Mercurial > ~darius > hgwebdir.cgi > paradise_server
comparison src/pl_gen1.c @ 4:aa38447a4b21
First entry of Paradise Server 2.9 patch 10 Beta
author | darius |
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date | Sat, 06 Dec 1997 04:37:03 +0000 |
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3:cafa94d86546 | 4:aa38447a4b21 |
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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) /* width of a system */ | |
28 | |
29 #define SYSTEMS 9 /* 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 2 /* number of metal deposits */ | |
39 #define NDILYTH 10 /* number of dilythium deposits */ | |
40 #define NARABLE 30 /* 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 (SYSWIDTH/2) | |
45 #define STARMIN (GW/3.7)/* min dist between stars */ | |
46 #define STARMIN2 STARMIN*STARMIN /* min star dist squared */ | |
47 | |
48 /* defines that deal with systems and their planets */ | |
49 #define SYSMINP 4 /* min number of planets per system */ | |
50 #define SYSADD 2 /* number possible above min number */ | |
51 #define SYSBORD (5000.0 + (float)(GWIDTH/200)) /* min distance from | |
52 * border wall */ | |
53 #define SYSMIN (7000.0 + (float)(GWIDTH/100)) /* min distance between | |
54 * objects */ | |
55 #define SYSMIN2 (SYSMIN*SYSMIN) /* square of sysmin distance */ | |
56 #define SYSPLMIN 5 /* min number of planets for system */ | |
57 #define SYSPLADD 0 /* number of possible extra planets */ | |
58 #define MINARMY 8 /* min numer of armies on a planet */ | |
59 #define MAXARMY 15 /* max number of armies on a planet */ | |
60 | |
61 /* other defines */ | |
62 #define HOMEARMIES 30 /* number of armies on home planets */ | |
63 #define COLONYARMIES 10 /* number of armies for colony planet */ | |
64 | |
65 | |
66 /* defines dealing with growth timers */ | |
67 #define PLGFUEL configvals->plgrow.fuel /* time for growth of fuel | |
68 * depot */ | |
69 #define PLGAGRI configvals->plgrow.agri /* time for growth of agri */ | |
70 #define PLGREPAIR configvals->plgrow.repair /* time for growth of | |
71 * repair */ | |
72 #define PLGSHIP configvals->plgrow.shipyard /* time for growth of | |
73 * shipyard */ | |
74 | |
75 | |
76 #if 0 | |
77 /*-------------------------------GENRESOURCES----------------------------*/ | |
78 /* | |
79 * This function goes through the planets structure and determines what kind | |
80 * of atmosphere and what kind of surface the planets have. It generates the | |
81 * stars that will be used as system centers ans then places atmospheres on | |
82 * the other planets. It then distributes the resources on the planet | |
83 * surfaces. | |
84 */ | |
85 | |
86 static void | |
87 genresources() | |
88 { | |
89 int i; /* looping vars */ | |
90 int t; /* temp var */ | |
91 | |
92 for (i = 0; i < SYSTEMS; i++) /* first planets are stars */ | |
93 planets[i].pl_flags |= PLSTAR; /* or in star flag */ | |
94 for (i = SYSTEMS; i < NUMPLANETS; i++) | |
95 { /* generate atmospheres */ | |
96 t = lrand48() % 100; /* random # 0-99 */ | |
97 if (t < PATMOS1) /* is it atmosphere type 1 */ | |
98 planets[i].pl_flags |= PLATYPE1; | |
99 else if (t < PATMOS2) /* is it atmosphere type 2 */ | |
100 planets[i].pl_flags |= PLATYPE2; | |
101 else if (t < PATMOS3) /* is it atmosphere type 3 */ | |
102 planets[i].pl_flags |= PLATYPE3; | |
103 else if (t < PPOISON) /* is it poison atmosphere */ | |
104 planets[i].pl_flags |= PLPOISON; | |
105 } | |
106 for (i = 0; i < NMETAL; i++) | |
107 { /* place the metal deposits */ | |
108 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
109 planets[t].pl_flags |= PLMETAL; /* OR in the metal flag */ | |
110 if (!configvals->resource_bombing) | |
