalculate(void);
-	static void update(void);
+	void recalculate();
+	static void update();
 };
 
 
@@ -525,7 +525,7 @@ protected:
 
 public:
 	CManaIndicator(gPanelList &list);
-	~CManaIndicator(void);
+	~CManaIndicator();
 
 	// this updates the star and ring position info
 	bool update(PlayerActor *player);
@@ -540,12 +540,12 @@ public:
 	//  |3 4 5|
 	//  -------
 	Rect16  getManaRegionRect(int8 region);
-	int     getNumManaRegions(void) {
+	int     getNumManaRegions() {
 		return numManaRegions;
 	}
 
 	// drawing routines
-	void draw(void);
+	void draw();
 	virtual void drawClipped(gPort &, const Point16 &, const Rect16 &);
 };
 
@@ -602,10 +602,10 @@ public:
 public:
 
 	CHealthIndicator(AppFunc *cmd);
-	~CHealthIndicator(void);
+	~CHealthIndicator();
 
 
-	void update(void);
+	void update();
 };
 
 
diff --git a/engines/saga2/loadmsg.cpp b/engines/saga2/loadmsg.cpp
index 5d576e7333..cb34aeb9db 100644
--- a/engines/saga2/loadmsg.cpp
+++ b/engines/saga2/loadmsg.cpp
@@ -37,11 +37,11 @@ extern uint8 *loadingWindowPalette;
 
 static bool inLoadMode = false;
 
-void initLoadMode(void) {
+void initLoadMode() {
 	inLoadMode = true;
 }
 
-void updateLoadMode(void) {
+void updateLoadMode() {
 	if (inLoadMode) {
 		byte normalPalette[768];
 
@@ -56,12 +56,12 @@ void updateLoadMode(void) {
 	}
 }
 
-void closeLoadMode(void) {
+void closeLoadMode() {
 	inLoadMode = false;
 	//blackOut();
 }
 
-void loadingScreen(void) {
+void loadingScreen() {
 	initLoadMode();
 	updateLoadMode();
 }
diff --git a/engines/saga2/loadmsg.h b/engines/saga2/loadmsg.h
index d0d57355a0..206d6b1ca2 100644
--- a/engines/saga2/loadmsg.h
+++ b/engines/saga2/loadmsg.h
@@ -30,10 +30,10 @@
 
 namespace Saga2 {
 
-void initLoadMode(void);
-void updateLoadMode(void);
-void closeLoadMode(void);
-void loadingScreen(void);
+void initLoadMode();
+void updateLoadMode();
+void closeLoadMode();
+void loadingScreen();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/magic.h b/engines/saga2/magic.h
index 1756f4659f..427b14c830 100644
--- a/engines/saga2/magic.h
+++ b/engines/saga2/magic.h
@@ -99,10 +99,10 @@ bool implementSpell(GameObject *enactor, ActiveItem *target, SkillProto *spell);
 bool implementSpell(GameObject *enactor, GameObject *target, SkillProto *spell);
 
 // spell saving & loading
-void initSpellState(void);
+void initSpellState();
 void saveSpellState(Common::OutSaveFile *outS);
 void loadSpellState(Common::InSaveFile *in);
-void cleanupSpellState(void);
+void cleanupSpellState();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/mainmap.h b/engines/saga2/mainmap.h
index b49c6744d7..44718ac6b4 100644
--- a/engines/saga2/mainmap.h
+++ b/engines/saga2/mainmap.h
@@ -36,21 +36,21 @@ void main_saga2();
 void parseCommandLine(int argc, char *argv[]);
 
 // initialization & cleanup
-void initCleanup(void);
+void initCleanup();
 
-bool initializeGame(void);
-void shutdownGame(void);
+bool initializeGame();
+void shutdownGame();
 
-bool initSystemTimer(void);
-void cleanupSystemTimer(void);
+bool initSystemTimer();
+void cleanupSystemTimer();
 
-void cleanupSystemTasks(void);
-void cleanupPaletteData(void);
+void cleanupSystemTasks();
+void cleanupPaletteData();
 
 // major parts of main that are actually in main.cpp
-void cleanupGame(void);                  // auto-cleanup function
-bool setupGame(void);
-void cleanupPalettes(void);
+void cleanupGame();                  // auto-cleanup function
+bool setupGame();
+void cleanupPalettes();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/mapfeatr.cpp b/engines/saga2/mapfeatr.cpp
index f885341de8..fb21634fc1 100644
--- a/engines/saga2/mapfeatr.cpp
+++ b/engines/saga2/mapfeatr.cpp
@@ -57,7 +57,7 @@ namespace Saga2 {
 // ------------------------------------------------------------------------
 // init
 
-void initMapFeatures(void) {
+void initMapFeatures() {
 	//MAP_VILLAGE(13000,12535,"DummyVillage");
 	//MAP_STARGATE(1,2,"DummyGate");
 
@@ -280,7 +280,7 @@ char *getMapFeaturesText(TileRegion viewRegion,
 // ------------------------------------------------------------------------
 // cleanup
 
-void termMapFeatures(void) {
+void termMapFeatures() {
 	for (uint i = 0; i < g_vm->_mapFeatures.size(); i++) {
 		if (g_vm->_mapFeatures[i])
 			delete g_vm->_mapFeatures[i];
diff --git a/engines/saga2/mapfeatr.h b/engines/saga2/mapfeatr.h
index a1bb267012..06bed1b1b6 100644
--- a/engines/saga2/mapfeatr.h
+++ b/engines/saga2/mapfeatr.h
@@ -60,23 +60,23 @@ public:
 	}
 	void draw(TileRegion tr, int16 inWorld, TilePoint bc, gPort &tport);
 	bool hitCheck(TileRegion vr, int16 inWorld, TilePoint bc, TilePoint cp);
-	int16 getWorld(void) {
+	int16 getWorld() {
 		return world;
 	}
-	int16 getU(void) {
+	int16 getU() {
 		return featureCoords.u;
 	}
-	int16 getV(void) {
+	int16 getV() {
 		return featureCoords.v;
 	}
-	char *getText(void) {
+	char *getText() {
 		return name;
 	}
 
 	// The only aspect of different map features is what they look like
 	virtual void blit(gPort &tp, int32 x, int32 y) = 0;
 	virtual bool isHit(TilePoint disp, TilePoint mouse) = 0;
-	virtual void update(void) = 0;
+	virtual void update() = 0;
 };
 
 
@@ -91,7 +91,7 @@ class CStaticMapFeature : public CMapFeature {
 public:
 	CStaticMapFeature(TilePoint where, int16 inWorld, const char *desc, int16 bColor);
 	virtual void blit(gPort &tp, int32 x, int32 y);
-	virtual void update(void) {}
+	virtual void update() {}
 	virtual bool isHit(TilePoint disp, TilePoint mouse);
 };
 
@@ -105,7 +105,7 @@ class CPictureMapFeature : public CMapFeature {
 public:
 	CPictureMapFeature(TilePoint where, int16 inWorld, char *desc, gPixelMap *pm);
 	virtual void blit(gPort &tp, int32 x, int32 y);
-	virtual void update(void) {}
+	virtual void update() {}
 	virtual bool isHit(TilePoint disp, TilePoint mouse) {
 		return false;
 	}
@@ -116,13 +116,13 @@ public:
    Prototypes
  * ===================================================================== */
 
-void initMapFeatures(void) ;
+void initMapFeatures() ;
 void updateMapFeatures(int16 currentWorld);
 void drawMapFeatures(TileRegion viewRegion,
                      int16 world,
                      TilePoint baseCoords,
                      gPort &tPort);
-void termMapFeatures(void) ;
+void termMapFeatures() ;
 char *getMapFeaturesText(TileRegion viewRegion,
                          int16 inWorld,
                          TilePoint baseCoords,
diff --git a/engines/saga2/mission.cpp b/engines/saga2/mission.cpp
index 5f3ce02041..8a25b07f9b 100644
--- a/engines/saga2/mission.cpp
+++ b/engines/saga2/mission.cpp
@@ -236,7 +236,7 @@ void ActiveMission::write(Common::MemoryWriteStreamDynamic *out) {
 	debugC(4, kDebugSaveload, "... numKnowledgeIDs = %d", _data.numKnowledgeIDs);
 }
 
-void ActiveMission::cleanup(void) {
+void ActiveMission::cleanup() {
 	int             i;
 
 	for (i = 0; i < _data.numKnowledgeIDs; i++) {
@@ -262,7 +262,7 @@ void ActiveMission::cleanup(void) {
 //-----------------------------------------------------------------------
 //	Initialize the active mission list
 
-void initMissions(void) {
+void initMissions() {
 	int     i;
 
 	for (i = 0; i < ARRAYSIZE(activeMissions); i++)
diff --git a/engines/saga2/mission.h b/engines/saga2/mission.h
index e8cb85e10e..a7bede21d7 100644
--- a/engines/saga2/mission.h
+++ b/engines/saga2/mission.h
@@ -73,8 +73,8 @@ struct ActiveMissionData {
 
 class ActiveMission {
 
-	friend void initMissions(void);
-	friend void cleanupMissions(void);
+	friend void initMissions();
+	friend void cleanupMissions();
 
 public:
 
@@ -88,9 +88,9 @@ public:
 	void read(Common::InSaveFile *in);
 	void write(Common::MemoryWriteStreamDynamic *out);
 
-	void cleanup(void);
+	void cleanup();
 
-	bool spaceForObject(void) {
+	bool spaceForObject() {
 		return _data.numObjectIDs < ARRAYSIZE(_data.missionObjectList);
 	}
 
@@ -106,23 +106,23 @@ public:
 	//  Add record of knowledge creation to mission
 	bool removeKnowledgeID(ObjectID actor, uint16 knowledgeID);
 
-	int16 getMissionID(void) {
+	int16 getMissionID() {
 		return _data.missionID;
 	}
 
-	uint16 getScript(void) {
+	uint16 getScript() {
 		return _data.missionScript;
 	}
 };
 
 //  Initialize the active mission list
-void initMissions(void);
+void initMissions();
 
 void saveMissions(Common::OutSaveFile *out);
 void loadMissions(Common::InSaveFile *in);
 
 //  Cleanup the active mission list
-inline void cleanupMissions(void) { /* do nothing */ }
+inline void cleanupMissions() { /* do nothing */ }
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/modal.cpp b/engines/saga2/modal.cpp
index 947d252144..65afd80f65 100644
--- a/engines/saga2/modal.cpp
+++ b/engines/saga2/modal.cpp
@@ -35,9 +35,9 @@ ModalWindow *mWinPtr;
 
 APPFUNC(cmdModalWindow);
 
-void ModalModeSetup(void) {}
-void ModalModeCleanup(void) {}
-void ModalModeHandleTask(void) {}
+void ModalModeSetup() {}
+void ModalModeCleanup() {}
+void ModalModeHandleTask() {}
 void ModalModeHandleKey(short, short);
 
 GameMode        ModalMode = {
@@ -66,18 +66,18 @@ ModalWindow::ModalWindow(const Rect16 &r, uint16 ident, AppFunc *cmd)
 		prevModeStackPtr[i] = 0;
 }
 
-ModalWindow::~ModalWindow(void) {
+ModalWindow::~ModalWindow() {
 
 	//  Kludge because of Visual C's patching of vptr in destructor.
 	if (isOpen()) close();
 
 }
 
-bool ModalWindow::isModal(void) {
+bool ModalWindow::isModal() {
 	return openFlag;
 }
 
-bool ModalWindow::open(void) {
+bool ModalWindow::open() {
 	g_vm->_mouseInfo->replaceObject();
 	g_vm->_mouseInfo->clearGauge();
 	g_vm->_mouseInfo->setText(NULL);
@@ -94,7 +94,7 @@ bool ModalWindow::open(void) {
 	return gWindow::open();
 }
 
-void ModalWindow::close(void) {
+void ModalWindow::close() {
 	gWindow::close();
 
 	GameMode::SetStack(prevModeStackPtr, prevModeStackCtr);
diff --git a/engines/saga2/modal.h b/engines/saga2/modal.h
index a07c3504e4..bde78ec476 100644
--- a/engines/saga2/modal.h
+++ b/engines/saga2/modal.h
@@ -31,9 +31,9 @@
 
 namespace Saga2 {
 
-void ModalModeSetup(void);
-void ModalModeCleanup(void);
-void ModalModeHandleTask(void);
+void ModalModeSetup();
+void ModalModeCleanup();
+void ModalModeHandleTask();
 void ModalModeHandleKey(short, short);
 
 //Modal Mode GameMode Object
@@ -55,9 +55,9 @@ public:
 	            AppFunc *cmd);
 	~ModalWindow();
 
-	bool open(void);
-	void close(void);
-	bool isModal(void);
+	bool open();
+	void close();
+	bool isModal();
 
 	static ModalWindow *current;
 	void handleKey(short, short);
diff --git a/engines/saga2/motion.cpp b/engines/saga2/motion.cpp
index 831e088cd2..15b1e795a4 100644
--- a/engines/saga2/motion.cpp
+++ b/engines/saga2/motion.cpp
@@ -50,7 +50,7 @@ bool    interruptableMotionsPaused;
  * ===================================================================== */
 
 bool unstickObject(GameObject *obj);
-int32 currentGamePerformance(void);
+int32 currentGamePerformance();
 
 /* ===================================================================== *
    Functions
@@ -347,7 +347,7 @@ uint8 computeTurnFrames(Direction fromDir, Direction toDir) {
 //-----------------------------------------------------------------------
 //	Initialize the MotionTaskList
 
-MotionTaskList::MotionTaskList(void) {
+MotionTaskList::MotionTaskList() {
 	_nextMT = _list.end();
 }
 
@@ -376,7 +376,7 @@ void MotionTaskList::read(Common::InSaveFile *in) {
 //	Return the number of bytes needed to archive the motion tasks
 //	in a buffer
 
-int32 MotionTaskList::archiveSize(void) {
+int32 MotionTaskList::archiveSize() {
 	//  Initilialize with sizeof motion task count
 	int32       size = sizeof(int16);
 
@@ -400,7 +400,7 @@ void MotionTaskList::write(Common::MemoryWriteStreamDynamic *out) {
 //-----------------------------------------------------------------------
 //	Cleanup the motion tasks
 
-void MotionTaskList::cleanup(void) {
+void MotionTaskList::cleanup() {
 	for (Common::List<MotionTask *>::iterator it = _list.begin(); it != _list.end(); ++it) {
 		abortPathFind(*it);
 		(*it)->pathFindTask = NULL;
@@ -714,7 +714,7 @@ void MotionTask::read(Common::InSaveFile *in) {
 //-----------------------------------------------------------------------
 //	Return the number of bytes needed to archive this MotionTask
 
-int32 MotionTask::archiveSize(void) {
+int32 MotionTask::archiveSize() {
 	int32       size = 0;
 
 	size =      sizeof(motionType)
@@ -1101,7 +1101,7 @@ void MotionTask::remove(int16 returnVal) {
 //-----------------------------------------------------------------------
 //	Determine the immediate target _data.location
 
-TilePoint MotionTask::getImmediateTarget(void) {
+TilePoint MotionTask::getImmediateTarget() {
 	if (immediateLocation != Nowhere)
 		return immediateLocation;
 
@@ -1629,7 +1629,7 @@ void MotionTask::dropObjectOnTAI(
 //	Determine if this MotionTask is a reflex ( motion over which an actor
 //	has no control )
 
-bool MotionTask::isReflex(void) {
+bool MotionTask::isReflex() {
 	return      motionType == motionTypeThrown
 	            ||  motionType == motionTypeFall
 	            ||  motionType == motionTypeLand
@@ -1896,7 +1896,7 @@ void MotionTask::die(Actor &a) {
 //-----------------------------------------------------------------------
 //	Determine if this MotionTask is a defensive motion
 
-bool MotionTask::isDefense(void) {
+bool MotionTask::isDefense() {
 	return      motionType == motionTypeOneHandedParry
 	            ||  motionType == motionTypeTwoHandedParry
 	            ||  motionType == motionTypeShieldParry
@@ -1906,7 +1906,7 @@ bool MotionTask::isDefense(void) {
 //-----------------------------------------------------------------------
 //	Determine if this MotionTask is an offensive motion
 
-bool MotionTask::isAttack(void) {
+bool MotionTask::isAttack() {
 	return      isMeleeAttack()
 	            ||  motionType == motionTypeFireBow
 	            ||  motionType == motionTypeCastSpell
@@ -1916,7 +1916,7 @@ bool MotionTask::isAttack(void) {
 //-----------------------------------------------------------------------
 //	Determine if this MotionTask is an offensive melee motion
 
-bool MotionTask::isMeleeAttack(void) {
+bool MotionTask::isMeleeAttack() {
 	return      motionType == motionTypeOneHandedSwing
 	            ||  motionType == motionTypeTwoHandedSwing;
 }
@@ -1924,14 +1924,14 @@ bool MotionTask::isMeleeAttack(void) {
 //-----------------------------------------------------------------------
 //	Determine if this MotionTask is a walk motion
 
-bool MotionTask::isWalk(void) {
+bool MotionTask::isWalk() {
 	return prevMotionType == motionTypeWalk;
 }
 
 //-----------------------------------------------------------------------
 //	Return the wandering tether region
 
-TileRegion MotionTask::getTether(void) {
+TileRegion MotionTask::getTether() {
 	TileRegion  reg;
 
 	if (flags & tethered) {
@@ -2001,7 +2001,7 @@ void MotionTask::changeDirectTarget(const TilePoint &newPos, bool run) {
 }
 
 //  Cancel actor movement if walking...
-void MotionTask::finishWalk(void) {
+void MotionTask::finishWalk() {
 	//  If the actor is in a running state
 	if (motionType == motionTypeWalk) {
 		remove();
@@ -2018,7 +2018,7 @@ void MotionTask::finishWalk(void) {
 }
 
 //  Cancel actor movement if talking...
-void MotionTask::finishTalking(void) {
+void MotionTask::finishTalking() {
 	if (motionType == motionTypeTalk) {
 		if (isActor(object)) {
 			Actor   *a = (Actor *)object;
@@ -2032,7 +2032,7 @@ void MotionTask::finishTalking(void) {
 //-----------------------------------------------------------------------
 //	Handle actions for characters and objects in free-fall
 
-void MotionTask::ballisticAction(void) {
+void MotionTask::ballisticAction() {
 	TilePoint       totalVelocity,          // total velocity vector
 	                stepVelocity,           // sub-velocity vector
 	                location,
@@ -2298,7 +2298,7 @@ void MotionTask::ballisticAction(void) {
 //-----------------------------------------------------------------------
 //	Get the coordinates of the next waypoint.
 
-bool MotionTask::nextWayPoint(void) {
+bool MotionTask::nextWayPoint() {
 	//  If the pathfinder hasn't managed to determine waypoints
 	//  yet, then return failure.
 //	if ( ( flags & pathFind ) && pathCount < 0 ) return false;
@@ -2374,7 +2374,7 @@ bool MotionTask::checkWalk(
 //-----------------------------------------------------------------------
 //	Handle actions for characters walking and running
 
-void MotionTask::walkAction(void) {
+void MotionTask::walkAction() {
 	enum WalkType {
 		walkNormal  = 0,
 		walkSlow,
@@ -2843,7 +2843,7 @@ void MotionTask::walkAction(void) {
 //-----------------------------------------------------------------------
 //	Climb up a ladder
 
-void MotionTask::upLadderAction(void) {
+void MotionTask::upLadderAction() {
 	Actor               *a = (Actor *)object;
 
 	if (flags & reset) {
@@ -2970,7 +2970,7 @@ void MotionTask::upLadderAction(void) {
 //-----------------------------------------------------------------------
 //	Climb down a ladder
 
-void MotionTask::downLadderAction(void) {
+void MotionTask::downLadderAction() {
 	Actor               *a = (Actor *)object;
 
 	if (flags & reset) {
@@ -3089,7 +3089,7 @@ void MotionTask::downLadderAction(void) {
 }
 
 //  Go through the giving motions
-void MotionTask::giveAction(void) {
+void MotionTask::giveAction() {
 	Actor       *a = (Actor *)object;
 	Direction   targetDir = (targetObj->getLocation()
 	                         -   a->getLocation()).quickDir();
@@ -3124,7 +3124,7 @@ struct CombatMotionSet {
 	uint16      listSize;       //  Size of array
 
 	//  Select randome element from the array
-	uint8 selectRandom(void) const {
+	uint8 selectRandom() const {
 		return list[g_vm->_rnd->getRandomNumber(listSize - 1)];
 	}
 };
@@ -3173,7 +3173,7 @@ const CombatMotionSet twoHandedLowSwingSet = {
 //-----------------------------------------------------------------------
 //  Handle all two handed swing motions
 
-void MotionTask::twoHandedSwingAction(void) {
+void MotionTask::twoHandedSwingAction() {
 	//  If the reset flag is set, initialize the motion
 	if (flags & reset) {
 		//  Let the game engine know about this aggressive act
@@ -3288,7 +3288,7 @@ const CombatMotionSet oneHandedLowSwingSet = {
 //-----------------------------------------------------------------------
 //  Handle all one handed swing motions
 
-void MotionTask::oneHandedSwingAction(void) {
+void MotionTask::oneHandedSwingAction() {
 	if (flags & reset) {
 		//  Let the game engine know about this aggressive act
 		logAggressiveAct(object->thisID(), targetObj->thisID());
@@ -3376,7 +3376,7 @@ void MotionTask::oneHandedSwingAction(void) {
 //	Compute the number of frames before the actual strike in an
 //	offensive melee motion
 
-uint16 MotionTask::framesUntilStrike(void) {
+uint16 MotionTask::framesUntilStrike() {
 	//  If the melee action has not been initialized, return a safe value
 	if (flags & reset) return maxuint16;
 
@@ -3403,7 +3403,7 @@ GameObject *MotionTask::blockingObject(Actor *thisAttacker) {
 //-----------------------------------------------------------------------
 //  Handle bow firing motions
 
-void MotionTask::fireBowAction(void) {
+void MotionTask::fireBowAction() {
 	Actor       *a = (Actor *)object;
 
 	assert(a->_leftHandObject != Nothing);
@@ -3503,7 +3503,7 @@ void MotionTask::fireBowAction(void) {
 //-----------------------------------------------------------------------
 //  Handle spell casting motions
 
-void MotionTask::castSpellAction(void) {
+void MotionTask::castSpellAction() {
 	Actor       *a = (Actor *)object;
 
 	//  Turn until facing the target
@@ -3568,7 +3568,7 @@ void MotionTask::castSpellAction(void) {
 //-----------------------------------------------------------------------
 //  Handle wand using motions
 
-void MotionTask::useWandAction(void) {
+void MotionTask::useWandAction() {
 	//  Initialize the wand using motion
 	if (flags & reset) {
 		//  Let the game engine know about this aggressive act
@@ -3606,7 +3606,7 @@ void MotionTask::useWandAction(void) {
 //-----------------------------------------------------------------------
 //	Handle two handed parrying motions
 
-void MotionTask::twoHandedParryAction(void) {
+void MotionTask::twoHandedParryAction() {
 	if (flags & reset) {
 		Actor       *a = (Actor *)object;
 		int16       animationFrames;
@@ -3641,7 +3641,7 @@ void MotionTask::twoHandedParryAction(void) {
 //-----------------------------------------------------------------------
 //	Handle one handed parrying motions
 
-void MotionTask::oneHandedParryAction(void) {
+void MotionTask::oneHandedParryAction() {
 	if (flags & reset) {
 		Actor       *a = (Actor *)object;
 		int16       animationFrames;
@@ -3677,7 +3677,7 @@ void MotionTask::oneHandedParryAction(void) {
 //-----------------------------------------------------------------------
 //	Handle shield parrying motions
 
-void MotionTask::shieldParryAction(void) {
+void MotionTask::shieldParryAction() {
 	if (flags & reset) {
 		Actor       *a = (Actor *)object;
 		int16       animationFrames;
@@ -3712,7 +3712,7 @@ void MotionTask::shieldParryAction(void) {
 //-----------------------------------------------------------------------
 //	Handle dodging motions
 
-void MotionTask::dodgeAction(void) {
+void MotionTask::dodgeAction() {
 	Actor           *a = (Actor *)object;
 	MotionTask      *attackerMotion = d.attacker->_moveTask;
 
@@ -3774,7 +3774,7 @@ void MotionTask::dodgeAction(void) {
 //-----------------------------------------------------------------------
 //	Handle accept hit motions
 
-void MotionTask::acceptHitAction(void) {
+void MotionTask::acceptHitAction() {
 	Actor           *a = (Actor *)object;
 
 	if (flags & reset) {
@@ -3832,7 +3832,7 @@ void MotionTask::acceptHitAction(void) {
 //-----------------------------------------------------------------------
 //	Handle fall down motions
 
-void MotionTask::fallDownAction(void) {
+void MotionTask::fallDownAction() {
 	Actor           *a = (Actor *)object;
 
 	if (flags & reset) {
@@ -3893,7 +3893,7 @@ void MotionTask::fallDownAction(void) {
 //  Generic offensive melee code.  Called by twoHandedSwingAction()
 //	and oneHandedSwingAction()
 
-void MotionTask::offensiveMeleeAction(void) {
+void MotionTask::offensiveMeleeAction() {
 	Actor       *a = (Actor *)object;
 
 	//  Turn until facing the target
@@ -3932,7 +3932,7 @@ void MotionTask::offensiveMeleeAction(void) {
 //-----------------------------------------------------------------------
 //  Generic magic weapon code.  Called by useWandAction().
 
-void MotionTask::useMagicWeaponAction(void) {
+void MotionTask::useMagicWeaponAction() {
 	Actor       *a = (Actor *)object;
 
 	//  Turn until facing the target
@@ -3987,7 +3987,7 @@ void MotionTask::useMagicWeaponAction(void) {
 //	Generic defensive melee code.  Called by twoHandedParryAction(),
 //	oneHandedParryAction() and shieldParryAction().
 
