4
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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
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19 #include "config.h"
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20 #include <math.h>
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21
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22 #include "defs.h"
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23 #include "struct.h"
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24 #include "data.h"
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25 #include "shmem.h"
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26 #include "planets.h"
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27
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28 #define SYSWIDTH (GWIDTH/8) /* width of a system */
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29
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30 #define SYSTEMS 8 /* number of planetary systems */
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31
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32 /* atmosphere chances form a cascade win rand()%100 */
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33 #define PATMOS1 40 /* chance for normal atmosphere */
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34 #define PATMOS2 70 /* chance for thin atmosphere */
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35 #define PATMOS3 90 /* chance for slightly toxic stmos */
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36 #define PPOISON 100 /* chance for poison atmos */
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37
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38 /* defines that deal with planets resources and types */
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39 #define NMETAL 3 /* number of metal deposits */
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40 #define NDILYTH 10 /* number of dilythium deposits */
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41 #define NARABLE 30 /* number of arable land planets */
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42 /* defines that deal with star placement */
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43
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44 #define GW ((float)GWIDTH) /* size of galaxy in floating point */
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45 #define STARBORD ((GWIDTH-SYSWIDTH*4)/2) /* cannot be this close to
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46 * wall */
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47 #define STARMIN (6*SYSWIDTH/5) /* min dist between stars */
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48 #define STARMIN2 STARMIN*STARMIN /* min star dist squared */
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49
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50 /* defines that deal with systems and their planets */
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51 #define SYSMINP 4 /* min number of planets per system */
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52 #define SYSADD 2 /* number possible above min number */
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53 #define SYSBORD (SYSWIDTH/4) /* min distance from border wall */
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54 #define SYSMIN (SYSWIDTH/3) /* min distance between objects */
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55 #define SYSMIN2 (SYSMIN*SYSMIN) /* square of sysmin distance */
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56 #define SYSPLMIN 5 /* min number of planets for system */
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57 #define SYSPLADD 0 /* number of possible extra planets */
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58 #define MINARMY 8 /* min numer of armies on a planet */
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59 #define MAXARMY 15 /* max number of armies on a planet */
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60
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61 /* other defines */
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62 #define HOMEARMIES 30 /* number of armies on home planets */
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63 #define COLONYARMIES 10 /* number of armies for colony planet */
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64
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65
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66 /* defines dealing with growth timers */
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67 #define PLGFUEL configvals->plgrow.fuel /* time for growth of fuel
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68 * depot */
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69 #define PLGAGRI configvals->plgrow.agri /* time for growth of agri */
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70 #define PLGREPAIR configvals->plgrow.repair /* time for growth of
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71 * repair */
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72 #define PLGSHIP configvals->plgrow.shipyard /* time for growth of
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73 * shipyard */
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74
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75
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76 #if 0
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77 /*-------------------------------GENRESOURCES----------------------------*/
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78 /*
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79 * This function goes through the planets structure and determines what kind
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80 * of atmosphere and what kind of surface the planets have. It generates the
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81 * stars that will be used as system centers ans then places atmospheres on
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82 * the other planets. It then distributes the resources on the planet
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83 * surfaces.
