annotate src/pl_gen6.c @ 13:ed82a42ba89d

Added code to cause missiles, fighters and plasmas to get confused in nebulous terrain. If it gets confused then it picks a random direction to go.
author darius
date Sat, 06 Dec 1997 06:27:03 +0000
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children
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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
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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/4.5) /* 5.9 width of a system */
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29
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30 #define SYSTEMS 6 /* 9 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 13 /* number of metal deposits */
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40 #define NDILYTH 10 /* number of dilythium deposits */
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41 #define NARABLE 15 /* 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 (GW*0.27)
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46 #define TEAMBORD (GW*0.32)
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47 #define STARMIN (GW/5.6)/* min dist between stars */
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48 #define STARMAX GW
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49 #define TEAMMIN (GW/2.8)/* min dist between team stars */
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50 #define TEAMMAX (GW/1.8)/* max dist between team stars */
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51
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52 /* defines that deal with systems and their planets */
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53 #define SYSADD 2 /* number possible above min number */
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54 #define SYSBORD (7000.0 + (float)GWIDTH/200) /* min distance from
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55 * border wall */
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56 #define INDBORD (GW*0.23)
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57 #define SYSMIN (5500.0 + (float)GWIDTH/200) /* min distance between
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58 * objects */
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59 #define SYSMIN2 (SYSMIN*SYSMIN) /* square of sysmin distance */
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60 #define SYSPLMIN 9 /* 5 min number of planets for system */
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61 #define SYSPLADD 0 /* number of possible extra planets */
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62 #define MINARMY 5 /* 8 /* min numer of armies on a
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63 * planet */
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64 #define MAXARMY 6 /* 15 /* max number of armies on a
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65 * planet */
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66
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67 /* other defines */
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68 #define HOMEARMIES 30 /* number of armies on home planets */
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69 #define COLONYARMIES 10 /* number of armies for colony planet */
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70
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71
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72 /* defines dealing with growth timers */
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73 #define PLGFUEL configvals->plgrow.fuel /* time for growth of fuel
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74 * depot */
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75 #define PLGAGRI configvals->plgrow.agri /* time for growth of agri */
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76 #define PLGREPAIR configvals->plgrow.repair /* time for growth of
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77 * repair */
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78 #define PLGSHIP configvals->plgrow.shipyard /* time for growth of
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79 * shipyard */
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80
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81
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82 /*-----------------------------PLACESYSTEMS------------------------------*/
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83 /*
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84 * This function places the planets in each star's system. The function will
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85 * return the index of the first planet that was not placed in a system. The
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86 * coordinates of the planets are placed in the space grid.
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87 */
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88
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89 static int
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90 placesystems()
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91 {
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92 int i, j, k; /* looping vars */
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93 double x, y; /* to hold star coordinates */
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94 int done; /* flag to indicate done */
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95 double dx, dy; /* delta x and y's */
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96 int n; /* number of planet to place */
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97 int np; /* number of planets in system */
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98 int attempts;
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99
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100 n = SYSTEMS; /* first planet to place */
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101 for (i = 0; i < SYSTEMS; i++)
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102 { /* planets for each system */
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103 np = SYSPLMIN + lrand48() % (SYSPLADD + 1); /* how many planets */
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104 for (k = 0; k < np; k++)
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105 { /* go place the planets */
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106 attempts = 0;
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107 do
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108 { /* do until location found */
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109 attempts++;
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110 done = 0; /* not done yet */
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111 dx = (drand48() * SYSWIDTH - SYSWIDTH / 2.0);
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112 dy = (drand48() * SYSWIDTH - SYSWIDTH / 2.0);
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113 if (dx * dx + dy * dy > (SYSWIDTH / 2.0) * (SYSWIDTH / 2.0))
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114 continue; /* might orbit its way out of the galaxy */
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115 x = planets[i].pl_x + dx;
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116 y = planets[i].pl_y + dy;
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117 if ((x > GW - SYSBORD) || (x < SYSBORD)
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118 || (y < SYSBORD) || (y > GW - SYSBORD))
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119 continue; /* too close to border? */
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120
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121 done = 1; /* assume valid coord found */
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122 for (j = 0; j < n; j++)
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123 { /* go through previous planets */
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124 dx = fabs(x - (double) planets[j].pl_x);
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125 dy = fabs(y - (double) planets[j].pl_y);
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126 if (dx * dx + dy * dy < SYSMIN2)
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127 { /* if too close to another star */
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128 done = 0; /* we must get another coord */
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129 }
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130 }
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131 } while (!done && attempts < 200); /* do until location found */
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132
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133 if (!done)
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134 return 0; /* universe too crowded, try again */
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135
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136 move_planet(n, (int) x, (int) y, 0);
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137 planets[n].pl_system = i + 1; /* mark the sytem number */
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138 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY);
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139 n++; /* go to next planet */
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140 }
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141 }
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142 return (n); /* return index of next planet */
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143 }
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144
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145
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146
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147
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148 /*-----------------------------PLACEINDEP------------------------------*/
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149 /*
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150 * This function places idependent planets that are not in a system. They can
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151 * appear anywhere in the galaxy as long as they are not too close to another
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152 * planet. The coords are put in the space grid.