-void MotionTask::defensiveMeleeAction(void) {
+void MotionTask::defensiveMeleeAction() {
 	Actor           *a = (Actor *)object;
 	MotionTask      *attackerMotion = d.attacker->_moveTask;
 
@@ -4029,7 +4029,7 @@ void MotionTask::defensiveMeleeAction(void) {
 //-----------------------------------------------------------------------
 //	Routine to update positions of all moving objects using MotionTasks
 
-void MotionTask::updatePositions(void) {
+void MotionTask::updatePositions() {
 	TilePoint       targetVector;
 	TilePoint       fallVelocity, terminalVelocity(15, 15, 0);
 	TilePoint       curLoc;
@@ -4799,11 +4799,11 @@ bool checkLadder(Actor *a, const TilePoint &loc) {
 }
 
 
-void pauseInterruptableMotions(void) {
+void pauseInterruptableMotions() {
 	interruptableMotionsPaused = true;
 }
 
-void resumeInterruptableMotions(void) {
+void resumeInterruptableMotions() {
 	interruptableMotionsPaused = false;
 }
 
@@ -4814,7 +4814,7 @@ void resumeInterruptableMotions(void) {
 //-----------------------------------------------------------------------
 //	Initialize the motion task list
 
-void initMotionTasks(void) {
+void initMotionTasks() {
 	//  Simply call the default MotionTaskList constructor
 	//new (g_vm->_mTaskList) MotionTaskList;
 }
@@ -4844,7 +4844,7 @@ void loadMotionTasks(Common::InSaveFile *in, int32 chunkSize) {
 //-----------------------------------------------------------------------
 //	Cleanup the motion task list
 
-void cleanupMotionTasks(void) {
+void cleanupMotionTasks() {
 	//  Simply call stackList's cleanup
 	g_vm->_mTaskList->cleanup();
 }
diff --git a/engines/saga2/motion.h b/engines/saga2/motion.h
index a38ecc8172..d3e1e640bf 100644
--- a/engines/saga2/motion.h
+++ b/engines/saga2/motion.h
@@ -261,18 +261,18 @@ private:
 	void read(Common::InSaveFile *in);
 
 	//  Return the number of bytes needed to archive this MotionTask
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	// motion task is finished.
 	void remove(int16 returnVal = motionInterrupted);
 
-	TilePoint getImmediateTarget(void);      // determine immediate target
+	TilePoint getImmediateTarget();      // determine immediate target
 	// location
 
 	//  Routines to handle updating of specific motion types
-	void turnAction(void) {
+	void turnAction() {
 		Actor   *a = (Actor *)object;
 
 		if (flags & reset) {
@@ -286,47 +286,47 @@ private:
 			remove(motionCompleted);
 	}
 
-	void ballisticAction(void);
-	void walkAction(void);
-	void giveAction(void);
+	void ballisticAction();
+	void walkAction();
+	void giveAction();
 
-	void upLadderAction(void);
-	void downLadderAction(void);
+	void upLadderAction();
+	void downLadderAction();
 
 	//  Set up specified animation and run through the frames
 	void genericAnimationAction(uint8 actionType);
 
 	//  Offensive combat actions
-	void twoHandedSwingAction(void);
-	void oneHandedSwingAction(void);
-	void fireBowAction(void);
-	void castSpellAction(void);
-	void useWandAction(void);
+	void twoHandedSwingAction();
+	void oneHandedSwingAction();
+	void fireBowAction();
+	void castSpellAction();
+	void useWandAction();
 
 	//  Defensive combat actions
-	void twoHandedParryAction(void);
-	void oneHandedParryAction(void);
-	void shieldParryAction(void);
-	void dodgeAction(void);
+	void twoHandedParryAction();
+	void oneHandedParryAction();
+	void shieldParryAction();
+	void dodgeAction();
 
 	//  Other combat actions
-	void acceptHitAction(void);
-	void fallDownAction(void);
+	void acceptHitAction();
+	void fallDownAction();
 
 	//  Generic offensive melee code.  Called by twoHandedSwingAction()
 	//  and oneHandedSwingAction
-	void offensiveMeleeAction(void);
+	void offensiveMeleeAction();
 
 	//  Generic magic weapon code.  Called by useWandAction() and
 	//  useStaffAction()
-	void useMagicWeaponAction(void);
+	void useMagicWeaponAction();
 
 	//  Generic defensive melee code.  Called by twoHandedParryAction(),
 	//  oneHandedParryAction() and shieldParryAction().
-	void defensiveMeleeAction(void);
+	void defensiveMeleeAction();
 
 	//  Retrieve the next waypoint from the path list.
-	bool nextWayPoint(void);
+	bool nextWayPoint();
 	bool checkWalk(int16, int16, int16, TilePoint &);
 
 	//  Determine the velocity for a ballistic motion
@@ -443,78 +443,78 @@ public:
 	static void fallDown(Actor &obj, Actor &opponent);
 	static void die(Actor &obj);
 
-	static void updatePositions(void);
+	static void updatePositions();
 
 	int16 testCollision(GameObject &obstacle);
 
 	bool freeFall(TilePoint &newPos, StandingTileInfo &sti);
 
 	//  Determine if the motion task is a walk motion
-	bool isWalk(void);
+	bool isWalk();
 
 	//  Determine if the motion task is walking to a destination
-	bool isWalkToDest(void) {
+	bool isWalkToDest() {
 		return isWalk() && !(flags & wandering);
 	}
 
 	//  Determine if the motion task is a wandering motion
-	bool isWander(void) {
+	bool isWander() {
 		return isWalk() && (flags & wandering);
 	}
 
 	//  Determine if the motion task is tethered
-	bool isTethered(void) {
+	bool isTethered() {
 		return isWander() && (flags & tethered);
 	}
 
-	bool isRunning(void) {
+	bool isRunning() {
 		return (flags & requestRun) && runCount == 0;
 	}
 
-	bool isTurn(void) {
+	bool isTurn() {
 		return motionType == motionTypeTurn;
 	}
 
 	//  Return the wandering tether region
-	TileRegion getTether(void);
+	TileRegion getTether();
 
 	//  Return the final target location
-	TilePoint getTarget(void) {
+	TilePoint getTarget() {
 		return finalTarget;
 	}
 
 	//  Update to a new final target
 	void changeTarget(const TilePoint &newPos, bool run = false);
 	void changeDirectTarget(const TilePoint &newPos, bool run = false);
-	void finishWalk(void);                   // stop walking
-	void finishTurn(void) {
+	void finishWalk();                   // stop walking
+	void finishTurn() {
 		if (isTurn()) remove();
 	}
-	void finishTalking(void);                    // stop talking motion
+	void finishTalking();                    // stop talking motion
 
 	//  Determine if this MotionTask is a reflexive motion
-	bool isReflex(void);
+	bool isReflex();
 
 	//  Determine if this MotionTask is a defensive motion
-	bool isDefense(void);
+	bool isDefense();
 
 	//  End the defensive motion task
-	void finishDefense(void) {
+	void finishDefense() {
 		if (isDefense()) remove();
 	}
 
 	//  Determine if this MotionTask is an offensive motion
-	bool isAttack(void);
+	bool isAttack();
 
 	//  Determine if this MotionTask is an offensive melee motion
-	bool isMeleeAttack(void);
+	bool isMeleeAttack();
 
 	//  Compute the number of frames before the actual strike in an
 	//  offensive melee motion
-	uint16 framesUntilStrike(void);
+	uint16 framesUntilStrike();
 
 	//  End the offensive motion
-	void finishAttack(void) {
+	void finishAttack() {
 		if (isAttack()) remove();
 	}
 
@@ -527,9 +527,9 @@ public:
 		return motionType == motionTypeDodge && thisAttacker == d.attacker;
 	}
 
-	static void initMotionTasks(void);
+	static void initMotionTasks();
 
-	bool isPrivledged(void) {
+	bool isPrivledged() {
 		return flags & privledged;
 	}
 };
@@ -542,7 +542,7 @@ class MotionTaskList {
 
 public:
 	//  Default constructor
-	MotionTaskList(void);
+	MotionTaskList();
 
 	MotionTaskList(Common::SeekableReadStream *stream);
 
@@ -550,12 +550,12 @@ public:
 
 	//  Return the number of bytes needed to archive the motion tasks
 	//  in a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Cleanup the motion tasks
-	void cleanup(void);
+	void cleanup();
 
 	MotionTask *newTask(GameObject *obj);    // get new motion task
 };
@@ -614,21 +614,21 @@ inline void MotionTask::give(ThreadID th, Actor &actor, Actor &givee) {
 //  Initiate ladder climbing
 bool checkLadder(Actor *a, const TilePoint &tp);
 
-void pauseInterruptableMotions(void);
-void resumeInterruptableMotions(void);
+void pauseInterruptableMotions();
+void resumeInterruptableMotions();
 
 /* ===================================================================== *
    MotionTask list management functions
  * ===================================================================== */
 
 //  Initialize the motion task list
-void initMotionTasks(void);
+void initMotionTasks();
 
 void saveMotionTasks(Common::OutSaveFile *out);
 void loadMotionTasks(Common::InSaveFile *in, int32 chunkSize);
 
 //  Cleanup the motion task list
-void cleanupMotionTasks(void);
+void cleanupMotionTasks();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/mouseimg.cpp b/engines/saga2/mouseimg.cpp
index 260b84e164..5f944f4f73 100644
--- a/engines/saga2/mouseimg.cpp
+++ b/engines/saga2/mouseimg.cpp
@@ -212,12 +212,12 @@ inline void disposeStackedImage(gPixelMap **image) {
 //  pixel map and reset the global mouse cursor to use the new combined
 //	image.
 
-void cleanupMousePointer(void) {
+void cleanupMousePointer() {
 	if (combinedImage->data != nullptr)
 		disposeStackedImage(&combinedImage);
 }
 
-void setupMousePointer(void) {
+void setupMousePointer() {
 	int  imageIndex = 1;
 	gPixelMap  *imageArray[3];
 	int imageCenterArray[3];
@@ -275,7 +275,7 @@ void setMouseImage(gPixelMap &img, int16 x, int16 y) {
 //-----------------------------------------------------------------------
 //	Dispose of old text
 
-inline void disposeText(void) {
+inline void disposeText() {
 	mouseText[0] = '\0';
 
 	//  Free the memory previously allocated to hold the text image
@@ -414,7 +414,7 @@ void setMouseGauge(int numerator, int denominator) {
 //-----------------------------------------------------------------------
 //	Turn off the gauge on the mouse pointer
 
-void clearMouseGauge(void) {
+void clearMouseGauge() {
 	showGauge = false;
 
 	setupMousePointer();
diff --git a/engines/saga2/mouseimg.h b/engines/saga2/mouseimg.h
index e3f97b8d59..0813d3dde6 100644
--- a/engines/saga2/mouseimg.h
+++ b/engines/saga2/mouseimg.h
@@ -63,7 +63,7 @@ void setMouseText(char *text);
 void setMouseGauge(int numerator, int denominator);
 
 //  Turn off the gauge on the mouse pointer
-void clearMouseGauge(void);
+void clearMouseGauge();
 
 void initCursors();
 void freeCursors();
diff --git a/engines/saga2/msgbox.cpp b/engines/saga2/msgbox.cpp
index 768d0e624b..1f7af57eec 100644
--- a/engines/saga2/msgbox.cpp
+++ b/engines/saga2/msgbox.cpp
@@ -78,7 +78,7 @@ inline Rect16 butBox(int n, int i) {
    Main message box code
  * ===================================================================== */
 
-bool userDialogAvailable(void);
+bool userDialogAvailable();
 int16 userDialog(const char *title, const char *msg, const char *btnMsg1, const char *btnMsg2, const char *btnMsg3);
 
 // ------------------------------------------------------------------------
@@ -163,7 +163,7 @@ ErrorWindow::ErrorWindow(const char *msg, const char *btnMsg1, const char *btnMs
 
 }
 
-int16 ErrorWindow::getResult(void) {
+int16 ErrorWindow::getResult() {
 	open();
 	draw();
 	EventLoop(rInfo.running, true);
@@ -223,18 +223,18 @@ SimpleWindow::SimpleWindow(const Rect16 &r,
 	title = stitle;
 }
 
-SimpleWindow::~SimpleWindow(void) {
+SimpleWindow::~SimpleWindow() {
 	GameMode::SetStack(prevModeStackPtr, prevModeStackCtr);
 }
 
-bool SimpleWindow::isModal(void) {
+bool SimpleWindow::isModal() {
 	return true;
 }
 
 void SimpleWindow::update(const Rect16 &) {
 }
 
-void SimpleWindow::draw(void) {
+void SimpleWindow::draw() {
 	g_vm->_pointer->hide(g_vm->_mainPort, _extent);              // hide mouse pointer
 	drawClipped(g_vm->_mainPort, Point16(0, 0), _extent);
 	g_vm->_pointer->show(g_vm->_mainPort, _extent);              // show mouse pointer
@@ -351,7 +351,7 @@ SimpleButton::SimpleButton(gWindow &win, const Rect16 &box, const char *title_,
 	window = &win;
 }
 
-void SimpleButton::deactivate(void) {
+void SimpleButton::deactivate() {
 	selected = 0;
 	draw();
 	gPanel::deactivate();
@@ -392,7 +392,7 @@ void SimpleButton::pointerDrag(gPanelMessage &msg) {
 	}
 }
 
-void SimpleButton::draw(void) {
+void SimpleButton::draw() {
 	gDisplayPort    &port = window->windowPort;
 	Rect16  rect = window->getExtent();
 
diff --git a/engines/saga2/msgbox.h b/engines/saga2/msgbox.h
index d32a0052c8..32c50366b3 100644
--- a/engines/saga2/msgbox.h
+++ b/engines/saga2/msgbox.h
@@ -33,9 +33,9 @@ namespace Saga2 {
 
 struct textPallete;
 
-void ModalModeSetup(void);
-void ModalModeCleanup(void);
-void ModalModeHandleTask(void);
+void ModalModeSetup();
+void ModalModeCleanup();
+void ModalModeHandleTask();
 void ModalModeHandleKey(short, short);
 
 //Modal Mode GameMode Object
@@ -59,9 +59,9 @@ public:
 	             AppFunc *cmd);
 	~SimpleWindow();
 
-	bool isModal(void);
+	bool isModal();
 	void update(const Rect16 &);
-	void draw(void);                         // redraw the panel.
+	void draw();                         // redraw the panel.
 	void drawClipped(gPort &port, const Point16 &offset, const Rect16  &r);
 	static void DrawOutlineFrame(gPort &port, const Rect16 &r, int16 fillColor);
 	static void writeWrappedPlaqText(gPort          &port,
@@ -79,12 +79,12 @@ class SimpleButton : public gControl {
 public:
 	SimpleButton(gWindow &, const Rect16 &, const char *, uint16, AppFunc *cmd = NULL);
 
-	void draw(void);                         // redraw the panel.
+	void draw();                         // redraw the panel.
 	void drawClipped(gPort &port, const Point16 &offset, const Rect16  &r);
 
 private:
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 	bool pointerHit(gPanelMessage &msg);
 	void pointerDrag(gPanelMessage &msg);
 	void pointerRelease(gPanelMessage &msg);
@@ -99,11 +99,11 @@ public:
 	static requestInfo      rInfo;
 	ErrorWindow(const char *msg, const char *btnMsg1, const char *btnMsg2);
 	~ErrorWindow();
-	int16 getResult(void);
+	int16 getResult();
 	static APPFUNC(cmdMessageWindow);
-	static void ErrorModeSetup(void) {}
-	static void ErrorModeCleanup(void) {}
-	static void ErrorModeHandleTask(void) {}
+	static void ErrorModeSetup() {}
+	static void ErrorModeCleanup() {}
+	static void ErrorModeHandleTask() {}
 	static void ErrorModeHandleKey(short key, short);
 
 };
diff --git a/engines/saga2/objects.cpp b/engines/saga2/objects.cpp
index 93d5281d60..90dfe5acf1 100644
--- a/engines/saga2/objects.cpp
+++ b/engines/saga2/objects.cpp
@@ -180,7 +180,7 @@ struct GameObjectArchive {
 //-----------------------------------------------------------------------
 //	Default constructor
 
-GameObject::GameObject(void) {
+GameObject::GameObject() {
 	prototype   = nullptr;
 	_data.projectDummy = 0;
 	_data.location    = Nowhere;
@@ -285,7 +285,7 @@ void GameObject::read(Common::InSaveFile *in, bool expandProto) {
 //	Return the number of bytes need to archive this object in an archive
 //	buffer.
 
-int32 GameObject::archiveSize(void) {
+int32 GameObject::archiveSize() {
 	return sizeof(GameObjectArchive);
 }
 
@@ -446,13 +446,13 @@ Common::Array<ObjectID> GameObject::nameToID(Common::String name) {
 }
 
 
-uint16 GameObject::containmentSet(void) {
+uint16 GameObject::containmentSet() {
 	return  prototype->containmentSet();
 }
 
 //  Calculates the ID of an object, given it's (implicit) address
 
-ObjectID GameObject::thisID(void) {         // calculate our own id
+ObjectID GameObject::thisID() {         // calculate our own id
 	return _index;
 }
 
@@ -479,7 +479,7 @@ ObjectID *GameObject::getHeadPtr(ObjectID parentID, TilePoint &l) {
 
 //  Removes an object from it's chain.
 
-void GameObject::remove(void) {             // removes from old list
+void GameObject::remove() {             // removes from old list
 	ObjectID        id = thisID(),
 	                *headPtr;
 
@@ -547,7 +547,7 @@ void GameObject::insert(ObjectID newPrev) {
 
 //  Returns the identity of the actor possessing the object
 
-ObjectID GameObject::possessor(void) {
+ObjectID GameObject::possessor() {
 	GameObject      *obj;
 	ObjectID        id = _data.parentID;
 
@@ -584,11 +584,11 @@ bool GameObject::getWorldLocation(Location &loc) {
 	}
 }
 
-Location GameObject::notGetLocation(void) {
+Location GameObject::notGetLocation() {
 	return Location(getLocation(), IDParent());
 }
 
-Location GameObject::notGetWorldLocation(void) {
+Location GameObject::notGetWorldLocation() {
 	GameObject      *obj = this;
 	ObjectID        id;
 	uint8           objHeight = prototype->height;
@@ -697,7 +697,7 @@ void GameObject::objCursorText(char nameBuf[], const int8 size, int16 count) {
 	}
 }
 
-bool GameObject::isTrueSkill(void) {
+bool GameObject::isTrueSkill() {
 	// figure out if it's a skill or spell
 	if (prototype->containmentSet() & (ProtoObj::isSkill | ProtoObj::isSpell)) {
 		// get skill proto for this spell or skill
@@ -713,7 +713,7 @@ bool GameObject::isTrueSkill(void) {
 }
 
 //  Returns the _data.location of an object within the world
-TilePoint GameObject::getWorldLocation(void) {
+TilePoint GameObject::getWorldLocation() {
 	GameObject      *obj = this;
 	ObjectID        id;
 	uint8           objHeight = prototype->height;
@@ -732,7 +732,7 @@ TilePoint GameObject::getWorldLocation(void) {
 }
 
 //  Return a pointer to the world on which this object resides
-GameWorld *GameObject::world(void) {
+GameWorld *GameObject::world() {
 	if (isWorld(this)) return (GameWorld *)this;
 
 	GameObject      *obj = this;
@@ -785,7 +785,7 @@ int32 GameObject::getSprOffset(int16 num) {
 }
 
 //  Remove an object from a stack of objects
-bool GameObject::unstack(void) {
+bool GameObject::unstack() {
 	GameObject  *item = nullptr,
 	            *base = nullptr,
 	             *zero = nullptr;
@@ -916,14 +916,14 @@ void GameObject::move(const Location &location, int16 num) {
 }
 
 
-int16 GameObject::getChargeType(void) {
+int16 GameObject::getChargeType() {
 	assert(prototype);
 
 	return prototype->getChargeType();
 }
 
 // this function recharges an object
-void GameObject::recharge(void) {
+void GameObject::recharge() {
 	// if this object has a charge type
 	// other then none, then reset
 	// it's charges to maximum
@@ -1243,7 +1243,7 @@ ObjectID GameObject::makeAlias(const Location &l) {
 
 //  Creates a new object (if one is available), and
 //  return it's address
-GameObject *GameObject::newObject(void) {   // get a newly created object
+GameObject *GameObject::newObject() {   // get a newly created object
 	GameObject      *limbo = objectAddress(ObjectLimbo),
 	                *obj = nullptr;
 
@@ -1287,7 +1287,7 @@ GameObject *GameObject::newObject(void) {   // get a newly created object
 //  Deletes an object by adding it to either the actor limbo list
 //  or the object limbo list.
 
-void GameObject::deleteObject(void) {
+void GameObject::deleteObject() {
 	ObjectID        dObj = thisID();
 	scriptCallFrame scf;
 	ContainerNode   *cn;
@@ -1351,7 +1351,7 @@ void GameObject::deleteObject(void) {
 
 //  Delete this object and every object it contains
 
-void GameObject::deleteObjectRecursive(void) {
+void GameObject::deleteObjectRecursive() {
 	//  If this is an important object let's not delete it but try to drop
 	//  it on the ground instead.
 	if (isImportant()) {
@@ -1407,7 +1407,7 @@ void GameObject::deleteObjectRecursive(void) {
 //-----------------------------------------------------------------------
 //	Activate this object
 
-void GameObject::activate(void) {
+void GameObject::activate() {
 	if (_data.objectFlags & objectActivated)
 		return;
 
@@ -1436,7 +1436,7 @@ void GameObject::activate(void) {
 //-----------------------------------------------------------------------
 //	Deactivate this object
 
-void GameObject::deactivate(void) {
+void GameObject::deactivate() {
 	if (!(_data.objectFlags & objectActivated))
 		return;
 
@@ -1497,7 +1497,7 @@ bool GameObject::isContaining(ObjectTarget *objTarget) {
 
 const int32 harmfulTerrain = terrainHot | terrainCold | terrainIce | terrainSlash | terrainBash;
 
-void GameObject::updateState(void) {
+void GameObject::updateState() {
 	int16            tHeight;
 	static TilePoint nullVelocity(0, 0, 0);
 	StandingTileInfo sti;
@@ -1915,7 +1915,7 @@ void GameObject::removeTimer(TimerID id) {
 //-----------------------------------------------------------------------
 //	Remove all timer's from this objects's timer list
 
-void GameObject::removeAllTimers(void) {
+void GameObject::removeAllTimers() {
 	TimerList       *timerList;
 
 	//  Get this object's timer list
@@ -2103,7 +2103,7 @@ void GameObject::removeSensor(SensorID id) {
 //-----------------------------------------------------------------------
 //	Remove all sensors from this object's sensor list
 
-void GameObject::removeAllSensors(void) {
+void GameObject::removeAllSensors() {
 	SensorList      *sensorList;
 
 	//  Get this object's sensor list
@@ -2202,7 +2202,7 @@ bool GameObject::canSenseObjectProperty(
 //-------------------------------------------------------------------
 //  Given an object, returns the prototype number
 
-int32 GameObject::getProtoNum(void) {
+int32 GameObject::getProtoNum() {
 	for (uint i = 0; i < g_vm->_actorProtos.size(); ++i) {
 		if (prototype == g_vm->_actorProtos[i])
 			return i;
@@ -2247,7 +2247,7 @@ void GameObject::setProtoNum(int32 nProto) {
 //-------------------------------------------------------------------
 //	Evaluate the effects of enchantments upon an object
 
-void GameObject::evalEnchantments(void) {
+void GameObject::evalEnchantments() {
 	if (isActor(this)) {
 		evalActorEnchantments((Actor *)this);
 	} else if (isObject(this)) {
@@ -2352,7 +2352,7 @@ bool GameObject::stack(ObjectID enactor, ObjectID objToStackID) {
 //-------------------------------------------------------------------
 //	Return the total mass of all objects contained within this object
 
-uint16 GameObject::totalContainedMass(void) {
+uint16 GameObject::totalContainedMass() {
 	uint16              total = 0;
 	GameObject          *childObj;
 	ContainerIterator   iter(this);
@@ -2378,7 +2378,7 @@ uint16 GameObject::totalContainedMass(void) {
 //-------------------------------------------------------------------
 //	Return the total bulk of all objects contained within this object
 
-uint16 GameObject::totalContainedBulk(void) {
+uint16 GameObject::totalContainedBulk() {
 	uint16              total = 0;
 	GameObject          *childObj;
 	ContainerIterator   iter(this);
@@ -2467,7 +2467,7 @@ GameWorld::~GameWorld() {
 //-------------------------------------------------------------------
 //	Return the number of bytes need to make an archive of this world
 
-int32 GameWorld::archiveSize(void) {
+int32 GameWorld::archiveSize() {
 	int32   bytes = 0;
 
 	bytes +=    sizeof(size.u)
@@ -2480,7 +2480,7 @@ int32 GameWorld::archiveSize(void) {
 //-------------------------------------------------------------------
 //	Cleanup
 
-void GameWorld::cleanup(void) {
+void GameWorld::cleanup() {
 	if (sectorArray != nullptr) {
 		delete[] sectorArray;
 		sectorArray = nullptr;
@@ -2496,7 +2496,7 @@ extern int enchantmentProto;
 //-------------------------------------------------------------------
 //	Load and construct object and actor prototype arrays
 
-void initPrototypes(void) {
+void initPrototypes() {
 	const int resourceObjProtoSize = 52;
 	const int resourceActProtoSize = 86;
 	uint count = 0;
@@ -2696,7 +2696,7 @@ void initPrototypes(void) {
 //-------------------------------------------------------------------
 //	Cleanup the prototype lists
 
-void cleanupPrototypes(void) {
+void cleanupPrototypes() {
 	for (uint i = 0; i < nameListCount; ++i) {
 		if (g_vm->_nameList[i])
 			delete[] g_vm->_nameList[i];
@@ -2722,7 +2722,7 @@ void cleanupPrototypes(void) {
 //-------------------------------------------------------------------
 //	Load the sound effects table
 
-void initObjectSoundFXTable(void) {
+void initObjectSoundFXTable() {
 	hResContext     *itemRes;
 
 	itemRes =   auxResFile->newContext(
@@ -2746,7 +2746,7 @@ void initObjectSoundFXTable(void) {
 //-------------------------------------------------------------------
 //	Cleanup the sound effects table
 
-void cleanupObjectSoundFXTable(void) {
+void cleanupObjectSoundFXTable() {
 	if (objectSoundFXTable != nullptr) {
 		free(objectSoundFXTable);
 		objectSoundFXTable = nullptr;
@@ -2756,7 +2756,7 @@ void cleanupObjectSoundFXTable(void) {
 //-------------------------------------------------------------------
 //	Allocate array to hold the counts of the temp actors
 
-void initTempActorCount(void) {
+void initTempActorCount() {
 	uint16          i;
 
 	//  Allocate and initialize the temp actor count array
@@ -2788,7 +2788,7 @@ void loadTempActorCount(Common::InSaveFile *in, int32 chunkSize) {
 //-------------------------------------------------------------------
 //	Cleanup the array to temp actor counts
 
-void cleanupTempActorCount(void) {
+void cleanupTempActorCount() {
 	if (tempActorCount != nullptr) {
 		delete[] tempActorCount;
 		tempActorCount = nullptr;
@@ -2819,7 +2819,7 @@ uint16 getTempActorCount(uint16 protoNum) {
 //-------------------------------------------------------------------
 //	Initialize the worlds
 
-void initWorlds(void) {
+void initWorlds() {
 	int             i;
 
 	//  worldCount must be set by the map data initialization
@@ -2899,7 +2899,7 @@ void loadWorlds(Common::InSaveFile *in) {
 //-------------------------------------------------------------------
 //	Cleanup the GameWorld list
 
-void cleanupWorlds(void) {
+void cleanupWorlds() {
 	for (int i = 0; i < worldCount; i++) {
 		GameWorld   *gw = &worldList[i];
 
@@ -2928,7 +2928,7 @@ ResourceGameObject::ResourceGameObject(Common::SeekableReadStream *stream) {
 	misc = stream->readUint16LE();
 }
 
-void initObjects(void) {
+void initObjects() {
 	int16 i, resourceObjectCount;
 	Common::Array<ResourceGameObject> resourceObjectList;
 	Common::SeekableReadStream *stream;
@@ -3080,7 +3080,7 @@ void loadObjects(Common::InSaveFile *in) {
 //-------------------------------------------------------------------
 //	Cleanup object list
 
-void cleanupObjects(void) {
+void cleanupObjects() {
 	if (objectList != nullptr)
 		delete[] objectList;
 	g_vm->_mainDisplayList->reset();
@@ -3108,7 +3108,7 @@ void getViewTrackPos(TilePoint &tp) {
 //-------------------------------------------------------------------
 //	Return a pointer to the currently viewed object
 
-GameObject *getViewCenterObject(void) {
+GameObject *getViewCenterObject() {
 	return  viewCenterObject != Nothing
 	        ?   GameObject::objectAddress(viewCenterObject)
 	        :   nullptr;
@@ -3121,7 +3121,7 @@ GameObject *getViewCenterObject(void) {
 //-------------------------------------------------------------------
 //	Activate all actors in sector if sector is not alreay active
 
-void Sector::activate(void) {
+void Sector::activate() {
 	if (activationCount++ == 0) {
 		ObjectID        id = childID;
 
@@ -3139,7 +3139,7 @@ void Sector::activate(void) {
 //	Decrement the activation count of the sector and deactivate all
 //	actors in sector if activation count has reached zero.
 
