Mercurial > ~darius > hgwebdir.cgi > paradise_server
comparison src/pl_gen3.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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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 | |
19 #include "config.h" | |
20 #include <math.h> | |
21 | |
22 #include "defs.h" | |
23 #include "struct.h" | |
24 #include "data.h" | |
25 #include "shmem.h" | |
26 #include "planets.h" | |
27 | |
28 #define SYSWIDTH (GWIDTH/5.9) /* width of a system */ | |
29 | |
30 #define SYSTEMS 9 /* number of planetary systems */ | |
31 | |
32 /* atmosphere chances form a cascade win rand()%100 */ | |
33 #define PATMOS1 40 /* chance for normal atmosphere */ | |
34 #define PATMOS2 70 /* chance for thin atmosphere */ | |
35 #define PATMOS3 90 /* chance for slightly toxic stmos */ | |
36 #define PPOISON 100 /* chance for poison atmos */ | |
37 | |
38 /* defines that deal with planets resources and types */ | |
39 #define NMETAL 13 /* number of metal deposits */ | |
40 #define NDILYTH 10 /* number of dilythium deposits */ | |
41 #define NARABLE 15 /* number of arable land planets */ | |
42 /* defines that deal with star placement */ | |
43 | |
44 #define GW ((float)GWIDTH) /* size of galaxy in floating point */ | |
45 #define STARBORD (GW*0.27) | |
46 #define TEAMBORD (GW*0.32) | |
47 #define STARMIN (GW/5.6)/* min dist between stars */ | |
48 #define STARMAX GW | |
49 #define TEAMMIN (GW/2.8)/* min dist between team stars */ | |
50 #define TEAMMAX (GW/1.8)/* max dist between team stars */ | |
51 | |
52 /* defines that deal with systems and their planets */ | |
53 #define SYSADD 2 /* number possible above min number */ | |
54 #define SYSBORD (7000.0 + (float)GWIDTH/200) /* min distance from | |
55 * border wall */ | |
56 #define INDBORD (GW*0.23) | |
57 #define SYSMIN (5500.0 + (float)GWIDTH/200) /* min distance between | |
58 * objects */ | |
59 #define SYSMIN2 (SYSMIN*SYSMIN) /* square of sysmin distance */ | |
60 #define SYSPLMIN 5 /* min number of planets for system */ | |
61 #define SYSPLADD 0 /* number of possible extra planets */ | |
62 #define MINARMY 8 /* min numer of armies on a planet */ | |
63 #define MAXARMY 15 /* max number of armies on a planet */ | |
64 | |
65 /* other defines */ | |
66 #define HOMEARMIES 30 /* number of armies on home planets */ | |
67 #define COLONYARMIES 10 /* number of armies for colony planet */ | |
68 | |
69 | |
70 /* defines dealing with growth timers */ | |
71 #define PLGFUEL configvals->plgrow.fuel /* time for growth of fuel | |
72 * depot */ | |
73 #define PLGAGRI configvals->plgrow.agri /* time for growth of agri */ | |
74 #define PLGREPAIR configvals->plgrow.repair /* time for growth of | |
75 * repair */ | |
76 #define PLGSHIP configvals->plgrow.shipyard /* time for growth of | |
77 * shipyard */ | |
78 | |
79 | |
80 #if 0 | |
81 /*-------------------------------GENRESOURCES----------------------------*/ | |
82 /* | |
83 * This function goes through the planets structure and determines what kind | |
84 * of atmosphere and what kind of surface the planets have. It generates the | |
85 * stars that will be used as system centers ans then places atmospheres on | |
86 * the other planets. It then distributes the resources on the planet | |
87 * surfaces. | |