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153 */
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154
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155 static int
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156 placeindep(n)
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157 int n;
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158 /* number of planet to start with */
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159 {
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160 int i, j; /* looping vars */
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161 double x, y; /* to hold star coordinates */
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162 int done; /* flag to indicate done */
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163 double dx, dy; /* delta x and y's */
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164 int attempts;
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165
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166 for (i = n; i < (NUMPLANETS - (WORMPAIRS * 2)); i++)
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167 { /* go through rest of planets */
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168 x = drand48() * (GW - 2 * INDBORD) + INDBORD; /* pick initial coords */
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169 y = drand48() * (GW - 2 * INDBORD) + INDBORD;
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170 attempts = 0;
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171 do
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172 { /* do until location found */
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173 attempts++;
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174 done = 0; /* not done yet */
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175 x = INDBORD + fmod(x + (3574.0 - INDBORD), GW - 2 * INDBORD); /* offset coords a
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176 * little */
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177 y = INDBORD + fmod(y + (1034.0 - INDBORD), GW - 2 * INDBORD); /* every loop */
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178 #if 0
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179 if ((x > GW - INDBORD) || (x < INDBORD)
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180 || (y < INDBORD) || (y > GW - INDBORD))
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181 continue; /* too close to border? */
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182 #endif
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183 done = 1; /* assume valid coord */
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184 for (j = 0; j < n; j++)
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185 { /* go through previous planets */
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186 dx = fabs(x - (double) planets[j].pl_x);
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187 dy = fabs(y - (double) planets[j].pl_y);
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188 if (dx * dx + dy * dy < SYSMIN2)
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189 { /* if planet to close */
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190 done = 0; /* we must get another coord */
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191 }
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192 }
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193 } while (!done && attempts < 200); /* do until location found */
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194
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195 if (!done)
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196 return 0;
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197
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198 move_planet(n, (int) x, (int) y, 0);
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199 planets[n].pl_system = 0; /* mark the no sytem */
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200 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY);
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201 n++; /* go to next planet */
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202 }
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203 for (i = n; i < NUMPLANETS; i++) /* now place wormholes */
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204 {
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205 x = drand48() * GW; /* pick intial coords */
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206 y = drand48() * GW;
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207 attempts = 0;
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208 do
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209 { /* do until location found */
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210 attempts++;
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211 done = 0; /* not done yet */
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212 x = fmod(x + 3574.0, GW); /* offset coords a little */
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213 y = fmod(y + 1034.0, GW); /* every loop */
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214 #if 0
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215 if ((x > GW) || (y > GW))
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216 continue; /* too close to border? */
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217 #endif
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218 done = 1; /* assume valid coord */
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219 for (j = 0; j < n; j++)
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220 { /* go through previous planets */
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221 dx = fabs(x - (double) planets[j].pl_x);
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222 dy = fabs(y - (double) planets[j].pl_y);
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223 if (dx * dx + dy * dy < SYSMIN2)
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224 { /* if planet to close */
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225 done = 0; /* we must get another coord */
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226 }
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227 }
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228 } while (!done && attempts < 200); /* do until location found */
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229
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230 if (!done)
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231 return 0;
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232
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233 move_planet(n, (int) x, (int) y, 0);
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234 planets[n].pl_system = 0; /* mark the no system */
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235 planets[n].pl_flags |= PLWHOLE; /* mark the planet as a wormhole */
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236 /* the armies in a wormhole is the other wormhole's x coord */
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237 /* the radius is the other wormhole's y coord */
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238 if (NUMPLANETS % 2)
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239 {
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240 if (!(n % 2))
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241 {
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242 planets[n].pl_armies = planets[n - 1].pl_x;
