Mercurial > ~darius > hgwebdir.cgi > paradise_server
comparison src/pl_gen7.c @ 6:8c6d5731234d
First entry of Paradise Server 2.9 patch 10 Beta
author | darius |
---|---|
date | Sat, 06 Dec 1997 04:37:04 +0000 |
parents | |
children |
comparison
equal
deleted
inserted
replaced
5:054275999194 | 6:8c6d5731234d |
---|---|
1 /*-------------------------------------------------------------------------- | |
2 NETREK II -- Paradise | |
3 | |
4 Permission to use, copy, modify, and distribute this software and its | |
5 documentation, or any derivative works thereof, for any NON-COMMERCIAL | |
6 purpose and without fee is hereby granted, provided that this copyright | |
7 notice appear in all copies. No representations are made about the | |
8 suitability of this software for any purpose. This software is provided | |
9 "as is" without express or implied warranty. | |
10 | |
11 Xtrek Copyright 1986 Chris Guthrie | |
12 Netrek (Xtrek II) Copyright 1989 Kevin P. Smith | |
13 Scott Silvey | |
14 Paradise II (Netrek II) Copyright 1993 Larry Denys | |
15 Kurt Olsen | |
16 Brandon Gillespie | |
17 --------------------------------------------------------------------------*/ | |
18 #include "config.h" | |
19 #include <math.h> | |
20 | |
21 #include "defs.h" | |
22 #include "struct.h" | |
23 #include "data.h" | |
24 #include "shmem.h" | |
25 #include "planets.h" | |
26 | |
27 #define SYSWIDTH (GWIDTH/5.9) /* width of a system */ | |
28 | |
29 #define SYSTEMS 7 /* number of planetary systems */ | |
30 | |
31 /* atmosphere chances form a cascade win rand()%100 */ | |
32 #define PATMOS1 40 /* chance for normal atmosphere */ | |
33 #define PATMOS2 70 /* chance for thin atmosphere */ | |
34 #define PATMOS3 90 /* chance for slightly toxic stmos */ | |
35 #define PPOISON 100 /* chance for poison atmos */ | |
36 | |
37 /* defines that deal with planets resources and types */ | |
38 #define NMETAL 10 /* number of metal deposits */ | |
39 #define NDILYTH 8 /* number of dilythium deposits */ | |
40 #define NARABLE 12 /* number of arable land planets */ | |
41 /* defines that deal with star placement */ | |
42 | |
43 #define GW ((float)GWIDTH) /* size of galaxy in floating point */ | |
44 #define STARBORD ((GW/5.2)*1.3) | |
45 #define TEAMBORD ((GW/5.2)/1.1) | |
46 #define STARMIN (GW/5.0)/* min dist between stars */ | |
47 #define STARMIN2 (STARMIN*STARMIN) /* min star dist squared */ | |
48 #define STARMAX GW | |
49 #define STARMAX2 (GW*GW) | |
50 #define TEAMMIN (GW/2.8)/* min dist between team stars */ | |
51 #define TEAMMIN2 (TEAMMIN*TEAMMIN) | |
52 #define TEAMMAX (GW/1.4)/* max dist between team stars */ | |
53 #define TEAMMAX2 (TEAMMAX*TEAMMAX) | |
54 | |
55 /* defines that deal with systems and their planets */ | |
56 #define SYSADD 2 /* number possible above min number */ | |
57 #define SYSBORD (4000.0 + (float)GWIDTH/200) /* min distance from | |
58 * border wall */ | |
59 #define INDBORD (GW * 0.1) | |
60 #define SYSMIN (6000.0 + (float)GWIDTH/200) /* min distance between | |
61 * objects */ | |
62 #define SYSMIN2 (SYSMIN*SYSMIN) /* square of sysmin distance */ | |
63 #define SYSPLMIN 5 /* min number of planets for system */ | |
64 #define SYSPLADD 0 /* number of possible extra planets */ | |
65 #define MINARMY 8 /* min numer of armies on a planet */ | |
66 #define MAXARMY 15 /* max number of armies on a planet */ | |
67 | |
68 /* other defines */ | |
69 #define HOMEARMIES 30 /* number of armies on home planets */ | |
70 #define COLONYARMIES 10 /* number of armies for colony planet */ | |
71 | |
72 | |
73 /* defines dealing with growth timers */ | |
74 #define PLGFUEL configvals->plgrow.fuel /* time for growth of fuel | |
75 * depot */ | |
76 #define PLGAGRI configvals->plgrow.agri /* time for growth of agri */ | |