88 */ | |
89 | |
90 static void | |
91 genresources() | |
92 { | |
93 int i; /* looping vars */ | |
94 int t; /* temp var */ | |
95 | |
96 for (i = 0; i < SYSTEMS; i++) /* first planets are stars */ | |
97 planets[i].pl_flags |= PLSTAR; /* or in star flag */ | |
98 for (i = SYSTEMS; i < NUMPLANETS; i++) | |
99 { /* generate atmospheres */ | |
100 t = lrand48() % 100; /* random # 0-99 */ | |
101 if (t < PATMOS1) /* is it atmosphere type 1 */ | |
102 planets[i].pl_flags |= PLATYPE1; | |
103 else if (t < PATMOS2) /* is it atmosphere type 2 */ | |
104 planets[i].pl_flags |= PLATYPE2; | |
105 else if (t < PATMOS3) /* is it atmosphere type 3 */ | |
106 planets[i].pl_flags |= PLATYPE3; | |
107 else if (t < PPOISON) /* is it poison atmosphere */ | |
108 planets[i].pl_flags |= PLPOISON; | |
109 } | |
110 for (i = 0; i < NMETAL; i++) | |
111 { /* place the metal deposits */ | |
112 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
113 planets[t].pl_flags |= PLMETAL; /* OR in the metal flag */ | |
114 if (!configvals->resource_bombing) | |
115 planets[t].pl_flags |= PLREPAIR; | |
116 } | |
117 for (i = 0; i < NDILYTH; i++) | |
118 { /* place the metal deposits */ | |
119 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
120 planets[t].pl_flags |= PLDILYTH; /* OR in the dilyth flag */ | |
121 planets[t].pl_flags &= ~(PLATMASK | PLARABLE); /* zero off previous | |
122 * atmos */ | |
123 planets[t].pl_flags |= PLPOISON; /* dilyth poisons atmosphere */ | |
124 if (!configvals->resource_bombing) | |
125 planets[t].pl_flags |= PLFUEL; | |
126 } | |
127 for (i = 0; i < NARABLE; i++) | |
128 { /* place the metal deposits */ | |
129 t = lrand48() % (NUMPLANETS - SYSTEMS) + SYSTEMS; /* random planet */ | |
130 planets[t].pl_flags |= PLARABLE | PLATYPE1; /* OR in the arable flag */ | |
131 if (!configvals->resource_bombing) | |
132 planets[t].pl_flags |= PLAGRI; | |
133 } | |
134 } | |
135 #endif | |
136 | |
137 | |
138 | |
139 #if 0 | |
140 /*--------------------------------PLACESTARS------------------------------*/ | |
141 /* | |
142 * This function places each system's star. The stars are expected to be in | |
143 * the first SYSTEMS number of planets. The coordinates of the stars are | |
144 * placed in the space grid. | |
145 */ | |
146 | |
147 static int | |
148 placestars() | |
149 { | |
150 int i, j; /* looping vars */ | |
151 double x, y; /* to hold star coordinates */ | |
152 int done; /* flag to indicate done */ | |
153 double dx, dy; /* delta x and y's */ | |
154 int attempts; | |
155 double min, max, dist, bord, nbwidth; | |
156 double xoff, yoff; | |
157 | |
158 for (i = 0; i < SYSTEMS; i++) | |
159 { /* star for each system */ | |
160 if (i < 2) | |
161 { /* choose optimal position for first two */ | |
162 min = TEAMMIN2; | |
163 max = TEAMMAX2; | |
164 bord = TEAMBORD; | |
165 } | |
166 else if (i < 4) | |
167 { | |
168 min = TEAMMIN2; | |
169 max = STARMAX2; | |
170 bord = STARBORD * 0.8; | |
171 } | |
172 else | |
173 { | |
174 min = STARMIN2; | |
175 max = STARMAX2; | |
176 bord = STARBORD; | |
177 } | |
178 nbwidth = GW - 2 * bord; | |
179 x = drand48() * nbwidth + bord; /* pick intial coords */ | |
180 y = drand48() * nbwidth + bord; | |
181 xoff = 3574.0 - bord; | |
182 yoff = 1034.0 - bord; | |
183 attempts = 0; | |