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243 planets[n].pl_radius = planets[n - 1].pl_y;
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244 planets[n - 1].pl_armies = planets[n].pl_x;
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245 planets[n - 1].pl_radius = planets[n].pl_y;
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246 }
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247 }
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248 else
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249 {
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250 if (n % 2)
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251 {
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252 planets[n].pl_armies = planets[n - 1].pl_x;
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253 planets[n].pl_radius = planets[n - 1].pl_y;
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254 planets[n - 1].pl_armies = planets[n].pl_x;
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255 planets[n - 1].pl_radius = planets[n].pl_y;
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256 }
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257 }
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258 planets[i].pl_owner = NOBODY; /* no team owns a star */
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259 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */
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260 for (j = 0; j < MAXTEAM + 1; j++)
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261 { /* go put in info for teams */
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262 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */
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263 planets[i].pl_tinfo[j].armies = 0;
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264 planets[i].pl_tinfo[j].flags = planets[i].pl_flags;
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265 }
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266 n++; /* go to next planet */
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267 }
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268 return 1;
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269 }
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270
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271
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272
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273
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274 /*---------------------------------PLACERACES------------------------------*/
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275 /*
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276 * This function places the races in the galaxy. Each race is placed in a
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277 * different system. The race is given a home world with an Agri and Ship-
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278 * yard on it and HOMEARMIES. They are also given a conoly planet with
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279 * dilythium deposits and COLONYARMIES on it.
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280 */
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281
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282 static void
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283 placeraces()
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284 {
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285 int i, j, k, x; /* looping vars */
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286 int p; /* to hold planet for race */
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287 int r[4], t;
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288
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289 r[0] = r[1] = lrand48() % 4; /* pick two races at random. They will be */
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290 while (r[0] == r[1]) /* the races whose systems are 'optimally' */
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291 r[1] = lrand48() % 4; /* placed. */
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292 i = 0;
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293 while (i == r[0] || i == r[1])
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294 i++;
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295 r[2] = i++;
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296 while (i == r[0] || i == r[1])
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297 i++;
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298 r[3] = i;
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299
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300 /* only allow these teams */
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301 status2->nontteamlock = (1 << r[0]) | (1 << r[1]);
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diff changeset
302
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303 for (i = 0; i < 4; i++)
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304 { /* go through races */
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305 t = r[i]; /* which team */
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306 p = lrand48() % NUMPLANETS; /* pick random planet */
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307 /* for (x=0; x <= 1; x++) { /* loop twice for 2 systems */
8c6d5731234d First entry of Paradise Server 2.9 patch 10 Beta
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308 while ((planets[p].pl_system != i + 1)
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309 || (PL_TYPE(planets[p]) == PLSTAR)
8c6d5731234d First entry of Paradise Server 2.9 patch 10 Beta
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310 || (planets[p].pl_owner != NOBODY))
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311 p = (p + 1) % NUMPLANETS; /* go on to next planet */
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diff changeset
312
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313 planets[p].pl_flags &= ~PLSURMASK; /* make sure no dilithium */
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314 planets[p].pl_flags |= (PLMETAL | PLARABLE); /* metal and arable */
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315 planets[p].pl_flags |= PLATYPE1; /* good atmosphere */
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316 planets[p].pl_flags |= (PLAGRI | PLSHIPYARD | PLREPAIR);
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317 planets[p].pl_tagri = PLGAGRI; /* set timers for resources */
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318 planets[p].pl_tshiprepair = PLGSHIP;
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319 planets[p].pl_owner = 1 << t; /* make race the owner */
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320 planets[p].pl_armies = HOMEARMIES; /* set the armies */
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321 planets[p].pl_hinfo = 1 << t; /* race has info on planet */
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322 planets[p].pl_tinfo[1 << t].owner = 1 << t; /* know about owner */
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323 planets[p].pl_tinfo[1 << t].armies = planets[p].pl_armies;
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324 planets[p].pl_tinfo[1 << t].flags = planets[p].pl_flags;
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325
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326 /* find colony planet */
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327 p = lrand48() % NUMPLANETS; /* pick random planet */
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328 while ((planets[p].pl_system != i + 1)