-void Sector::deactivate(void) {
+void Sector::deactivate() {
 	assert(activationCount != 0);
 
 	activationCount--;
@@ -3189,7 +3189,7 @@ void ActiveRegion::write(Common::MemoryWriteStreamDynamic *out) {
 	       region.min.u, region.min.v, region.min.z, region.max.u, region.max.v, region.max.z);
 }
 
-void ActiveRegion::update(void) {
+void ActiveRegion::update() {
 	GameObject  *obj = GameObject::objectAddress(anchor);
 	GameWorld   *world = (GameWorld *)GameObject::objectAddress(worldID);
 	ObjectID    objWorldID = obj->world()->thisID();
@@ -3297,7 +3297,7 @@ void ActiveRegion::update(void) {
 //-------------------------------------------------------------------
 //	Iterate through the active regions, updating each
 
-void updateActiveRegions(void) {
+void updateActiveRegions() {
 	int16   i;
 
 	for (i = 0; i < kPlayerActors; i++)
@@ -3314,7 +3314,7 @@ ActiveRegion *getActiveRegion(PlayerActorID id) {
 //-------------------------------------------------------------------
 //	Initialize the state of the active regions
 
-void initActiveRegions(void) {
+void initActiveRegions() {
 	static PlayerActorID    playerIDArray[kPlayerActors] =
 	{ FTA_JULIAN, FTA_PHILIP, FTA_KEVIN };
 
@@ -3793,17 +3793,17 @@ ObjectID TriangularObjectIterator::next(GameObject **obj) {
 
 //------------------------------------------------------------------------
 
-GameWorld *CenterRegionObjectIterator::CenterWorld(void) {
+GameWorld *CenterRegionObjectIterator::CenterWorld() {
 	ActiveRegion *ar = getActiveRegion(getCenterActorPlayerID());
 	return ar->getWorld();
 }
 
-TilePoint CenterRegionObjectIterator::MinCenterRegion(void) {
+TilePoint CenterRegionObjectIterator::MinCenterRegion() {
 	ActiveRegion *ar = getActiveRegion(getCenterActorPlayerID());
 	return ar->getRegion().min;
 }
 
-TilePoint CenterRegionObjectIterator::MaxCenterRegion(void) {
+TilePoint CenterRegionObjectIterator::MaxCenterRegion() {
 	ActiveRegion *ar = getActiveRegion(getCenterActorPlayerID());
 	return ar->getRegion().max;
 }
@@ -3815,7 +3815,7 @@ TilePoint CenterRegionObjectIterator::MaxCenterRegion(void) {
 
 //------------------------------------------------------------------------
 
-bool ActiveRegionObjectIterator::firstActiveRegion(void) {
+bool ActiveRegionObjectIterator::firstActiveRegion() {
 	activeRegionIndex = -1;
 
 	return nextActiveRegion();
@@ -3823,7 +3823,7 @@ bool ActiveRegionObjectIterator::firstActiveRegion(void) {
 
 //------------------------------------------------------------------------
 
-bool ActiveRegionObjectIterator::nextActiveRegion(void) {
+bool ActiveRegionObjectIterator::nextActiveRegion() {
 	int16               currentRegionSectors;
 	ActiveRegion        *currentRegion;
 	TilePoint           currentRegionSize;
@@ -3920,7 +3920,7 @@ bool ActiveRegionObjectIterator::nextActiveRegion(void) {
 
 //------------------------------------------------------------------------
 
-bool ActiveRegionObjectIterator::firstSector(void) {
+bool ActiveRegionObjectIterator::firstSector() {
 	if (!firstActiveRegion())
 		return false;
 
@@ -3937,7 +3937,7 @@ bool ActiveRegionObjectIterator::firstSector(void) {
 
 //------------------------------------------------------------------------
 
-bool ActiveRegionObjectIterator::nextSector(void) {
+bool ActiveRegionObjectIterator::nextSector() {
 	int16       u, v;
 
 	do {
@@ -4070,7 +4070,7 @@ ObjectID ContainerIterator::next(GameObject **obj) {
 
 //  This class iterates through every object within a container
 
-RecursiveContainerIterator::~RecursiveContainerIterator(void) {
+RecursiveContainerIterator::~RecursiveContainerIterator() {
 	if (subIter != nullptr) delete subIter;
 }
 
@@ -4387,7 +4387,7 @@ APPFUNC(cmdBrain) {
 }
 
 //  Move to playerActor structure!!!
-void readyContainerSetup(void) {
+void readyContainerSetup() {
 	int8                    i;
 	int8                    resStart            = 28;
 
@@ -4452,7 +4452,7 @@ void readyContainerSetup(void) {
 	//new gGenericControl(*indivControls,Rect16(488,265,40,40),0,cmdBrain);
 }
 
-void cleanupReadyContainers(void) {
+void cleanupReadyContainers() {
 	if (backImages) {
 		// unload the images in the array and the array itself and nulls
 		// the appropriate pointers
@@ -4485,7 +4485,7 @@ void cleanupReadyContainers(void) {
 
 #endif
 
-void objectTest(void) {
+void objectTest() {
 }
 
 APPFUNC(cmdControl) {
@@ -4530,7 +4530,7 @@ bool                backgroundSimulationPaused;
 //	Main background simulation function
 //	This function does background processing on a few actors, objects
 
-void doBackgroundSimulation(void) {
+void doBackgroundSimulation() {
 	if (backgroundSimulationPaused) return;
 
 	//  Debug code to verify the validity of the limbo counts
@@ -4620,13 +4620,13 @@ void doBackgroundSimulation(void) {
 
 // ------------------------------------------------------------------------
 
-void pauseBackgroundSimulation(void) {
+void pauseBackgroundSimulation() {
 	backgroundSimulationPaused = true;
 }
 
 // ------------------------------------------------------------------------
 
-void resumeBackgroundSimulation(void) {
+void resumeBackgroundSimulation() {
 	backgroundSimulationPaused = false;
 }
 
@@ -4634,7 +4634,7 @@ void resumeBackgroundSimulation(void) {
 //	This function simply calls the GameObject::updateState() method
 //	for all active objects directly within a world.
 
-void updateObjectStates(void) {
+void updateObjectStates() {
 	if (objectStatesPaused) return;
 
 	GameObject          *obj,
@@ -4654,13 +4654,13 @@ void updateObjectStates(void) {
 
 //-------------------------------------------------------------------
 
-void pauseObjectStates(void) {
+void pauseObjectStates() {
 	objectStatesPaused = true;
 }
 
 //-------------------------------------------------------------------
 
-void resumeObjectStates(void) {
+void resumeObjectStates() {
 	objectStatesPaused = false;
 }
 
diff --git a/engines/saga2/objects.h b/engines/saga2/objects.h
index 169d293da2..dd31cb93f1 100644
--- a/engines/saga2/objects.h
+++ b/engines/saga2/objects.h
@@ -112,22 +112,22 @@ struct ObjectData {
 
 #include "common/pack-end.h"
 
-void     initActors(void);
+void     initActors();
 void     saveActors(Common::OutSaveFile *outS);
 void     loadActors(Common::InSaveFile *in);
-void     cleanupActors(void);
+void     cleanupActors();
 class GameObject {
 
-	friend void     initWorlds(void);
-	friend void     cleanupWorlds(void);
+	friend void     initWorlds();
+	friend void     cleanupWorlds();
 
-	friend void     initObjects(void);
+	friend void     initObjects();
 	friend void     saveObjects(Common::OutSaveFile *out);
 	friend void     loadObjects(Common::InSaveFile *in);
-	friend void     cleanupObjects(void);
+	friend void     cleanupObjects();
 
-	friend void     buildDisplayList(void);
-	friend void     drawDisplayList(void);
+	friend void     buildDisplayList();
+	friend void     drawDisplayList();
 	friend void     setMindContainer(int NewContainerClass, IntangibleContainerWindow &cw);
 	friend class    EnchantmentContainerWindow;
 	friend bool     Enchantment(ObjectID, ObjectID);
@@ -157,7 +157,7 @@ private:
 
 public:
 
-	ObjectID thisID(void);               // calculate our own ID value
+	ObjectID thisID();               // calculate our own ID value
 
 	static const char *nameText(uint16 index);
 
@@ -166,7 +166,7 @@ protected:
 	static ObjectID *getHeadPtr(ObjectID parentID, TilePoint &l);
 
 	//  Object list management functions
-	void remove(void);                   // removes from old list
+	void remove();                   // removes from old list
 	void append(ObjectID newParent);         // adds to new list (no remove)
 	void insert(ObjectID newPrev);           // inserts after this item (no remove)
 
@@ -176,7 +176,7 @@ public:
 	uint _index;
 	bool _godmode;
 	//  Default constructor
-	GameObject(void);
+	GameObject();
 
 	//  Constructor -- initial construction
 	GameObject(const ResourceGameObject &res);
@@ -187,7 +187,7 @@ public:
 
 	//  Return the number of bytes needed to archive this object in
 	//  a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out, bool expandProto);
 
@@ -205,39 +205,39 @@ public:
 	static Common::Array<ObjectID> nameToID(Common::String name);
 
 	//  object creation and deletion
-	static GameObject *newObject(void);      // get a newly created object
-	void deleteObject(void);                 // delete this object and remove
-	void deleteObjectRecursive(void);        // delete this object and every
+	static GameObject *newObject();      // get a newly created object
+	void deleteObject();                 // delete this object and remove
+	void deleteObjectRecursive();        // delete this object and every
 	// object it contains
 
 	//  Return pointer to parent/child/next sibling object, if any
-	GameObject *parent(void) {
+	GameObject *parent() {
 		return _data.parentID == Nothing ? NULL : objectAddress(_data.parentID);
 	}
-	GameObject *next(void) {
+	GameObject *next() {
 		return _data.siblingID == Nothing ? NULL : objectAddress(_data.siblingID);
 	}
-	GameObject *child(void) {
+	GameObject *child() {
 		return _data.childID == Nothing ? NULL : objectAddress(_data.childID);
 	}
 
 	//  Return ID of parent/child/next sibling object, if any
-	ObjectID IDParent(void) {
+	ObjectID IDParent() {
 		return _data.parentID ;
 	}
-	ObjectID IDNext(void) {
+	ObjectID IDNext() {
 		return _data.siblingID;
 	}
-	ObjectID IDChild(void) {
+	ObjectID IDChild() {
 		return _data.childID  ;
 	}
 
 	//  Return a pointer to the world on which this object resides
-	GameWorld *world(void);
+	GameWorld *world();
 
 	//  Return the number of the map of the world on which this object
 	//  resides
-	int16 getMapNum(void);
+	int16 getMapNum();
 
 	//  graphics functions
 	int16 sprNum(int16 state);               // returns current sprite number
@@ -246,11 +246,11 @@ public:
 	int32 getSprOffset(int16 num = -1);
 
 	// completely restore the magical energy of a magical object
-	void recharge(void);
+	void recharge();
 
 	// returns the type of charge an object has
 	// be it none, red, violet, etc...
-	int16 getChargeType(void);
+	int16 getChargeType();
 
 	// use charge of this object
 	bool deductCharge(ActorManaID manaID, uint16 manaCost);
@@ -268,7 +268,7 @@ public:
 	// (assumes setLocation has been called)
 
 	//  Remove an object from a stack of objects. Returns true if it was in a stack.
-	bool unstack(void);
+	bool unstack();
 
 	// this correctly moves merged or stacked objects
 	bool moveMerged(const Location &loc);
@@ -292,10 +292,10 @@ public:
 	void move(int16 slot);                   // move to new slot in container
 
 	//  Activate the object
-	void activate(void);
+	void activate();
 
 	//  Deactivate this object
-	void deactivate(void);
+	void deactivate();
 
 	//  Determine if this object is an alias for another object
 	bool isAlias() {
@@ -446,22 +446,22 @@ public:
 	}
 
 	//  query functions:
-	ObjectID possessor(void);                // return actor posessing this object
+	ObjectID possessor();                // return actor posessing this object
 
 	//  Access functions
-	ProtoObj *proto(void) {
+	ProtoObj *proto() {
 		return prototype;
 	}
-	TilePoint getLocation(void) const {
+	TilePoint getLocation() const {
 		return _data.location;
 	}
-	TilePoint getWorldLocation(void);
+	TilePoint getWorldLocation();
 	bool getWorldLocation(Location &loc);
-	Location notGetLocation(void);
-	Location notGetWorldLocation(void);
+	Location notGetLocation();
+	Location notGetWorldLocation();
 
 	//  Return the name of this object (proper noun if it has one)
-	const char *objName(void) {
+	const char *objName() {
 		if (_data.nameIndex > 0)
 			return nameText((int16)_data.nameIndex);
 		else if (prototype)
@@ -474,10 +474,10 @@ public:
 	void objCursorText(char nameBuf[], const int8 size, int16 count = -1);
 
 	// find out if this is a trueskill
-	bool isTrueSkill(void);
+	bool isTrueSkill();
 
 	//  Access functions for name index
-	uint16 getNameIndex(void) {
+	uint16 getNameIndex() {
 		return _data.nameIndex;
 	}
 	void setNameIndex(uint16 n) {
@@ -485,36 +485,36 @@ public:
 	}
 
 	//  Return the name of this type of object
-	const char *protoName(void) {
+	const char *protoName() {
 		return nameText(prototype->nameIndex);
 	}
 
 	//  Update the state of this object.  This function is called every
 	//  frame for every active object.
-	void updateState(void);
+	void updateState();
 
 	//  Flag test functions
-	bool isOpen(void) {
+	bool isOpen() {
 		return (int16)(_data.objectFlags & objectOpen);
 	}
-	bool isLocked(void) {
+	bool isLocked() {
 		return (int16)(_data.objectFlags & objectLocked);
 	}
-	bool isImportant(void) {
+	bool isImportant() {
 		return (int16)(_data.objectFlags & objectImportant);
 	}
-	bool isGhosted(void) {
+	bool isGhosted() {
 		return (_data.objectFlags & objectGhosted)
 		       || (prototype->flags & ResourceObjectPrototype::objPropGhosted);
 	}
-	bool isInvisible(void) {
+	bool isInvisible() {
 		return (_data.objectFlags & objectInvisible)
 		       || (prototype->flags & ResourceObjectPrototype::objPropHidden);
 	}
-	bool isMoving(void) {
+	bool isMoving() {
 		return (int16)(_data.objectFlags & objectMoving);
 	}
-	bool isActivated(void) {
+	bool isActivated() {
 		return (int16)(_data.objectFlags & objectActivated);
 	}
 
@@ -524,7 +524,7 @@ public:
 		else
 			_data.objectFlags &= ~objectScavengable;
 	}
-	bool isScavengable(void) {
+	bool isScavengable() {
 		return (_data.objectFlags & objectScavengable) != 0;
 	}
 
@@ -534,7 +534,7 @@ public:
 		else
 			_data.objectFlags &= ~objectObscured;
 	}
-	bool isObscured(void) {
+	bool isObscured() {
 		return (_data.objectFlags & objectObscured) != 0;
 	}
 
@@ -544,7 +544,7 @@ public:
 		else
 			_data.objectFlags &= ~objectTriggeringTAG;
 	}
-	bool isTriggeringTAG(void) {
+	bool isTriggeringTAG() {
 		return (_data.objectFlags & objectTriggeringTAG) != 0;
 	}
 
@@ -554,7 +554,7 @@ public:
 		else
 			_data.objectFlags &= ~objectOnScreen;
 	}
-	bool isOnScreen(void) {
+	bool isOnScreen() {
 		return (_data.objectFlags & objectOnScreen) != 0;
 	}
 
@@ -564,22 +564,22 @@ public:
 		else
 			_data.objectFlags &= ~objectSightedByCenter;
 	}
-	bool isSightedByCenter(void) {
+	bool isSightedByCenter() {
 		return (_data.objectFlags & objectSightedByCenter) != 0;
 	}
 
-	bool isMissile(void) {
+	bool isMissile() {
 		return prototype->isMissile();
 	}
 
 	// image data
-	Sprite *getIconSprite(void);    // sprite when in inventory + cursor
-	Sprite *getGroundSprite(void);  // sprite when on ground
+	Sprite *getIconSprite();    // sprite when in inventory + cursor
+	Sprite *getGroundSprite();  // sprite when on ground
 
 	// world interaction type flags
-	uint16 containmentSet(void);
+	uint16 containmentSet();
 
-	uint16 scriptClass(void) {
+	uint16 scriptClass() {
 		if (_data.script)
 			return _data.script;
 		if (prototype)
@@ -590,7 +590,7 @@ public:
 	//  General access functions
 
 	//  Script access functions
-	uint16 getScript(void) {
+	uint16 getScript() {
 		return _data.script;
 	}
 	void setScript(uint16 scr) {
@@ -605,7 +605,7 @@ public:
 	}
 
 	//  Access functions for hit points
-	uint8 getHitPoints(void) {
+	uint8 getHitPoints() {
 		return _data.hitPoints;
 	}
 	void setHitPoints(uint8 hp) {
@@ -619,11 +619,11 @@ public:
 	}
 
 	//  Functions to get and set prototype (used by scripts)
-	int32 getProtoNum(void);
+	int32 getProtoNum();
 	void setProtoNum(int32 nProto);
 
 	//  Acess functions for extra data
-	uint16 getExtra(void) {
+	uint16 getExtra() {
 		return _data.massCount;
 	}
 	void setExtra(uint16 x) {
@@ -631,9 +631,9 @@ public:
 	}
 
 	//  Function to evaluate the effects of all enchantments
-	void evalEnchantments(void);
+	void evalEnchantments();
 
-	bool makeSavingThrow(void) {
+	bool makeSavingThrow() {
 		return prototype->makeSavingThrow();
 	}
 
@@ -641,11 +641,11 @@ public:
 	bool inRange(const TilePoint &tp, uint16 range);
 
 	//  Generic function to test if object can be picked up
-	bool isCarryable(void) {
+	bool isCarryable() {
 		return prototype->mass <= 200 && prototype->bulk <= 200;
 	}
 
-	bool isMergeable(void) {
+	bool isMergeable() {
 		return (prototype->flags & ResourceObjectPrototype::objPropMergeable) != 0;
 	}
 
@@ -666,7 +666,7 @@ public:
 	bool addTimer(TimerID id);
 	bool addTimer(TimerID id, int16 frameInterval);
 	void removeTimer(TimerID id);
-	void removeAllTimers(void);
+	void removeAllTimers();
 
 	//  Sensor related member functions
 private:
@@ -685,7 +685,7 @@ public:
 	    ObjectPropertyID    prop);
 	bool addEventSensor(SensorID id, int16 range, int16 eventType);
 	void removeSensor(SensorID id);
-	void removeAllSensors(void);
+	void removeAllSensors();
 
 	bool canSenseProtaganist(SenseInfo &info, int16 range);
 	bool canSenseSpecificActor(SenseInfo &info, int16 range, Actor *a);
@@ -712,21 +712,21 @@ public:
 		return prototype->canFitMasswise(this, obj);
 	}
 
-	uint16 totalContainedMass(void);
-	uint16 totalContainedBulk(void);
+	uint16 totalContainedMass();
+	uint16 totalContainedBulk();
 
-	uint16 totalMass(void) {
+	uint16 totalMass() {
 		return      prototype->mass * (isMergeable() ? getExtra() : 1)
 		            +   totalContainedMass();
 	}
-	uint16 totalBulk(void) {
+	uint16 totalBulk() {
 		return prototype->bulk * (isMergeable() ? getExtra() : 1);
 	}
 
-	uint16 massCapacity(void) {
+	uint16 massCapacity() {
 		return prototype->massCapacity(this);
 	}
-	uint16 bulkCapacity(void) {
+	uint16 bulkCapacity() {
 		return prototype->bulkCapacity(this);
 	}
 };
@@ -740,17 +740,17 @@ public:
 	uint16          activationCount;
 	ObjectID        childID;
 
-	Sector(void) :
+	Sector() :
 		activationCount(0),
 		childID(Nothing) {
 	}
 
-	bool isActivated(void) {
+	bool isActivated() {
 		return activationCount != 0;
 	}
 
-	void activate(void);
-	void deactivate(void);
+	void activate();
+	void deactivate();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 	void read(Common::InSaveFile *in);
@@ -768,9 +768,9 @@ public:
 
 class GameWorld : public GameObject {
 
-	friend void     initWorlds(void);
-	friend void     cleanupWorlds(void);
-	friend void     buildDisplayList(void);
+	friend void     initWorlds();
+	friend void     cleanupWorlds();
+	friend void     buildDisplayList();
 
 	friend class    ProtoObj;
 	friend class    GameObject;
@@ -783,7 +783,7 @@ public:
 	int16           mapNum;                 // map number for this world.
 
 	//  Default constructor
-	GameWorld(void) : sectorArraySize(0), sectorArray(nullptr), mapNum(0) {}
+	GameWorld() : sectorArraySize(0), sectorArray(nullptr), mapNum(0) {}
 
 	//  Initial constructor
 	GameWorld(int16 map);
@@ -792,9 +792,9 @@ public:
 
 	~GameWorld();
 
-	int32 archiveSize(void);
+	int32 archiveSize();
 
-	void cleanup(void);
+	void cleanup();
 
 	Sector *getSector(int16 u, int16 v) {
 		if (u == -1 && v == -1)
@@ -809,7 +809,7 @@ public:
 		return &(sectorArray)[v * sectorArraySize + u];
 	}
 
-	TilePoint sectorSize(void) {         // size of map in sectors
+	TilePoint sectorSize() {         // size of map in sectors
 		return TilePoint(sectorArraySize, sectorArraySize, 0);
 	}
 
@@ -830,7 +830,7 @@ extern GameWorld    *currentWorld;
 //------------------------------------------------------------------------
 //	Return the number of the map of the world on which this object resides.
 