184 do | |
185 { /* do until location found */ | |
186 attempts++; | |
187 done = 0; /* not done yet */ | |
188 x = bord + fmod(x + xoff, nbwidth); /* offset coords a little */ | |
189 y = bord + fmod(y + yoff, nbwidth); /* every loop */ | |
190 #if 0 | |
191 if ((x > GW - bord) || (x < bord) | |
192 || (y < bord) || (y > GW - bord)) | |
193 continue; /* too close to border? */ | |
194 #endif | |
195 done = 1; /* assume valid cord found */ | |
196 for (j = 0; j < i; j++) | |
197 { /* go through previous stars */ | |
198 dx = fabs(x - (double) planets[j].pl_x); | |
199 dy = fabs(y - (double) planets[j].pl_y); | |
200 dist = dx * dx + dy * dy; | |
201 if (dist < min || dist > max) /* if too close or too far then */ | |
202 done = 0; /* we must get another coord */ | |
203 } | |
204 } while (!done && attempts < 1000); /* do until location found */ | |
205 | |
206 if (!done) | |
207 return 0; | |
208 | |
209 planets[i].pl_owner = NOBODY; /* no team owns a star */ | |
210 planets[i].pl_flags |= PLSTAR; /* mark planet as a star */ | |
211 move_planet(i, (int) x, (int) y, 0); | |
212 planets[i].pl_system = i + 1; /* mark the sytem number */ | |
213 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */ | |
214 for (j = 0; j < MAXTEAM + 1; j++) | |
215 { /* go put in info for teams */ | |
216 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */ | |
217 planets[i].pl_tinfo[j].armies = 0; | |
218 planets[i].pl_tinfo[j].flags = planets[i].pl_flags; | |
219 } | |
220 } | |
221 return 1; | |
222 } | |
223 #endif | |
224 | |
225 | |
226 | |
227 /*-----------------------------PLACESYSTEMS------------------------------*/ | |
228 /* | |
229 * This function places the planets in each star's system. The function will | |
230 * return the index of the first planet that was not placed in a system. The | |
231 * coordinates of the planets are placed in the space grid. | |
232 */ | |
233 | |
234 static int | |
235 placesystems() | |
236 { | |
237 int i, j, k; /* looping vars */ | |
238 double x, y; /* to hold star coordinates */ | |
239 int done; /* flag to indicate done */ | |
240 double dx, dy; /* delta x and y's */ | |
241 int n; /* number of planet to place */ | |
242 int np; /* number of planets in system */ | |
243 int attempts; | |
244 | |
245 n = SYSTEMS; /* first planet to place */ | |
246 for (i = 0; i < SYSTEMS; i++) | |
247 { /* planets for each system */ | |
248 np = SYSPLMIN + lrand48() % (SYSPLADD + 1); /* how many planets */ | |
249 for (k = 0; k < np; k++) | |
250 { /* go place the planets */ | |
251 attempts = 0; | |
252 do | |
253 { /* do until location found */ | |
254 attempts++; | |
255 done = 0; /* not done yet */ | |
256 dx = (drand48() * SYSWIDTH - SYSWIDTH / 2.0); | |
257 dy = (drand48() * SYSWIDTH - SYSWIDTH / 2.0); | |
258 if (dx * dx + dy * dy > (SYSWIDTH / 2.0) * (SYSWIDTH / 2.0)) | |
259 continue; /* might orbit its way out of the galaxy */ | |
260 x = planets[i].pl_x + dx; | |
261 y = planets[i].pl_y + dy; | |
262 if ((x > GW - SYSBORD) || (x < SYSBORD) | |
263 || (y < SYSBORD) || (y > GW - SYSBORD)) | |
264 continue; /* too close to border? */ | |
265 | |
266 done = 1; /* assume valid coord found */ | |
267 for (j = 0; j < n; j++) | |
268 { /* go through previous planets */ | |
269 dx = fabs(x - (double) planets[j].pl_x); | |