77 #define PLGREPAIR configvals->plgrow.repair /* time for growth of | |
78 * repair */ | |
79 #define PLGSHIP configvals->plgrow.shipyard /* time for growth of | |
80 * shipyard */ | |
81 | |
82 | |
83 #if 0 | |
84 /*-------------------------------GENRESOURCES----------------------------*/ | |
85 /* | |
86 * This function goes through the planets structure and determines what kind | |
87 * of atmosphere and what kind of surface the planets have. It generates the | |
88 * stars that will be used as system centers ans then places atmospheres on | |
89 * the other planets. It then distributes the resources on the planet | |
90 * surfaces. | |
91 */ | |
92 | |
93 static void | |
94 genresources() | |
95 { | |
96 int i; /* looping vars */ | |
97 int t; /* temp var */ | |
98 | |
99 for (i = 0; i < SYSTEMS; i++) /* first planets are stars */ | |
100 planets[i].pl_flags |= PLSTAR; /* or in star flag */ | |
101 for (i = SYSTEMS; i < NUMPLANETS; i++) | |
102 { /* generate atmospheres */ | |
103 t = lrand48() % 100; /* random # 0-99 */ | |
104 if (t < PATMOS1) /* is it atmosphere type 1 */ | |
105 planets[i].pl_flags |= PLATYPE1; | |
106 else if (t < PATMOS2) /* is it atmosphere type 2 */ | |
107 planets[i].pl_flags |= PLATYPE2; | |
108 else if (t < PATMOS3) /* is it atmosphere type 3 */ | |
109 planets[i].pl_flags |= PLATYPE3; | |
110 else if (t < PPOISON) /* is it poison atmosphere */ | |
111 planets[i].pl_flags |= PLPOISON; | |
112 } | |
113 for (i = 0; i < NMETAL; i++) | |
114 { /* place the metal deposits */ | |
115 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
116 planets[t].pl_flags |= PLMETAL; /* OR in the metal flag */ | |
117 if (!configvals->resource_bombing) | |
118 planets[t].pl_flags |= PLREPAIR; | |
119 } | |
120 for (i = 0; i < NDILYTH; i++) | |
121 { /* place the metal deposits */ | |
122 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
123 planets[t].pl_flags |= PLDILYTH; /* OR in the dilyth flag */ | |
124 planets[t].pl_flags &= ~(PLATMASK | PLARABLE); /* zero off previous | |
125 * atmos */ | |
126 planets[t].pl_flags |= PLPOISON; /* dilyth poisons atmosphere */ | |
127 if (!configvals->resource_bombing) | |
128 planets[t].pl_flags |= PLFUEL; | |
129 } | |
130 for (i = 0; i < NARABLE; i++) | |
131 { /* place the metal deposits */ | |
132 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
133 planets[t].pl_flags |= PLARABLE | PLATYPE1; /* OR in the arable flag */ | |
134 if (!configvals->resource_bombing) | |
135 planets[t].pl_flags |= PLAGRI; | |
136 } | |
137 } | |
138 #endif | |
139 | |
140 | |
141 #if 0 | |
142 | |
143 /*--------------------------------PLACESTARS------------------------------*/ | |
144 /* | |
145 * This function places each system's star. The stars are expected to be in | |
146 * the first SYSTEMS number of planets. The coordinates of the stars are | |
147 * placed in the space grid. | |
148 */ | |
149 | |
150 static int | |
151 placestars() | |
152 { | |
153 int i, j; /* looping vars */ | |
154 double x, y; /* to hold star coordinates */ | |
155 int done; /* flag to indicate done */ | |
156 double dx, dy; /* delta x and y's */ | |
157 int attempts; | |
158 double min, max, dist, bord, nbwidth; | |
159 double xoff, yoff; | |
160 | |
161 for (i = 0; i < SYSTEMS; i++) | |
162 { /* star for each system */ | |
163 if (i < 4) | |
164 { | |
165 min = TEAMMIN2; | |
166 max = TEAMMAX2; | |
167 bord = TEAMBORD; | |
168 } | |
169 else | |
170 { | |
171 min = STARMIN2; | |
172 max = STARMAX2; | |
173 bord = STARBORD; | |
174 } | |
175 nbwidth = GW - 2 * bord; | |
176 x = drand48() * nbwidth + bord; /* pick intial coords */ | |
177 y = drand48() * nbwidth + bord; | |
178 xoff = 3574.0 - bord; | |
179 yoff = 1034.0 - bord; | |
180 attempts = 0; | |