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84 */
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85
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86 static void
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87 genresources()
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88 {
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89 int i; /* looping vars */
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90 int t; /* temp var */
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91
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92 for (i = 0; i < NUMPLANETS; i++)
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93 planets[i].pl_flags = 0;
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94
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95 for (i = 0; i < SYSTEMS; i++) /* first planets are stars */
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96 planets[i].pl_flags |= PLSTAR; /* or in star flag */
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97 for (i = SYSTEMS; i < NUMPLANETS; i++)
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98 { /* generate atmospheres */
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99 t = lrand48() % 100; /* random # 0-99 */
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100 if (t < PATMOS1) /* is it atmosphere type 1 */
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101 planets[i].pl_flags |= PLATYPE1;
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102 else if (t < PATMOS2) /* is it atmosphere type 2 */
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103 planets[i].pl_flags |= PLATYPE2;
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104 else if (t < PATMOS3) /* is it atmosphere type 3 */
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105 planets[i].pl_flags |= PLATYPE3;
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106 else if (t < PPOISON) /* is it poison atmosphere */
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107 planets[i].pl_flags |= PLPOISON;
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108 }
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109 for (i = 0; i < NMETAL; i++)
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110 { /* place the metal deposits */
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111 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */
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112 planets[t].pl_flags |= PLMETAL; /* OR in the metal flag */
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113 if (!configvals->resource_bombing)
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114 planets[t].pl_flags |= PLREPAIR;
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115 }
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116 for (i = 0; i < NDILYTH; i++)
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117 { /* place the metal deposits */
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118 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */
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119 planets[t].pl_flags |= PLDILYTH; /* OR in the dilyth flag */
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120 planets[t].pl_flags &= ~(PLATMASK | PLARABLE); /* zero off previous
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121 * atmos */
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122 planets[t].pl_flags |= PLPOISON; /* dilyth poisons atmosphere */
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123 if (!configvals->resource_bombing)
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124 planets[t].pl_flags |= PLFUEL;
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125 }
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126 for (i = 0; i < NARABLE; i++)
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127 { /* place the metal deposits */
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128 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */
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129 planets[t].pl_flags |= PLARABLE | PLATYPE1; /* OR in the arable flag */
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130 if (!configvals->resource_bombing)
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131 planets[t].pl_flags |= PLAGRI;
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132 }
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133 }
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134 #endif
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135
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136
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137 #if 0
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138 /*--------------------------------PLACESTARS------------------------------*/
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139 /*
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140 * This function places each system's star. The stars are expected to be in
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141 * the first SYSTEMS number of planets. The coordinates of the stars are
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142 * placed in the space grid.
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143 */
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144
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145 static int
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146 placestars()
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147 {
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148 int i, j; /* looping vars */
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149 double x, y; /* to hold star coordinates */
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150 int done; /* flag to indicate done */
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151 double dx, dy; /* delta x and y's */
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152 int attempts;
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153
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154 for (i = 0; i < SYSTEMS; i++)
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155 { /* star for each system */
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156 x = drand48() * GW; /* pick intial coords */
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157 y = drand48() * GW;
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158 attempts = 0;
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159 do
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160 { /* do until location found */
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161 attempts++;
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162 done = 0; /* not done yet */
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163 x = fmod(x + 3574.0, GW); /* offset coords a little */
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164 y = fmod(y + 134.0, GW); /* every loop */
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165 if ((x > GW - STARBORD) || (x < STARBORD)
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166 || (y < STARBORD) || (y > GW - STARBORD))
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167 continue; /* too close to border? */
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168 done = 1; /* assume valid cord found */
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169 for (j = 0; j < i; j++)
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170 { /* go through previous stars */
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171 dx = fabs(x - (double) planets[j].pl_x);
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172 dy = fabs(y - (double) planets[j].pl_y);
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173 if (dx * dx + dy * dy < STARMIN2) /* if too close then */
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174 done = 0; /* we must get another coord */
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175 }
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176 } while (!done && attempts < 1000); /* do until location found */
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177
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178 if (!done)
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179 return 0;
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180
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181 planets[i].pl_flags |= PLSTAR; /* mark planet as a star */
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182 move_planet(i, (int) x, (int) y, 0);
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183 planets[i].pl_system = i + 1; /* mark the sytem number */
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184 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */
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185 for (j = 0; j < MAXTEAM + 1; j++)
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186 { /* go put in info for teams */
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187 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */
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188 planets[i].pl_tinfo[j].armies = 0;
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189 planets[i].pl_tinfo[j].flags = planets[i].pl_flags;
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190 }
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191 }
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192 return 1;
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193 }
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194 #endif
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195
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196
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197
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198 /*-----------------------------PLACESYSTEMS------------------------------*/
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199 /*
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200 * This function places the planets in each star's system. The function will
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201 * return the index of the first planet that was not placed in a system. The
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202 * coordinates of the planets are placed in the space grid.
