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comparison src/pl_gen5.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 #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/5.75) /* 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 } | |
273 } while (!done && attempts < 200); /* do until location found */ | |
274 | |
275 if (!done) | |
276 return 0; /* universe too crowded, try again */ | |
277 | |
278 move_planet(n, (int) x, (int) y, 0); | |
279 planets[n].pl_system = i + 1; /* mark the sytem number */ | |
280 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY); | |
281 n++; /* go to next planet */ | |
282 } | |
283 } | |
284 return (n); /* return index of next planet */ | |
285 } | |
286 | |
287 | |
288 | |
289 | |
290 /*-----------------------------PLACEINDEP------------------------------*/ | |
291 /* | |
292 * This function places idependent planets that are not in a system. They can | |
293 * appear anywhere in the galaxy as long as they are not too close to another | |
294 * planet. The coords are put in the space grid. | |
295 */ | |
296 | |
297 static int | |
298 placeindep(n) | |
299 int n; | |
300 /* number of planet to start with */ | |
301 { | |
302 int i, j; /* looping vars */ | |
303 double x, y; /* to hold star coordinates */ | |
304 int done; /* flag to indicate done */ | |
305 double dx, dy; /* delta x and y's */ | |
306 int attempts; | |
307 | |
308 for (i = n; i < (NUMPLANETS - (WORMPAIRS * 2)); i++) | |
309 { | |
310 /* go through rest of planets */ | |
311 x = drand48() * (GW - 2 * INDBORD) + INDBORD; /* pick intial coords */ | |
312 y = drand48() * (GW - 2 * INDBORD) + INDBORD; | |
313 attempts = 0; | |
314 do | |
315 { /* do until location found */ | |
316 attempts++; | |
317 done = 0; /* not done yet */ | |
318 x = INDBORD + fmod(x + (3574.0 - INDBORD), GW - 2 * INDBORD); /* offset coords a | |
319 * little */ | |
320 y = INDBORD + fmod(y + (1034.0 - INDBORD), GW - 2 * INDBORD); /* every loop */ | |
321 #if 0 | |
322 if ((x > GW - INDBORD) || (x < INDBORD) | |
323 || (y < INDBORD) || (y > GW - INDBORD)) | |
324 continue; /* too close to border? */ | |
325 #endif | |
326 done = 1; /* assume valid coord */ | |
327 for (j = 0; j < n; j++) | |
328 { /* go through previous planets */ | |
329 dx = fabs(x - (double) planets[j].pl_x); | |
330 dy = fabs(y - (double) planets[j].pl_y); | |
331 if (dx * dx + dy * dy < SYSMIN2) | |
332 { /* if planet to close */ | |
333 done = 0; /* we must get another coord */ | |
334 } | |
335 } | |
336 } while (!done && attempts < 200); /* do until location found */ | |
337 | |
338 if (!done) | |
339 return 0; | |
340 | |
341 move_planet(n, (int) x, (int) y, 0); | |
342 planets[n].pl_system = 0; /* mark the no sytem */ | |
343 planets[n].pl_armies = MINARMY + lrand48() % (MAXARMY - MINARMY); | |
344 n++; /* go to next planet */ | |
345 } | |
346 for (i = n; i < NUMPLANETS; i++) /* now place wormholes */ | |
347 { | |
348 x = drand48() * GW; /* pick intial coords */ | |
349 y = drand48() * GW; | |
350 attempts = 0; | |
351 do | |
352 { /* do until location found */ | |
353 attempts++; | |
354 done = 0; /* not done yet */ | |
355 x = fmod(x + 3574.0, GW); /* offset coords a little */ | |
356 y = fmod(y + 1034.0, GW); /* every loop */ | |
357 #if 0 | |
358 if ((x > GW) || (y > GW)) | |
359 continue; /* too close to border? */ | |
360 #endif | |
361 done = 1; /* assume valid coord */ | |