181 do | |
182 { /* do until location found */ | |
183 attempts++; | |
184 done = 0; /* not done yet */ | |
185 x = bord + fmod(x + xoff, nbwidth); /* offset coords a little */ | |
186 y = bord + fmod(y + yoff, nbwidth); /* every loop */ | |
187 #if 0 | |
188 if ((x > GW - bord) || (x < bord) | |
189 || (y < bord) || (y > GW - bord)) | |
190 continue; /* too close to border? */ | |
191 #endif | |
192 done = 1; /* assume valid cord found */ | |
193 for (j = 0; j < i; j++) | |
194 { /* go through previous stars */ | |
195 dx = fabs(x - (double) planets[j].pl_x); | |
196 dy = fabs(y - (double) planets[j].pl_y); | |
197 dist = dx * dx + dy * dy; | |
198 if (dist < min || dist > max) /* if too close or too far then */ | |
199 done = 0; /* we must get another coord */ | |
200 } | |
201 } while (!done && attempts < 1000); /* do until location found */ | |
202 | |
203 if (!done) | |
204 return 0; | |
205 | |
206 planets[i].pl_owner = NOBODY; /* no team owns a star */ | |
207 planets[i].pl_flags |= PLSTAR; /* mark planet as a star */ | |
208 move_planet(i, (int) x, (int) y, 0); | |
209 planets[i].pl_system = i + 1; /* mark the sytem number */ | |
210 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */ | |
211 for (j = 0; j < MAXTEAM + 1; j++) | |
212 { /* go put in info for teams */ | |
213 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */ | |
214 planets[i].pl_tinfo[j].armies = 0; | |
215 planets[i].pl_tinfo[j].flags = planets[i].pl_flags; | |
216 } | |
217 } | |
218 return 1; | |
219 } | |
220 | |
221 #endif | |
222 | |
223 | |
224 /*-----------------------------PLACESYSTEMS------------------------------*/ | |
225 /* | |
226 * This function places the planets in each star's system. The function will | |
227 * return the index of the first planet that was not placed in a system. The | |
228 * coordinates of the planets are placed in the space grid. | |
229 */ | |
230 | |
231 static int | |
232 placesystems() | |
233 { | |
234 int i, j, k; /* looping vars */ | |
235 double x, y; /* to hold star coordinates */ | |
236 int done; /* flag to indicate done */ | |
237 double dx, dy; /* delta x and y's */ | |
238 int n; /* number of planet to place */ | |
239 int np; /* number of planets in system */ | |
240 int attempts; | |
241 | |
242 n = SYSTEMS; /* first planet to place */ | |
243 for (i = 0; i < SYSTEMS; i++) | |
244 { /* planets for each system */ | |
245 np = SYSPLMIN + lrand48() % (SYSPLADD + 1); /* how many planets */ | |
246 for (k = 0; k < np; k++) | |
247 { /* go place the planets */ | |
248 attempts = 0; | |
249 do | |
250 { /* do until location found */ | |
251 attempts++; | |
252 done = 0; /* not done yet */ | |
253 dx = (drand48() * SYSWIDTH - SYSWIDTH / 2.0); | |
254 dy = (drand48() * SYSWIDTH - SYSWIDTH / 2.0); | |
255 if (dx * dx + dy * dy > (SYSWIDTH / 2.0) * (SYSWIDTH / 2.0)) | |
256 continue; /* might orbit its way out of the galaxy */ | |
257 x = planets[i].pl_x + dx; | |
258 y = planets[i].pl_y + dy; | |
259 if ((x > GW - SYSBORD) || (x < SYSBORD) | |
260 || (y < SYSBORD) || (y > GW - SYSBORD)) | |
261 continue; /* too close to border? */ | |
262 | |
263 done = 1; /* assume valid coord found */ | |
264 for (j = 0; j < n; j++) | |
265 { /* go through previous planets */ | |
266 dx = fabs(x - (double) planets[j].pl_x); | |
267 dy = fabs(y - (double) planets[j].pl_y); | |
268 if (dx * dx + dy * dy < SYSMIN2) | |
269 { /* if too close to another star */ | |
270 done = 0; /* we must get another coord */ | |
271 } | |
272 if (ihypot((int) dx, (int) dy) < 3000) | |
273 done = 0; | |
274 } | |
275 } while (!done && attempts < 200); /* do until location found */ | |
276 | |
277 if (!done) | |
278 return 0; /* universe too crowded, try again */ | |
279 | |