111 planets[t].pl_flags |= PLREPAIR; | |
112 } | |
113 for (i = 0; i < NDILYTH; i++) | |
114 { /* place the metal deposits */ | |
115 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
116 planets[t].pl_flags |= PLDILYTH; /* OR in the dilyth flag */ | |
117 planets[t].pl_flags &= ~(PLATMASK | PLARABLE); /* zero off previous | |
118 * atmos */ | |
119 planets[t].pl_flags |= PLPOISON; /* dilyth poisons atmosphere */ | |
120 if (!configvals->resource_bombing) | |
121 planets[t].pl_flags |= PLFUEL; | |
122 } | |
123 for (i = 0; i < NARABLE; i++) | |
124 { /* place the metal deposits */ | |
125 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
126 planets[t].pl_flags |= PLARABLE | PLATYPE1; /* OR in the arable flag */ | |
127 if (!configvals->resource_bombing) | |
128 planets[t].pl_flags |= PLAGRI; | |
129 } | |
130 } | |
131 #endif | |
132 | |
133 | |
134 #if 0 | |
135 /*--------------------------------PLACESTARS------------------------------*/ | |
136 /* | |
137 * This function places each system's star. The stars are expected to be in | |
138 * the first SYSTEMS number of planets. The coordinates of the stars are | |
139 * placed in the space grid. | |
140 */ | |
141 | |
142 static int | |
143 placestars() | |
144 { | |
145 int i, j; /* looping vars */ | |
146 double x, y; /* to hold star coordinates */ | |
147 int done; /* flag to indicate done */ | |
148 double dx, dy; /* delta x and y's */ | |
149 int attempts; | |
150 | |
151 for (i = 0; i < SYSTEMS; i++) | |
152 { /* star for each system */ | |
153 x = drand48() * GW; /* pick intial coords */ | |
154 y = drand48() * GW; | |
155 attempts = 0; | |
156 do | |
157 { /* do until location found */ | |
158 attempts++; | |
159 done = 0; /* not done yet */ | |
160 x = fmod(x + 3574.0, GW); /* offset coords a little */ | |
161 y = fmod(y + 134.0, GW); /* every loop */ | |
162 if ((x > GW - STARBORD) || (x < STARBORD) | |
163 || (y < STARBORD) || (y > GW - STARBORD)) | |
164 continue; /* too close to border? */ | |
165 done = 1; /* assume valid cord found */ | |
166 for (j = 0; j < i; j++) | |
167 { /* go through previous stars */ | |
168 dx = fabs(x - (double) planets[j].pl_x); | |
169 dy = fabs(y - (double) planets[j].pl_y); | |
170 if (dx * dx + dy * dy < STARMIN2) /* if too close then */ | |
171 done = 0; /* we must get another coord */ | |
172 } | |
173 } while (!done && attempts < 1000); /* do until location found */ | |
174 | |
175 if (!done) | |
176 return 0; | |
177 | |
178 planets[i].pl_owner = NOBODY; /* no team owns a star */ | |
179 planets[i].pl_flags |= PLSTAR; /* mark planet as a star */ | |
180 move_planet(i, (int) x, (int) y, 0); | |
181 planets[i].pl_system = i + 1; /* mark the sytem number */ | |
182 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */ | |
183 for (j = 0; j < MAXTEAM + 1; j++) | |
184 { /* go put in info for teams */ | |
185 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */ | |
186 planets[i].pl_tinfo[j].armies = 0; | |
187 planets[i].pl_tinfo[j].flags = planets[i].pl_flags; | |
188 } | |
189 } | |
190 return 1; | |
191 } | |
192 #endif | |
193 | |
194 | |
195 | |
196 /*-----------------------------PLACESYSTEMS------------------------------*/ | |
197 /* | |
198 * This function places the planets in each star's system. The function will | |
199 * return the index of the first planet that was not placed in a system. The | |
200 * coordinates of the planets are placed in the space grid. | |
201 */ | |
202 | |
203 static int | |
204 placesystems() | |
205 { | |
206 int i, j, k; /* looping vars */ | |
207 double x, y; /* to hold star coordinates */ | |
208 int done; /* flag to indicate done */ | |