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203 */
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204
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205 static int
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206 placesystems()
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207 {
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208 int i, j, k; /* looping vars */
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209 double x, y; /* to hold star coordinates */
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210 int done; /* flag to indicate done */
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211 double dx, dy; /* delta x and y's */
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212 int n; /* number of planet to place */
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213 int np; /* number of planets in system */
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214 int attempts;
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215
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216 n = SYSTEMS; /* first planet to place */
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217 for (i = 0; i < SYSTEMS; i++)
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218 { /* planets for each system */
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219 np = SYSPLMIN + lrand48() % (SYSPLADD + 1); /* how many planets */
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220 for (k = 0; k < np; k++)
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221 { /* go place the planets */
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222 attempts = 0;
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223 do
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224 { /* do until location found */
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225 attempts++;
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226 done = 0; /* not done yet */
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227 dx = (drand48() * SYSWIDTH - SYSWIDTH / 2.0);
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228 dy = (drand48() * SYSWIDTH - SYSWIDTH / 2.0);
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229 if (dx * dx + dy * dy > (SYSWIDTH / 2.0) * (SYSWIDTH / 2.0))
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230 continue; /* might orbit its way out of the galaxy */
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231 x = planets[i].pl_x + dx;
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232 y = planets[i].pl_y + dy;
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233 if ((x > GW - SYSBORD) || (x < SYSBORD)
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234 || (y < SYSBORD) || (y > GW - SYSBORD))
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235 continue; /* too close to border? */
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236
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237 done = 1; /* assume valid coord found */
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238 for (j = 0; j < n; j++)
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239 { /* go through previous planets */
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240 dx = fabs(x - (double) planets[j].pl_x);
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241 dy = fabs(y - (double) planets[j].pl_y);
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242 if (dx * dx + dy * dy < SYSMIN2)
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243 { /* if too close to another star */
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244 done = 0; /* we must get another coord */
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245 }
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246 }
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247 } while (!done && attempts < 100); /* do until location found */
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248
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249 if (!done)
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250 return 0; /* universe too crowded, try again */
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251
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252 move_planet(n, (int) x, (int) y, 0);
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253 planets[n].pl_system = i + 1; /* mark the sytem number */
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254 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY);
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255 n++; /* go to next planet */
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256 }
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257 }
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258 return (n); /* return index of next planet */
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259 }
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260
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261
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262
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263
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264 /*-----------------------------PLACEINDEP------------------------------*/
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265 /*
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266 * This function places idependent planets that are not in a system. They can
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267 * appear anywhere in the galaxy as long as they are not too close to another
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268 * planet. The coords are put in the space grid.
