6
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1 /*--------------------------------------------------------------------------
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2 NETREK II -- Paradise
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3
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4 Permission to use, copy, modify, and distribute this software and its
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5 documentation, or any derivative works thereof, for any NON-COMMERCIAL
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6 purpose and without fee is hereby granted, provided that this copyright
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7 notice appear in all copies. No representations are made about the
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8 suitability of this software for any purpose. This software is provided
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9 "as is" without express or implied warranty.
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10
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11 Xtrek Copyright 1986 Chris Guthrie
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12 Netrek (Xtrek II) Copyright 1989 Kevin P. Smith
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13 Scott Silvey
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14 Paradise II (Netrek II) Copyright 1993 Larry Denys
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15 Kurt Olsen
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16 Brandon Gillespie
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17 --------------------------------------------------------------------------*/
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18 #include "config.h"
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19 #include <math.h>
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20
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21 #include "defs.h"
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22 #include "struct.h"
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23 #include "data.h"
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24 #include "shmem.h"
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25 #include "planets.h"
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26
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27 #define SYSWIDTH (GWIDTH/5.9) /* width of a system */
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28
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29 #define SYSTEMS 7 /* number of planetary systems */
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30
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31 /* atmosphere chances form a cascade win rand()%100 */
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32 #define PATMOS1 40 /* chance for normal atmosphere */
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33 #define PATMOS2 70 /* chance for thin atmosphere */
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34 #define PATMOS3 90 /* chance for slightly toxic stmos */
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35 #define PPOISON 100 /* chance for poison atmos */
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36
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37 /* defines that deal with planets resources and types */
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38 #define NMETAL 10 /* number of metal deposits */
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39 #define NDILYTH 8 /* number of dilythium deposits */
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40 #define NARABLE 12 /* number of arable land planets */
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41 /* defines that deal with star placement */
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42
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43 #define GW ((float)GWIDTH) /* size of galaxy in floating point */
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44 #define STARBORD ((GW/5.2)*1.3)
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45 #define TEAMBORD ((GW/5.2)/1.1)
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46 #define STARMIN (GW/5.0)/* min dist between stars */
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47 #define STARMIN2 (STARMIN*STARMIN) /* min star dist squared */
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48 #define STARMAX GW
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49 #define STARMAX2 (GW*GW)
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50 #define TEAMMIN (GW/2.8)/* min dist between team stars */
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51 #define TEAMMIN2 (TEAMMIN*TEAMMIN)
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52 #define TEAMMAX (GW/1.4)/* max dist between team stars */
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53 #define TEAMMAX2 (TEAMMAX*TEAMMAX)
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54
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55 /* defines that deal with systems and their planets */
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56 #define SYSADD 2 /* number possible above min number */
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57 #define SYSBORD (4000.0 + (float)GWIDTH/200) /* min distance from
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58 * border wall */
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59 #define INDBORD (GW * 0.1)
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60 #define SYSMIN (6000.0 + (float)GWIDTH/200) /* min distance between
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61 * objects */
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62 #define SYSMIN2 (SYSMIN*SYSMIN) /* square of sysmin distance */
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63 #define SYSPLMIN 5 /* min number of planets for system */
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64 #define SYSPLADD 0 /* number of possible extra planets */
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65 #define MINARMY 8 /* min numer of armies on a planet */
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66 #define MAXARMY 15 /* max number of armies on a planet */
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67
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68 /* other defines */
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69 #define HOMEARMIES 30 /* number of armies on home planets */
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70 #define COLONYARMIES 10 /* number of armies for colony planet */
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71
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72
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73 /* defines dealing with growth timers */
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74 #define PLGFUEL configvals->plgrow.fuel /* time for growth of fuel
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75 * depot */
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76 #define PLGAGRI configvals->plgrow.agri /* time for growth of agri */
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77 #define PLGREPAIR configvals->plgrow.repair /* time for growth of
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78 * repair */
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79 #define PLGSHIP configvals->plgrow.shipyard /* time for growth of
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80 * shipyard */
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81
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82
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83 #if 0
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84 /*-------------------------------GENRESOURCES----------------------------*/
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85 /*
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86 * This function goes through the planets structure and determines what kind
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87 * of atmosphere and what kind of surface the planets have. It generates the
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88 * stars that will be used as system centers ans then places atmospheres on
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89 * the other planets. It then distributes the resources on the planet
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90 * surfaces.