209 double dx, dy; /* delta x and y's */ | |
210 int n; /* number of planet to place */ | |
211 int np; /* number of planets in system */ | |
212 int attempts; | |
213 | |
214 n = SYSTEMS; /* first planet to place */ | |
215 for (i = 0; i < SYSTEMS; i++) | |
216 { /* planets for each system */ | |
217 np = SYSPLMIN + lrand48() % (SYSPLADD + 1); /* how many planets */ | |
218 for (k = 0; k < np; k++) | |
219 { /* go place the planets */ | |
220 attempts = 0; | |
221 do | |
222 { /* do until location found */ | |
223 attempts++; | |
224 done = 0; /* not done yet */ | |
225 dx = (drand48() * SYSWIDTH - SYSWIDTH / 2.0); | |
226 dy = (drand48() * SYSWIDTH - SYSWIDTH / 2.0); | |
227 if (dx * dx + dy * dy > (SYSWIDTH / 2.0) * (SYSWIDTH / 2.0)) | |
228 continue; /* might orbit its way out of the galaxy */ | |
229 x = planets[i].pl_x + dx; | |
230 y = planets[i].pl_y + dy; | |
231 if ((x > GW - SYSBORD) || (x < SYSBORD) | |
232 || (y < SYSBORD) || (y > GW - SYSBORD)) | |
233 continue; /* too close to border? */ | |
234 | |
235 done = 1; /* assume valid coord found */ | |
236 for (j = 0; j < n; j++) | |
237 { /* go through previous planets */ | |
238 dx = fabs(x - (double) planets[j].pl_x); | |
239 dy = fabs(y - (double) planets[j].pl_y); | |
240 if (dx * dx + dy * dy < SYSMIN2) | |
241 { /* if too close to another star */ | |
242 done = 0; /* we must get another coord */ | |
243 } | |
244 } | |
245 } while (!done && attempts < 100); /* do until location found */ | |
246 | |
247 if (!done) | |
248 return 0; /* universe too crowded, try again */ | |
249 | |
250 move_planet(n, (int) x, (int) y, 0); | |
251 planets[n].pl_system = i + 1; /* mark the sytem number */ | |
252 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY); | |
253 n++; /* go to next planet */ | |
254 } | |
255 } | |
256 return (n); /* return index of next planet */ | |
257 } | |
258 | |
259 | |
260 | |
261 | |
262 /*-----------------------------PLACEINDEP------------------------------*/ | |
263 /* | |
264 * This function places idependent planets that are not in a system. They can | |
265 * appear anywhere in the galaxy as long as they are not too close to another | |
266 * planet. The coords are put in the space grid. | |
267 */ | |
268 | |
269 static int | |
270 placeindep(n) | |
271 int n; | |
272 /* number of planet to start with */ | |
273 { | |
274 int i, j; /* looping vars */ | |
275 double x, y; /* to hold star coordinates */ | |
276 int done; /* flag to indicate done */ | |
277 double dx, dy; /* delta x and y's */ | |
278 int attempts; | |
279 | |
280 for (i = n; i < (NUMPLANETS - (WORMPAIRS * 2)); i++) | |
281 { | |
282 /* go through rest of planets */ | |
283 x = drand48() * GW; /* pick intial coords */ | |
284 y = drand48() * GW; | |
285 attempts = 0; | |
286 do | |
287 { /* do until location found */ | |
288 attempts++; | |
289 done = 0; /* not done yet */ | |
290 x = fmod(x + 3574.0, GW); /* offset coords a little */ | |
291 y = fmod(y + 134.0, GW); /* every loop */ | |
292 if ((x > GW - SYSBORD) || (x < SYSBORD) | |
293 || (y < SYSBORD) || (y > GW - SYSBORD)) | |
294 continue; /* too close to border? */ | |
295 done = 1; /* assume valid coord */ | |
296 for (j = 0; j < n; j++) | |
297 { /* go through previous planets */ | |
298 dx = fabs(x - (double) planets[j].pl_x); | |
299 dy = fabs(y - (double) planets[j].pl_y); | |
300 if (dx * dx + dy * dy < SYSMIN2) | |
301 { /* if planet to close */ | |
302 done = 0; /* we must get another coord */ | |
303 } | |
304 } | |
305 } while (!done && attempts < 100); /* do until location found */ | |
306 | |
307 if (!done) | |
308 return 0; | |
309 | |
310 move_planet(n, (int) x, (int) y, 0); | |
311 planets[n].pl_system = 0; /* mark the no sytem */ | |