280 move_planet(n, (int) x, (int) y, 0); | |
281 planets[n].pl_system = i + 1; /* mark the sytem number */ | |
282 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY); | |
283 n++; /* go to next planet */ | |
284 } | |
285 } | |
286 return (n); /* return index of next planet */ | |
287 } | |
288 | |
289 | |
290 | |
291 | |
292 /*-----------------------------PLACEINDEP------------------------------*/ | |
293 /* | |
294 * This function places idependent planets that are not in a system. They can | |
295 * appear anywhere in the galaxy as long as they are not too close to another | |
296 * planet. The coords are put in the space grid. | |
297 */ | |
298 | |
299 static int | |
300 placeindep(n) | |
301 int n; | |
302 /* number of planet to start with */ | |
303 { | |
304 int i, j; /* looping vars */ | |
305 double x, y; /* to hold star coordinates */ | |
306 int done; /* flag to indicate done */ | |
307 double dx, dy; /* delta x and y's */ | |
308 int attempts; | |
309 | |
310 for (i = n; i < (NUMPLANETS - (WORMPAIRS * 2)); i++) | |
311 { | |
312 /* go through rest of planets */ | |
313 x = drand48() * (GW - 2 * INDBORD) + INDBORD; /* pick intial coords */ | |
314 y = drand48() * (GW - 2 * INDBORD) + INDBORD; | |
315 attempts = 0; | |
316 do | |
317 { /* do until location found */ | |
318 attempts++; | |
319 done = 0; /* not done yet */ | |
320 x = INDBORD + fmod(x + (3574.0 - INDBORD), GW - 2 * INDBORD); /* offset coords a | |
321 * little */ | |
322 y = INDBORD + fmod(y + (1034.0 - INDBORD), GW - 2 * INDBORD); /* every loop */ | |
323 #if 0 | |
324 if ((x > GW - INDBORD) || (x < INDBORD) | |
325 || (y < INDBORD) || (y > GW - INDBORD)) | |
326 continue; /* too close to border? */ | |
327 #endif | |
328 done = 1; /* assume valid coord */ | |
329 for (j = 0; j < n; j++) | |
330 { /* go through previous planets */ | |
331 dx = fabs(x - (double) planets[j].pl_x); | |
332 dy = fabs(y - (double) planets[j].pl_y); | |
333 if (dx * dx + dy * dy < SYSMIN2) | |
334 { /* if planet to close */ | |
335 done = 0; /* we must get another coord */ | |
336 } | |
337 } | |
338 } while (!done && attempts < 200); /* do until location found */ | |
339 | |
340 if (!done) | |
341 return 0; | |
342 | |
343 move_planet(n, (int) x, (int) y, 0); | |
344 planets[n].pl_system = 0; /* mark the no sytem */ | |
345 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY); | |
346 n++; /* go to next planet */ | |
347 } | |
348 for (i = n; i < NUMPLANETS; i++) /* now place wormholes */ | |
349 { | |
350 x = drand48() * GW; /* pick intial coords */ | |
351 y = drand48() * GW; | |
352 attempts = 0; | |
353 do | |
354 { /* do until location found */ | |
355 attempts++; | |
356 done = 0; /* not done yet */ | |
357 x = fmod(x + 3574.0, GW); /* offset coords a little */ | |
358 y = fmod(y + 1034.0, GW); /* every loop */ | |
359 #if 0 | |
360 if ((x > GW) || (y > GW)) | |
361 continue; /* too close to border? */ | |
362 #endif | |
363 done = 1; /* assume valid coord */ | |
364 for (j = 0; j < n; j++) | |
365 { /* go through previous planets */ | |
366 dx = fabs(x - (double) planets[j].pl_x); | |
367 dy = fabs(y - (double) planets[j].pl_y); | |
368 if (dx * dx + dy * dy < SYSMIN2) | |
369 { /* if planet to close */ | |
370 done = 0; /* we must get another coord */ | |
371 } | |
372 } | |
373 } while (!done && attempts < 200); /* do until location found */ | |
374 | |
375 if (!done) | |
376 return 0; | |
377 | |
378 move_planet(n, (int) x, (int) y, 0); | |
379 planets[n].pl_system = 0; /* mark the no system */ | |
380 planets[n].pl_flags |= PLWHOLE; /* mark the planet as a wormhole */ | |
381 /* the armies in a wormhole is the other wormhole's x coord */ | |
382 /* the radius is the other wormhole's y coord */ | |
383 if (NUMPLANETS % 2) | |