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91 */
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92
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93 static void
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94 genresources()
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95 {
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96 int i; /* looping vars */
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97 int t; /* temp var */
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98
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99 for (i = 0; i < SYSTEMS; i++) /* first planets are stars */
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100 planets[i].pl_flags |= PLSTAR; /* or in star flag */
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101 for (i = SYSTEMS; i < NUMPLANETS; i++)
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102 { /* generate atmospheres */
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103 t = lrand48() % 100; /* random # 0-99 */
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104 if (t < PATMOS1) /* is it atmosphere type 1 */
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105 planets[i].pl_flags |= PLATYPE1;
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106 else if (t < PATMOS2) /* is it atmosphere type 2 */
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107 planets[i].pl_flags |= PLATYPE2;
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108 else if (t < PATMOS3) /* is it atmosphere type 3 */
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109 planets[i].pl_flags |= PLATYPE3;
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110 else if (t < PPOISON) /* is it poison atmosphere */
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111 planets[i].pl_flags |= PLPOISON;
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112 }
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113 for (i = 0; i < NMETAL; i++)
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114 { /* place the metal deposits */
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115 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */
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116 planets[t].pl_flags |= PLMETAL; /* OR in the metal flag */
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117 if (!configvals->resource_bombing)
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118 planets[t].pl_flags |= PLREPAIR;
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119 }
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120 for (i = 0; i < NDILYTH; i++)
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121 { /* place the metal deposits */
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122 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */
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123 planets[t].pl_flags |= PLDILYTH; /* OR in the dilyth flag */
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124 planets[t].pl_flags &= ~(PLATMASK | PLARABLE); /* zero off previous
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125 * atmos */
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126 planets[t].pl_flags |= PLPOISON; /* dilyth poisons atmosphere */
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127 if (!configvals->resource_bombing)
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128 planets[t].pl_flags |= PLFUEL;
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129 }
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130 for (i = 0; i < NARABLE; i++)
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131 { /* place the metal deposits */
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132 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */
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133 planets[t].pl_flags |= PLARABLE | PLATYPE1; /* OR in the arable flag */
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134 if (!configvals->resource_bombing)
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135 planets[t].pl_flags |= PLAGRI;
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136 }
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137 }
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138 #endif
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139
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140
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141 #if 0
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142
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143 /*--------------------------------PLACESTARS------------------------------*/
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144 /*
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145 * This function places each system's star. The stars are expected to be in
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146 * the first SYSTEMS number of planets. The coordinates of the stars are
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147 * placed in the space grid.