270 dy = fabs(y - (double) planets[j].pl_y); | |
271 if (dx * dx + dy * dy < SYSMIN2) | |
272 { /* if too close to another star */ | |
273 done = 0; /* we must get another coord */ | |
274 } | |
275 } | |
276 } while (!done && attempts < 200); /* do until location found */ | |
277 | |
278 if (!done) | |
279 return 0; /* universe too crowded, try again */ | |
280 | |
281 move_planet(n, (int) x, (int) y, 0); | |
282 planets[n].pl_system = i + 1; /* mark the sytem number */ | |
283 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY); | |
284 n++; /* go to next planet */ | |
285 } | |
286 } | |
287 return (n); /* return index of next planet */ | |
288 } | |
289 | |
290 | |
291 | |
292 | |
293 /*-----------------------------PLACEINDEP------------------------------*/ | |
294 /* | |
295 * This function places idependent planets that are not in a system. They can | |
296 * appear anywhere in the galaxy as long as they are not too close to another | |
297 * planet. The coords are put in the space grid. | |
298 */ | |
299 | |
300 static int | |
301 placeindep(n) | |
302 int n; | |
303 /* number of planet to start with */ | |
304 { | |
305 int i, j; /* looping vars */ | |
306 double x, y; /* to hold star coordinates */ | |
307 int done; /* flag to indicate done */ | |
308 double dx, dy; /* delta x and y's */ | |
309 int attempts; | |
310 | |
311 for (i = n; i < (NUMPLANETS - (WORMPAIRS * 2)); i++) | |
312 { /* go through rest of planets */ | |
313 x = drand48() * (GW - 2 * INDBORD) + INDBORD; /* pick initial 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 int r[4], t; | |
433 | |
434 r[0] = r[1] = lrand48() % 4; /* pick two races at random. They will be */ | |
435 while (r[0] == r[1]) /* the races whose systems are 'optimally' */ | |
436 r[1] = lrand48() % 4; /* placed. */ | |
437 i = 0; | |
438 while (i == r[0] || i == r[1]) | |
439 i++; | |
440 r[2] = i++; | |
441 while (i == r[0] || i == r[1]) | |
442 i++; | |
443 r[3] = i; | |
444 status2->nontteamlock = (1 << r[0]) | (1 << r[1]); /* only allow these | |
445 * teams */ | |
446 | |
447 for (i = 0; i < 4; i++) | |
448 { /* go through races */ | |
449 t = r[i]; /* which team */ | |
450 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
451 while ((planets[p].pl_system != i + 1) | |
452 || (PL_TYPE(planets[p]) == PLSTAR) | |
453 || (planets[p].pl_owner != NOBODY)) | |
454 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
455 | |
456 planets[p].pl_flags &= ~PLSURMASK; /* make sure no dilithium */ | |
457 planets[p].pl_flags |= (PLMETAL | PLARABLE); /* metal and arable */ | |
458 planets[p].pl_flags |= PLATYPE1; /* good atmosphere */ | |
459 planets[p].pl_flags |= (PLAGRI | PLSHIPYARD | PLREPAIR); | |
460 planets[p].pl_tagri = PLGAGRI; /* set timers for resources */ | |
461 planets[p].pl_tshiprepair = PLGSHIP; | |
462 planets[p].pl_owner = 1 << t; /* make race the owner */ | |
463 planets[p].pl_armies = HOMEARMIES; /* set the armies */ | |
464 planets[p].pl_hinfo = 1 << t; /* race has info on planet */ | |
465 planets[p].pl_tinfo[1 << t].owner = 1 << t; /* know about owner */ | |
466 planets[p].pl_tinfo[1 << t].armies = planets[p].pl_armies; | |
467 planets[p].pl_tinfo[1 << t].flags = planets[p].pl_flags; | |
468 /* find colony planet */ | |