-inline int16 GameObject::getMapNum(void) {
+inline int16 GameObject::getMapNum() {
 	if (world())
 		return world()->mapNum;
 	else if (_data.siblingID) {
@@ -857,8 +857,8 @@ inline int16 GameObject::getMapNum(void) {
 
 class ActiveRegion {
 
-	friend void initActiveRegions(void);
-	friend void cleanupActiveRegions(void);
+	friend void initActiveRegions();
+	friend void cleanupActiveRegions();
 
 	friend class ActiveRegionObjectIterator;
 
@@ -874,13 +874,13 @@ public:
 	};
 
 	ActiveRegion() : anchor(0), worldID(0) {}
-	void update(void);
+	void update();
 
 	void read(Common::InSaveFile *in);
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Return the current region in tile point coords
-	TileRegion getRegion(void) {
+	TileRegion getRegion() {
 		TileRegion      tReg;
 
 		tReg.min.u = region.min.u << kSectorShift;
@@ -893,20 +893,20 @@ public:
 	}
 
 	//  Return the region world
-	GameWorld *getWorld(void) {
+	GameWorld *getWorld() {
 		return (GameWorld *)GameObject::objectAddress(worldID);
 	}
 };
 
-void updateActiveRegions(void);
+void updateActiveRegions();
 
 //  Return a pointer to an active region given its PlayerActor's ID
 ActiveRegion *getActiveRegion(PlayerActorID id);
 
-void initActiveRegions(void);
+void initActiveRegions();
 void saveActiveRegions(Common::OutSaveFile *outS);
 void loadActiveRegions(Common::InSaveFile *in);
-inline void cleanupActiveRegions(void) {}
+inline void cleanupActiveRegions() {}
 
 /* ======================================================================= *
    ObjectIterator Class
@@ -918,7 +918,7 @@ inline void cleanupActiveRegions(void) {}
 class ObjectIterator {
 public:
 	//  Virtual destructor
-	virtual ~ObjectIterator(void) {}
+	virtual ~ObjectIterator() {}
 
 	//  Iteration functions
 	virtual ObjectID first(GameObject **obj) = 0;
@@ -957,7 +957,7 @@ public:
 	}
 
 protected:
-	GameWorld *getSearchWorld(void) {
+	GameWorld *getSearchWorld() {
 		return searchWorld;
 	}
 
@@ -994,7 +994,7 @@ private:
 protected:
 
 	//  Simply return the center coordinates
-	TilePoint getCenter(void) {
+	TilePoint getCenter() {
 		return center;
 	}
 
@@ -1204,13 +1204,13 @@ public:
 
 class CenterRegionObjectIterator : public RegionalObjectIterator {
 
-	static GameWorld *CenterWorld(void);
-	static TilePoint MinCenterRegion(void);
-	static TilePoint MaxCenterRegion(void);
+	static GameWorld *CenterWorld();
+	static TilePoint MinCenterRegion();
+	static TilePoint MaxCenterRegion();
 
 public:
 	//  Constructor
-	CenterRegionObjectIterator(void) :
+	CenterRegionObjectIterator() :
 		RegionalObjectIterator(CenterWorld(),
 		                       MinCenterRegion(),
 		                       MaxCenterRegion()) {}
@@ -1231,14 +1231,14 @@ class ActiveRegionObjectIterator : public ObjectIterator {
 	GameWorld       *currentWorld;
 	GameObject      *_currentObject;
 
-	bool firstActiveRegion(void);
-	bool nextActiveRegion(void);
-	bool firstSector(void);
-	bool nextSector(void);
+	bool firstActiveRegion();
+	bool nextActiveRegion();
+	bool firstSector();
+	bool nextSector();
 
 public:
 	//  Constructor
-	ActiveRegionObjectIterator(void) : activeRegionIndex(-1), sectorBitMask(0), currentWorld(nullptr), _currentObject(nullptr) {}
+	ActiveRegionObjectIterator() : activeRegionIndex(-1), sectorBitMask(0), currentWorld(nullptr), _currentObject(nullptr) {}
 
 	//  Iteration functions
 	ObjectID first(GameObject **obj);
@@ -1282,7 +1282,7 @@ public:
 		id(container->IDChild()),
 		subIter(NULL) {
 	}
-	~RecursiveContainerIterator(void);
+	~RecursiveContainerIterator();
 
 	//  Iteration functions
 	ObjectID first(GameObject **obj);
@@ -1393,19 +1393,19 @@ void evalActorEnchantments(Actor *a);
 void evalObjectEnchantments(GameObject *obj);
 
 //  Load prototypes from resource file
-void initPrototypes(void);
+void initPrototypes();
 
 //  Cleanup the prototype lists
-void cleanupPrototypes(void);
+void cleanupPrototypes();
 
 //  Load the sound effects table
-void initObjectSoundFXTable(void);
+void initObjectSoundFXTable();
 
 //  Cleanup the sound effects table
-void cleanupObjectSoundFXTable(void);
+void cleanupObjectSoundFXTable();
 
 //  Allocate array to hold the counts of the temp actors
-void initTempActorCount(void);
+void initTempActorCount();
 
 //  Save the array of temp actor counts
 void saveTempActorCount(Common::OutSaveFile *outS);
@@ -1414,7 +1414,7 @@ void saveTempActorCount(Common::OutSaveFile *outS);
 void loadTempActorCount(Common::InSaveFile *in, int32 chunkSize);
 
 //  Cleanup the array to temp actor counts
-void cleanupTempActorCount(void);
+void cleanupTempActorCount();
 
 //  Increment the temporary actor count for the specified prototype
 void incTempActorCount(uint16 protoNum);
@@ -1426,7 +1426,7 @@ void decTempActorCount(uint16 protoNum);
 uint16 getTempActorCount(uint16 protoNum);
 
 //  Init game worlds
-void initWorlds(void);
+void initWorlds();
 
 //  Save worlds to the save file
 void saveWorlds(Common::OutSaveFile *outS);
@@ -1435,10 +1435,10 @@ void saveWorlds(Common::OutSaveFile *outS);
 void loadWorlds(Common::InSaveFile *in);
 
 //  Cleanup game worlds
-void cleanupWorlds(void);
+void cleanupWorlds();
 
 //  Initialize object list
-void initObjects(void);
+void initObjects();
 
 //  Save the objects to the save file
 void saveObjects(Common::OutSaveFile *outS);
@@ -1447,26 +1447,26 @@ void saveObjects(Common::OutSaveFile *outS);
 void loadObjects(Common::InSaveFile *in);
 
 //  Cleanup object list
-void cleanupObjects(void);
+void cleanupObjects();
 
 //  Do background processing for objects
-void doBackgroundSimulation(void);
+void doBackgroundSimulation();
 
-void pauseBackgroundSimulation(void);
-void resumeBackgroundSimulation(void);
+void pauseBackgroundSimulation();
+void resumeBackgroundSimulation();
 
 // cleanup the ready container stuff
-void cleanupReadyContainers(void);
+void cleanupReadyContainers();
 
 //  This function simply calls the GameObject::updateState() method
 //  for all active objects directly within a world.
-void updateObjectStates(void);
+void updateObjectStates();
 
-void pauseObjectStates(void);
-void resumeObjectStates(void);
+void pauseObjectStates();
+void resumeObjectStates();
 
-void readyContainerSetup(void);
-void cleanupReadyContainers(void);
+void readyContainerSetup();
+void cleanupReadyContainers();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/objproto.cpp b/engines/saga2/objproto.cpp
index 63d27cfbba..5cd59f253b 100644
--- a/engines/saga2/objproto.cpp
+++ b/engines/saga2/objproto.cpp
@@ -62,7 +62,7 @@ extern bool     massAndBulkCount;
    Functions
  * ===================================================================== */
 
-ObjectID ProtoObj::placeObject(void) {
+ObjectID ProtoObj::placeObject() {
 	return 2;
 }
 
@@ -86,7 +86,7 @@ bool ProtoObj::isTwoHanded(ObjectID) {
 }
 
 //  Determine if this type of object is a missile
-bool ProtoObj::isMissile(void) {
+bool ProtoObj::isMissile() {
 	return false;
 }
 
@@ -785,7 +785,7 @@ void ProtoObj::getColorTranslation(ColorTable map) {
 	buildColorTable(map, colorMap, ARRAYSIZE(colorMap));
 }
 
-uint16  ProtoObj::containmentSet(void) {
+uint16  ProtoObj::containmentSet() {
 	return 0; // the prototye object is not contained in anything
 }
 
@@ -904,13 +904,13 @@ GameObject *ProtoObj::getSpell(ObjectID) {
 }
 
 //  Determine if this type of object can block an attack
-bool ProtoObj::canBlock(void) {
+bool ProtoObj::canBlock() {
 	return false;
 }
 
 //  Return a mask of bits indicating the directions relative to the
 //  wielders facing in which this object can defend
-uint8 ProtoObj::defenseDirMask(void) {
+uint8 ProtoObj::defenseDirMask() {
 	return 0;
 }
 
@@ -1004,7 +1004,7 @@ uint16 ProtoObj::bulkCapacity(GameObject *) {
    InventoryProto class
  * ==================================================================== */
 
-uint16 InventoryProto::containmentSet(void) {
+uint16 InventoryProto::containmentSet() {
 	return isTangible;
 }
 
@@ -1201,7 +1201,7 @@ bool InventoryProto::acceptStrikeAction(
 //
 //	};
 
-uint16 PhysicalContainerProto::containmentSet(void) {
+uint16 PhysicalContainerProto::containmentSet() {
 	return InventoryProto::containmentSet() | isContainer;
 }
 
@@ -1465,7 +1465,7 @@ bool KeyProto::useOnAction(ObjectID dObj, ObjectID enactor, ActiveItem *withTAI)
    BottleProto class
  * ==================================================================== */
 
-uint16 BottleProto::containmentSet(void) {
+uint16 BottleProto::containmentSet() {
 	return InventoryProto::containmentSet() | isBottle;
 }
 
@@ -1479,7 +1479,7 @@ bool BottleProto::useAction(ObjectID dObj, ObjectID enactor) {
    FoodProto class
  * ==================================================================== */
 
-uint16 FoodProto::containmentSet(void) {
+uint16 FoodProto::containmentSet() {
 	return InventoryProto::containmentSet() | isFood;
 }
 
@@ -1491,7 +1491,7 @@ bool FoodProto::useAction(ObjectID dObj, ObjectID enactor) {
    WearableProto class
  * ==================================================================== */
 
-uint16 WearableProto::containmentSet(void) {
+uint16 WearableProto::containmentSet() {
 	return InventoryProto::containmentSet() | isWearable;
 }
 
@@ -1499,11 +1499,11 @@ uint16 WearableProto::containmentSet(void) {
    WeaponProto class
  * ==================================================================== */
 
-weaponID WeaponProto::getWeaponID(void) {
+weaponID WeaponProto::getWeaponID() {
 	return weaponDamage;
 }
 
-uint16 WeaponProto::containmentSet(void) {
+uint16 WeaponProto::containmentSet() {
 	return InventoryProto::containmentSet() | isWeapon;
 }
 
@@ -1686,13 +1686,13 @@ void MeleeWeaponProto::initiateDefense(
 }
 
 //  Melee weapons can block an attack
-bool MeleeWeaponProto::canBlock(void) {
+bool MeleeWeaponProto::canBlock() {
 	return true;
 }
 
 //  Return a mask of bits indicating the directions relative to the
 //  wielders facing in which this object can defend
-uint8 MeleeWeaponProto::defenseDirMask(void) {
+uint8 MeleeWeaponProto::defenseDirMask() {
 	return 1 << dirUp;
 }
 
@@ -2087,7 +2087,7 @@ uint8 ProjectileProto::weaponRating(
 }
 
 //  Projectiles are missiles
-bool ProjectileProto::isMissile(void) {
+bool ProjectileProto::isMissile() {
 	return true;
 }
 
@@ -2170,7 +2170,7 @@ void ArrowProto::applySkillGrowth(ObjectID enactor, uint8 points) {
    ArmorProto class
  * ==================================================================== */
 
-uint16 ArmorProto::containmentSet(void) {
+uint16 ArmorProto::containmentSet() {
 	return InventoryProto::containmentSet() | isWearable | isArmor;
 }
 
@@ -2246,7 +2246,7 @@ bool ArmorProto::useAction(ObjectID dObj, ObjectID enactor) {
    ShieldProto class
  * ==================================================================== */
 
-uint16 ShieldProto::containmentSet(void) {
+uint16 ShieldProto::containmentSet() {
 	return InventoryProto::containmentSet() | isWearable | isArmor;
 }
 
@@ -2307,13 +2307,13 @@ void ShieldProto::initiateDefense(
 
 
 //  Shields can block an attack
-bool ShieldProto::canBlock(void) {
+bool ShieldProto::canBlock() {
 	return true;
 }
 
 //  Return a mask of bits indicating the directions relative to the
 //  wielders facing in which this object can defend
-uint8 ShieldProto::defenseDirMask(void) {
+uint8 ShieldProto::defenseDirMask() {
 	return (1 << dirUp) | (1 << dirUpLeft);
 }
 
@@ -2417,7 +2417,7 @@ bool ToolProto::useOnAction(ObjectID, ObjectID, ObjectID) {
    DocumentProto class
  * ==================================================================== */
 
-uint16 DocumentProto::containmentSet(void) {
+uint16 DocumentProto::containmentSet() {
 	return InventoryProto::containmentSet() | isDocument;
 }
 
@@ -2468,7 +2468,7 @@ bool AutoMapProto::openAction(ObjectID, ObjectID) {
    IntangibleObjProto class
  * ==================================================================== */
 
-uint16 IntangibleObjProto::containmentSet(void) {
+uint16 IntangibleObjProto::containmentSet() {
 	return isIntangible;
 }
 
@@ -2552,7 +2552,7 @@ bool IntangibleObjProto::acceptDropAction(
 	return false;
 }
 
-ObjectID IntangibleObjProto::placeObject(void) {
+ObjectID IntangibleObjProto::placeObject() {
 	//return Container That It Inserted Itself Into
 	return 2;
 }
@@ -2593,7 +2593,7 @@ ObjectSpriteInfo IntangibleObjProto::getSprite(
    IdeaProto class
  * ==================================================================== */
 
-uint16 IdeaProto::containmentSet(void) {
+uint16 IdeaProto::containmentSet() {
 	//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
 	return isConcept | isIntangible;
 }
@@ -2602,7 +2602,7 @@ uint16 IdeaProto::containmentSet(void) {
    MemoryProto class
  * ==================================================================== */
 
-uint16 MemoryProto::containmentSet(void) {
+uint16 MemoryProto::containmentSet() {
 	//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
 	return isConcept | isIntangible;
 }
@@ -2611,7 +2611,7 @@ uint16 MemoryProto::containmentSet(void) {
    PsychProto class
  * ==================================================================== */
 
-uint16 PsychProto::containmentSet(void) {
+uint16 PsychProto::containmentSet() {
 	//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
 	return isPsych | isIntangible;
 }
@@ -2621,7 +2621,7 @@ uint16 PsychProto::containmentSet(void) {
  * ==================================================================== */
 
 
-uint16 SkillProto::containmentSet(void) {
+uint16 SkillProto::containmentSet() {
 	//Maybe I Could Use This ID And Call IntanobjProt For Setting IsIntangible
 	return isSkill | isIntangible;
 }
@@ -2737,7 +2737,7 @@ bool SkillProto::implementAction(SpellID dObj, ObjectID enactor, Location &loc)
    EnchantmentProto class
  * ==================================================================== */
 
-uint16 EnchantmentProto::containmentSet(void) {
+uint16 EnchantmentProto::containmentSet() {
 	return isEnchantment;
 }
 
@@ -2788,7 +2788,7 @@ void EnchantmentProto::doBackgroundUpdate(GameObject *obj) {
    GeneratorProto
  * ======================================================================== */
 
-uint16 GeneratorProto::containmentSet(void) {
+uint16 GeneratorProto::containmentSet() {
 	return isIntangible;
 }
 
@@ -2937,7 +2937,7 @@ bool IntangibleContainerProto::closeAction(ObjectID dObj, ObjectID) {
 	return true;
 }
 
-uint16 IntangibleContainerProto::containmentSet(void) {
+uint16 IntangibleContainerProto::containmentSet() {
 	return isContainer | isIntangible;
 }
 /* ==================================================================== *
diff --git a/engines/saga2/objproto.h b/engines/saga2/objproto.h
index 0c722c3253..4412c1d4ed 100644
--- a/engines/saga2/objproto.h
+++ b/engines/saga2/objproto.h
@@ -424,7 +424,7 @@ public:
 	virtual ~ProtoObj() {}
 
 	// returns the containment type flags for this object
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	//  returns true if this object can contain another object
 	virtual bool canContain(ObjectID dObj, ObjectID item);
@@ -440,9 +440,9 @@ public:
 	virtual bool isTwoHanded(ObjectID actor);
 
 	//  Determine if this type of object is a missile
-	virtual bool isMissile(void);
+	virtual bool isMissile();
 
-	virtual ObjectID placeObject(void);
+	virtual ObjectID placeObject();
 
 	//  call the object's script
 	bool invokeScript(scriptCallFrame &);
@@ -669,11 +669,11 @@ public:
 	virtual GameObject *getSpell(ObjectID obj);
 
 	//  Determine if this type of object can block an attack
-	virtual bool canBlock(void);
+	virtual bool canBlock();
 
 	//  Return a mask of bits indicating the directions relative to the
 	//  wielders facing in which this object can defend
-	virtual uint8 defenseDirMask(void);
+	virtual uint8 defenseDirMask();
 
 	//  Compute how much damage this defensive object will absorb
 	virtual uint8 adjustDamage(uint8 damage);
@@ -697,7 +697,7 @@ public:
 		return immunity & (1 << r);
 	}
 
-	virtual bool makeSavingThrow(void) {
+	virtual bool makeSavingThrow() {
 		return false;
 	}
 
@@ -717,21 +717,21 @@ public:
 
 	// this is to determine size of containers
 public:
-	virtual uint16 getViewableRows(void) {
+	virtual uint16 getViewableRows() {
 		return ViewableRows;
 	}
-	virtual uint16 getViewableCols(void) {
+	virtual uint16 getViewableCols() {
 		return ViewableCols;
 	}
-	virtual uint16 getMaxRows(void) {
+	virtual uint16 getMaxRows() {
 		return maxRows;
 	}
-	virtual uint16 getMaxCols(void) {
+	virtual uint16 getMaxCols() {
 		return maxCols;
 	}
 
 	// this returns the type of charge an item can have
-	int16 getChargeType(void) {
+	int16 getChargeType() {
 		return chargeType;
 	}
 
@@ -754,7 +754,7 @@ public:
 	InventoryProto(ResourceObjectPrototype &proto) : ProtoObj(proto) {}
 	virtual ~InventoryProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	virtual bool takeAction(ObjectID dObj, ObjectID enactor, int16 num = 1);
 
@@ -809,7 +809,7 @@ public:
 	PhysicalContainerProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~PhysicalContainerProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	virtual bool canContain(ObjectID dObj, ObjectID item);
 	virtual bool canContainAt(
@@ -850,16 +850,16 @@ public:
 	    int16           num = 1);
 
 public:
-	virtual uint16 getViewableRows(void) {
+	virtual uint16 getViewableRows() {
 		return ViewableRows;
 	}
-	virtual uint16 getViewableCols(void) {
+	virtual uint16 getViewableCols() {
 		return ViewableCols;
 	}
-	virtual uint16 getMaxRows(void) {
+	virtual uint16 getMaxRows() {
 		return maxRows;
 	}
-	virtual uint16 getMaxCols(void) {
+	virtual uint16 getMaxCols() {
 		return maxCols;
 	}
 
@@ -905,7 +905,7 @@ public:
 	BottleProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~BottleProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	// Drink From Bottle
 	virtual bool useAction(ObjectID dObj, ObjectID enactor);
@@ -924,7 +924,7 @@ public:
 	FoodProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~FoodProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	// Eat it
 	virtual bool useAction(ObjectID dObj, ObjectID enactor);
@@ -943,7 +943,7 @@ public:
 	WearableProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~WearableProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 };
 
 /* ======================================================================== *
@@ -964,11 +964,11 @@ public:
 	WeaponProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~WeaponProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	//  return the address of the sprite when held in hand
 	virtual Sprite *getOrientedSprite(GameObject *obj, int16 offset);
-	weaponID getWeaponID(void);
+	weaponID getWeaponID();
 
 	//  Returns true if object in continuous use.
 	bool isObjectBeingUsed(GameObject *obj);
@@ -1023,10 +1023,10 @@ public:
 	    ObjectID defender,
 	    ObjectID attacker);
 	//  Melee weapons can block attacks
-	virtual bool canBlock(void);
+	virtual bool canBlock();
 	//  Return a mask of bits indicating the directions relative to the
 	//  wielders facing in which this object can defend
-	virtual uint8 defenseDirMask(void);
+	virtual uint8 defenseDirMask();
 
 	//  Determine if the specified object's 'use' slot is available within
 	//  the specified actor
@@ -1178,7 +1178,7 @@ public:
 	bool isObjectBeingUsed(GameObject *obj);
 
 	//  Projectiles are missiles
-	virtual bool isMissile(void);
+	virtual bool isMissile();
 
 	//  Rate this weapon's goodness for a specified attack situation
 	virtual uint8 weaponRating(
@@ -1226,7 +1226,7 @@ public:
 	ArmorProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~ArmorProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	virtual bool useAction(ObjectID dObj, ObjectID enactor);
 
@@ -1253,7 +1253,7 @@ public:
 	ShieldProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~ShieldProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 	virtual bool useAction(ObjectID dObj, ObjectID enactor);
 
@@ -1273,10 +1273,10 @@ public:
 	    ObjectID defensiveObj,
 	    ObjectID defender,
 	    ObjectID attacker);
-	virtual bool canBlock(void);
+	virtual bool canBlock();
 	//  Return a mask of bits indicating the directions relative to the
 	//  wielders facing in which this object can defend
-	virtual uint8 defenseDirMask(void);
+	virtual uint8 defenseDirMask();
 
 	//  Returns true if object in continuous use.
 	bool isObjectBeingUsed(GameObject *obj);
@@ -1328,7 +1328,7 @@ public:
 	DocumentProto(ResourceObjectPrototype &proto) : InventoryProto(proto) {}
 	virtual ~DocumentProto() {}
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 
 //BookDoc
 //ScrollDoc
@@ -1421,8 +1421,8 @@ public:
 	    ObjectID droppedObj,
 	    int count);
 
-	virtual uint16 containmentSet(void);
-	virtual ObjectID placeObject(void);
+	virtual uint16 containmentSet();
+	virtual ObjectID placeObject();
 
 	//  Creates a color translation table for this object
 	virtual void getColorTranslation(ColorTable map);
@@ -1444,7 +1444,7 @@ public:
 	virtual ~IdeaProto() {}
 
 	//Talk To A Person
-	uint16 containmentSet(void);
+	uint16 containmentSet();
 
 };
 
@@ -1461,7 +1461,7 @@ public:
 	virtual ~MemoryProto() {}
 
 	//Get Info On Person Your Talking To
-	uint16 containmentSet(void);
+	uint16 containmentSet();
 
 };
 
@@ -1478,7 +1478,7 @@ public:
 	virtual ~PsychProto() {}
 
 	//Get Explanation Of Icon
-	uint16 containmentSet(void);
+	uint16 containmentSet();
 
 };
 
@@ -1526,8 +1526,8 @@ public:
 	virtual bool implementAction(SpellID dObj, ObjectID enactor, ObjectID withObj);
 	virtual bool implementAction(SpellID dObj, ObjectID enactor, ActiveItem *item);
 	virtual bool implementAction(SpellID dObj, ObjectID enactor, Location &loc);
-	uint16 containmentSet(void);
-	SpellID getSpellID(void) {
+	uint16 containmentSet();
+	SpellID getSpellID() {
 		return (SpellID) lockType;
 	}
 
@@ -1553,7 +1553,7 @@ public:
 //	virtual  bool acceptLockToggle( ObjectID dObj, ObjectID enactor, uint8 keyCode );
 
 //	virtual  ContainerWindow *makeWindow( GameObject *Obj );
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 };
 
 /* ======================================================================== *
@@ -1656,7 +1656,7 @@ public:
 	//  Do the background processing, if needed, for this object.
 	void doBackgroundUpdate(GameObject *obj);
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 };
 
 /* ======================================================================== *
@@ -1673,7 +1673,7 @@ public:
 
 	//Base class for monster, encounter, and mission generators
 
-	virtual uint16 containmentSet(void);
+	virtual uint16 containmentSet();
 };
 
 /* ======================================================================== *
diff --git a/engines/saga2/palette.h b/engines/saga2/palette.h
index 0a0dcdd136..479de9d493 100644
--- a/engines/saga2/palette.h
+++ b/engines/saga2/palette.h
@@ -36,7 +36,7 @@ namespace Saga2 {
  * ===================================================================== */
 
 //  Initialize the state of the current palette and fade up/down.
-void initPaletteState(void);
+void initPaletteState();
 //  Save the current state of the current palette and fade up/down in
 //  a save file.
 void savePaletteState(Common::OutSaveFile *outS);
@@ -44,7 +44,7 @@ void savePaletteState(Common::OutSaveFile *outS);
 //  up/down from a save file.
 void loadPaletteState(Common::InSaveFile *in);
 //  Cleanup the palette
-inline void cleanupPaletteState(void) { /* do nothing */ }
+inline void cleanupPaletteState() { /* do nothing */ }
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/panel.cpp b/engines/saga2/panel.cpp
index 5aa888fa61..267bfe13cf 100644
--- a/engines/saga2/panel.cpp
+++ b/engines/saga2/panel.cpp
@@ -120,7 +120,7 @@ gPanel::~gPanel() {
 	if (this == g_vm->_toolBase->activePanel)
 		g_vm->_toolBase->activePanel = NULL;
 }
-void gPanel::draw(void) {}
+void gPanel::draw() {}
 void gPanel::drawClipped(gPort &, const Point16 &, const Rect16 &) {}
 void gPanel::pointerMove(gPanelMessage &) {}
 bool gPanel::pointerHit(gPanelMessage &) {
@@ -135,7 +135,7 @@ bool gPanel::keyStroke(gPanelMessage &) {
 	return false;
 }
 void gPanel::timerTick(gPanelMessage &) {}
-void gPanel::onMouseHintDelay(void) {}
+void gPanel::onMouseHintDelay() {}
 
 void gPanel::enable(bool abled) {
 	enabled = abled ? 1 : 0;
@@ -149,7 +149,7 @@ void gPanel::ghost(bool b) {
 	ghosted = b ? 1 : 0;
 }
 
-bool gPanel::isActive(void) {
+bool gPanel::isActive() {
 	return (this == g_vm->_toolBase->activePanel);
 }
 
@@ -171,11 +171,11 @@ bool gPanel::activate(gEventType) {
 	return false;
 }
 
-void gPanel::deactivate(void) {
+void gPanel::deactivate() {
 	if (isActive()) g_vm->_toolBase->activePanel = NULL;
 }
 
-void gPanel::makeActive(void) {
+void gPanel::makeActive() {
 	g_vm->_toolBase->setActive(this);
 }
 
@@ -280,7 +280,7 @@ gPanelList::~gPanelList() {
 	window.contents.remove(this);
 }
 
-void gPanelList::removeControls(void) {
+void gPanelList::removeControls() {
 	gPanel *ctl;
 
 	//  Delete all sub-panels.
@@ -315,7 +315,7 @@ void gPanelList::invalidate(Rect16 *) {
 		}
 }
 
-void gPanelList::draw(void) {
+void gPanelList::draw() {
 	gPanel *ctl;
 
 	if (displayEnabled())
@@ -427,7 +427,7 @@ gWindow::~gWindow() {
 //	delete backSave;
 }
 
-bool gWindow::open(void) {
+bool gWindow::open() {
 	if (isOpen()) return true;
 
 	//  Send a "pointer-leave" message to mouse panel.
@@ -448,7 +448,7 @@ bool gWindow::open(void) {
 	return true;
 }
 
-void gWindow::close(void) {
+void gWindow::close() {
 	//saver.onExit(this);
 	if (!isOpen()) return;
 
@@ -473,7 +473,7 @@ void gWindow::close(void) {
 
 //  Move the window to the front...
 
-void gWindow::toFront(void) {            // re-order the windows
+void gWindow::toFront() {            // re-order the windows
 	if (!isOpen()) return;
 
 	g_vm->_toolBase->windowList.remove(this);
@@ -486,7 +486,7 @@ void gWindow::toFront(void) {            // re-order the windows
 	update(_extent);
 }
 
-bool gWindow::isModal(void) {
+bool gWindow::isModal() {
 	return false;
 }
 
@@ -522,7 +522,7 @@ void gWindow::setExtent(const Rect16 &r) {
 }
 
 //  insert window into window list
-void gWindow::insert(void) {
+void gWindow::insert() {
 	g_vm->_toolBase->windowList.push_front(this);
 }
 
@@ -530,7 +530,7 @@ void gWindow::insert(void) {
 //  REM: Need to either adjuct coords when we draw OR
 //  redefine the address of the pixel map.
 
-void gWindow::deactivate(void) {
+void gWindow::deactivate() {
 	selected = 0;
 	gPanel::deactivate();
 }
@@ -564,7 +564,7 @@ void gWindow::pointerRelease(gPanelMessage &) {
 	deactivate();
 }
 
-void gWindow::draw(void) {
+void gWindow::draw() {
 	if (displayEnabled())
 		gPanelList::draw();
 }
@@ -670,7 +670,7 @@ gPanel *gControl::keyTest(int16 key) {
 //  "clipped" one, and the normal draw routine just calls
 //  drawClipped with the main port.
 