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148 */
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149
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150 static int
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151 placestars()
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152 {
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153 int i, j; /* looping vars */
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154 double x, y; /* to hold star coordinates */
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155 int done; /* flag to indicate done */
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156 double dx, dy; /* delta x and y's */
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157 int attempts;
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158 double min, max, dist, bord, nbwidth;
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159 double xoff, yoff;
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160
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161 for (i = 0; i < SYSTEMS; i++)
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162 { /* star for each system */
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163 if (i < 4)
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164 {
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165 min = TEAMMIN2;
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166 max = TEAMMAX2;
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167 bord = TEAMBORD;
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168 }
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169 else
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170 {
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171 min = STARMIN2;
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172 max = STARMAX2;
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173 bord = STARBORD;
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174 }
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175 nbwidth = GW - 2 * bord;
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176 x = drand48() * nbwidth + bord; /* pick intial coords */
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177 y = drand48() * nbwidth + bord;
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178 xoff = 3574.0 - bord;
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179 yoff = 1034.0 - bord;
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180 attempts = 0;
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181 do
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182 { /* do until location found */
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183 attempts++;
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184 done = 0; /* not done yet */
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185 x = bord + fmod(x + xoff, nbwidth); /* offset coords a little */
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186 y = bord + fmod(y + yoff, nbwidth); /* every loop */
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187 #if 0
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188 if ((x > GW - bord) || (x < bord)
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189 || (y < bord) || (y > GW - bord))
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190 continue; /* too close to border? */
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191 #endif
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192 done = 1; /* assume valid cord found */
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193 for (j = 0; j < i; j++)
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194 { /* go through previous stars */
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195 dx = fabs(x - (double) planets[j].pl_x);
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196 dy = fabs(y - (double) planets[j].pl_y);
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197 dist = dx * dx + dy * dy;
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198 if (dist < min || dist > max) /* if too close or too far then */
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199 done = 0; /* we must get another coord */
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200 }
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201 } while (!done && attempts < 1000); /* do until location found */
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202
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203 if (!done)
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204 return 0;
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205
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206 planets[i].pl_owner = NOBODY; /* no team owns a star */
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207 planets[i].pl_flags |= PLSTAR; /* mark planet as a star */
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208 move_planet(i, (int) x, (int) y, 0);
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209 planets[i].pl_system = i + 1; /* mark the sytem number */
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210 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */
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211 for (j = 0; j < MAXTEAM + 1; j++)
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212 { /* go put in info for teams */
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213 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */
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214 planets[i].pl_tinfo[j].armies = 0;
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215 planets[i].pl_tinfo[j].flags = planets[i].pl_flags;
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216 }
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217 }
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218 return 1;
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219 }
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220
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221 #endif
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222
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223
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224 /*-----------------------------PLACESYSTEMS------------------------------*/
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225 /*
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226 * This function places the planets in each star's system. The function will
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227 * return the index of the first planet that was not placed in a system. The
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228 * coordinates of the planets are placed in the space grid.
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229 */
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230
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231 static int
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232 placesystems()
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233 {
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234 int i, j, k; /* looping vars */
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235 double x, y; /* to hold star coordinates */
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236 int done; /* flag to indicate done */
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237 double dx, dy; /* delta x and y's */
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238 int n; /* number of planet to place */
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239 int np; /* number of planets in system */
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240 int attempts;
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241
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242 n = SYSTEMS; /* first planet to place */
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243 for (i = 0; i < SYSTEMS; i++)
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244 { /* planets for each system */
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245 np = SYSPLMIN + lrand48() % (SYSPLADD + 1); /* how many planets */
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246 for (k = 0; k < np; k++)
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247 { /* go place the planets */
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248 attempts = 0;
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249 do
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250 { /* do until location found */
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251 attempts++;
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252 done = 0; /* not done yet */
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253 dx = (drand48() * SYSWIDTH - SYSWIDTH / 2.0);
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254 dy = (drand48() * SYSWIDTH - SYSWIDTH / 2.0);
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255 if (dx * dx + dy * dy > (SYSWIDTH / 2.0) * (SYSWIDTH / 2.0))
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256 continue; /* might orbit its way out of the galaxy */
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257 x = planets[i].pl_x + dx;
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258 y = planets[i].pl_y + dy;
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259 if ((x > GW - SYSBORD) || (x < SYSBORD)
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260 || (y < SYSBORD) || (y > GW - SYSBORD))
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261 continue; /* too close to border? */
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262
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263 done = 1; /* assume valid coord found */
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264 for (j = 0; j < n; j++)
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265 { /* go through previous planets */
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266 dx = fabs(x - (double) planets[j].pl_x);
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267 dy = fabs(y - (double) planets[j].pl_y);
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268 if (dx * dx + dy * dy < SYSMIN2)
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269 { /* if too close to another star */
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270 done = 0; /* we must get another coord */
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271 }
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272 if (ihypot((int) dx, (int) dy) < 3000)
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273 done = 0;
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274 }
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275 } while (!done && attempts < 200); /* do until location found */
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276
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277 if (!done)
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278 return 0; /* universe too crowded, try again */
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279
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280 move_planet(n, (int) x, (int) y, 0);
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281 planets[n].pl_system = i + 1; /* mark the sytem number */
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282 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY);
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283 n++; /* go to next planet */
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284 }
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285 }
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286 return (n); /* return index of next planet */
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287 }
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288
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289
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290
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291
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292 /*-----------------------------PLACEINDEP------------------------------*/
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293 /*
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294 * This function places idependent planets that are not in a system. They can
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295 * appear anywhere in the galaxy as long as they are not too close to another
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296 * planet. The coords are put in the space grid.