469 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
470 while ((planets[p].pl_system != i + 1) | |
471 || (PL_TYPE(planets[p]) == PLSTAR) | |
472 || (planets[p].pl_owner != NOBODY)) | |
473 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
474 planets[p].pl_flags |= PLFUEL; /* make fuel depot */ | |
475 planets[p].pl_tfuel = PLGFUEL; /* set timer for fuel depot */ | |
476 planets[p].pl_flags &= ~PLATMASK; /* take off previous atmos */ | |
477 planets[p].pl_flags |= PLPOISON; /* poison atmosphere */ | |
478 planets[p].pl_flags |= PLDILYTH; /* dilythium deposits */ | |
479 planets[p].pl_owner = 1 << t; /* make race the owner */ | |
480 planets[p].pl_armies = COLONYARMIES; /* set the armies */ | |
481 planets[p].pl_hinfo = 1 << t; /* race knows about */ | |
482 planets[p].pl_tinfo[1 << t].owner = 1 << t; /* know about owner */ | |
483 planets[p].pl_tinfo[1 << t].armies = planets[p].pl_armies; | |
484 planets[p].pl_tinfo[1 << t].flags = planets[p].pl_flags; | |
485 for (j = 0; j < NUMPLANETS; j++) | |
486 { | |
487 if ((planets[j].pl_system == i + 1) && (PL_TYPE(planets[j]) != PLSTAR)) | |
488 { | |
489 #ifdef LEAGUE_SUPPORT | |
490 for (k = (status2->league ? 0 : t); | |
491 k < (status2->league ? 4 : t + 1); | |
492 k++) | |
493 #else | |
494 k = t; | |
495 #endif | |
496 { | |
497 planets[j].pl_owner = 1 << t; | |
498 planets[j].pl_hinfo = | |
499 #ifdef LEAGUE_SUPPORT | |
500 status2->league ? (1 << 4) - 1 : | |
501 #endif | |
502 (1 << t); | |
503 planets[j].pl_tinfo[1 << k].owner = 1 << t; | |
504 planets[j].pl_tinfo[1 << k].armies = planets[j].pl_armies; | |
505 planets[j].pl_tinfo[1 << k].flags = planets[j].pl_flags; | |
506 } | |
507 } | |
508 } | |
509 } | |
510 } | |
511 | |
512 /* | |
513 * Generate a complete galaxy. This variation is similar to gen_galaxy_1; | |
514 * except that it tries to place the races at consistent distances from one | |
515 * another. | |
516 */ | |
517 | |
518 void | |
519 gen_galaxy_3() | |
520 { | |
521 int t; | |
522 | |
523 NUMPLANETS = 60; /* planets + wormholes */ | |
524 GWIDTH = 200000; | |
525 | |
526 while (1) | |
527 { | |
528 initplanets(); /* initialize planet structures */ | |
529 | |
530 /* place the resources */ | |
531 zero_plflags(planets, NUMPLANETS); | |
532 randomize_atmospheres(planets + SYSTEMS, NUMPLANETS - SYSTEMS, | |
533 PATMOS1, PATMOS2, PATMOS3, PPOISON); | |
534 randomize_resources(planets + SYSTEMS, NUMPLANETS - SYSTEMS, | |
535 NMETAL, NDILYTH, NARABLE); | |
536 | |
537 /* place system centers */ | |
538 t = place_stars(planets, 2, | |
539 (int) TEAMBORD, (int) TEAMMIN, (int) TEAMMAX, | |
540 (struct planet *) 0, 0) | |
541 && place_stars(planets + 2, 2, | |
542 (int) (STARBORD * 0.8), (int) TEAMMIN, (int) STARMAX, | |
543 planets, 2) | |
544 && place_stars(planets + 4, SYSTEMS - 4, | |
545 (int) STARBORD, (int) STARMIN, (int) STARMAX, | |
546 planets, 4); | |
547 | |
548 if (!t) | |
549 continue; | |
550 t = placesystems(); /* place planets in systems */ | |
551 if (!t) | |
552 continue; | |
553 t = placeindep(t); /* place independent planets */ | |
554 if (t) | |
555 break; /* success */ | |
556 } | |
557 if (configvals->justify_galaxy) | |
558 justify_galaxy(SYSTEMS); | |
559 placeraces(); /* place home planets for races */ | |
560 | |
561 } |