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269 */
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270
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271 static int
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272 placeindep(n)
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273 int n;
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274 /* number of planet to start with */
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275 {
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276 int i, j; /* looping vars */
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277 double x, y; /* to hold star coordinates */
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278 int done; /* flag to indicate done */
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279 double dx, dy; /* delta x and y's */
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280 int attempts;
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281
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282 for (i = n; i < (NUMPLANETS - (WORMPAIRS * 2)); i++)
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283 {
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284 /* go through rest of planets */
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285 x = drand48() * GW; /* pick intial coords */
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286 y = drand48() * GW;
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287 attempts = 0;
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288 do
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289 { /* do until location found */
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290 attempts++;
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291 done = 0; /* not done yet */
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292 x = fmod(x + 3574.0, GW); /* offset coords a little */
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293 y = fmod(y + 134.0, GW); /* every loop */
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294 if ((x > GW - SYSBORD) || (x < SYSBORD)
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295 || (y < SYSBORD) || (y > GW - SYSBORD))
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296 continue; /* too close to border? */
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297 done = 1; /* assume valid coord */
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298 for (j = 0; j < i; j++)
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299 { /* go through previous planets */
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300 dx = fabs(x - (double) planets[j].pl_x);
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301 dy = fabs(y - (double) planets[j].pl_y);
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302 if (dx * dx + dy * dy < SYSMIN2 * (2 * 2))
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303 { /* if planet to close */
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304 done = 0; /* we must get another coord */
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305 }
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306 }
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307 } while (!done && attempts < 100); /* do until location found */
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308
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309 if (!done)
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310 return 0;
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311
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312 move_planet(n, (int) x, (int) y, 0);
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313 planets[n].pl_system = 0; /* mark the no sytem */
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314 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY);
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315 n++; /* go to next planet */
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316 }
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317 for (i = n; i < NUMPLANETS; i++) /* now place wormholes */
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318 {
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319 x = drand48() * GW; /* pick intial coords */
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320 y = drand48() * GW;
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321 attempts = 0;
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322 do
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323 { /* do until location found */
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324 attempts++;
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325 done = 0; /* not done yet */
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326 x = fmod(x + 3574.0, GW); /* offset coords a little */
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327 y = fmod(y + 134.0, GW); /* every loop */
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328
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329 done = 1; /* assume valid coord */
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330 for (j = 0; j < n; j++)
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331 { /* go through previous planets */
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332 dx = fabs(x - (double) planets[j].pl_x);
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333 dy = fabs(y - (double) planets[j].pl_y);
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334 if (dx * dx + dy * dy < SYSMIN2)
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335 { /* if planet to close */
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336 done = 0; /* we must get another coord */
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337 }
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338 }
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339 } while (!done && attempts < 200); /* do until location found */
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340
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341 if (!done)
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342 return 0;
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343
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344 move_planet(n, (int) x, (int) y, 0);
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345 planets[n].pl_system = 0; /* mark the no system */
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346 planets[n].pl_flags |= PLWHOLE; /* mark the planet as a wormhole */
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347 /* the armies in a wormhole is the other wormhole's x coord */
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348 /* the radius is the other wormhole's y coord */
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349 if (NUMPLANETS % 2)
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350 {
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351 if (!(n % 2))
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352 {
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353 planets[n].pl_armies = planets[n - 1].pl_x;
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354 planets[n].pl_radius = planets[n - 1].pl_y;
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355 planets[n - 1].pl_armies = planets[n].pl_x;
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356 planets[n - 1].pl_radius = planets[n].pl_y;
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357 }
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358 }
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359 else
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360 {
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361 if (n % 2)
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362 {
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363 planets[n].pl_armies = planets[n - 1].pl_x;
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364 planets[n].pl_radius = planets[n - 1].pl_y;
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365 planets[n - 1].pl_armies = planets[n].pl_x;
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366 planets[n - 1].pl_radius = planets[n].pl_y;
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367 }
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368 }
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369 planets[i].pl_owner = NOBODY; /* no team owns a wormhole */
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370 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a wormhole */
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371 for (j = 0; j < MAXTEAM + 1; j++)
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372 { /* go put in info for teams */
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373 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */
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374 planets[i].pl_tinfo[j].armies = 0;
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375 planets[i].pl_tinfo[j].flags = planets[i].pl_flags;
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376 }
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377 n++; /* go to next planet */
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378 }
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379 return 1;
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380 }
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381
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382
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383
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384
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385 /*---------------------------------PLACERACES------------------------------*/
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386 /*
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387 * This function places the races in the galaxy. Each race is placed in a
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388 * different system. The race is given a home world with an Agri and Ship-
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389 * yard on it and HOMEARMIES. They are also given a colony planet with
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390 * dilythium deposits and COLONYARMIES on it.