362 for (j = 0; j < n; j++) | |
363 { /* go through previous planets */ | |
364 dx = fabs(x - (double) planets[j].pl_x); | |
365 dy = fabs(y - (double) planets[j].pl_y); | |
366 if (dx * dx + dy * dy < SYSMIN2) | |
367 { /* if planet to close */ | |
368 done = 0; /* we must get another coord */ | |
369 } | |
370 } | |
371 } while (!done && attempts < 200); /* do until location found */ | |
372 | |
373 if (!done) | |
374 return 0; | |
375 | |
376 move_planet(n, (int) x, (int) y, 0); | |
377 planets[n].pl_system = 0; /* mark the no system */ | |
378 planets[n].pl_flags |= PLWHOLE; /* mark the planet as a wormhole */ | |
379 /* the armies in a wormhole is the other wormhole's x coord */ | |
380 /* the radius is the other wormhole's y coord */ | |
381 if (NUMPLANETS % 2) | |
382 { | |
383 if (!(n % 2)) | |
384 { | |
385 planets[n].pl_armies = planets[n - 1].pl_x; | |
386 planets[n].pl_radius = planets[n - 1].pl_y; | |
387 planets[n - 1].pl_armies = planets[n].pl_x; | |
388 planets[n - 1].pl_radius = planets[n].pl_y; | |
389 } | |
390 } | |
391 else | |
392 { | |
393 if (n % 2) | |
394 { | |
395 planets[n].pl_armies = planets[n - 1].pl_x; | |
396 planets[n].pl_radius = planets[n - 1].pl_y; | |
397 planets[n - 1].pl_armies = planets[n].pl_x; | |
398 planets[n - 1].pl_radius = planets[n].pl_y; | |
399 } | |
400 } | |
401 planets[i].pl_owner = NOBODY; /* no team owns a star */ | |
402 planets[i].pl_hinfo = ALLTEAM; /* all teams know its a star */ | |
403 for (j = 0; j < MAXTEAM + 1; j++) | |
404 { /* go put in info for teams */ | |
405 planets[i].pl_tinfo[j].owner = NOBODY; /* nobody owns it */ | |
406 planets[i].pl_tinfo[j].armies = 0; | |
407 planets[i].pl_tinfo[j].flags = planets[i].pl_flags; | |
408 } | |
409 n++; /* go to next planet */ | |
410 } | |
411 return 1; | |
412 } | |
413 | |
414 | |
415 | |
416 | |
417 /*---------------------------------PLACERACES------------------------------*/ | |
418 /* | |
419 * This function places the races in the galaxy. Each race is placed in a | |
420 * different system. The race is given a home world with an Agri and Ship- | |
421 * yard on it and HOMEARMIES. They are also given a conoly planet with | |
422 * dilythium deposits and COLONYARMIES on it. | |
423 */ | |
424 | |
425 static void | |
426 placeraces() | |
427 { | |
428 int i, j, k; /* looping vars */ | |
429 int p; /* to hold planet for race */ | |
430 | |
431 for (i = 0; i < 4; i++) | |
432 { /* go through races */ | |
433 /* find home planet */ | |
434 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
435 while ((planets[p].pl_system != i + 1) | |
436 || (PL_TYPE(planets[p]) == PLSTAR) | |
437 || (planets[p].pl_owner != NOBODY)) | |
438 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
439 planets[p].pl_flags &= ~PLSURMASK; /* make sure no dilithium */ | |
440 planets[p].pl_flags |= (PLMETAL | PLARABLE); /* metal and arable */ | |
441 planets[p].pl_flags |= PLATYPE1; /* good atmosphere */ | |
442 planets[p].pl_flags |= (PLAGRI | PLSHIPYARD | PLREPAIR); | |
443 planets[p].pl_tagri = PLGAGRI; /* set timers for resources */ | |
444 planets[p].pl_tshiprepair = PLGSHIP; | |
445 planets[p].pl_owner = 1 << i; /* make race the owner */ | |
446 #if 0 /* home planets do not have traditional names */ | |
447 strcpy(planets[p].pl_name, homenames[1 << i]); /* set name and length */ | |
448 planets[p].pl_namelen = strlen(homenames[1 << i]); | |
449 #endif | |