-void gControl::draw(void) {
+void gControl::draw() {
 	g_vm->_pointer->hide(window.windowPort, _extent);
 	if (displayEnabled())
 		drawClipped(*globalPort,
@@ -694,7 +694,7 @@ bool gGenericControl::activate(gEventType) {
 	return true;
 }
 
-void gGenericControl::deactivate(void) {
+void gGenericControl::deactivate() {
 	selected = 0;
 	gPanel::deactivate();
 }
@@ -727,7 +727,7 @@ void gGenericControl::pointerRelease(gPanelMessage &) {
 }
 
 //  Generic control has no rendering code.
-void gGenericControl::draw(void) {
+void gGenericControl::draw() {
 }
 
 /* ===================================================================== *
@@ -988,7 +988,7 @@ void gToolBase::handleMouse(Common::Event &event, uint32 time) {
 	prevState = _curMouseState;
 }
 
-void gToolBase::leavePanel(void) {
+void gToolBase::leavePanel() {
 	msg.timeStamp = g_system->getMillis();
 
 	if (mousePanel) {
@@ -1101,14 +1101,14 @@ void initPanels(gDisplayPort &port) {
 	mainFont = &Helv11Font;
 }
 
-void cleanupPanels(void) {
+void cleanupPanels() {
 }
 
-int16 leftButtonState(void) {
+int16 leftButtonState() {
 	return g_vm->_toolBase->msg.leftButton;
 }
 
-int16 rightButtonState(void) {
+int16 rightButtonState() {
 	return g_vm->_toolBase->msg.rightButton;
 }
 
diff --git a/engines/saga2/panel.h b/engines/saga2/panel.h
index c5cece37bc..d86bcf666a 100644
--- a/engines/saga2/panel.h
+++ b/engines/saga2/panel.h
@@ -161,7 +161,7 @@ protected:
 	virtual void pointerRelease(gPanelMessage &msg);
 	virtual bool keyStroke(gPanelMessage &msg);
 	virtual void timerTick(gPanelMessage &msg);
-	virtual void onMouseHintDelay(void);
+	virtual void onMouseHintDelay();
 
 	void notify(enum gEventType, int32 value);
 	void notify(gEvent &ev) {
@@ -171,10 +171,10 @@ protected:
 
 
 public:
-	bool isActive(void);                     // true if we are active panel
+	bool isActive();                     // true if we are active panel
 	virtual bool activate(gEventType why);  // activate the control
-	virtual void deactivate(void);       // deactivate the control
-	virtual void draw(void);                 // redraw the panel.
+	virtual void deactivate();       // deactivate the control
+	virtual void draw();                 // redraw the panel.
 	virtual void enable(bool abled);
 	virtual void select(uint16 selected);
 	virtual void ghost(bool ghosted);
@@ -191,20 +191,20 @@ public:
 	    const Rect16  &r);
 
 //	void setCommand( AppFunc *func ) { command = func; }
-	gWindow *getWindow(void) {
+	gWindow *getWindow() {
 		return &window;
 	}
-	void makeActive(void);
-	Rect16 getExtent(void) {
+	void makeActive();
+	Rect16 getExtent() {
 		return _extent;
 	}
-	bool isSelected(void) {
+	bool isSelected() {
 		return selected != 0;
 	}
-	bool isGhosted(void) {
+	bool isGhosted() {
 		return ghosted != 0;
 	}
-	bool    getEnabled(void) const {
+	bool    getEnabled() const {
 		return (bool) enabled;
 	}
 	void    show(bool shown = true, bool inval = true) {
@@ -279,11 +279,11 @@ public:
 
 	gPanel *hitTest(const Point16 &p);
 	gPanel *keyTest(int16 key);
-	void removeControls(void);
+	void removeControls();
 
 public:
 	void invalidate(Rect16 *area = nullptr);
-	void draw(void);                         // redraw the controls
+	void draw();                         // redraw the controls
 	void drawClipped(
 	    gPort         &port,
 	    const Point16 &offset,
@@ -344,7 +344,7 @@ protected:
 
 private:
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 
 	void pointerMove(gPanelMessage &msg);
 	bool pointerHit(gPanelMessage &msg);
@@ -362,23 +362,23 @@ private:
 	static StaticRect  dragExtent;             // dragging extent
 	static StaticPoint16 dragOffset;             // offset to window origin
 
-	void shadow(void);
+	void shadow();
 
 public:
 	void setExtent(const Rect16 &);          // set window position and size
-	Rect16 getExtent(void) {
+	Rect16 getExtent() {
 		return _extent;    // set window position and size
 	}
 protected:
 	void setPos(Point16 pos);                // set window position
-	void insert(void);                      // insert window into window list
-	virtual void toFront(void);              // re-order the windows
+	void insert();                      // insert window into window list
+	virtual void toFront();              // re-order the windows
 
 public:
-	bool isOpen(void) {
+	bool isOpen() {
 		return openFlag;    // true if window is visible
 	}
-	void draw(void);                         // redraw the panel.
+	void draw();                         // redraw the panel.
 	void drawClipped(
 	    gPort         &port,
 	    const Point16 &offset,
@@ -394,9 +394,9 @@ public:
 	void enable(bool abled);
 	void select(uint16 sel);               // activate the window
 
-	virtual bool open(void);
-	virtual void close(void);
-	virtual bool isModal(void);
+	virtual bool open();
+	virtual void close();
+	virtual bool isModal();
 
 	//  Update a region of a window, and all floaters which
 	//  might be above that window.
@@ -427,7 +427,7 @@ public:
 	void ghost(bool ghosted);
 //	virtual void newValue( void );
 
-	void draw(void);                         // redraw the control.
+	void draw();                         // redraw the control.
 };
 
 /* ===================================================================== *
@@ -441,7 +441,7 @@ public:
 	gGenericControl(gPanelList &, const Rect16 &, uint16, AppFunc *cmd = NULL);
 
 	//  Disable double click for next mouse click
-	void disableDblClick(void) {
+	void disableDblClick() {
 		dblClickFlag = true;
 	}
 
@@ -452,14 +452,14 @@ public:
 
 protected:
 	bool activate(gEventType why);       // activate the control
-	void deactivate(void);
+	void deactivate();
 
 	void pointerMove(gPanelMessage &msg);
 	bool pointerHit(gPanelMessage &msg);
 	void pointerDrag(gPanelMessage &msg);
 	void pointerRelease(gPanelMessage &msg);
 
-	void draw(void);                         // redraw the control.
+	void draw();                         // redraw the control.
 };
 
 
@@ -474,10 +474,10 @@ class gToolBase {
 	friend class    gWindow;
 	friend class    gPanel;
 	friend void     EventLoop(bool &running);
-	friend int16        leftButtonState(void);
-	friend int16        rightButtonState(void);
-	friend void     StageModeCleanup(void);
-	friend void     TileModeCleanup(void);
+	friend int16        leftButtonState();
+	friend int16        rightButtonState();
+	friend void     StageModeCleanup();
+	friend void     TileModeCleanup();
 	friend void dumpGBASE(char *msg);
 
 	// windows
@@ -531,21 +531,21 @@ private:
 
 public:
 	void setActive(gPanel *newActive);
-	void leavePanel(void);               // we're changing windows
+	void leavePanel();               // we're changing windows
 public:
 	void handleMouse(Common::Event &event, uint32 time);
 	void handleKeyStroke(Common::Event &event);
 	void handleTimerTick(int32 tick);
-	Common::List<gWindow *>::iterator topWindowIterator(void) {
+	Common::List<gWindow *>::iterator topWindowIterator() {
 		return windowList.end();
 	}
-	Common::List<gWindow *>::iterator bottomWindowIterator(void) {
+	Common::List<gWindow *>::iterator bottomWindowIterator() {
 		return windowList.reverse_begin();
 	}
-	gWindow *topWindow(void) {
+	gWindow *topWindow() {
 		return windowList.front();
 	}
-	gWindow *bottomWindow(void) {
+	gWindow *bottomWindow() {
 		return windowList.back();
 	}
 	bool isMousePanel(gPanel *p) {
@@ -559,12 +559,12 @@ public:
 
 void EventLoop(bool &running);
 void initPanels(gDisplayPort &port);
-void cleanupPanels(void);
+void cleanupPanels();
 
 //void writeHelpLine( char *msg, ... );
 
-int16 leftButtonState(void);
-int16 rightButtonState(void);
+int16 leftButtonState();
+int16 rightButtonState();
 
 //  Kludge structure to contain both a mouse event and a time stamp
 struct MouseExtState {
diff --git a/engines/saga2/path.cpp b/engines/saga2/path.cpp
index abc22933dc..4863d19021 100644
--- a/engines/saga2/path.cpp
+++ b/engines/saga2/path.cpp
@@ -481,7 +481,7 @@ private:
 		//  The cell array
 		PathCell    array[chunkTileDiameter][chunkTileDiameter];
 
-		PathArrayChunk(void) : mask(0) {}
+		PathArrayChunk() : mask(0) {}
 	};
 
 	//  Master array of chunk pointers
@@ -492,10 +492,10 @@ public:
 	class CellAllocationFailure {};
 
 	//  Constructor
-	PathArray(void);
+	PathArray();
 
 	//  Destructor
-	~PathArray(void);
+	~PathArray();
 
 	//  Make a new cell or access an existing cell.  If the specified
 	//  cell already exists *newCell will be set to false, else it will
@@ -511,11 +511,11 @@ public:
 	void deleteCell(int plat, int uCoord, int vCoord);
 
 	//  Delete all existing cells
-	void reset(void);
+	void reset();
 };
 
 //  Constructor
-PathArray::PathArray(void) {
+PathArray::PathArray() {
 	int     plat, chunkU, chunkV;
 
 	for (plat = 0; plat < maxPlatforms; plat++) {
@@ -527,7 +527,7 @@ PathArray::PathArray(void) {
 }
 
 //  Destructor
-PathArray::~PathArray(void) {
+PathArray::~PathArray() {
 	reset();
 }
 
@@ -631,7 +631,7 @@ void PathArray::deleteCell(int plat, int uCoord, int vCoord) {
 }
 
 //  Delete all existing cells
-void PathArray::reset(void) {
+void PathArray::reset() {
 	int     plat, chunkU, chunkV;
 
 	for (plat = 0; plat < maxPlatforms; plat++) {
@@ -727,7 +727,7 @@ private:
 	int16           arraySize;
 
 public:
-	MaskComputer(void) : arraySize(0) {
+	MaskComputer() : arraySize(0) {
 		for (int i = 0; i < 8; i++)
 			ptrArray[i] = nullptr;
 	}
@@ -1141,15 +1141,15 @@ public:
 		path = nullptr;
 	}
 
-	void requestAbort(void) {
+	void requestAbort() {
 		flags |= aborted;
 	}
 
-	virtual void initialize(void);
-	virtual void finish(void);           // completion method
-	virtual void abortReq(void);                // abnormal termination method
+	virtual void initialize();
+	virtual void finish();           // completion method
+	virtual void abortReq();                // abnormal termination method
 
-	PathResult findPath(void);
+	PathResult findPath();
 
 	//  Set and evaluate a new center location.
 	virtual bool setCenter(
@@ -1173,7 +1173,7 @@ public:
 	virtual int16 evaluateMove(const TilePoint &testPt, uint8 testPlatform) = 0;
 
 	// NEW added by Evan 12/3
-	virtual bool timeLimitExceeded(void);
+	virtual bool timeLimitExceeded();
 
 };
 
@@ -1202,7 +1202,7 @@ public:
 	DestinationPathRequest(Actor *a, int16 howSmart);
 
 	//  Initialize the static data members for this path request.
-	void initialize(void);
+	void initialize();
 
 	//  Set and evaluate a new center location.
 	bool setCenter(
@@ -1252,7 +1252,7 @@ public:
 	WanderPathRequest(Actor *a, int16 howSmart);
 
 	//  Initialize the static data members
-	void initialize(void);
+	void initialize();
 
 	//  Set and evaluate a new center location.
 	bool setCenter(
@@ -1398,7 +1398,7 @@ PathRequest::PathRequest(Actor *a, int16 howSmart) {
 	mTask->pathFindTask = this;
 }
 
-void PathRequest::initialize(void) {
+void PathRequest::initialize() {
 	ProtoObj        *proto = actor->proto();
 	TilePoint       startingCoords = actor->getLocation();
 	int             uCoord, vCoord;
@@ -1590,7 +1590,7 @@ big_break:
 	}
 }
 
-void PathRequest::finish(void) {
+void PathRequest::finish() {
 	Direction           prevDir;
 	int16               prevHeight = 0;
 	TilePoint           *resultSteps = path,
@@ -1672,7 +1672,7 @@ void PathRequest::finish(void) {
 	}
 }
 
-void PathRequest::abortReq(void) {
+void PathRequest::abortReq() {
 	debugC(4, kDebugPath, "Aborting Path Request: %p", (void *)this);
 
 	if (mTask->pathFindTask == this)
@@ -1680,7 +1680,7 @@ void PathRequest::abortReq(void) {
 }
 
 
-PathResult PathRequest::findPath(void) {
+PathResult PathRequest::findPath() {
 	assert(cellArray != nullptr);
 
 	static const uint8 costTable[] = {4, 10, 12, 16, 12, 10, 4, 0, 4, 10, 12, 16, 12, 10, 4, 0};
@@ -2044,7 +2044,7 @@ big_continue:
 //   usually get (72/2)+(100/10) or 46 ticks.
 
 
-bool PathRequest::timeLimitExceeded(void) {
+bool PathRequest::timeLimitExceeded() {
 #ifdef OLD_PATHFINDER_TIME_MGMT
 	return (gameTime - firstTick >= timeLimit);
 #else
@@ -2073,7 +2073,7 @@ DestinationPathRequest::DestinationPathRequest(Actor *a, int16 howSmart) :
 }
 
 //  Initialize the static data members
-void DestinationPathRequest::initialize(void) {
+void DestinationPathRequest::initialize() {
 	debugC(2, kDebugPath, "Initializing Path Request: %p", (void *)this);
 
 	PathRequest::initialize();
@@ -2204,7 +2204,7 @@ WanderPathRequest::WanderPathRequest(
 }
 
 //  Initialize the static data members
-void WanderPathRequest::initialize(void) {
+void WanderPathRequest::initialize() {
 	PathRequest::initialize();
 
 	//  Initialize bestDist to zero.
@@ -2281,7 +2281,7 @@ int16 WanderPathRequest::evaluateMove(const TilePoint &testPt, uint8) {
 	return (centerCost - (dist + zDist)) >> 1;
 }
 
-void runPathFinder(void) {
+void runPathFinder() {
 	if (currentRequest == nullptr && !g_vm->_pathQueue.empty()) {
 		currentRequest = g_vm->_pathQueue.front();
 		g_vm->_pathQueue.pop_front();
@@ -2933,7 +2933,7 @@ bool checkPath(
    Path finder management functions
  * ===================================================================== */
 
-void initPathFinder(void) {
+void initPathFinder() {
 	queue = new PriorityQueue<QueueItem, 192>;
 	squeue = new PriorityQueue<QueueItem, 128>;
 	objectVolumeArray = new TileRegion[128];
@@ -2944,7 +2944,7 @@ void initPathFinder(void) {
 	PathRequest::tileArray = new PathTileRegion;
 }
 
-void cleanupPathFinder(void) {
+void cleanupPathFinder() {
 	if (pathTileArray) {
 		free(pathTileArray);
 		pathTileArray = nullptr;
diff --git a/engines/saga2/patrol.cpp b/engines/saga2/patrol.cpp
index fcad4bf78c..0c92a0f9fd 100644
--- a/engines/saga2/patrol.cpp
+++ b/engines/saga2/patrol.cpp
@@ -119,7 +119,7 @@ void PatrolRouteIterator::write(Common::MemoryWriteStreamDynamic *out) const {
 
 //-----------------------------------------------------------------------
 //	Increment the waypoint index
-void PatrolRouteIterator::increment(void) {
+void PatrolRouteIterator::increment() {
 	const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
 
 	_vertexNo++;
@@ -138,7 +138,7 @@ void PatrolRouteIterator::increment(void) {
 
 //-----------------------------------------------------------------------
 //	Decrement the waypoint index
-void PatrolRouteIterator::decrement(void) {
+void PatrolRouteIterator::decrement() {
 	const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
 
 	_vertexNo--;
@@ -157,7 +157,7 @@ void PatrolRouteIterator::decrement(void) {
 
 //-----------------------------------------------------------------------
 //	Increment the waypoint index in the alternate direction
-void PatrolRouteIterator::altIncrement(void) {
+void PatrolRouteIterator::altIncrement() {
 	const PatrolRoute   &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
 
 	_vertexNo++;
@@ -172,7 +172,7 @@ void PatrolRouteIterator::altIncrement(void) {
 
 //-----------------------------------------------------------------------
 //	Decrement the waypoint index in the alternate direction
-void PatrolRouteIterator::altDecrement(void) {
+void PatrolRouteIterator::altDecrement() {
 	const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
 
 	_vertexNo--;
@@ -187,13 +187,13 @@ void PatrolRouteIterator::altDecrement(void) {
 
 //-----------------------------------------------------------------------
 //	Return the coordinates of the current waypoint
-const TilePoint PatrolRouteIterator::operator*(void) const {
+const TilePoint PatrolRouteIterator::operator*() const {
 	const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
 
 	return _vertexNo >= 0 && _vertexNo < route.vertices() ? route[_vertexNo] : Nowhere;
 }
 
-const PatrolRouteIterator &PatrolRouteIterator::operator++(void) {
+const PatrolRouteIterator &PatrolRouteIterator::operator++() {
 	const PatrolRoute &route = patrolRouteList[_mapNum]->getRoute(_routeNo);
 
 	if (_vertexNo >= 0 && _vertexNo < route.vertices()) {
@@ -219,7 +219,7 @@ const PatrolRouteIterator &PatrolRouteIterator::operator++(void) {
 
 //-----------------------------------------------------------------------
 //	Load the patrol routes from the resource file
-void initPatrolRoutes(void) {
+void initPatrolRoutes() {
 	// Get patrol route resource context
 	hResContext *patrolRouteRes = auxResFile->newContext(MKTAG('P', 'T', 'R', 'L'), "patrol route resource");
 	if (patrolRouteRes == nullptr || !patrolRouteRes->_valid)
@@ -254,7 +254,7 @@ void initPatrolRoutes(void) {
 	auxResFile->disposeContext(patrolRouteRes);
 }
 
-void cleanupPatrolRoutes(void) {
+void cleanupPatrolRoutes() {
 	if (!patrolRouteList)
 		return;
 
diff --git a/engines/saga2/patrol.h b/engines/saga2/patrol.h
index 254860f2ac..6d77fb8b2b 100644
--- a/engines/saga2/patrol.h
+++ b/engines/saga2/patrol.h
@@ -51,7 +51,7 @@ public:
 	~PatrolRoute();
 
 	// Return the number of way points
-	int16 vertices(void) const {
+	int16 vertices() const {
 		return _wayPoints;
 	}
 
@@ -70,8 +70,8 @@ public:
 //	beginning of the patrol route data.
 
 class PatrolRouteList {
-	friend void initPatrolRoutes(void);
-	friend void cleanupPatrolRoutes(void);
+	friend void initPatrolRoutes();
+	friend void cleanupPatrolRoutes();
 
 	int16 _numRoutes;
 	PatrolRoute **_routes;
@@ -81,7 +81,7 @@ public:
 	~PatrolRouteList();
 
 	// Returns the number of patrol routes in the list
-	int16 routes(void) {
+	int16 routes() {
 		return _numRoutes;
 	}
 
@@ -128,27 +128,27 @@ public:
 	void write(Common::MemoryWriteStreamDynamic *out) const;
 
 private:
-	void increment(void);		// Increment waypoint index
-	void decrement(void);		// Decrement waypoint index
-	void altIncrement(void);	// Increment in alternate direction
-	void altDecrement(void);	// Decrement in alternate direction
+	void increment();		// Increment waypoint index
+	void decrement();		// Decrement waypoint index
+	void altIncrement();	// Increment in alternate direction
+	void altDecrement();	// Decrement in alternate direction
 
 public:
 	// Determine if the iterator will repeat infinitely
-	bool isRepeating(void) const {
+	bool isRepeating() const {
 		return _flags & (patrolRouteRepeat | patrolRouteRandom);
 	}
 
 	// Return the current way point number
-	int16 wayPointNum(void) const {
+	int16 wayPointNum() const {
 		return _vertexNo;
 	}
 
 	// Return the coordinates of the current waypoint
-	const TilePoint operator*(void) const;
+	const TilePoint operator*() const;
 
 	// Iterate
-	const PatrolRouteIterator &operator++(void);
+	const PatrolRouteIterator &operator++();
 
 	// Determine if this iterator is equivalent to the specified iterator
 	bool operator==(const PatrolRouteIterator &iter) const {
@@ -162,10 +162,10 @@ public:
  * ===================================================================== */
 
 // Load the patrol routes from the resource file
-void initPatrolRoutes(void);
+void initPatrolRoutes();
 
 // Cleanup the patrol routes
-void cleanupPatrolRoutes(void);
+void cleanupPatrolRoutes();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/player.cpp b/engines/saga2/player.cpp
index a51099a8a7..1f038873be 100644
--- a/engines/saga2/player.cpp
+++ b/engines/saga2/player.cpp
@@ -43,7 +43,7 @@ extern ReadyContainerView   *TrioCviews[kNumViews];
 extern ReadyContainerView   *indivCviewTop, *indivCviewBot;
 extern ContainerNode        *indivReadyNode;
 
-void updateMainDisplay(void);
+void updateMainDisplay();
 
 TilePoint selectNearbySite(
     ObjectID        worldID,
@@ -74,7 +74,7 @@ bool                    brotherBandingEnabled;
 //-----------------------------------------------------------------------
 //	Resolve the banding state of this actor
 
-void PlayerActor::resolveBanding(void) {
+void PlayerActor::resolveBanding() {
 	Actor *follower         = getActor();
 	Actor *centerActor_     = getCenterActor();
 
@@ -96,7 +96,7 @@ void PlayerActor::resolveBanding(void) {
 //-----------------------------------------------------------------------
 //	Re-evaluate the portrait type for this player actor
 
-void PlayerActor::recalcPortraitType(void) {
+void PlayerActor::recalcPortraitType() {
 	PortraitType    pType;
 	Actor           *a = getActor();
 	ActorAttributes &stats = getBaseStats();
@@ -123,14 +123,14 @@ void PlayerActor::recalcPortraitType(void) {
 }
 
 
-void PlayerActor::recoveryUpdate(void) { // change name to recovery update
+void PlayerActor::recoveryUpdate() { // change name to recovery update
 	manaUpdate();
 	AttribUpdate();
 }
 
 
 
-void PlayerActor::AttribUpdate(void) {
+void PlayerActor::AttribUpdate() {
 	// get the actor pointer for this character
 	Actor *actor = getActor();
 
@@ -177,7 +177,7 @@ void PlayerActor::stdAttribUpdate(uint8 &stat, uint8 baseStat, int16 index) {
 	}
 }
 
-void PlayerActor::manaUpdate(void) {
+void PlayerActor::manaUpdate() {
 	const   int numManas        = 6;
 	const   int minMana         = 0;
 
@@ -467,7 +467,7 @@ uint8 PlayerActor::getStatIndex(SkillProto *proto) {
 	return stat;
 }
 
-ActorAttributes *PlayerActor::getEffStats(void) {
+ActorAttributes *PlayerActor::getEffStats() {
 	// get the actor pointer for this character
 	Actor *actor = getActor();
 
@@ -484,7 +484,7 @@ ActorAttributes *PlayerActor::getEffStats(void) {
 //-----------------------------------------------------------------------
 //	Notify the user of attack if necessary
 
-void PlayerActor::handleAttacked(void) {
+void PlayerActor::handleAttacked() {
 	if (!notifiedOfAttack) {
 		StatusMsg(ATTACK_STATUS, getActor()->objName());
 		notifiedOfAttack = true;
@@ -519,21 +519,21 @@ PlayerActorID getPlayerActorID(PlayerActor *p) {
 //-----------------------------------------------------------------------
 //	Return a pointer the center actor's Actor structure
 
-Actor *getCenterActor(void) {
+Actor *getCenterActor() {
 	return g_vm->_playerList[centerActor]->getActor();
 }
 
 //-----------------------------------------------------------------------
 //  Return the center actor's object ID
 
-ObjectID getCenterActorID(void) {
+ObjectID getCenterActorID() {
 	return ActorBaseID + centerActor;
 }
 
 //-----------------------------------------------------------------------
 //  Return the center actor's player actor ID
 
-PlayerActorID getCenterActorPlayerID(void) {
+PlayerActorID getCenterActorPlayerID() {
 	return centerActor;
 }
 
@@ -541,7 +541,7 @@ PlayerActorID getCenterActorPlayerID(void) {
 //	Set a new center actor based upon a PlayerActor ID
 
 void setCenterActor(PlayerActorID newCenter) {
-	extern void setEnchantmentDisplay(void);
+	extern void setEnchantmentDisplay();
 
 	assert(newCenter < kPlayerActors);
 
@@ -604,7 +604,7 @@ void setCenterActor(PlayerActor *newCenter) {
 //-----------------------------------------------------------------------
 //	Return the coordinates of the current center actor
 
-TilePoint centerActorCoords(void) {
+TilePoint centerActorCoords() {
 	Actor           *a;
 
 	a = g_vm->_playerList[centerActor]->getActor();
@@ -647,7 +647,7 @@ bool isAggressive(PlayerActorID player) {
 //	Adjust the player actors aggression setting based upon their
 //	proximity to enemies
 
-void autoAdjustAggression(void) {
+void autoAdjustAggression() {
 	PlayerActorID       i;
 
 	//  Iterate through all player actors
@@ -866,7 +866,7 @@ void handlePlayerActorAttacked(PlayerActorID id) {
 
 //-----------------------------------------------------------------------
 
-void handleEndOfCombat(void) {
+void handleEndOfCombat() {
 	PlayerActorID       i;
 
 	//  Iterate through all player actors
@@ -896,7 +896,7 @@ struct PlayerActorArchive {
 //-----------------------------------------------------------------------
 //	Initialize the player list
 
-void initPlayerActors(void) {
+void initPlayerActors() {
 	g_vm->_playerList.push_back(new PlayerActor(ActorBaseID + 0)); // Julian
 	g_vm->_playerList.push_back(new PlayerActor(ActorBaseID + 1)); // Philip
 	g_vm->_playerList.push_back(new PlayerActor(ActorBaseID + 2)); // Kevin
@@ -1024,7 +1024,7 @@ void loadPlayerActors(Common::InSaveFile *in) {
 //-----------------------------------------------------------------------
 //	Cleanup the player actor list
 
-void cleanupPlayerActors(void) {
+void cleanupPlayerActors() {
 	cleanupReadyContainers();
 }
 
@@ -1042,7 +1042,7 @@ struct CenterActorArchive {
 //-----------------------------------------------------------------------
 //	Initialize the center actor ID and view object ID
 
-void initCenterActor(void) {
+void initCenterActor() {
 	centerActor = FTA_JULIAN;
 	viewCenterObject = g_vm->_playerList[centerActor]->getActorID();
 
@@ -1078,24 +1078,24 @@ void loadCenterActor(Common::InSaveFile *in) {
 //-----------------------------------------------------------------------
 //	Iterates through all player actors
 
-PlayerActor *PlayerActorIterator::first(void) {
+PlayerActor *PlayerActorIterator::first() {
 	index = 0;
 	return g_vm->_playerList[index++];
 }
 
-PlayerActor *PlayerActorIterator::next(void) {
+PlayerActor *PlayerActorIterator::next() {
 	return (index < kPlayerActors) ? g_vm->_playerList[index++] : NULL;
 }
 
 //-----------------------------------------------------------------------
 //	Iterates through all player actors that are not dead.
 