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297 */
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298
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299 static int
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300 placeindep(n)
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301 int n;
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302 /* number of planet to start with */
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303 {
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304 int i, j; /* looping vars */
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305 double x, y; /* to hold star coordinates */
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306 int done; /* flag to indicate done */
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307 double dx, dy; /* delta x and y's */
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308 int attempts;
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309
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310 for (i = n; i < (NUMPLANETS - (WORMPAIRS * 2)); i++)
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311 {
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312 /* go through rest of planets */
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313 x = drand48() * (GW - 2 * INDBORD) + INDBORD; /* pick intial coords */
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314 y = drand48() * (GW - 2 * INDBORD) + INDBORD;
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315 attempts = 0;
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316 do
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317 { /* do until location found */
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318 attempts++;
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319 done = 0; /* not done yet */
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320 x = INDBORD + fmod(x + (3574.0 - INDBORD), GW - 2 * INDBORD); /* offset coords a
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321 * little */
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322 y = INDBORD + fmod(y + (1034.0 - INDBORD), GW - 2 * INDBORD); /* every loop */
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323 #if 0
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324 if ((x > GW - INDBORD) || (x < INDBORD)
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325 || (y < INDBORD) || (y > GW - INDBORD))
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326 continue; /* too close to border? */
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327 #endif
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328 done = 1; /* assume valid coord */
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329 for (j = 0; j < n; j++)
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330 { /* go through previous planets */
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331 dx = fabs(x - (double) planets[j].pl_x);
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332 dy = fabs(y - (double) planets[j].pl_y);
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333 if (dx * dx + dy * dy < SYSMIN2)
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334 { /* if planet to close */
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335 done = 0; /* we must get another coord */
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336 }
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337 }
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338 } while (!done && attempts < 200); /* do until location found */
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339
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340 if (!done)
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341 return 0;
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342
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343 move_planet(n, (int) x, (int) y, 0);
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344 planets[n].pl_system = 0; /* mark the no sytem */
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345 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY);
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346 n++; /* go to next planet */
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347 }
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348 for (i = n; i < NUMPLANETS; i++) /* now place wormholes */
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349 {
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350 x = drand48() * GW; /* pick intial coords */
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351 y = drand48() * GW;
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352 attempts = 0;
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353 do
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354 { /* do until location found */
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355 attempts++;
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356 done = 0; /* not done yet */
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357 x = fmod(x + 3574.0, GW); /* offset coords a little */
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358 y = fmod(y + 1034.0, GW); /* every loop */
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359 #if 0
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360 if ((x > GW) || (y > GW))
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361 continue; /* too close to border? */
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362 #endif
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363 done = 1; /* assume valid coord */
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364 for (j = 0; j < n; j++)
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365 { /* go through previous planets */
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366 dx = fabs(x - (double) planets[j].pl_x);