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329 || (PL_TYPE(planets[p]) == PLSTAR)
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330 || (planets[p].pl_owner != NOBODY))
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331 p = (p + 1) % NUMPLANETS; /* go on to next planet */
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332 planets[p].pl_flags |= PLFUEL; /* make fuel depot */
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333 planets[p].pl_tfuel = PLGFUEL; /* set timer for fuel depot */
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334 planets[p].pl_flags &= ~PLATMASK; /* take off previous atmos */
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335 planets[p].pl_flags |= PLPOISON; /* poison atmosphere */
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336 planets[p].pl_flags |= PLDILYTH; /* dilythium deposits */
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337 planets[p].pl_owner = 1 << t; /* make race the owner */
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338 planets[p].pl_armies = COLONYARMIES; /* set the armies */
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339 planets[p].pl_hinfo = 1 << t; /* race knows about */
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340 planets[p].pl_tinfo[1 << t].owner = 1 << t; /* know about owner */
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341 planets[p].pl_tinfo[1 << t].armies = planets[p].pl_armies;
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342 planets[p].pl_tinfo[1 << t].flags = planets[p].pl_flags;
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343 for (j = 0; j < NUMPLANETS; j++)
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344 {
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345 if ((planets[j].pl_system == i + 1)
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346 && (PL_TYPE(planets[j]) != PLSTAR))
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347 {
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348 #ifdef LEAGUE_SUPPORT
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349 for (k = (status2->league ? 0 : t);
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350 k < (status2->league ? 4 : t + 1);
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351 k++)
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352 #else
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353 k = t;
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354 #endif
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355 {
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356 planets[j].pl_owner = 1 << t;
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357 planets[j].pl_hinfo =
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358 #ifdef LEAGUE_SUPPORT
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359 status2->league ? (1 << 4) - 1 :
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360 #endif
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361 (1 << t);
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362 planets[j].pl_tinfo[1 << k].owner = 1 << t;
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363 planets[j].pl_tinfo[1 << k].armies = planets[j].pl_armies;
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364 planets[j].pl_tinfo[1 << k].flags = planets[j].pl_flags;
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365 }
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366 }
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367 }
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368 }
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369 }
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370
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371 /*
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372 * Generate a complete galaxy. This variation is similar to gen_galaxy_1;
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373 * except that it tries to place the races at consistent distances from one
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374 * another.
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375 */
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376
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377 void
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378 gen_galaxy_6()
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379 {
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380 int t;
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381
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382 NUMPLANETS = 60; /* planets + wormholes */
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383 GWIDTH = 200000;
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384
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385 while (1)
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386 {
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387 initplanets(); /* initialize planet structures */
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388
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389 /* place the resources */
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390 zero_plflags(planets, NUMPLANETS);
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391 randomize_atmospheres(planets + SYSTEMS, NUMPLANETS - SYSTEMS,
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392 PATMOS1, PATMOS2, PATMOS3, PPOISON);
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393 randomize_resources(planets + SYSTEMS, NUMPLANETS - SYSTEMS,
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394 NMETAL, NDILYTH, NARABLE);
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395
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396 /* place system centers */
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397 t = place_stars(planets, 2,
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398 (int) TEAMBORD, (int) TEAMMIN, (int) TEAMMAX,
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399 (struct planet *) 0, 0)
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400 && place_stars(planets + 2, 2,
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401 (int) (STARBORD * 0.8), (int) TEAMMIN, (int) STARMAX,
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402 planets, 2)
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403 && place_stars(planets + 4, SYSTEMS - 4,
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404 (int) STARBORD, (int) STARMIN, (int) STARMAX,
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405 planets, 4);
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406
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407 if (!t)
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408 continue;
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409 t = placesystems(); /* place planets in systems */
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410 if (!t)
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411 continue;
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412 t = placeindep(t); /* place independent planets */
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413 if (t)
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414 break; /* success */
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415 }
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416 if (configvals->justify_galaxy)
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417 justify_galaxy(SYSTEMS);
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418 placeraces(); /* place home planets for races */
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419 }