-PlayerActor *LivingPlayerActorIterator::first(void) {
+PlayerActor *LivingPlayerActorIterator::first() {
 	index = 0;
 	return LivingPlayerActorIterator::next();
 }
 
-PlayerActor *LivingPlayerActorIterator::next(void) {
+PlayerActor *LivingPlayerActorIterator::next() {
 	if (index >= kPlayerActors)
 		return nullptr;
 
diff --git a/engines/saga2/player.h b/engines/saga2/player.h
index a6c8099822..863cb744e4 100644
--- a/engines/saga2/player.h
+++ b/engines/saga2/player.h
@@ -44,8 +44,8 @@ class ContainerNode;
 class PlayerActor {
 	friend class Actor;
 
-	friend void initPlayerActors(void);
-	friend void cleanupPlayerActors(void);
+	friend void initPlayerActors();
+	friend void cleanupPlayerActors();
 
 	ObjectID        actorID;            // ID of player's actor
 
@@ -115,7 +115,7 @@ public:
 	uint8 getStatIndex(SkillProto *);
 
 	// get the effective stats of this player actor
-	ActorAttributes *getEffStats(void);
+	ActorAttributes *getEffStats();
 
 	// these update a players baseStat skills
 	void skillAdvance(uint8 stat,
@@ -134,74 +134,74 @@ public:
 	void vitalityAdvance(uint8 points);
 
 	//  Return Actor structure pointer
-	Actor *getActor(void) {
+	Actor *getActor() {
 		return (Actor *)GameObject::objectAddress(actorID);
 	}
 
 	//  Return Actor's object ID
-	ObjectID getActorID(void) {
+	ObjectID getActorID() {
 		return actorID;
 	}
 
 	//  Set player to be aggressive
-	void setAggression(void) {
+	void setAggression() {
 		flags |= playerAggressive;
 	}
 
 	//  Set player to not aggressive
-	void clearAggression(void) {
+	void clearAggression() {
 		flags &= ~playerAggressive;
 	}
 
 	//  Determine if actor is in aggressive state
-	bool isAggressive(void) {
+	bool isAggressive() {
 		return (flags & playerAggressive) != 0;
 	}
 
 	//  Set the player to be banded
-	void setBanded(void) {
+	void setBanded() {
 		flags |= playerBanded;
 	}
 
 	//  Set the player to not be banded
-	void clearBanded(void) {
+	void clearBanded() {
 		flags &= ~playerBanded;
 	}
 
 	//  Determine if this player actor is banded
-	bool isBanded(void) {
+	bool isBanded() {
 		return (flags & playerBanded) != 0;
 	}
 
 	//  Resolve the banding state of this actor
-	void resolveBanding(void);
+	void resolveBanding();
 
 	//  Re-evaluate the portrait type for this player actor
-	void recalcPortraitType(void);
+	void recalcPortraitType();
 
 	//  Return the integer representing the portrait type for this
 	//  player actor
-	int16 getPortraitType(void) {
+	int16 getPortraitType() {
 		return portraitType;
 	}
 
 	// figures out what what ( if any ) changes are required to
 	// the charaters vitality
-	void recoveryUpdate(void);
-	void manaUpdate(void);
-	void AttribUpdate(void);
+	void recoveryUpdate();
+	void manaUpdate();
+	void AttribUpdate();
 	void stdAttribUpdate(uint8 &stat, uint8 baseStat, int16 index);
 
 	// get this player actor's base stats
-	ActorAttributes &getBaseStats(void) {
+	ActorAttributes &getBaseStats() {
 		return baseStats;
 	}
 
 	//  Notify the user of attack if necessary
-	void handleAttacked(void);
+	void handleAttacked();
 
 	//  Simply reset the attack notification flag
-	void resetAttackNotification(void) {
+	void resetAttackNotification() {
 		notifiedOfAttack = false;
 	}
 };
@@ -213,11 +213,11 @@ PlayerActor *getPlayerActorAddress(PlayerActorID id);
 PlayerActorID getPlayerActorID(PlayerActor *p);
 
 //  Return a pointer to the center actor
-Actor *getCenterActor(void);
+Actor *getCenterActor();
 //  Return the center actor's object ID
-ObjectID getCenterActorID(void);
+ObjectID getCenterActorID();
 //  Return the center actor's player actor ID
-PlayerActorID getCenterActorPlayerID(void);
+PlayerActorID getCenterActorPlayerID();
 
 //  Set a new center actor based upon the PlayerActor ID
 void setCenterActor(PlayerActorID newCenter);
@@ -230,7 +230,7 @@ void setCenterActor(Actor *newCenter);
 void setCenterActor(PlayerActor *newCenter);
 
 //  Get the coordinates of the center actor
-TilePoint centerActorCoords(void);
+TilePoint centerActorCoords();
 
 //  Set a player actor's aggression
 void setAggression(PlayerActorID player, bool aggression);
@@ -244,7 +244,7 @@ inline void setCenterActorAggression(bool aggression) {
 bool isAggressive(PlayerActorID player);
 
 //  Determine if center actor is aggressive
-inline bool isCenterActorAggressive(void) {
+inline bool isCenterActorAggressive() {
 	return isAggressive(getCenterActorPlayerID());
 }
 
@@ -259,7 +259,7 @@ void setBrotherBanding(bool enabled);
 
 //  Adjust the player actors aggression setting based upon their
 //  proximity to enemies
-void autoAdjustAggression(void);
+void autoAdjustAggression();
 
 //  Calculate the portrait for this brother's current state.
 void recalcPortraitType(PlayerActorID id);
@@ -279,7 +279,7 @@ void transportCenterBand(const Location &loc);
 
 void handlePlayerActorAttacked(PlayerActorID id);
 
-void handleEndOfCombat(void);
+void handleEndOfCombat();
 
 /* ======================================================================= *
    PlayerActor list management function prototypes
@@ -287,26 +287,26 @@ void handleEndOfCombat(void);
 
 
 //  Initialize the player actor list
-void initPlayerActors(void);
+void initPlayerActors();
 
 void savePlayerActors(Common::OutSaveFile *out);
 void loadPlayerActors(Common::InSaveFile *in);
 
 //  Cleanup the player actor list
-void cleanupPlayerActors(void);
+void cleanupPlayerActors();
 
 /* ======================================================================= *
    CenterActor management function prototypes
  * ======================================================================= */
 
 //  Initialize the center actor ID and view object ID
-void initCenterActor(void);
+void initCenterActor();
 
 void saveCenterActor(Common::OutSaveFile *outS);
 void loadCenterActor(Common::InSaveFile *in);
 
 //  Do nothing
-inline void cleanupCenterActor(void) {}
+inline void cleanupCenterActor() {}
 
 /* ======================================================================= *
    PlayerActor iteration class
@@ -317,12 +317,12 @@ protected:
 	int16               index;
 
 public:
-	PlayerActorIterator(void) {
+	PlayerActorIterator() {
 		index = 0;
 	}
 
-	PlayerActor *first(void);
-	PlayerActor *next(void);
+	PlayerActor *first();
+	PlayerActor *next();
 };
 
 //  Iterates through all player actors that are not dead.
@@ -330,10 +330,10 @@ public:
 class LivingPlayerActorIterator : public PlayerActorIterator {
 
 public:
-	LivingPlayerActorIterator(void) {}
+	LivingPlayerActorIterator() {}
 
-	PlayerActor *first(void);
-	PlayerActor *next(void);
+	PlayerActor *first();
+	PlayerActor *next();
 };
 
 } // end of namespace Saga2
diff --git a/engines/saga2/playmode.cpp b/engines/saga2/playmode.cpp
index 739dc76d26..4ee96a9b8d 100644
--- a/engines/saga2/playmode.cpp
+++ b/engines/saga2/playmode.cpp
@@ -61,7 +61,7 @@ int16 ScreenDepth(TilePoint);
 
 #ifdef FTA
 
-void cleanupButtonImages(void);
+void cleanupButtonImages();
 
 #endif
 
@@ -71,23 +71,23 @@ void cleanupButtonImages(void);
  * ===================================================================== */
 
 //void drawInventory( gPort &port, GameObject &container, Rect16 displayRect );
-void motionTest(void);
-void drawBorders(void);
+void motionTest();
+void drawBorders();
 
-void windowTest(void);
-void closeAllFloatingWindows(void);
+void windowTest();
+void closeAllFloatingWindows();
 
-void objectTest(void);
+void objectTest();
 
 #ifdef hasReadyContainers
-void readyContainerSetup(void);
+void readyContainerSetup();
 #endif
 
 /* ===================================================================== *
    PlayMode definition
  * ===================================================================== */
-void PlayModeSetup(void);
-void PlayModeCleanup(void);
+void PlayModeSetup();
+void PlayModeCleanup();
 
 //  The Mode object for the main "play" mode.
 
@@ -133,7 +133,7 @@ hResContext         *imageRes;              // image resource handle
 //-----------------------------------------------------------------------
 //	Initialize the Play mode
 
-bool checkTileAreaPort(void) {
+bool checkTileAreaPort() {
 	if (g_vm->_gameRunning && g_vm->_tileDrawMap.data == nullptr) {
 		//  Allocate back buffer for tile rendering
 		g_vm->_tileDrawMap.size.x = (kTileRectWidth + kTileWidth - 1) & ~kTileDXMask;
@@ -144,7 +144,7 @@ bool checkTileAreaPort(void) {
 	return g_vm->_tileDrawMap.data != nullptr;
 }
 
-void clearTileAreaPort(void) {
+void clearTileAreaPort() {
 	if (g_vm->_gameRunning && g_vm->_tileDrawMap.data != nullptr) {
 		_FillRect(g_vm->_tileDrawMap.data, g_vm->_tileDrawMap.size.x, g_vm->_tileDrawMap.size.x, g_vm->_tileDrawMap.size.y, 0);
 	}
@@ -154,7 +154,7 @@ void clearTileAreaPort(void) {
 }
 
 
-void PlayModeSetup(void) {
+void PlayModeSetup() {
 	//  Init resources for images
 	if (imageRes == nullptr)
 		imageRes = resFile->newContext(imageGroupID, "image resources");
@@ -243,7 +243,7 @@ void PlayModeSetup(void) {
 //-----------------------------------------------------------------------
 //	Cleanup function for Play mode
 
-void PlayModeCleanup(void) {
+void PlayModeCleanup() {
 	closeAllFloatingWindows();
 	if (playControls) {
 		if (StatusLine)
diff --git a/engines/saga2/priqueue.h b/engines/saga2/priqueue.h
index 59e3e43610..1550dcfdb1 100644
--- a/engines/saga2/priqueue.h
+++ b/engines/saga2/priqueue.h
@@ -45,16 +45,16 @@ class PriorityQueue {
 	}
 
 public:
-	PriorityQueue(void) {                    // constructor
+	PriorityQueue() {                    // constructor
 		tail = 1;
 	}
 
 	bool insert(ITEM &newItem);              // insert an item
 	bool remove(ITEM &result);           // remove an item
-	void clear(void) {
+	void clear() {
 		tail = 1;    // clear the queue
 	}
-	int16 getCount(void) {
+	int16 getCount() {
 		return tail - 1;
 	}
 };
diff --git a/engines/saga2/property.cpp b/engines/saga2/property.cpp
index 21f2390025..3d7905af68 100644
--- a/engines/saga2/property.cpp
+++ b/engines/saga2/property.cpp
@@ -143,7 +143,7 @@ CompoundMetaTileProperty::CompoundMetaTileProperty(
 	arraySize = size;
 }
 
-CompoundMetaTileProperty::~CompoundMetaTileProperty(void) {
+CompoundMetaTileProperty::~CompoundMetaTileProperty() {
 	//  Free the memory for the copy of the array
 	free(propertyArray);
 }
diff --git a/engines/saga2/property.h b/engines/saga2/property.h
index 5b0b686c80..fddea5e0a8 100644
--- a/engines/saga2/property.h
+++ b/engines/saga2/property.h
@@ -103,7 +103,7 @@ public:
 	CompoundProperty(Property< T > **array, uint16 size);
 
 	//  Virtual destructor
-	virtual ~CompoundProperty(void);
+	virtual ~CompoundProperty();
 };
 
 template < class T >
@@ -125,7 +125,7 @@ CompoundProperty< T >::CompoundProperty(
 
 
 template < class T >
-CompoundProperty< T >::~CompoundProperty(void) {
+CompoundProperty< T >::~CompoundProperty() {
 	//  Free the array memory
 	free(propertyArray);
 }
@@ -329,7 +329,7 @@ public:
 	CompoundMetaTileProperty(MetaTileProperty **array, uint16 size);
 
 	//  Virtual destructor
-	virtual ~CompoundMetaTileProperty(void);
+	virtual ~CompoundMetaTileProperty();
 };
 
 /* ===================================================================== *
diff --git a/engines/saga2/rect.cpp b/engines/saga2/rect.cpp
index 2c0fbffc40..3b70e2d363 100644
--- a/engines/saga2/rect.cpp
+++ b/engines/saga2/rect.cpp
@@ -92,7 +92,7 @@ Rect16 intersect(const Rect16 a, const Rect16 b) {
 		return Rect16(x1, y1, width, height);
 }
 
-void Rect16::normalize(void) {
+void Rect16::normalize() {
 	if (width < 0) {
 		x += width;
 		width = -width;
@@ -147,7 +147,7 @@ Rect32 intersect(const Rect32 a, const Rect32 b) {
 	return Rect32(x1, y1, width, height);
 }
 
-void Rect32::normalize(void) {
+void Rect32::normalize() {
 	if (width < 0) {
 		x += width;
 		width = -width;
diff --git a/engines/saga2/rect.h b/engines/saga2/rect.h
index a8f9661d40..52bd518445 100644
--- a/engines/saga2/rect.h
+++ b/engines/saga2/rect.h
@@ -362,11 +362,11 @@ public:
 	}
 
 	// functions
-	void normalize(void);                        // make rect right-side out
+	void normalize();                        // make rect right-side out
 	void expand(int16 dx, int16 dy);             // grow or shrink the rect
 	void expand(int16 left, int16 top, int16 right, int16 bottom);
 
-	int empty(void) const {
+	int empty() const {
 		return width <= 0 || height <= 0;
 	}
 
@@ -490,12 +490,12 @@ public:
 		y -= a.y;
 	}
 	// functions
-	void normalize(void);                        // make rect right-side out
+	void normalize();                        // make rect right-side out
 
 	void expand(int32 dx, int32 dy);             // grow or shrink the rect
 	void expand(int32 left, int32 top, int32 right, int32 bottom);
 
-	int empty(void) const {
+	int empty() const {
 		return width <= 0 || height <= 0;
 	}
 
diff --git a/engines/saga2/sagafunc.cpp b/engines/saga2/sagafunc.cpp
index 2a2c448387..1e448e2e55 100644
--- a/engines/saga2/sagafunc.cpp
+++ b/engines/saga2/sagafunc.cpp
@@ -51,7 +51,7 @@
 #include "saga2/tile.h"
 #include "saga2/tilemode.h"
 
-void drawMainDisplay(void);
+void drawMainDisplay();
 
 #define MONOLOG(s) {debugC(2, kDebugScripts, "cfunc: " #s );}
 #define OBJLOG(s) {debugC(2, kDebugScripts, "cfunc: [%s]." #s , (((ObjectData *)thisThread->thisObject)->obj)->objName() );}
diff --git a/engines/saga2/saveload.cpp b/engines/saga2/saveload.cpp
index 9067bfcbcf..c2d721831f 100644
--- a/engines/saga2/saveload.cpp
+++ b/engines/saga2/saveload.cpp
@@ -46,7 +46,7 @@
 
 namespace Saga2 {
 
-void updateMainDisplay(void);
+void updateMainDisplay();
 void fadeUp();
 void fadeDown();
 void enablePaletteChanges();
@@ -111,7 +111,7 @@ void SaveFileHeader::write(Common::OutSaveFile *out) {
 //----------------------------------------------------------------------
 //	Load initial game state
 
-void initGameState(void) {
+void initGameState() {
 	pauseTimer();
 
 	initGlobals();
@@ -536,7 +536,7 @@ void loadGame(int16 saveNo) {
 //----------------------------------------------------------------------
 //	Cleanup the game state
 
-void cleanupGameState(void) {
+void cleanupGameState() {
 	cleanupContainerNodes();
 	cleanupPaletteState();
 	cleanupUIState();
@@ -579,7 +579,7 @@ void checkRestartGame(const char *exeName) {
 }
 
 
-void loadRestartGame(void) {
+void loadRestartGame() {
 	loadSavedGameState(999);
 }
 
diff --git a/engines/saga2/saveload.h b/engines/saga2/saveload.h
index 2533dd3105..47c88b445c 100644
--- a/engines/saga2/saveload.h
+++ b/engines/saga2/saveload.h
@@ -50,7 +50,7 @@ struct SaveFileHeader {
 		kHeaderSize = 128
 	};
 
-	ChunkID gameID;                     //  ID of game (FTA2 of DINO).
+	ChunkID gameID;                     //  ID of game (FTA2 or DINO)
 	Common::String saveName;            //  The long name of the saved
 
 	void read(Common::InSaveFile *in);
@@ -58,7 +58,7 @@ struct SaveFileHeader {
 };
 
 //  Load initial game state
-void initGameState(void);
+void initGameState();
 
 //  Save the current game state
 void saveGame(Common::OutSaveFile *out, Common::String saveName);
@@ -70,10 +70,10 @@ void loadSavedGameState(int16 saveNo);
 void loadGame(int16 saveNo);
 
 //  Cleanup the game state
-void cleanupGameState(void);
+void cleanupGameState();
 
 void checkRestartGame(const char *exeName);
-void loadRestartGame(void);
+void loadRestartGame();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/script.h b/engines/saga2/script.h
index bf3d1e900a..6fe9da5e14 100644
--- a/engines/saga2/script.h
+++ b/engines/saga2/script.h
@@ -122,13 +122,13 @@ enum builtinTypes {
  * ===================================================================== */
 
 //  Load the SAGA data segment from the resource file
-void initSAGADataSeg(void);
+void initSAGADataSeg();
 
 void saveSAGADataSeg(Common::OutSaveFile *outS);
 void loadSAGADataSeg(Common::InSaveFile *in);
 
 //  Dispose of the SAGA data segment -- do nothing
-inline void cleanupSAGADataSeg(void) {}
+inline void cleanupSAGADataSeg() {}
 
 /* ===================================================================== *
    Thread management functions
@@ -137,13 +137,13 @@ inline void cleanupSAGADataSeg(void) {}
 class Thread;
 
 //  Initialize the SAGA thread list
-void initSAGAThreads(void);
+void initSAGAThreads();
 
 void saveSAGAThreads(Common::OutSaveFile *outS);
 void loadSAGAThreads(Common::InSaveFile *in, int32 chunkSize);
 
 //  Dispose of the active SAGA threads
-void cleanupSAGAThreads(void);
+void cleanupSAGAThreads();
 
 //  Dispose of an active SAGA thread
 void deleteThread(Thread *p);
@@ -251,7 +251,7 @@ public:
 
 	//  Return the number of bytes need to archive this thread in an
 	//  arhive buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	//  Create an archive of this thread in an archive buffer
 	void *archive(void *buf);
@@ -259,10 +259,10 @@ public:
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Dispatch all asynchronous threads
-	static void dispatch(void);
+	static void dispatch();
 
 	//  Intepret a single thread
-	scriptResult run(void);
+	scriptResult run();
 
 	//  Tells thread to wait for an event
 	void waitForEvent(enum WaitTypes wt, ActiveItem *param) {
@@ -272,10 +272,10 @@ public:
 	}
 
 	//  Convert to extended script, and back to synchonous script
-	void setExtended(void);
-	void clearExtended(void);
+	void setExtended();
+	void clearExtended();
 
-	bool interpret(void);
+	bool interpret();
 private:
 	uint8 *strAddress(int strNum);
 
diff --git a/engines/saga2/sensor.cpp b/engines/saga2/sensor.cpp
index 5e71d47c7f..a733d378a2 100644
--- a/engines/saga2/sensor.cpp
+++ b/engines/saga2/sensor.cpp
@@ -138,7 +138,7 @@ void writeSensor(Sensor *sensor, Common::MemoryWriteStreamDynamic *out) {
 
 //----------------------------------------------------------------------
 
-void checkSensors(void) {
+void checkSensors() {
 	Common::Array<Sensor *> deadSensors;
 
 	for (Common::List<Sensor *>::iterator it = g_vm->_sensorList.begin(); it != g_vm->_sensorList.end(); ++it) {
@@ -199,7 +199,7 @@ void assertEvent(const GameEvent &ev) {
 //----------------------------------------------------------------------
 //	Initialize the sensors
 
-void initSensors(void) {
+void initSensors() {
 	//  Nothing to do
 	assert(sizeof(ProtaganistSensor) <= maxSensorSize);
 	assert(sizeof(SpecificObjectSensor) <= maxSensorSize);
@@ -302,7 +302,7 @@ void loadSensors(Common::InSaveFile *in) {
 //----------------------------------------------------------------------
 //	Cleanup the active sensors
 
-void cleanupSensors(void) {
+void cleanupSensors() {
 	Common::List<SensorList *>::iterator sensorListNextIt;
 	for (Common::List<SensorList *>::iterator it = g_vm->_sensorListList.begin(); it != g_vm->_sensorListList.end(); it = sensorListNextIt) {
 		sensorListNextIt = it;
@@ -404,7 +404,7 @@ void Sensor::write(Common::MemoryWriteStreamDynamic *out) {
 //----------------------------------------------------------------------
 //	Return an integer representing the type of this sensor
 
-int16 ProtaganistSensor::getType(void) {
+int16 ProtaganistSensor::getType() {
 	return protaganistSensor;
 }
 
@@ -558,7 +558,7 @@ void SpecificObjectSensor::write(Common::MemoryWriteStreamDynamic *out) {
 //----------------------------------------------------------------------
 //	Return an integer representing the type of this sensor
 
-int16 SpecificObjectSensor::getType(void) {
+int16 SpecificObjectSensor::getType() {
 	return specificObjectSensor;
 }
 
@@ -636,7 +636,7 @@ void ObjectPropertySensor::write(Common::MemoryWriteStreamDynamic *out) {
 //----------------------------------------------------------------------
 //	Return an integer representing the type of this sensor
 
-int16 ObjectPropertySensor::getType(void) {
+int16 ObjectPropertySensor::getType() {
 	return objectPropertySensor;
 }
 
@@ -690,7 +690,7 @@ void SpecificActorSensor::write(Common::MemoryWriteStreamDynamic *out) {
 //----------------------------------------------------------------------
 //	Return an integer representing the type of this sensor
 
-int16 SpecificActorSensor::getType(void) {
+int16 SpecificActorSensor::getType() {
 	return specificActorSensor;
 }
 
@@ -757,7 +757,7 @@ void ActorPropertySensor::write(Common::MemoryWriteStreamDynamic *out) {
 //----------------------------------------------------------------------
 //	Return an integer representing the type of this sensor
 
-int16 ActorPropertySensor::getType(void) {
+int16 ActorPropertySensor::getType() {
 	return actorPropertySensor;
 }
 
@@ -806,7 +806,7 @@ void EventSensor::write(Common::MemoryWriteStreamDynamic *out) {
 //----------------------------------------------------------------------
 //	Return an integer representing the type of this sensor
 
-int16 EventSensor::getType(void) {
+int16 EventSensor::getType() {
 	return eventSensor;
 }
 
diff --git a/engines/saga2/sensor.h b/engines/saga2/sensor.h
index 236f9babc0..12abb8314c 100644
--- a/engines/saga2/sensor.h
+++ b/engines/saga2/sensor.h
@@ -73,16 +73,16 @@ void newSensor(Sensor *s, int16 ctr);
 void deleteSensor(Sensor *p);
 
 //  Check all active sensors
-void checkSensors(void);
+void checkSensors();
 //  Evaluate an event for all active sensors
 void assertEvent(const GameEvent &ev);
 
 //  Initialize the sensors
-void initSensors(void);
+void initSensors();
 void saveSensors(Common::OutSaveFile *outS);
 void loadSensors(Common::InSaveFile *in);
 //  Cleanup the active sensors
-void cleanupSensors(void);
+void cleanupSensors();
 
 /* ===================================================================== *
    GameEvent struct
@@ -130,13 +130,13 @@ public:
 
 	//  Return the number of bytes needed to archive this object in
 	//  a buffer
-	static int32 archiveSize(void) {
+	static int32 archiveSize() {
 		return sizeof(ObjectID);
 	}
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
-	GameObject *getObject(void) {
+	GameObject *getObject() {
 		return obj;
 	}
 };
@@ -166,7 +166,7 @@ public:
 	Sensor(Common::InSaveFile *in, int16 ctr);
 
 	//  Virtural destructor
-	virtual ~Sensor(void) {
+	virtual ~Sensor() {
 		deleteSensor(this);
 		SensorList *sl = fetchSensorList(obj);
 		debugC(1, kDebugSensors, "Deleting Sensor %p of %d (%s) (list = %p, total = %d)",
@@ -176,15 +176,15 @@ public:
 	virtual void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Return an integer representing the type of this sensor
-	virtual int16 getType(void) = 0;
+	virtual int16 getType() = 0;
 
-	GameObject *getObject(void) {
+	GameObject *getObject() {
 		return obj;
 	}
-	SensorID thisID(void) {
+	SensorID thisID() {
 		return id;
 	}
-	int16 getRange(void) {
+	int16 getRange() {
 		return range;
 	}
 
@@ -211,7 +211,7 @@ public:
 	}
 
 	//  Return an integer representing the type of this sensor
-	int16 getType(void);
+	int16 getType();
 
 	//  Determine if the object can sense what it's looking for
 	bool check(SenseInfo &info, uint32 senseFlags);
@@ -266,12 +266,12 @@ public:
 
 	//  Return the number of bytes needed to archive this object in
 	//  a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Return an integer representing the type of this sensor
-	int16 getType(void);
+	int16 getType();
 
 	//  Determine if the object can sense what it's looking for
 	bool check(SenseInfo &info, uint32 senseFlags);
@@ -303,12 +303,12 @@ public:
 
 	//  Return the number of bytes needed to archive this object in
 	//  a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Return an integer representing the type of this sensor
-	int16 getType(void);
+	int16 getType();
 
 private:
 	//  Determine if an object meets the search criteria
@@ -358,12 +358,12 @@ public:
 
 	//  Return the number of bytes needed to archive this object in
 	//  a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Return an integer representing the type of this sensor
-	int16 getType(void);
+	int16 getType();
 
 	//  Determine if the object can sense what it's looking for
 	bool check(SenseInfo &info, uint32 senseFlags);
@@ -395,12 +395,12 @@ public:
 
 	//  Return the number of bytes needed to archive this object in
 	//  a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Return an integer representing the type of this sensor
-	int16 getType(void);
+	int16 getType();
 
 private:
 	//  Determine if an actor meets the search criteria
@@ -426,12 +426,12 @@ public:
 
 	//  Return the number of bytes needed to archive this object in
 	//  a buffer
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Return an integer representing the type of this sensor
-	int16 getType(void);
+	int16 getType();
 
 	//  Determine if the object can sense what it's looking for
 	bool check(SenseInfo &info, uint32 senseFlags);
diff --git a/engines/saga2/speech.cpp b/engines/saga2/speech.cpp
index 1458493fd8..0b81acae94 100644
--- a/engines/saga2/speech.cpp
+++ b/engines/saga2/speech.cpp
@@ -179,7 +179,7 @@ void Speech::read(Common::InSaveFile *in) {
 //-----------------------------------------------------------------------
 //	Return the number of bytes needed to archive this SpeechTask
 
-int32 Speech::archiveSize(void) {
+int32 Speech::archiveSize() {
 	return      sizeof(sampleCount)
 	            +   sizeof(charCount)
 	            +   sizeof(bounds)
@@ -260,7 +260,7 @@ bool Speech::append(char *text, int32 sampID) {
 //-----------------------------------------------------------------------
 //	Move speech to active list
 
-bool Speech::activate(void) {
+bool Speech::activate() {
 
 	//  Remove from existing list
 	speechList.remove(this);
@@ -277,7 +277,7 @@ bool Speech::activate(void) {
 //-----------------------------------------------------------------------
 //	Move speech to active list
 
-bool Speech::setupActive(void) {
+bool Speech::setupActive() {
 	int16           x, y;
 	int16           buttonNum = 0,
 	                buttonChars;
@@ -482,7 +482,7 @@ bool Speech::calcPosition(StaticPoint16 &p) {
 //-----------------------------------------------------------------------
 //	Draw the text on the back buffer
 
-bool Speech::displayText(void) {
+bool Speech::displayText() {
 	StaticPoint16 p;
 
 	//  If there are button in the speech, then don't scroll the
@@ -508,7 +508,7 @@ bool Speech::displayText(void) {
 //	Dispose of this speech object. If this is the one being displayed,
 //	then dealloc the speech image
 
-void Speech::dispose(void) {
+void Speech::dispose() {
 	if (speechList.currentActive() == this) {
 //		Actor   *a = (Actor *)sp->obj;
 //		a->animationFlags |= animateFinished;
@@ -546,7 +546,7 @@ void Speech::dispose(void) {
 //-----------------------------------------------------------------------
 //	Render the speech object at the head of the speech queue.
 