312 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY); | |
313 n++; /* go to next planet */ | |
314 } | |
315 for (i = n; i < NUMPLANETS; i++) /* now place wormholes */ | |
316 { | |
317 x = drand48() * GW; /* pick intial coords */ | |
318 y = drand48() * GW; | |
319 attempts = 0; | |
320 do | |
321 { /* do until location found */ | |
322 attempts++; | |
323 done = 0; /* not done yet */ | |
324 x = fmod(x + 3574.0, GW); /* offset coords a little */ | |
325 y = fmod(y + 1034.0, GW); /* every loop */ | |
326 #if 0 | |
327 if ((x > GW) || (y > GW)) | |
328 continue; /* too close to border? */ | |
329 #endif | |
330 done = 1; /* assume valid coord */ | |
331 for (j = 0; j < n; j++) | |
332 { /* go through previous planets */ | |
333 dx = fabs(x - (double) planets[j].pl_x); | |
334 dy = fabs(y - (double) planets[j].pl_y); | |
335 if (dx * dx + dy * dy < SYSMIN2) | |
336 { /* if planet to close */ | |
337 done = 0; /* we must get another coord */ | |
338 } | |
339 } | |
340 } while (!done && attempts < 200); /* do until location found */ | |
341 | |
342 if (!done) | |
343 return 0; | |
344 | |
345 move_planet(n, (int) x, (int) y, 0); | |
346 planets[n].pl_system = 0; /* mark the no system */ | |
347 planets[n].pl_flags |= PLWHOLE; /* mark the planet as a wormhole */ | |
348 /* the armies in a wormhole is the other wormhole's x coord */ | |
349 /* the radius is the other wormhole's y coord */ | |
350 if (NUMPLANETS % 2) | |
351 { | |
352 if (!(n % 2)) | |
353 { | |
354 planets[n].pl_armies = planets[n - 1].pl_x; | |
355 planets[n].pl_radius = planets[n - 1].pl_y; | |
356 planets[n - 1].pl_armies = planets[n].pl_x; | |
357 planets[n - 1].pl_radius = planets[n].pl_y; | |
358 } | |
359 } | |
360 else | |
361 { | |
362 if (n % 2) | |
363 { | |
364 planets[n].pl_armies = planets[n - 1].pl_x; | |
365 planets[n].pl_radius = planets[n - 1].pl_y; | |
366 planets[n - 1].pl_armies = planets[n].pl_x; | |
367 planets[n - 1].pl_radius = planets[n].pl_y; | |
368 } | |
369 } | |
370 planets[i].pl_owner = NOBODY; /* no team owns a star */ | |
371 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */ | |
372 for (j = 0; j < MAXTEAM + 1; j++) | |
373 { /* go put in info for teams */ | |
374 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */ | |
375 planets[i].pl_tinfo[j].armies = 0; | |
376 planets[i].pl_tinfo[j].flags = planets[i].pl_flags; | |
377 } | |
378 n++; /* go to next planet */ | |
379 } | |
380 return 1; | |
381 } | |
382 | |
383 | |
384 | |
385 | |
386 /*---------------------------------PLACERACES------------------------------*/ | |
387 /* | |
388 * This function places the races in the galaxy. Each race is placed in a | |
389 * different system. The race is given a home world with an Agri and Ship- | |
390 * yard on it and HOMEARMIES. They are also given a conoly planet with | |
391 * dilythium deposits and COLONYARMIES on it. | |
392 */ | |
393 | |
394 static void | |
395 placeraces() | |
396 { | |
397 int i, j, k; /* looping vars */ | |
398 int p; /* to hold planet for race */ | |
399 | |
400 for (i = 0; i < 4; i++) | |
401 { /* go through races */ | |
402 /* find home planet */ | |
403 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
404 while ((planets[p].pl_system != i + 1) | |
405 || (PL_TYPE(planets[p]) == PLSTAR) | |
406 || (planets[p].pl_owner != NOBODY)) | |
407 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
408 planets[p].pl_flags &= ~PLSURMASK; /* make sure no dilithium */ | |
409 planets[p].pl_flags |= (PLMETAL | PLARABLE); /* metal and arable */ | |
410 planets[p].pl_flags |= PLATYPE1; /* good atmosphere */ | |
411 planets[p].pl_flags |= (PLAGRI | PLSHIPYARD | PLREPAIR); | |