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391 */
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392
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393 static int
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394 placeraces()
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395 {
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396 int i, j, k; /* looping vars */
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397 int p; /* to hold planet for race */
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398 int racestars[4 /* NRACES */ ]; /* hold the home stars of each race */
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399 int attempts = 0;
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400 int n;
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401
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402 for (i = 0; i < NUMPLANETS; i++)
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403 {
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404 /* zero ownership */
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405 planets[i].pl_owner = NOBODY; /* no team owns a star */
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406 if ((PL_TYPE(planets[i]) != PLSTAR) && (PL_TYPE(planets[i]) != PLWHOLE))
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407 planets[i].pl_hinfo = NOBODY; /* no race has planet info */
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408 }
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409
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410 for (i = 0; i < 4 && attempts < 1000; i++)
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411 { /* go through races */
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412 /* find home planet */
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413 attempts++;
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414 p = lrand48() % NUMPLANETS; /* pick random planet */
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415 while ((planets[p].pl_system == 0)
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416 || (PL_TYPE(planets[p]) == PLSTAR)
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417 || (planets[p].pl_owner != NOBODY))
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418 p = (p + 1) % NUMPLANETS; /* go on to next planet */
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419
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420 racestars[i] = planets[p].pl_system - 1;
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421 for (j = 0; j < i; j++)
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422 {
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423 struct planet *mystar = &planets[racestars[i]];
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424 struct planet *otherstar = &planets[racestars[j]];
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425 float dx, dy;
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426 dx = otherstar->pl_x - mystar->pl_x;
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427 dy = otherstar->pl_y - mystar->pl_y;
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428 if (dx * dx + dy * dy < 3.0 * SYSWIDTH * SYSWIDTH)
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429 {
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430 break;
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431 }
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432 }
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433 if (j < i)
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434 {
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435 i--;
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436 continue;
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437 }
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438 planets[p].pl_flags &= ~PLSURMASK; /* make sure no dilithium */
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439 planets[p].pl_flags |= (PLMETAL | PLARABLE); /* metal and arable */
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440 planets[p].pl_flags |= PLATYPE1; /* good atmosphere */
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441 planets[p].pl_flags |= (PLAGRI | PLSHIPYARD | PLREPAIR);
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442 planets[p].pl_tagri = PLGAGRI; /* set timers for resources */
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443 planets[p].pl_tshiprepair = PLGSHIP;
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444 planets[p].pl_owner = 1 << i; /* make race the owner */
|