-void updateSpeech(void) {
+void updateSpeech() {
 	Speech          *sp;
 
 	//  if there is a speech object
@@ -574,7 +574,7 @@ void updateSpeech(void) {
 	} else speechList.SetLock(false);
 }
 
-bool Speech::longEnough(void) {
+bool Speech::longEnough() {
 	if (speechFlags & spHasVoice)
 		return (!stillDoingVoice(sampleID));
 	else
@@ -583,7 +583,7 @@ bool Speech::longEnough(void) {
 
 //  Gets rid of the current speech
 
-void Speech::abortSpeech(void) {
+void Speech::abortSpeech() {
 	//  Start by displaying first frame straight off, no delay
 	speechFinished.set(0);
 	if (speechFlags & spHasVoice) {
@@ -591,7 +591,7 @@ void Speech::abortSpeech(void) {
 	}
 }
 
-void abortSpeech(void) {
+void abortSpeech() {
 	if (speechList.currentActive()) speechList.currentActive()->abortSpeech();
 }
 
@@ -866,7 +866,7 @@ void SpeechTaskList::remove(Speech *p) {
 //-----------------------------------------------------------------------
 //	Initialize the SpeechTaskList
 
-SpeechTaskList::SpeechTaskList(void) {
+SpeechTaskList::SpeechTaskList() {
 	lockFlag = false;
 }
 
@@ -893,7 +893,7 @@ SpeechTaskList::SpeechTaskList(Common::InSaveFile *in) {
 //-----------------------------------------------------------------------
 //	Return the number of bytes needed to archive the speech tasks
 
-int32 SpeechTaskList::archiveSize(void) {
+int32 SpeechTaskList::archiveSize() {
 	int32       size = 0;
 
 	size += sizeof(int16);   //  Speech count
@@ -939,7 +939,7 @@ void SpeechTaskList::write(Common::MemoryWriteStreamDynamic *out) {
 //-----------------------------------------------------------------------
 //	Cleanup the speech tasks
 
-void SpeechTaskList::cleanup(void) {
+void SpeechTaskList::cleanup() {
 	for (Common::List<Speech *>::iterator it = speechList._list.begin();
 	     it != speechList._list.end(); ++it) {
 		delete *it;
@@ -1032,7 +1032,7 @@ void SpeechTaskList::SetLock(int newState) {
 //-----------------------------------------------------------------------
 //	When a speech task is finished, call this function to delete it.
 
-void Speech::remove(void) {
+void Speech::remove() {
 	speechList.remove(this);
 }
 
@@ -1081,7 +1081,7 @@ APPFUNC(cmdClickSpeech) {
 //-----------------------------------------------------------------------
 //	Initialize the speech task list
 
-void initSpeechTasks(void) {
+void initSpeechTasks() {
 	//  Simply call the SpeechTaskList default constructor
 	new (&speechList) SpeechTaskList;
 }
@@ -1111,7 +1111,7 @@ void loadSpeechTasks(Common::InSaveFile *in, int32 chunkSize) {
 //-----------------------------------------------------------------------
 //	Cleanup the speech task list
 
-void cleanupSpeechTasks(void) {
+void cleanupSpeechTasks() {
 	//  Call speechList's cleanup() function
 	speechList.cleanup();
 }
diff --git a/engines/saga2/speech.h b/engines/saga2/speech.h
index 7850167663..133f9738bd 100644
--- a/engines/saga2/speech.h
+++ b/engines/saga2/speech.h
@@ -39,13 +39,13 @@ namespace Saga2 {
 void    TileToScreenCoords(const TilePoint &tp, Point16 &p);
 void    TileToScreenCoords(const TilePoint &tp, StaticPoint16 &p);
 void    updateSpeech();
-extern  TilePoint centerActorCoords(void);
+extern  TilePoint centerActorCoords();
 bool    isVisible(GameObject *obj);
 
 #ifdef FRANKC
 void    sentenceGenerator(char *);
-void    abortSpeech(void);
-void    abortAllSpeeches(void);
+void    abortSpeech();
+void    abortAllSpeeches();
 void    queueActorSpeech(
     GameObject          *obj,
     char                *text,
@@ -109,19 +109,19 @@ private:
 	void read(Common::InSaveFile *in);
 
 	//  Return the number of bytes needed to archive this SpeechTask
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	//  Archive this SpeechTask in a buffer
 	void *archive(void *buf);
 
 	void write(Common::MemoryWriteStreamDynamic *out);
 
-	bool setupActive(void);                  // render speech into temp image
-	bool displayText(void);
+	bool setupActive();                  // render speech into temp image
+	bool displayText();
 	int16 fits(int16 space);
-	void setWidth(void);
+	void setWidth();
 	bool calcPosition(StaticPoint16 &p);       // calculate position
-	void remove(void);                   //  Remove from active list
+	void remove();                   //  Remove from active list
 
 public:
 
@@ -134,13 +134,13 @@ public:
 	};
 
 	// remove speech, dealloc resources
-	void dispose(void);
+	void dispose();
 
 	//  Append text and samples to speech
 	bool append(char *text, int32 sampID);
 
 	//  Move speech to active list
-	bool activate(void);
+	bool activate();
 
 	//  Set speech to wake up thread when done
 	void setWakeUp(ThreadID th) {
@@ -148,10 +148,10 @@ public:
 	}
 
 	//  See if its time to kill it
-	bool longEnough(void);
+	bool longEnough();
 
 	//  Abort the current speech.
-	void abortSpeech(void);
+	void abortSpeech();
 };
 
 class SpeechTaskList {
@@ -177,7 +177,7 @@ class SpeechTaskList {
 public:
 
 	//  Constructor
-	SpeechTaskList(void);
+	SpeechTaskList();
 
 	//  Constructor -- reconstruct from archive buffer
 	SpeechTaskList(void **buf);
@@ -185,7 +185,7 @@ public:
 	SpeechTaskList(Common::InSaveFile *in);
 
 	//  Return the number of bytes needed to archive the speech tasks
-	int32 archiveSize(void);
+	int32 archiveSize();
 
 	//  Create an archive of the speech tasks in an archive buffer
 	void *archive(void *buf);
@@ -193,7 +193,7 @@ public:
 	void write(Common::MemoryWriteStreamDynamic *out);
 
 	//  Cleanup the speech tasks
-	void cleanup(void);
+	void cleanup();
 
 	//  Allocate a new speech task
 	Speech *newTask(ObjectID id, uint16 flags);
@@ -201,17 +201,17 @@ public:
 	//  Find a non-active speech for a given actor
 	Speech *findSpeech(ObjectID id);
 
-	Speech *currentActive(void) {
+	Speech *currentActive() {
 		if (_list.size() > 0)
 			return _list.front();
 		return nullptr;
 	}
 
-	int32 activeCount(void) {
+	int32 activeCount() {
 		return _list.size();
 	}
 
-	int speechCount(void) {
+	int speechCount() {
 		return _list.size() + _inactiveList.size();
 	}
 
@@ -222,14 +222,14 @@ extern SpeechTaskList &speechList;
 
 
 //  Initialize the speech task list
-void initSpeechTasks(void);
+void initSpeechTasks();
 
 //  Save the speech tasks in a save file
 void saveSpeechTasks(Common::OutSaveFile *outS);
 void loadSpeechTasks(Common::InSaveFile *in, int32 chunkSize);
 
 //  Cleanup the speech task list
-void cleanupSpeechTasks(void);
+void cleanupSpeechTasks();
 
 } // end of namespace Saga2
 
diff --git a/engines/saga2/spelcast.cpp b/engines/saga2/spelcast.cpp
index 70a2a53c2b..49e332f120 100644
--- a/engines/saga2/spelcast.cpp
+++ b/engines/saga2/spelcast.cpp
@@ -79,7 +79,7 @@ SpellStuff::SpellStuff() {
 //-----------------------------------------------------------------------
 //	is this spell harmful
 
-bool SpellStuff::isOffensive(void) {
+bool SpellStuff::isOffensive() {
 	return (canTarget(spellTargActor) || canTarget(spellTargObject)) &&
 	       (!canTarget(spellTargCaster));
 }
@@ -87,7 +87,7 @@ bool SpellStuff::isOffensive(void) {
 //-----------------------------------------------------------------------
 //	determine whether an area spell protects the caster
 
-bool SpellStuff::safe(void) {
+bool SpellStuff::safe() {
 	switch (shape) {
 	case eAreaInvisible:
 	case eAreaAura:
@@ -135,7 +135,7 @@ void SpellStuff::playSound(GameObject *go) {
 //-----------------------------------------------------------------------
 //	cleanup
 
-void SpellStuff::killEffects(void) {
+void SpellStuff::killEffects() {
 	if (effects) {
 		delete effects;
 	}
@@ -377,7 +377,7 @@ void SpellStuff::addTarget(SpellTarget *trg) {
 //-----------------------------------------------------------------------
 //	clean the target list
 
-void SpellStuff::removeTargetList(void) {
+void SpellStuff::removeTargetList() {
 	switch (shape) {
 	case eAreaInvisible:
 	case eAreaAura:
@@ -648,7 +648,7 @@ SpellInstance::~SpellInstance() {
 // ------------------------------------------------------------------
 // common initialization code
 
-void SpellInstance::init(void) {
+void SpellInstance::init() {
 	dProto = (*g_vm->_sdpList)[spell];
 	ProtoObj        *proto = caster->proto();
 	TilePoint       sPoint = caster->getWorldLocation();
@@ -671,7 +671,7 @@ void SpellInstance::init(void) {
 // ------------------------------------------------------------------
 // common cleanup
 
-void SpellInstance::termEffect(void) {
+void SpellInstance::termEffect() {
 	if (eList.count)
 		for (int32 i = 0; i < eList.count; i++) {
 			if (eList.displayList[i].efx) {
@@ -702,7 +702,7 @@ void SpellInstance::initEffect(TilePoint startpoint) {
 // ------------------------------------------------------------------
 // visual update
 
-bool SpellInstance::buildList(void) {
+bool SpellInstance::buildList() {
 	if (eList.dissipated()) {
 		termEffect();
 		if (effect->next == NULL)
@@ -833,7 +833,7 @@ void Effectron::updateEffect(int32 deltaTime) {
 }
 
 //-----------------------------------------------------------------------
-void Effectron::bump(void) {
+void Effectron::bump() {
 	switch (parent->dProto->elasticity) {
 	case ecFlagBounce :
 		velocity = -velocity;
diff --git a/engines/saga2/speldata.cpp b/engines/saga2/speldata.cpp
index 3408ef80ee..01ad8f20cd 100644
--- a/engines/saga2/speldata.cpp
+++ b/engines/saga2/speldata.cpp
@@ -111,8 +111,8 @@ int32                           loadedColorMaps;
    prototypes
  * ===================================================================== */
 
-static void defineEffects(void);
-static void loadMagicData(void);
+static void defineEffects();
+static void loadMagicData();
 
 /* ===================================================================== *
    code
@@ -121,7 +121,7 @@ static void loadMagicData(void);
 //-----------------------------------------------------------------------
 // InitMagic called from main startup code
 
-void initMagic(void) {
+void initMagic() {
 	g_vm->_edpList = new EffectDisplayPrototypeList(maxEffectPrototypes);
 	g_vm->_sdpList = new SpellDisplayPrototypeList(maxSpellPrototypes);
 
@@ -147,7 +147,7 @@ void initMagic(void) {
 }
 
 
-void cleanupMagic(void) {
+void cleanupMagic() {
 	g_vm->_activeSpells->cleanup();
 	for (int i = 0; i < maxSpells; i++) {
 		spellBook[i].killEffects();
@@ -176,7 +176,7 @@ void cleanupMagic(void) {
 
 //-----------------------------------------------------------------------
 
-static void defineEffects(void) {
+static void defineEffects() {
 	int16 i;
 	ADD_EFFECT(1,        invisibleSpellPos, invisibleSprites, invisibleSpellSta, ShortTillThere, ThinTillThere, invisibleSpellInit);
 	ADD_EFFECT(1,        auraSpellPos, auraSprites, auraSpellSta, ShortTillThere, ThinTillThere, auraSpellInit);
@@ -205,7 +205,7 @@ static void defineEffects(void) {
 //-----------------------------------------------------------------------
 // loadMagicData : reads magic related data from the resource file
 
-static void loadMagicData(void) {
+static void loadMagicData() {
 	int16           i;
 	hResContext     *spellRes;
 
diff --git a/engines/saga2/speldefs.h b/engines/saga2/speldefs.h
index dc0d45422a..11b70be202 100644
--- a/engines/saga2/speldefs.h
+++ b/engines/saga2/speldefs.h
@@ -224,7 +224,7 @@ public:
 		next = nullptr;
 	};
 
-	TilePoint getPoint(void) {
+	TilePoint getPoint() {
 		switch (type) {
 		case spellTargetPoint       :
 		case spellTargetObjectPoint :
@@ -239,16 +239,16 @@ public:
 		}
 	}
 
-	spellTargetType getType(void) {
+	spellTargetType getType() {
 		return type;
 	}
 
-	GameObject *getObject(void) {
+	GameObject *getObject() {
 		assert(type == spellTargetObject);
 		return obj;
 	}
 
-	ActiveItem *getTAG(void) {
+	ActiveItem *getTAG() {
 		assert(type == spellTargetTAG);
 		return tag;
 	}
@@ -310,48 +310,48 @@ public:
 	Effectron(uint16 newPos, uint16 newDir);
 	Effectron(StorageEffectron &se, SpellInstance *si);
 
-	void drawEffect(void);
+	void drawEffect();
 	void updateEffect(int32 deltaTime);
 
-	inline TilePoint SpellPos(void) {
+	inline TilePoint SpellPos() {
 		return current;
 	}
-	inline int32 spriteID(void)     {
+	inline int32 spriteID()     {
 		return spr;
 	}
 
-	inline void hide(void)     {
+	inline void hide()     {
 		flags |= effectronHidden;
 	}
-	inline void unhide(void)   {
+	inline void unhide()   {
 		flags &= (~effectronHidden);
 	}
-	inline bool isHidden(void) const {
+	inline bool isHidden() const {
 		return flags & effectronHidden;
 	}
-	inline void kill(void)     {
+	inline void kill()     {
 		flags |= effectronDead;
 	}
-	inline int isDead(void) const      {
+	inline int isDead() const      {
 		return flags & effectronDead;
 	}
-	inline void bump(void);
-	inline int isBumped(void) const        {
+	inline void bump();
+	inline int isBumped() const        {
 		return flags & effectronBumped;
 	}
 
-	inline GameWorld *world(void) const;
-	inline int16 getMapNum(void) const;
-
-	inline EffectID                 spellID(void);
-	inline SpellDisplayPrototype    *spell(void);
-	inline EffectID                 effectID(void);
-	inline EffectDisplayPrototype   *effect(void);
-	inline EffectronFlags       staCall(void);
-	inline TilePoint            posCall(void);
-	inline SpellSpritationSeed  sprCall(void);
-	inline spellHeight          hgtCall(void);
-	inline spellBreadth         brdCall(void);
+	inline GameWorld *world() const;
+	inline int16 getMapNum() const;
+
+	inline EffectID                 spellID();
+	inline SpellDisplayPrototype    *spell();
+	inline EffectID                 effectID();
+	inline EffectDisplayPrototype   *effect();
+	inline EffectronFlags       staCall();
+	inline TilePoint            posCall();
+	inline SpellSpritationSeed  sprCall();
+	inline spellHeight          hgtCall();
+	inline spellBreadth         brdCall();
 	inline void                 initCall(int16);
 };
 
diff --git a/engines/saga2/speldraw.cpp b/engines/saga2/speldraw.cpp
index 012b20c161..77a154a352 100644
--- a/engines/saga2/speldraw.cpp
+++ b/engines/saga2/speldraw.cpp
@@ -97,7 +97,7 @@ int32 EffectDisplayPrototypeList::add(EffectDisplayPrototype *edp) {
 	return count - 1;
 }
 
-void EffectDisplayPrototypeList::cleanup(void) {
+void EffectDisplayPrototypeList::cleanup() {
 	if (maxCount && effects)
 		for (int i = 0; i < maxCount; i++)
 			if (effects[i]) {
@@ -162,12 +162,12 @@ void SpellDisplayPrototype::getColorTranslation(ColorTable map, Effectron *e) {
    SpellDisplayPrototypeList implementation
  * ===================================================================== */
 
-void SpellDisplayPrototypeList::init(void) {
+void SpellDisplayPrototypeList::init() {
 	// originally this was going to load data from the resfile
 	// that plan has been cancelled
 }
 
-void SpellDisplayPrototypeList::cleanup(void) {
+void SpellDisplayPrototypeList::cleanup() {
 	if (spells) {
 		for (int i = 0; i < maxCount; i++)
 			if (spells[i]) {
@@ -221,11 +221,11 @@ SpellDisplayList::~SpellDisplayList() {
 	cleanup();
 }
 
-void SpellDisplayList::init(void) {
+void SpellDisplayList::init() {
 	count = 0;
 }
 
-void SpellDisplayList::cleanup(void) {
+void SpellDisplayList::cleanup() {
 	if (maxCount && spells)
 		delete[] spells;
 	spells = nullptr;
@@ -237,7 +237,7 @@ void SpellDisplayList::add(SpellInstance *newSpell) {
 		spells[count++] = newSpell;
 }
 
-void SpellDisplayList::buildList(void) {
+void SpellDisplayList::buildList() {
 	if (count)
 		for (int16 i = 0; i < count; i++)   // check all active spells
 			if (!spells[i]->buildList()) {   // update
diff --git a/engines/saga2/spellbuk.h b/engines/saga2/spellbuk.h
index 0636273c8d..f14eca8cc3 100644
--- a/engines/saga2/spellbuk.h
+++ b/engines/saga2/spellbuk.h
@@ -131,7 +131,7 @@ public:
 	void setProto(SkillProto *p)           {
 		prototype = p;
 	}
-	SkillProto *getProto(void)             {
+	SkillProto *getProto()             {
 		return prototype;
 	}
 
@@ -139,7 +139,7 @@ public:
 
 	void addEffect(ProtoEffect *pe);
 	void addEffect(ResourceSpellEffect *rse);
-	void killEffects(void);
+	void killEffects();
 
 	bool canTarget(SpellTargetingTypes t)  {
 		return targetableTypes & t;
@@ -148,10 +148,10 @@ public:
 		return targetTypes & t;
 	}
 
-	bool untargetable(void)    {
+	bool untargetable()    {
 		return (targetableTypes == spellTargNone);
 	}
-	bool untargeted(void)      {
+	bool untargeted()      {
 		return false;    //(targetableTypes == spellTargWorld ) ||
 	}
 	//(targetableTypes == spellTargCaster ) ||
@@ -163,19 +163,19 @@ public:
 	void implement(GameObject *enactor, ActiveItem *target);
 	void implement(GameObject *enactor, Location   target);
 
-	SpellID getDisplayID(void)            {
+	SpellID getDisplayID()            {
 		return display;
 	}
-	SpellManaID getManaType(void)           {
+	SpellManaID getManaType()           {
 		return manaType;
 	}
 	void setManaType(SpellManaID smid)    {
 		manaType = smid;
 	}
-	int8 getManaAmt(void)                   {
+	int8 getManaAmt()                   {
 		return manaUse;
 	}
-	int32 getRange(void)                   {
+	int32 getRange()                   {
 		return range;
 	}
 
@@ -188,8 +188,8 @@ public:
 
 	void playSound(GameObject *go);
 	void show(GameObject *, SpellTarget &);
-	bool safe(void);
-	bool isOffensive(void);
+	bool safe();
+	bool isOffensive();
 };
 
 /* ===================================================================== *
diff --git a/engines/saga2/spellio.cpp b/engines/saga2/spellio.cpp
index 6b171bd7e8..d6576388a2 100644
--- a/engines/saga2/spellio.cpp
+++ b/engines/saga2/spellio.cpp
@@ -203,7 +203,7 @@ void SpellStuff::addEffect(ResourceSpellEffect *rse) {
 // ------------------------------------------------------------------
 // init spells
 
-void initSpellState(void) {
+void initSpellState() {
 }
 
 void saveSpellState(Common::OutSaveFile *outS) {
@@ -220,7 +220,7 @@ void loadSpellState(Common::InSaveFile *in) {
 // ------------------------------------------------------------------
 // cleanup active spells
 
-void cleanupSpellState(void) {
+void cleanupSpellState() {
 	g_vm->_activeSpells->wipe();
 }
 
@@ -356,7 +356,7 @@ SpellInstance::SpellInstance(StorageSpellInstance &ssi) {
 		effect = effect->next;
 }
 
-size_t SpellDisplayList::saveSize(void) {
+size_t SpellDisplayList::saveSize() {
 	size_t total = 0;
 
 	total += sizeof(count);
@@ -407,7 +407,7 @@ void SpellDisplayList::read(Common::InSaveFile *in) {
 	assert(tCount == count);
 }
 
-void SpellDisplayList::wipe(void) {
+void SpellDisplayList::wipe() {
 	for (int i = 0; i < maxCount; i++)
 		if (spells[i]) {
 			delete spells[i];
@@ -418,7 +418,7 @@ void SpellDisplayList::wipe(void) {
 	assert(count == 0);
 }
 
-size_t SpellInstance::saveSize(void) {
+size_t SpellInstance::saveSize() {
 	size_t total = 0;
 	total += sizeof(StorageSpellInstance);
 	if (eList.count)
diff --git a/engines/saga2/spelshow.h b/engines/saga2/spelshow.h
index 57f1565f1f..6ba8eaaa31 100644
--- a/engines/saga2/spelshow.h
+++ b/engines/saga2/spelshow.h
@@ -167,7 +167,7 @@ public:
 	void setID(EffectID i) {
 		ID = i;
 	}
-	EffectID thisID(void) {
+	EffectID thisID() {
 		return ID;
 	}
 };
@@ -191,7 +191,7 @@ public:
 	~EffectDisplayPrototypeList();
 
 	int32 add(EffectDisplayPrototype *edp) ;
-	void cleanup(void);
+	void cleanup();
 	void append(EffectDisplayPrototype *edp, int32 acount);
 	EffectDisplayPrototype *operator[](EffectID e);
 };
@@ -259,7 +259,7 @@ public:
 	void setID(SpellID i) {
 		ID = i;
 	}
-	SpellID thisID(void) {
+	SpellID thisID() {
 		return ID;
 	}
 };
@@ -279,8 +279,8 @@ public:
 	SpellDisplayPrototypeList(uint16 s);
 	~SpellDisplayPrototypeList();
 
-	void init(void);
-	void cleanup(void);
+	void init();
+	void cleanup();
 	int32 add(SpellDisplayPrototype *sdp);
 	SpellDisplayPrototype *operator[](SpellID s);
 };
@@ -313,14 +313,14 @@ public:
 	SpellInstance(StorageSpellInstance &ssi);
 	~SpellInstance();
 
