forked from github/server
removing old COUNT_DF define.
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48682dd7bc
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@ -69,7 +69,6 @@
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#define dbgprintf(a) fprintf a;
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static FILE *bdebug;
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#undef COUNT_DF
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#undef DELAYED_OFFENSE /* non-guarding factions cannot attack after moving */
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#define TACTICS_RANDOM 5 /* define this as 1 to deactivate */
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@ -1995,15 +1994,6 @@ attack(battle *b, troop ta, const att *a, int numattack)
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td = select_opponent(b, ta, melee_range[0], melee_range[1]);
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}
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if (!td.fighter) return;
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#ifdef COUNT_DF
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if (td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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td.fighter->action_counter++;
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td.fighter->side->bf->lastturn = b->turn;
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#endif
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}
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#endif
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if (ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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@ -2034,15 +2024,6 @@ attack(battle *b, troop ta, const att *a, int numattack)
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case AT_NATURAL:
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td = select_opponent(b, ta, melee_range[0], melee_range[1]);
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if (!td.fighter) return;
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#ifdef COUNT_DF
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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td.fighter->action_counter++;
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td.fighter->side->bf->lastturn = b->turn;
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#endif
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}
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#endif
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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@ -2057,15 +2038,6 @@ attack(battle *b, troop ta, const att *a, int numattack)
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case AT_DRAIN_ST:
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td = select_opponent(b, ta, melee_range[0], melee_range[1]);
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if (!td.fighter) return;
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#ifdef COUNT_DF
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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td.fighter->action_counter++;
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td.fighter->side->bf->lastturn = b->turn;
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#endif
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}
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#endif
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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@ -2088,15 +2060,6 @@ attack(battle *b, troop ta, const att *a, int numattack)
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case AT_DRAIN_EXP:
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td = select_opponent(b, ta, melee_range[0], melee_range[1]);
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if (!td.fighter) return;
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#ifdef COUNT_DF
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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td.fighter->action_counter++;
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td.fighter->side->bf->lastturn = b->turn;
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#endif
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}
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#endif
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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@ -2111,15 +2074,6 @@ attack(battle *b, troop ta, const att *a, int numattack)
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case AT_DAZZLE:
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td = select_opponent(b, ta, melee_range[0], melee_range[1]);
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if (!td.fighter) return;
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#ifdef COUNT_DF
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if(td.fighter->person[td.index].last_action < b->turn) {
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td.fighter->person[td.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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td.fighter->action_counter++;
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td.fighter->side->bf->lastturn = b->turn;
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#endif
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}
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#endif
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if(ta.fighter->person[ta.index].last_action < b->turn) {
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ta.fighter->person[ta.index].last_action = b->turn;
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#ifndef SIMPLE_COMBAT
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@ -2918,7 +2872,7 @@ make_fighter(battle * b, unit * u, side * s1, boolean attack)
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assert(u->number);
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if (fval(u, UFL_PARTEITARNUNG)!=0) flags |= SIDE_STEALTH;
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#ifdef SIMPLE_COMBAT
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if (attack) flags |= SIDE_ATTACKER;
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if (attack) flags |= SIDE_HASGUARDS;
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#endif
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if (!init) {
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it_demonseye = it_find("demonseye");
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@ -79,7 +79,7 @@ extern "C" {
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#define SIDE_STEALTH 1<<0
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#ifdef SIMPLE_COMBAT
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#define SIDE_ATTACKER 1<<1
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#define SIDE_HASGUARDS 1<<1
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#endif
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typedef struct side {
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struct side * next; /* nächstes Heer in der Schlacht */
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