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367 dy = fabs(y - (double) planets[j].pl_y);
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368 if (dx * dx + dy * dy < SYSMIN2)
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369 { /* if planet to close */
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370 done = 0; /* we must get another coord */
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371 }
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372 }
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373 } while (!done && attempts < 200); /* do until location found */
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374
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375 if (!done)
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376 return 0;
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377
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378 move_planet(n, (int) x, (int) y, 0);
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379 planets[n].pl_system = 0; /* mark the no system */
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380 planets[n].pl_flags |= PLWHOLE; /* mark the planet as a wormhole */
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381 /* the armies in a wormhole is the other wormhole's x coord */
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382 /* the radius is the other wormhole's y coord */
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383 if (NUMPLANETS % 2)
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384 {
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385 if (!(n % 2))
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386 {
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387 planets[n].pl_armies = planets[n - 1].pl_x;
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388 planets[n].pl_radius = planets[n - 1].pl_y;
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389 planets[n - 1].pl_armies = planets[n].pl_x;
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390 planets[n - 1].pl_radius = planets[n].pl_y;
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391 }
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392 }
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393 else
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394 {
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395 if (n % 2)
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396 {
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397 planets[n].pl_armies = planets[n - 1].pl_x;
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398 planets[n].pl_radius = planets[n - 1].pl_y;
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399 planets[n - 1].pl_armies = planets[n].pl_x;
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400 planets[n - 1].pl_radius = planets[n].pl_y;
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401 }
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402 }
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403 planets[i].pl_owner = NOBODY; /* no team owns a star */
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404 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */
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405 for (j = 0; j < MAXTEAM + 1; j++)
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406 { /* go put in info for teams */
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407 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */
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408 planets[i].pl_tinfo[j].armies = 0;
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409 planets[i].pl_tinfo[j].flags = planets[i].pl_flags;
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410 }
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411 n++; /* go to next planet */
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412 }
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413 return 1;
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414 }
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415
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416
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417
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418
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419 /*---------------------------------PLACERACES------------------------------*/
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420 /*
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421 * This function places the races in the galaxy. Each race is placed in a
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422 * different system. The race is given a home world with an Agri and Ship-
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423 * yard on it and HOMEARMIES. They are also given a conoly planet with
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424 * dilythium deposits and COLONYARMIES on it.
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425 */
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426
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427 static void
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428 placeraces()
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429 {
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430 int i, j, k; /* looping vars */
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431 int p; /* to hold planet for race */
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432
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433 for (i = 0; i < 4; i++)
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434 { /* go through races */
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435 /* find home planet */
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436 p = lrand48() % NUMPLANETS; /* pick random planet */
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437 while ((planets[p].pl_system != i + 1)