-	void init(void);
+	void init();
 	void initEffect(TilePoint);
 	void readEffect(Common::InSaveFile *in, uint16 eListSize);
 	void writeEffect(Common::MemoryWriteStreamDynamic *out);
-	void termEffect(void);
-	size_t saveSize(void);
+	void termEffect();
+	size_t saveSize();
 
-	bool buildList(void);
+	bool buildList();
 	bool updateStates(int32 deltaTime);
 };
 
@@ -337,8 +337,8 @@ class SpellDisplayList {
 public :
 	pSpellInstance              *spells;
 
-	void init(void);
-	void cleanup(void);
+	void init();
+	void cleanup();
 	SpellDisplayList(uint16 s);
 	~SpellDisplayList();
 
@@ -346,13 +346,13 @@ public :
 
 	void tidyKill(uint16 spellNo);
 
-	void buildList(void);
+	void buildList();
 	void updateStates(int32 deltaTime);
 
 	void write(Common::OutSaveFile *outD);
 	void read(Common::InSaveFile *in);
-	void wipe(void);
-	size_t saveSize(void);
+	void wipe();
+	size_t saveSize();
 };
 
 
@@ -363,38 +363,38 @@ public :
 //-----------------------------------------------------------------------
 // Some functions that require the above definitions to work
 
-inline GameWorld *Effectron::world(void) const {
+inline GameWorld *Effectron::world() const {
 	return parent->world;
 }
-inline int16 Effectron::getMapNum(void) const {
+inline int16 Effectron::getMapNum() const {
 	return parent->world->mapNum;
 }
 
-inline EffectID Effectron::spellID(void) {
+inline EffectID Effectron::spellID() {


Commit: f360509c1fc405eecb0150c01b57ad81cdb7960d
    https://github.com/scummvm/scummvm/commit/f360509c1fc405eecb0150c01b57ad81cdb7960d
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2021-09-11T12:23:41+03:00

Commit Message:
SAGA2: Remove SAGA1 game file types

Changed paths:
    engines/saga2/detection.h


diff --git a/engines/saga2/detection.h b/engines/saga2/detection.h
index 74028829b2..d5b1ef5b5b 100644
--- a/engines/saga2/detection.h
+++ b/engines/saga2/detection.h
@@ -31,24 +31,13 @@ enum GameIds {
 };
 
 enum GameFileTypes {
-	// Common
 	GAME_RESOURCEFILE     = 1 << 0,    // Game resources
 	GAME_SCRIPTFILE       = 1 << 1,    // Game scripts
-	GAME_SOUNDFILE        = 1 << 2,    // SFX (also contains voices and MIDI music in SAGA 2 games)
-	GAME_VOICEFILE        = 1 << 3,    // Voices (also contains SFX in the ITE floppy version)
-	// ITE specific
-	GAME_DIGITALMUSICFILE = 1 << 4,    // ITE digital music, added by Wyrmkeep
-	GAME_MACBINARY        = 1 << 5,    // ITE Mac CD Guild
-	GAME_DEMOFILE         = 1 << 6,    // Early ITE demo
-	GAME_SWAPENDIAN       = 1 << 7,    // Used to identify the BE voice file in the ITE combined version
-	// IHNM specific
-	GAME_MUSICFILE_FM     = 1 << 8,    // IHNM
-	GAME_MUSICFILE_GM     = 1 << 9,    // IHNM, ITE Mac CD Guild
-	GAME_PATCHFILE        = 1 << 10,   // IHNM patch file (patch.re_/patch.res)
-	// SAGA 2 (Dinotopia, FTA2)
-	GAME_IMAGEFILE        = 1 << 11,   // Game images
-	GAME_OBJRESOURCEFILE  = 1 << 12,   // Game object data
-	GAME_EXECUTABLE		  = 1 << 13
+	GAME_SOUNDFILE        = 1 << 2,    // SFX, voices and MIDI music
+	GAME_VOICEFILE        = 1 << 3,    // Voices
+	GAME_IMAGEFILE        = 1 << 4,    // Game images
+	GAME_OBJRESOURCEFILE  = 1 << 5,    // Game object data
+	GAME_EXECUTABLE		  = 1 << 6
 };
 
 struct SAGA2GameDescription {


Commit: cf0e3805177cb9dac24bb119f8531492ad78d900
    https://github.com/scummvm/scummvm/commit/cf0e3805177cb9dac24bb119f8531492ad78d900
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2021-09-11T12:23:41+03:00

Commit Message:
SAGA2: Update comments in the Shorten decoder

Changed paths:
    engines/saga2/shorten.cpp


diff --git a/engines/saga2/shorten.cpp b/engines/saga2/shorten.cpp
index 0094c6ae6a..d87b804895 100644
--- a/engines/saga2/shorten.cpp
+++ b/engines/saga2/shorten.cpp
@@ -32,8 +32,6 @@
 // and
 // https://github.com/soiaf/Java-Shorten-decoder
 
-// FIXME: This doesn't work yet correctly
-
 #include "common/util.h"
 
 #include "audio/decoders/raw.h"
@@ -401,7 +399,7 @@ byte *loadShortenFromStream(Common::ReadStream &stream, int &size, int &rate, by
 						for (i = 0; i < blockSize; i++) {
 							int32 sum = lpcqOffset;
 							for (j = 0; j < lpcNum; j++) {
-								// FIXME: The original code did an invalid memory access here
+								// The original code did an invalid memory access here
 								// (if i and j are 0, the array index requested is -1)
 								// I've removed those invalid writes, since they happen all the time (even when curChannel is 0)
 								if (i <= j)	// ignore invalid table/memory access


Commit: 79b5284a3ed0aa9c3995e3b09e5823245fe6d1dc
    https://github.com/scummvm/scummvm/commit/79b5284a3ed0aa9c3995e3b09e5823245fe6d1dc
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2021-09-11T12:23:41+03:00

Commit Message:
SAGA2: Pass game description to the engine

This will be needed to adapt the game and resource loading code for
multiple targets

Changed paths:
    engines/saga2/metaengine.cpp
    engines/saga2/saga2.cpp
    engines/saga2/saga2.h


diff --git a/engines/saga2/metaengine.cpp b/engines/saga2/metaengine.cpp
index 86ec894526..6b5d59eda7 100644
--- a/engines/saga2/metaengine.cpp
+++ b/engines/saga2/metaengine.cpp
@@ -46,7 +46,8 @@ bool Saga2MetaEngine::hasFeature(MetaEngineFeature f) const {
 }
 
 Common::Error Saga2MetaEngine::createInstance(OSystem *syst, Engine **engine, const ADGameDescription *desc) const {
-	*engine = new Saga2::Saga2Engine(syst);
+	const Saga2::SAGA2GameDescription *gd = (const Saga2::SAGA2GameDescription *)desc;
+	*engine = new Saga2::Saga2Engine(syst, gd);
 	return Common::kNoError;
 }
 
diff --git a/engines/saga2/saga2.cpp b/engines/saga2/saga2.cpp
index 0176ee1c5e..310a15c5af 100644
--- a/engines/saga2/saga2.cpp
+++ b/engines/saga2/saga2.cpp
@@ -41,6 +41,7 @@
 #include "saga2/beegee.h"
 #include "saga2/calender.h"
 #include "saga2/contain.h"
+#include "saga2/detection.h"
 #include "saga2/dispnode.h"
 #include "saga2/gdraw.h"
 #include "saga2/imagcach.h"
@@ -58,8 +59,8 @@ void main_saga2();
 
 Saga2Engine *g_vm;
 
-Saga2Engine::Saga2Engine(OSystem *syst)
-	: Engine(syst) {
+Saga2Engine::Saga2Engine(OSystem *syst, const SAGA2GameDescription *desc)
+	: Engine(syst), _gameDescription(desc) {
 	const Common::FSNode gameDataDir(ConfMan.get("path"));
 
 	// Don't forget to register your random source
@@ -170,7 +171,8 @@ Common::Error Saga2Engine::run() {
 
 	readConfig();
 
-	loadExeResources();
+	if (getGameId() == GID_FTA2)
+		loadExeResources();
 
 	main_saga2();
 
@@ -185,6 +187,14 @@ bool Saga2Engine::hasFeature(EngineFeature f) const {
 		(f == kSupportsSubtitleOptions);
 }
 
+int Saga2Engine::getGameId() const {
+	return _gameDescription->gameId;
+}
+
+const ADGameFileDescription *Saga2Engine::getFilesDescriptions() const {
+	return _gameDescription->desc.filesDescriptions;
+}
+
 Common::Error Saga2Engine::loadGameStream(Common::SeekableReadStream *stream) {
 	Common::Serializer s(stream, nullptr);
 	syncGameStream(s);
diff --git a/engines/saga2/saga2.h b/engines/saga2/saga2.h
index 5264f8cb34..492e16ac23 100644
--- a/engines/saga2/saga2.h
+++ b/engines/saga2/saga2.h
@@ -28,6 +28,7 @@
 #include "common/serializer.h"
 #include "common/system.h"
 
+#include "engines/advancedDetector.h"
 #include "engines/engine.h"
 
 #include "saga2/console.h"
@@ -83,6 +84,7 @@ class PaletteManager;
 class ActorManager;
 class CalenderTime;
 class TileModeManager;
+struct SAGA2GameDescription;
 
 enum {
 	kDebugResources = 1 << 0,
@@ -105,11 +107,13 @@ enum {
 
 class Saga2Engine : public Engine {
 public:
-	Saga2Engine(OSystem *syst);
+	Saga2Engine(OSystem *syst, const SAGA2GameDescription *desc);
 	~Saga2Engine();
 
 	Common::Error run() override;
 	bool hasFeature(EngineFeature f) const override;
+	const ADGameFileDescription *getFilesDescriptions() const;
+	int getGameId() const;
 	bool canLoadGameStateCurrently() override { return true; }
 	bool canSaveGameStateCurrently() override { return true; }
 	Common::Error loadGameStream(Common::SeekableReadStream *stream) override;
@@ -125,11 +129,10 @@ public:
 	void loadExeResources();
 	void freeExeResources();
 
-	// itevideo.cpp
 	void startVideo(const char *fileName, int x, int y);
-	bool checkVideo(void);
-	void endVideo(void);
-	void abortVideo(void);
+	bool checkVideo();
+	void endVideo();
+	void abortVideo();
 
 	void readConfig();
 	void saveConfig();
@@ -204,6 +207,7 @@ public:
 
 
 private:
+	const SAGA2GameDescription *_gameDescription;
 	Video::SmackerDecoder *_smkDecoder;
 	int _videoX, _videoY;
 };


Commit: 9cf165ebc1c52be96cbf160f8b65207fd1894684
    https://github.com/scummvm/scummvm/commit/9cf165ebc1c52be96cbf160f8b65207fd1894684
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2021-09-11T12:23:41+03:00

Commit Message:
SAGA2: Rework the resource loading code to support multiple targets

Also, set the voice file to be required in the detection entry, as the
current codebase requires it. This allows Dinotopia to progress a bit
further before crashing

Changed paths:
    engines/saga2/detection.cpp
    engines/saga2/hresmgr.cpp
    engines/saga2/hresmgr.h
    engines/saga2/main.cpp
    engines/saga2/setup.h


diff --git a/engines/saga2/detection.cpp b/engines/saga2/detection.cpp
index bceb0c2553..fc33ab6a6f 100644
--- a/engines/saga2/detection.cpp
+++ b/engines/saga2/detection.cpp
@@ -107,6 +107,7 @@ static const SAGA2GameDescription gameDescriptions[] = {
 				{"scripts.hrs",	 GAME_SCRIPTFILE,					"95f33928f6c4f02ee04d2ec5c3314c30", 1041948},
 				{"ftasound.hrs", GAME_SOUNDFILE,					"ce930cb38922e6a03461f55d51b4e165", 12403350},
 				{"ftaimage.hrs", GAME_IMAGEFILE,					"09bb003733b20f924e2e373d2ddcd394", 21127397},
+				{"ftavoice.hrs", GAME_VOICEFILE,					NULL, -1 },
 				{"fta2win.exe",  GAME_EXECUTABLE,					"9a94854fef932483754a8f929caa0dba", 1093120},
 				AD_LISTEND
 			},
diff --git a/engines/saga2/hresmgr.cpp b/engines/saga2/hresmgr.cpp
index f1c8e3801c..9b03652af1 100644
--- a/engines/saga2/hresmgr.cpp
+++ b/engines/saga2/hresmgr.cpp
@@ -116,7 +116,7 @@ uint32 hResContext::size(hResID id) {
 	return entry->size;
 }
 
-uint32 hResContext::count(void) {
+uint32 hResContext::count() {
 	return _numEntries;
 }
 
@@ -163,7 +163,7 @@ bool hResContext::seek(hResID id) {
 	return true;
 }
 
-void hResContext::rest(void) {
+void hResContext::rest() {
 	_bytecount = 0;
 	_bytepos = 0;
 	if (_valid && _handle && _handle != _res->_handle) {
@@ -180,7 +180,7 @@ bool hResContext::read(void *buffer, uint32 size) {
 	return (_handle->read(buffer, size) != 0);
 }
 
-bool hResContext::eor(void) {
+bool hResContext::eor() {
 	return (_bytecount < 1);
 }
 
@@ -330,7 +330,7 @@ void hResource::readResource(hResEntry &element) {
 	debugC(3, kDebugResources, "%s, offset: %x, size: %d", tag2str(id), element.offset, element.size);
 }
 
-hResource::hResource(const char *resname, const char desc[]) {
+hResource::hResource(const char *resname) {
 	hResEntry   origin;
 	int32      tableSize;
 	const int32 resourceSize = 4 + 4 + 4; // id, offset, size
diff --git a/engines/saga2/hresmgr.h b/engines/saga2/hresmgr.h
index 84c5d453d2..5bb5984dc0 100644
--- a/engines/saga2/hresmgr.h
+++ b/engines/saga2/hresmgr.h
@@ -64,27 +64,27 @@ public:
 		offset = 0;
 	}
 
-	void                use(void) {
+	void                use() {
 		size += 0x01000000L;
 	}
-	void                abandon(void) {
+	void                abandon() {
 		size -= 0x01000000L;
 	}
-	uint8               useCount(void) {
+	uint8               useCount() {
 		return size >> 24;
 	}
-	bool                isUsed(void) {
+	bool                isUsed() {
 		return ((size & 0xFF000000L) != 0L);
 	}
 
-	bool                isExternal(void) {
+	bool                isExternal() {
 		return ((offset & (1L << 31)) != 0L);
 	}
 
-	uint32              resOffset(void) {
+	uint32              resOffset() {
 		return (offset & 0x0FFFFFFFL);
 	}
-	uint32              resSize(void) {
+	uint32              resSize() {
 		return (size & 0x00FFFFFF);
 	}
 };
@@ -119,18 +119,18 @@ public:
 	hResContext(hResContext *sire, hResID id, const char []);
 	virtual ~hResContext();
 
-	uint32      getResID(void) {
+	uint32      getResID() {
 		return _base->id;
 	}
 
 	uint32      size(hResID id);
-	uint32      count(void);
+	uint32      count();
 	uint32      count(hResID id);
 	bool        seek(hResID id);
-	void        rest(void);
+	void        rest();
 	uint32          readbytes(void *buffer, uint32 size);
-	bool        eor(void);
-	inline size_t   bytesleft(void) {
+	bool        eor();
+	inline size_t   bytesleft() {
 		return _bytecount;
 	}
 
@@ -141,7 +141,7 @@ public:
 	byte       *loadResource(hResID id, const char desc[], Common::String filename = "");
 	byte       *loadIndexResource(int16 index, const char desc[], Common::String filename = "");
 	void        releaseIndexData();
-	Common::File     *resFileHandle(void) {
+	Common::File     *resFileHandle() {
 		return _handle;
 	}
 };
@@ -158,7 +158,7 @@ class hResource : public hResContext {
 	hResEntry      *_table;
 
 public:
-	hResource(const char *resname, const char []);
+	hResource(const char *resname);
 	virtual ~hResource();
 
 	hResContext *newContext(hResID id, const char []);
diff --git a/engines/saga2/main.cpp b/engines/saga2/main.cpp
index ff64ca2389..10ef20a85d 100644
--- a/engines/saga2/main.cpp
+++ b/engines/saga2/main.cpp
@@ -28,6 +28,9 @@
 #include "common/events.h"
 #include "common/memstream.h"
 
+#include "engines/advancedDetector.h"
+
+#include "saga2/detection.h"
 #include "saga2/saga2.h"
 #include "saga2/setup.h"
 #include "saga2/transit.h"
@@ -132,26 +135,26 @@ APPFUNC(cmdWindowFunc);                      // main window event handler
 
 //  Exportable prototypes
 void EventLoop(bool &running, bool modal);           // handles input and distributes
-void SystemEventLoop(void);
+void SystemEventLoop();
 
-void runPathFinder(void);
+void runPathFinder();
 
-bool setupGame(void);
+bool setupGame();
 
-void mainEnable(void);
-void mainDisable(void);
-void updateMainDisplay(void);
+void mainEnable();
+void mainDisable();
+void updateMainDisplay();
 
-void cleanupGame(void);                  // auto-cleanup function
+void cleanupGame();                  // auto-cleanup function
 void parseCommandLine(int argc, char *argv[]);
 const char *getExeFromCommandLine(int argc, char *argv[]);
 void WriteStatusF2(int16 line, const char *msg, ...);
-bool initUserDialog(void);
-void cleanupUserDialog(void);
+bool initUserDialog();
+void cleanupUserDialog();
 int16 OptionsDialog(bool disableSaveResume = false);
 
 static void mainLoop(bool &cleanExit, int argc, char *argv[]);
-void displayUpdate(void);
+void displayUpdate();
 void showDebugMessages();
 
 bool initResourceHandles();
@@ -165,7 +168,7 @@ bool initGameMaps();
 /* MAIN FUNCTION                                                    */
 /*                                                                  */
 /********************************************************************/
-void termFaultHandler(void);
+void termFaultHandler();
 
 void main_saga2() {
 	gameInitialized = false;
@@ -192,7 +195,7 @@ void main_saga2() {
 // Inner chunk of main - this bizzare nesting is required because VC++
 // doesn't like  try{} catch(){ } blocks in the same routine as its
 // __try{} __except(){} blocks
-void updateActiveRegions(void);
+void updateActiveRegions();
 
 static void mainLoop(bool &cleanExit_, int argc, char *argv[]) {
 	const char *exeFile = getExeFromCommandLine(argc, argv);
@@ -221,7 +224,7 @@ static void mainLoop(bool &cleanExit_, int argc, char *argv[]) {
 // ------------------------------------------------------------------------
 // Game setup function
 
-bool setupGame(void) {
+bool setupGame() {
 	g_vm->_frate = new frameSmoother(frameRate, TICKSPERSECOND, gameTime);
 	g_vm->_lrate = new frameCounter(TICKSPERSECOND, gameTime);
 
@@ -231,7 +234,7 @@ bool setupGame(void) {
 // ------------------------------------------------------------------------
 // Game cleanup function
 
-void cleanupGame(void) {
+void cleanupGame() {
 	delete g_vm->_frate;
 	delete g_vm->_lrate;
 
@@ -318,7 +321,7 @@ void processEventLoop(bool updateScreen) {
 	}
 }
 
-void displayUpdate(void) {
+void displayUpdate() {
 	if (displayEnabled()) { //updateScreen)
 		//debugC(1, kDebugEventLoop, "EventLoop: daytime transition update loop");
 		dayNightUpdate();
@@ -379,7 +382,7 @@ void showDebugMessages() {
    Abbreviated event loop
  * ===================================================================== */
 
-void SystemEventLoop(void) {
+void SystemEventLoop() {
 	if (
 #ifdef DO_OUTRO_IN_CLEANUP
 	    whichOutro == -1 &&
@@ -437,7 +440,7 @@ bool readCommandLine(int argc, char *argv[]) {
 
 // ------------------------------------------------------------------------
 // clears any queued input (mouse AND keyboard)
-void resetInputDevices(void) {
+void resetInputDevices() {
 	Common::Event event;
 	while (g_vm->getEventManager()->pollEvent(event));
 }
@@ -555,21 +558,21 @@ inline char drive(char *path) {
 //-----------------------------------------------------------------------
 //	Routine to initialize an arbitrary resource file
 
-static bool openResource(pHResource &hr, const char *fileName, const char *description) {
+static bool openResource(pHResource &hr, const char *fileName) {
 	if (hr)
 		delete hr;
 	hr = NULL;
 
-	hr = new hResource(fileName, description);
+	hr = new hResource(fileName);
 
 	while (hr == NULL || !hr->_valid) {
 		if (hr) delete hr;
 		hr = NULL;
-		hr = new hResource(fileName, description);
+		hr = new hResource(fileName);
 	}
 
 	if (hr == NULL || !hr->_valid) {
-		error("openResource: Cannot open resource: %s, %s", fileName, description);
+		error("openResource: Cannot open resource: %s, %s", fileName);
 //		return false;
 	}
 	return true;
@@ -578,36 +581,55 @@ static bool openResource(pHResource &hr, const char *fileName, const char *descr
 //-----------------------------------------------------------------------
 //	Routine to initialize all the resource files
 
-bool openResources(void) {
+bool openResources() {
+	for (const ADGameFileDescription *desc = g_vm->getFilesDescriptions(); desc->fileName; desc++) {
+		bool res = true;
 
-	if (
-	    openResource(resFile, IMAGE_RESFILE, "Imagery resource file") &&
-	    openResource(objResFile, OBJECT_RESFILE, "Object resource file") &&
-	    openResource(auxResFile, AUX_RESFILE, "Data resource file") &&
-	    openResource(scriptResFile, SCRIPT_RESFILE, "Script resource file") &&
-	    openResource(voiceResFile, VOICE_RESFILE, "Voice resource file") &&
-	    openResource(soundResFile, SOUND_RESFILE, "Sound resource file")) {
-		return true;
+		switch (desc->fileType) {
+		case GAME_RESOURCEFILE:
+			res = openResource(auxResFile, desc->fileName);
+			break;
+		case GAME_OBJRESOURCEFILE:
+			res = openResource(objResFile, desc->fileName);
+			break;
+		case GAME_SCRIPTFILE:
+			res = openResource(scriptResFile, desc->fileName);
+			break;
+		case GAME_SOUNDFILE:
+			res = openResource(soundResFile, desc->fileName);
+			break;
+		case GAME_IMAGEFILE:
+			res = openResource(resFile, desc->fileName);
+			break;
+		case GAME_VOICEFILE:
+			res = openResource(voiceResFile, desc->fileName);
+			break;
+		default:
+			break;
+		}
+
+		if (!res)
+			return false;
 	}
-	return false;
 
+	return true;
 }
 
 //-----------------------------------------------------------------------
 //	Routine to cleanup all the resource files
 
-void closeResources(void) {
-	if (soundResFile)  delete soundResFile;
+void closeResources() {
+	delete soundResFile;
 	soundResFile = NULL;
-	if (voiceResFile)  delete voiceResFile;
+	delete voiceResFile;
 	voiceResFile = NULL;
-	if (scriptResFile) delete scriptResFile;
+	delete scriptResFile;
 	scriptResFile = NULL;
-	if (auxResFile)    delete auxResFile;
+	delete auxResFile;
 	auxResFile = NULL;
-	if (objResFile)    delete objResFile;
+	delete objResFile;
 	objResFile = NULL;
-	if (resFile)       delete resFile;
+	delete resFile;
 	resFile = NULL;
 }
 
@@ -629,7 +651,7 @@ extern bool         brotherBandingEnabled,
 //-----------------------------------------------------------------------
 //	Assign initial values to miscellaneous globals
 
-void initGlobals(void) {
+void initGlobals() {
 	objectIndex = 0;
 	actorIndex = 0;
 	brotherBandingEnabled = true;
@@ -706,7 +728,7 @@ void loadGlobals(Common::InSaveFile *in) {
 // ------------------------------------------------------------------------
 // pops up a window to see if the user really wants to exit
 
-bool verifyUserExit(void) {
+bool verifyUserExit() {
 	if (!g_vm->_gameRunning)
 		return true;
 	if (FTAMessageBox("Are you sure you want to exit", ERROR_YE_BUTTON, ERROR_NO_BUTTON) != 0)
@@ -717,7 +739,7 @@ bool verifyUserExit(void) {
 //-----------------------------------------------------------------------
 //	Allocate visual messagers
 
-bool initGUIMessagers(void) {
+bool initGUIMessagers() {
 	initUserDialog();
 	for (int i = 0; i < 10; i++) {
 		char debItem[16];
@@ -736,7 +758,7 @@ bool initGUIMessagers(void) {
 //-----------------------------------------------------------------------
 //	cleanup visual messagers
 
-void cleanupGUIMessagers(void) {
+void cleanupGUIMessagers() {
 	for (int i = 0; i < 10; i++) {
 		if (Status[i]) delete Status[i];
 		Status[i] = NULL;
@@ -783,7 +805,7 @@ void WriteStatusF2(int16, const char *, ...) {}
 // Game performance can be used as a gauge of how much
 //   CPU time is available. We'd like to keep the retu
 
-int32 currentGamePerformance(void) {
+int32 currentGamePerformance() {
 	int32 framePer = 100;
 	int32 lval = int(g_vm->_lrate->frameStat());
 	int32 fval = int(g_vm->_lrate->frameStat(grFramesPerSecond));
@@ -797,14 +819,14 @@ int32 currentGamePerformance(void) {
 }
 
 
-void updateFrameCount(void) {
+void updateFrameCount() {
 	g_vm->_frate->updateFrameCount();
 }
 
 int32 eloopsPerSecond = 0;
 int32 framesPerSecond = 0;
 
-int32 gamePerformance(void) {
+int32 gamePerformance() {
 	if (framesPerSecond < frameRate) {
 		return (100 * framesPerSecond) / frameRate;
 	}
diff --git a/engines/saga2/setup.h b/engines/saga2/setup.h
index 97dbbb4154..71adb6b132 100644
--- a/engines/saga2/setup.h
+++ b/engines/saga2/setup.h
@@ -68,16 +68,6 @@ extern const ContainerInfo  trioReadyContInfo[];
 extern const ContainerInfo  indivReadyContInfoTop;
 extern const ContainerInfo  indivReadyContInfoBot;
 
-
-//Sets Up Filenames based on PROJECT defined in make.
-
-#define IMAGE_RESFILE   "FTAIMAGE.HRS"
-#define OBJECT_RESFILE  "FTA.HRS"
-#define AUX_RESFILE     "FTADATA.HRS"
-#define SCRIPT_RESFILE  "SCRIPTS.HRS"
-#define SOUND_RESFILE   "FTASOUND.HRS"
-#define VOICE_RESFILE   "FTAVOICE.HRS"
-
 //			char   *fileName = "FTA.HRS";
 //			char   *scriptsName = "SCRIPTS.HRS";
 //			char   *soundsName = "FTASOUND.HRS";




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