384 { | |
385 if (!(n % 2)) | |
386 { | |
387 planets[n].pl_armies = planets[n - 1].pl_x; | |
388 planets[n].pl_radius = planets[n - 1].pl_y; | |
389 planets[n - 1].pl_armies = planets[n].pl_x; | |
390 planets[n - 1].pl_radius = planets[n].pl_y; | |
391 } | |
392 } | |
393 else | |
394 { | |
395 if (n % 2) | |
396 { | |
397 planets[n].pl_armies = planets[n - 1].pl_x; | |
398 planets[n].pl_radius = planets[n - 1].pl_y; | |
399 planets[n - 1].pl_armies = planets[n].pl_x; | |
400 planets[n - 1].pl_radius = planets[n].pl_y; | |
401 } | |
402 } | |
403 planets[i].pl_owner = NOBODY; /* no team owns a star */ | |
404 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */ | |
405 for (j = 0; j < MAXTEAM + 1; j++) | |
406 { /* go put in info for teams */ | |
407 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */ | |
408 planets[i].pl_tinfo[j].armies = 0; | |
409 planets[i].pl_tinfo[j].flags = planets[i].pl_flags; | |
410 } | |
411 n++; /* go to next planet */ | |
412 } | |
413 return 1; | |
414 } | |
415 | |
416 | |
417 | |
418 | |
419 /*---------------------------------PLACERACES------------------------------*/ | |
420 /* | |
421 * This function places the races in the galaxy. Each race is placed in a | |
422 * different system. The race is given a home world with an Agri and Ship- | |
423 * yard on it and HOMEARMIES. They are also given a conoly planet with | |
424 * dilythium deposits and COLONYARMIES on it. | |
425 */ | |
426 | |
427 static void | |
428 placeraces() | |
429 { | |
430 int i, j, k; /* looping vars */ | |
431 int p; /* to hold planet for race */ | |
432 | |
433 for (i = 0; i < 4; i++) | |
434 { /* go through races */ | |
435 /* find home planet */ | |
436 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
437 while ((planets[p].pl_system != i + 1) | |
438 || (PL_TYPE(planets[p]) == PLSTAR) | |
439 || (planets[p].pl_owner != NOBODY)) | |
440 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
441 planets[p].pl_flags &= ~PLSURMASK; /* make sure no dilithium */ | |
442 planets[p].pl_flags |= (PLMETAL | PLARABLE); /* metal and arable */ | |
443 planets[p].pl_flags |= PLATYPE1; /* good atmosphere */ | |
444 planets[p].pl_flags |= (PLAGRI | PLSHIPYARD | PLREPAIR); | |
445 planets[p].pl_tagri = PLGAGRI; /* set timers for resources */ | |
446 planets[p].pl_tshiprepair = PLGSHIP; | |
447 planets[p].pl_owner = 1 << i; /* make race the owner */ | |
448 #if 0 /* home planets do not have traditional names */ | |
449 strcpy(planets[p].pl_name, homenames[1 << i]); /* set name and length */ | |
450 planets[p].pl_namelen = strlen(homenames[1 << i]); | |
451 #endif | |
452 planets[p].pl_armies = HOMEARMIES; /* set the armies */ | |
453 planets[p].pl_hinfo = 1 << i; /* race has info on planet */ | |
454 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */ | |
455 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies; | |
456 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags; | |
457 /* find colony planet */ | |
458 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
459 while ((planets[p].pl_system != i + 1) | |
460 || (PL_TYPE(planets[p]) == PLSTAR) | |
461 || (planets[p].pl_owner != NOBODY)) | |
462 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
463 planets[p].pl_flags |= PLFUEL; /* make fuel depot */ | |
464 planets[p].pl_tfuel = PLGFUEL; /* set timer for fuel depot */ | |
465 planets[p].pl_flags &= ~PLATMASK; /* take off previous atmos */ | |
466 planets[p].pl_flags |= PLPOISON; /* poison atmosphere */ | |
467 planets[p].pl_flags |= PLDILYTH; /* dilythium deposits */ | |
468 planets[p].pl_owner = 1 << i; /* make race the owner */ | |
469 planets[p].pl_armies = COLONYARMIES; /* set the armies */ | |
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 } |