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438 || (PL_TYPE(planets[p]) == PLSTAR)
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439 || (planets[p].pl_owner != NOBODY))
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440 p = (p + 1) % NUMPLANETS; /* go on to next planet */
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441 planets[p].pl_flags &= ~PLSURMASK; /* make sure no dilithium */
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442 planets[p].pl_flags |= (PLMETAL | PLARABLE); /* metal and arable */
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443 planets[p].pl_flags |= PLATYPE1; /* good atmosphere */
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444 planets[p].pl_flags |= (PLAGRI | PLSHIPYARD | PLREPAIR);
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445 planets[p].pl_tagri = PLGAGRI; /* set timers for resources */
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446 planets[p].pl_tshiprepair = PLGSHIP;
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447 planets[p].pl_owner = 1 << i; /* make race the owner */
|
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448 #if 0 /* home planets do not have traditional names */
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449 strcpy(planets[p].pl_name, homenames[1 << i]); /* set name and length */
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450 planets[p].pl_namelen = strlen(homenames[1 << i]);
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451 #endif
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452 planets[p].pl_armies = HOMEARMIES; /* set the armies */
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453 planets[p].pl_hinfo = 1 << i; /* race has info on planet */
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454 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */
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455 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies;
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456 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags;
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457 /* find colony planet */
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458 p = lrand48() % NUMPLANETS; /* pick random planet */
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459 while ((planets[p].pl_system != i + 1)
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460 || (PL_TYPE(planets[p]) == PLSTAR)
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461 || (planets[p].pl_owner != NOBODY))
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462 p = (p + 1) % NUMPLANETS; /* go on to next planet */
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|
463 planets[p].pl_flags |= PLFUEL; /* make fuel depot */
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464 planets[p].pl_tfuel = PLGFUEL; /* set timer for fuel depot */
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|
465 planets[p].pl_flags &= ~PLATMASK; /* take off previous atmos */
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|
466 planets[p].pl_flags |= PLPOISON; /* poison atmosphere */
|
|
467 planets[p].pl_flags |= PLDILYTH; /* dilythium deposits */
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|
468 planets[p].pl_owner = 1 << i; /* make race the owner */
|
|
469 planets[p].pl_armies = COLONYARMIES; /* set the armies */
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|
470 planets[p].pl_hinfo = 1 << i; /* race knows about */
|
|
471 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */
|
|
472 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies;
|
|
473 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags;
|
|
474 for (j = 0; j < NUMPLANETS; j++)
|
|
475 {
|
|
476 if ((planets[j].pl_system == i + 1) && (PL_TYPE(planets[j]) != PLSTAR))
|
|
477 {
|
|
478 #ifdef LEAGUE_SUPPORT
|
|
479 for (k = (status2->league ? 0 : i);
|
|
480 k < (status2->league ? 4 : i + 1);
|
|
481 k++)
|
|
482 #else
|
|
483 k = i;
|
|
484 #endif
|
|
485 {
|
|
486 planets[j].pl_owner = 1 << i;
|
|
487 planets[j].pl_hinfo =
|
|
488 #ifdef LEAGUE_SUPPORT
|
|
489 status2->league ? (1 << 4) - 1 :
|
|
490 #endif
|
|
491 (1 << i);
|
|
492 planets[j].pl_tinfo[1 << k].owner = 1 << i;
|
|
493 planets[j].pl_tinfo[1 << k].armies = planets[j].pl_armies;
|
|
494 planets[j].pl_tinfo[1 << k].flags = planets[j].pl_flags;
|
|
495 }
|
|
496 }
|
|
497 }
|
|
498 }
|
|
499 }
|
|
500
|
|
501 /*
|
|
502 * Generate a complete galaxy, deepspace style. We use a 125k^2 grid with
|
|
503 * lots of planets for lots of fun. We're assuming a no-warp environment.
|
|
504 */
|
|
505
|
|
506 void
|
|
507 gen_galaxy_7()
|
|
508 {
|
|
509 int t;
|
|
510
|
|
511 GWIDTH = 125000;
|
|
512 NUMPLANETS = 60 - WORMPAIRS * 2;
|
|
513 configvals->warpdrive = 0;
|
|
514
|
|
515 while (1)
|
|
516 {
|
|
517 initplanets(); /* initialize planet structures */
|
|
518
|
|
519 /* place the resources */
|
|
520 zero_plflags(planets, NUMPLANETS);
|
|
521 randomize_atmospheres(planets + SYSTEMS, NUMPLANETS - SYSTEMS,
|
|
522 PATMOS1, PATMOS2, PATMOS3, PPOISON);
|
|
523 randomize_resources(planets + SYSTEMS, NUMPLANETS - SYSTEMS,
|
|
524 NMETAL, NDILYTH, NARABLE);
|
|
525
|
|
526 /* place system centers */
|
|
527 t = place_stars(planets, 4,
|
|
528 (int) TEAMBORD, (int) TEAMMIN, (int) TEAMMAX,
|
|
529 (struct planet *) 0, 0)
|
|
530 && place_stars(planets + 4, SYSTEMS - 4,
|
|
531 (int) STARBORD, (int) STARMIN, (int) STARMAX,
|
|
532 planets, 4);
|
|
533
|
|
534 if (!t)
|
|
535 continue;
|
|
536 t = placesystems(); /* place planets in systems */
|
|
537 if (!t)
|
|
538 continue;
|
|
539 t = placeindep(t); /* place independent planets */
|
|
540 if (t)
|
|
541 break; /* success */
|
|
542 }
|
|
543 if (configvals->justify_galaxy)
|
|
544 justify_galaxy(SYSTEMS);
|
|
545 placeraces(); /* place home planets for races */
|
|
546
|
|
547 }
|