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445 #if 0 /* home planets do not have traditional names */
|
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446 strcpy(planets[p].pl_name, homenames[1 << i]); /* set name and length */
|
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447 planets[p].pl_namelen = strlen(homenames[1 << i]);
|
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448 #endif
|
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449 planets[p].pl_armies = HOMEARMIES; /* set the armies */
|
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450 planets[p].pl_hinfo = 1 << i; /* race has info on planet */
|
|
451 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */
|
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452 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies;
|
|
453 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags;
|
|
454
|
|
455 /* find colony planet */
|
|
456 p = lrand48() % NUMPLANETS; /* pick random planet */
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457 while ((planets[p].pl_system != racestars[i] + 1)
|
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458 || (PL_TYPE(planets[p]) == PLSTAR)
|
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459 || (planets[p].pl_owner != NOBODY))
|
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460 p = (p + 1) % NUMPLANETS; /* go on to next planet */
|
|
461 planets[p].pl_flags |= PLFUEL; /* make fuel depot */
|
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462 planets[p].pl_tfuel = PLGFUEL; /* set timer for fuel depot */
|
|
463 planets[p].pl_flags &= ~PLATMASK; /* take off previous atmos */
|
|
464 planets[p].pl_flags |= PLPOISON; /* poison atmosphere */
|
|
465 planets[p].pl_flags |= PLDILYTH; /* dilythium deposits */
|
|
466 planets[p].pl_owner = 1 << i; /* make race the owner */
|
|
467 planets[p].pl_armies = COLONYARMIES; /* set the armies */
|
|
468 planets[p].pl_hinfo = 1 << i; /* race knows about */
|
|
469 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */
|
|
470 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies;
|
|
471 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags;
|
|
472 n = 0;
|
|
473 for (j = 0; j < NUMPLANETS; j++)
|
|
474 {
|
|
475 if ((planets[j].pl_system == racestars[i] + 1)
|
|
476 && !(PL_TYPE(planets[j]) == PLSTAR))
|
|
477 {
|
|
478
|
|
479 if (planets[j].pl_owner == NOBODY)
|
|
480 {
|
|
481 planets[j].pl_flags &= ~(PLATMASK | PLSURMASK);
|
|
482 planets[j].pl_flags |= (n << PLATSHIFT) | (1 << (n + PLSURSHIFT));
|
|
483 n++;
|
|
484 }
|
|
485 planets[j].pl_owner = 1 << i;
|
|
486 planets[j].pl_hinfo =
|
|
487 #ifdef LEAGUE_SUPPORT
|
|
488 status2->league ? (1 << 4) - 1 :
|
|
489 #endif
|
|
490 (1 << i);
|
|
491
|
|
492 #ifdef LEAGUE_SUPPORT
|
|
493 for (k = (status2->league ? 0 : i);
|
|
494 k < (status2->league ? 4 : i + 1);
|
|
495 k++)
|
|
496 #else
|
|
497 k = i;
|
|
498 #endif
|
|
499 {
|
|
500 struct teaminfo *info = &planets[j].pl_tinfo[1 << k];
|
|
501 info->owner = 1 << i;
|
|
502 info->armies = planets[j].pl_armies;
|
|
503 info->flags = planets[j].pl_flags;
|
|
504 }
|
|
505 }
|
|
506 }
|
|
507 }
|
|
508 return i >= 4;
|
|
509 }
|
|
510
|
|
511 /*
|
|
512 * generate a complete galaxy.
|
|
513 *
|
|
514 * This algorithm was invented by Robert Forsman.
|
|
515 *
|
|
516 * It tries to make a denser universe with fairer race resource distribution and
|
|
517 * races that are further apart..
|
|
518 */
|
|
519
|
|
520 void
|
|
521 gen_galaxy_2()
|
|
522 {
|
|
523 int t;
|
|
524
|
|
525 while (1)
|
|
526 {
|
|
527 NUMPLANETS = 60;
|
|
528 GWIDTH = 200000;
|
|
529
|
|
530 initplanets(); /* initialize planet structures */
|
|
531
|
|
532 /* place the resources */
|
|
533 zero_plflags(planets, NUMPLANETS);
|
|
534 randomize_atmospheres(planets + SYSTEMS, NUMPLANETS - SYSTEMS,
|
|
535 PATMOS1, PATMOS2, PATMOS3, PPOISON);
|
|
536 randomize_resources(planets + SYSTEMS, NUMPLANETS - SYSTEMS,
|
|
537 NMETAL, NDILYTH, NARABLE);
|
|
538
|
|
539 if (!place_stars(planets, SYSTEMS,
|
|
540 (int) STARBORD, (int) STARMIN, (int) GW,
|
|
541 (struct planet *) 0, 0)) /* place system centers */
|
|
542 continue;
|
|
543
|
|
544 t = placesystems(); /* place planets in systems */
|
|
545 if (!t)
|
|
546 continue;
|
|
547
|
|
548 if (!placeindep(t)) /* place independent planets */
|
|
549 continue;
|
|
550
|
|
551 if (configvals->justify_galaxy)
|
|
552 justify_galaxy(SYSTEMS);
|
|
553
|
|
554 if (!placeraces()) /* place home planets for races */
|
|
555 continue;
|
|
556 break; /* success! */
|
|
557 }
|
|
558
|
|
559 }
|