forked from github/server
remove additional unused macro constants
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57ae21a823
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d99090ac67
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@ -468,7 +468,6 @@ static void recruit(unit * u, struct order *ord, request ** recruitorders)
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assert(rc);
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assert(rc);
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u_setrace(u, rc);
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u_setrace(u, rc);
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#if GUARD_DISABLES_RECRUIT
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/* this is a very special case because the recruiting unit may be empty
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/* this is a very special case because the recruiting unit may be empty
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* at this point and we have to look at the creating unit instead. This
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* at this point and we have to look at the creating unit instead. This
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* is done in cansee, which is called indirectly by is_guarded(). */
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* is done in cansee, which is called indirectly by is_guarded(). */
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@ -476,7 +475,6 @@ static void recruit(unit * u, struct order *ord, request ** recruitorders)
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cmistake(u, ord, 70, MSG_EVENT);
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cmistake(u, ord, 70, MSG_EVENT);
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return;
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return;
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}
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}
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#endif
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if (rc == get_race(RC_INSECT)) {
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if (rc == get_race(RC_INSECT)) {
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gamedate date;
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gamedate date;
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@ -1121,9 +1121,7 @@ static ally **addally(const faction * f, ally ** sfp, int aid, int state)
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ally *sf;
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ally *sf;
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state &= ~HELP_OBSERVE;
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state &= ~HELP_OBSERVE;
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#ifndef REGIONOWNERS
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state &= ~HELP_TRAVEL;
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state &= ~HELP_TRAVEL;
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#endif
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state &= HelpMask();
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state &= HelpMask();
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if (state == 0)
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if (state == 0)
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27
src/laws.c
27
src/laws.c
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@ -284,31 +284,6 @@ static double peasant_growth_factor(void)
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return config_get_flt("rules.peasants.growth.factor", 0.0001F * PEASANTGROWTH);
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return config_get_flt("rules.peasants.growth.factor", 0.0001F * PEASANTGROWTH);
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}
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}
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#ifdef SLOWLUCK
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int peasant_luck_effect(int peasants, int luck, int maxp, double variance) {
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int n, births = 0;
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double factor = peasant_growth_factor();
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for (n = peasants; n && luck; --n) {
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int chances = 0;
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if (luck > 0) {
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--luck;
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chances += PEASANTLUCK;
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}
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while (chances--) {
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if (rng_double() < factor) {
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/* Only raise with 75% chance if peasants have
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* reached 90% of maxpopulation */
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if (peasants / (float)maxp < 0.9 || chance(PEASANTFORCE)) {
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++births;
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}
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}
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}
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}
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return births;
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}
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#else
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static double peasant_luck_factor(void)
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static double peasant_luck_factor(void)
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{
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{
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return config_get_flt("rules.peasants.peasantluck.factor", PEASANTLUCK);
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return config_get_flt("rules.peasants.peasantluck.factor", PEASANTLUCK);
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@ -331,8 +306,6 @@ int peasant_luck_effect(int peasants, int luck, int maxp, double variance)
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return births;
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return births;
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}
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}
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#endif
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static void peasants(region * r, int rule)
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static void peasants(region * r, int rule)
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{
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{
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int peasants = rpeasants(r);
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int peasants = rpeasants(r);
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@ -12,7 +12,6 @@
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#define ENTERTAINFRACTION 20
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#define ENTERTAINFRACTION 20
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#define TEACHDIFFERENCE 2
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#define TEACHDIFFERENCE 2
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#define GUARD_DISABLES_RECRUIT 1
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#define RESOURCE_QUANTITY 0.5
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#define RESOURCE_QUANTITY 0.5
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#define RECRUITFRACTION 40 /* 100/RECRUITFRACTION% */
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#define RECRUITFRACTION 40 /* 100/RECRUITFRACTION% */
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#define COMBAT_TURNS 5
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#define COMBAT_TURNS 5
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@ -31,8 +30,6 @@
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*/
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*/
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#define MUSEUM_MODULE 1
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#define MUSEUM_MODULE 1
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#undef REGIONOWNERS /* (WIP) region-owner uses HELP_TRAVEL to control entry to region */
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/* experimental gameplay features (that don't affect the savefile) */
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/* experimental gameplay features (that don't affect the savefile) */
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/* TODO: move these settings to settings.h or into configuration files */
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/* TODO: move these settings to settings.h or into configuration files */
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#define GOBLINKILL /* Goblin-Spezialklau kann toedlich enden */
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#define GOBLINKILL /* Goblin-Spezialklau kann toedlich enden */
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