450 planets[p].pl_armies = HOMEARMIES; /* set the armies */ | |
451 planets[p].pl_hinfo = 1 << i; /* race has info on planet */ | |
452 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */ | |
453 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies; | |
454 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags; | |
455 /* find colony planet */ | |
456 p = lrand48() % NUMPLANETS; /* pick random planet */ | |
457 while ((planets[p].pl_system != i + 1) | |
458 || (PL_TYPE(planets[p]) == PLSTAR) | |
459 || (planets[p].pl_owner != NOBODY)) | |
460 p = (p + 1) % NUMPLANETS; /* go on to next planet */ | |
461 planets[p].pl_flags |= PLFUEL; /* make fuel depot */ | |
462 planets[p].pl_tfuel = PLGFUEL; /* set timer for fuel depot */ | |
463 planets[p].pl_flags &= ~PLATMASK; /* take off previous atmos */ | |
464 planets[p].pl_flags |= PLPOISON; /* poison atmosphere */ | |
465 planets[p].pl_flags |= PLDILYTH; /* dilythium deposits */ | |
466 planets[p].pl_owner = 1 << i; /* make race the owner */ | |
467 planets[p].pl_armies = COLONYARMIES; /* set the armies */ | |
468 planets[p].pl_hinfo = 1 << i; /* race knows about */ | |
469 planets[p].pl_tinfo[1 << i].owner = 1 << i; /* know about owner */ | |
470 planets[p].pl_tinfo[1 << i].armies = planets[p].pl_armies; | |
471 planets[p].pl_tinfo[1 << i].flags = planets[p].pl_flags; | |
472 for (j = 0; j < NUMPLANETS; j++) | |
473 { | |
474 if ((planets[j].pl_system == i + 1) && (PL_TYPE(planets[j]) != PLSTAR)) | |
475 { | |
476 #ifdef LEAGUE_SUPPORT | |
477 for (k = (status2->league ? 0 : i); | |
478 k < (status2->league ? 4 : i + 1); | |
479 k++) | |
480 #else | |
481 k = i; | |
482 #endif | |
483 { | |
484 planets[j].pl_owner = 1 << i; | |
485 planets[j].pl_hinfo = | |
486 #ifdef LEAGUE_SUPPORT | |
487 status2->league ? (1 << 4) - 1 : | |
488 #endif | |
489 (1 << i); | |
490 planets[j].pl_tinfo[1 << k].owner = 1 << i; | |
491 planets[j].pl_tinfo[1 << k].armies = planets[j].pl_armies; | |
492 planets[j].pl_tinfo[1 << k].flags = planets[j].pl_flags; | |
493 } | |
494 } | |
495 } | |
496 } | |
497 } | |
498 | |
499 /* | |
500 * Generate a complete galaxy. Generates like generator 3, only in a smaller | |
501 * environment | |
502 */ | |
503 | |
504 void | |
505 gen_galaxy_5() | |
506 { | |
507 int t; | |
508 | |
509 GWIDTH = 100000; | |
510 NUMPLANETS = 48; | |
511 | |
512 while (1) | |
513 { | |
514 initplanets(); /* initialize planet structures */ | |
515 | |
516 /* place the resources */ | |
517 zero_plflags(planets, NUMPLANETS); | |
518 randomize_atmospheres(planets + SYSTEMS, NUMPLANETS - SYSTEMS, | |
519 PATMOS1, PATMOS2, PATMOS3, PPOISON); | |
520 randomize_resources(planets + SYSTEMS, NUMPLANETS - SYSTEMS, | |
521 NMETAL, NDILYTH, NARABLE); | |
522 | |
523 /* place system centers */ | |
524 t = place_stars(planets, 4, | |
525 (int) TEAMBORD, (int) TEAMMIN, (int) TEAMMAX, | |
526 (struct planet *) 0, 0) | |
527 && place_stars(planets + 4, SYSTEMS - 4, | |
528 (int) STARBORD, (int) STARMIN, (int) STARMAX, | |
529 planets, 4); | |
530 | |
531 if (!t) | |
532 continue; | |
533 t = placesystems(); /* place planets in systems */ | |
534 if (!t) | |
535 continue; | |
536 t = placeindep(t); /* place independent planets */ | |
537 if (t) | |
538 break; /* success */ | |
539 } | |
540 if (configvals->justify_galaxy) | |
541 justify_galaxy(SYSTEMS); | |
542 placeraces(); /* place home planets for races */ | |
543 | |
544 } |