412 planets[p].pl_tagri = PLGAGRI; /* set timers for resources */ | |
413 planets[p].pl_tshiprepair = PLGSHIP; | |
414 planets[p].pl_owner = 1 << i; /* make race the owner */ | |
415 #if 0 /* home planets do not have traditional names */ | |
416 strcpy(planets[p].pl_name, homenames[1 << i]); /* set name and length */ | |
417 planets[p].pl_namelen = strlen(homenames[1 << i]); | |
418 #endif | |
419 planets[p].pl_armies = HOMEARMIES; /* set the armies */ | |
420 planets[p].pl_hinfo = 1 << i; /* race has info on planet */ | |
421 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */ | |
422 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies; | |
423 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags; | |
424 /* find colony planet */ | |
425 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
426 while ((planets[p].pl_system != i + 1) | |
427 || (PL_TYPE(planets[p]) == PLSTAR) | |
428 || (planets[p].pl_owner != NOBODY)) | |
429 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
430 planets[p].pl_flags |= PLFUEL; /* make fuel depot */ | |
431 planets[p].pl_tfuel = PLGFUEL; /* set timer for fuel depot */ | |
432 planets[p].pl_flags &= ~PLATMASK; /* take off previous atmos */ | |
433 planets[p].pl_flags |= PLPOISON; /* poison atmosphere */ | |
434 planets[p].pl_flags |= PLDILYTH; /* dilythium deposits */ | |
435 planets[p].pl_owner = 1 << i; /* make race the owner */ | |
436 planets[p].pl_armies = COLONYARMIES; /* set the armies */ | |
437 planets[p].pl_hinfo = 1 << i; /* race knows about */ | |
438 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */ | |
439 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies; | |
440 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags; | |
441 for (j = 0; j < NUMPLANETS; j++) | |
442 { | |
443 if ((planets[j].pl_system == i + 1) && (PL_TYPE(planets[j]) != PLSTAR)) | |
444 { | |
445 #ifdef LEAGUE_SUPPORT | |
446 for (k = (status2->league ? 0 : i); | |
447 k < (status2->league ? 4 : i + 1); | |
448 k++) | |
449 #else | |
450 k = i; | |
451 #endif | |
452 { | |
453 planets[j].pl_owner = 1 << i; | |
454 planets[j].pl_hinfo = | |
455 #ifdef LEAGUE_SUPPORT | |
456 status2->league ? (1 << 4) - 1 : | |
457 #endif | |
458 (1 << i); | |
459 planets[j].pl_tinfo[1 << k].owner = 1 << i; | |
460 planets[j].pl_tinfo[1 << k].armies = planets[j].pl_armies; | |
461 planets[j].pl_tinfo[1 << k].flags = planets[j].pl_flags; | |
462 } | |
463 } | |
464 } | |
465 } | |
466 } | |
467 | |
468 /* | |
469 * Generate a complete galaxy. This is the algorithm used by the paradise | |
470 * 2.01 server in its first release. I hope. | |
471 */ | |
472 | |
473 void | |
474 gen_galaxy_1() | |
475 { | |
476 int t; | |
477 while (1) | |
478 { | |
479 NUMPLANETS = 60; | |
480 GWIDTH = 200000; | |
481 initplanets(); /* initialize planet structures */ | |
482 | |
483 /* place the resources */ | |
484 zero_plflags(planets, NUMPLANETS); | |
485 randomize_atmospheres(planets + SYSTEMS, NUMPLANETS - SYSTEMS, | |
486 PATMOS1, PATMOS2, PATMOS3, PPOISON); | |
487 randomize_resources(planets + SYSTEMS, NUMPLANETS - SYSTEMS, | |
488 NMETAL, NDILYTH, NARABLE); | |
489 | |
490 /* place system centers */ | |
491 if (!place_stars(planets, SYSTEMS, | |
492 (int) STARBORD, (int) STARMIN, (int) GW, | |
493 (struct planet *) 0, 0)) | |
494 continue; | |
495 | |
496 t = placesystems(); /* place planets in systems */ | |
497 if (!t) | |
498 continue; | |
499 | |
500 if (!placeindep(t)) /* place independent planets */ | |
501 continue; | |
502 | |
503 break; /* success */ | |
504 } | |
505 if (configvals->justify_galaxy) | |
506 justify_galaxy(SYSTEMS); | |
507 | |
508 placeraces(); /* place home planets for races */ | |
509 } |