view src/pl_gen4.c @ 5:054275999194

Initial revision
author darius
date Sat, 06 Dec 1997 04:37:03 +0000
parents aa38447a4b21
children
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/*--------------------------------------------------------------------------
NETREK II -- Paradise

Permission to use, copy, modify, and distribute this software and its
documentation, or any derivative works thereof, for any NON-COMMERCIAL
purpose and without fee is hereby granted, provided that this copyright
notice appear in all copies.  No representations are made about the
suitability of this software for any purpose.  This software is provided
"as is" without express or implied warranty.

    Xtrek Copyright 1986                            Chris Guthrie
    Netrek (Xtrek II) Copyright 1989                Kevin P. Smith
                                                    Scott Silvey
    Paradise II (Netrek II) Copyright 1993          Larry Denys
                                                    Kurt Olsen
                                                    Brandon Gillespie
--------------------------------------------------------------------------*/
#include "config.h"
#include <math.h>
#include <memory.h>

#include "defs.h"
#include "struct.h"
#include "data.h"
#include "shmem.h"
#include "planets.h"

#if 0
#define SYSWIDTH	(GWIDTH/5.75)	/* width of a system */
#endif

#define SYSTEMS		0	/* number of planetary systems */

/* atmosphere chances form a cascade win rand()%100 */
#define PATMOS1		100	/* chance for normal atmosphere */
#define PATMOS2		100	/* chance for thin atmosphere */
#define PATMOS3		100	/* chance for slightly toxic stmos */
#define PPOISON		100	/* chance for poison atmos */

/* defines that deal with planets resources and types */
#define NMETAL		8	/* number of metal deposits */
#define NDILYTH		12	/* number of dilythium deposits */
#define NARABLE		8	/* number of arable land planets */

#define MINARMY 8		/* min numer of armies on a planet */
#define MAXARMY 15		/* max number of armies on a planet */

/* other defines */
#define HOMEARMIES 30		/* number of armies on home planets */
#define COLONYARMIES 10		/* number of armies for colony planet */


/* defines dealing with growth timers */
#define PLGFUEL		configvals->plgrow.fuel	/* time for growth of fuel
						 * depot */
#define PLGAGRI		configvals->plgrow.agri	/* time for growth of agri */
#define PLGREPAIR	configvals->plgrow.repair	/* time for growth of
							 * repair */
#define PLGSHIP		configvals->plgrow.shipyard	/* time for growth of
							 * shipyard */


/*-------------------------------INITBRONCO------------------------------*/
/*
 * Initializes the planet array the way normaltrek did it -- not much
 * variety, but some people dig playing chess from the same setup over and
 * over again too. :)
 */
static void
initbronco()
{
  int i, j;

  static struct planet pdata[MAXPLANETS] = {
    {0, (FED | PLHOME | PLCORE | PLFUEL | PLREPAIR | PLSHIPYARD | PLMETAL | PLARABLE | PLDILYTH),
      FED, 20000, 80000, 0, 0, 0, "Earth", 5,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {1, FED | PLCORE, FED, 30000, 90000, 0, 0, 0, "Deneb", 5,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {2, FED | PLCORE, FED, 11000, 75000, 0, 0, 0, "Altair", 6,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {3, FED | PLCORE, FED, 8000, 93000, 0, 0, 0, "Vega", 4,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {4, FED, FED, 10000, 60000, 0, 0, 0, "Rigel", 5,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {5, FED, FED, 25000, 60000, 0, 0, 0, "Canopus", 7,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {6, FED, FED, 44000, 81000, 0, 0, 0, "Beta Crucis", 11,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {7, FED, FED, 39000, 55000, 0, 0, 0, "Organia", 7,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {8, FED, FED, 45000, 66000, 0, 0, 0, "Ceti Alpha V", 12,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {9, FED, FED, 32000, 74000, 0, 0, 0, "Alpha Centauri", 14,
    (ROM | KLI | ORI), 0, 0, 0, 30, 0, FED},
    {10, (ROM | PLHOME | PLCORE | PLFUEL | PLREPAIR | PLSHIPYARD | PLMETAL | PLARABLE | PLDILYTH),
      ROM, 20000, 20000, 0, 0, 0, "Romulus", 7,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {11, ROM | PLCORE, ROM, 28000, 8000, 0, 0, 0, "Tauri", 5,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {12, ROM | PLCORE, ROM, 28000, 23000, 0, 0, 0, "Draconis", 8,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {13, ROM | PLCORE, ROM, 4000, 12000, 0, 0, 0, "Aldeberan", 9,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {14, ROM, ROM, 45000, 7000, 0, 0, 0, "Eridani", 7,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {15, ROM, ROM, 42000, 44000, 0, 0, 0, "Regulus", 7,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {16, ROM, ROM, 13000, 45000, 0, 0, 0, "Capella", 7,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {17, ROM, ROM, 40000, 25000, 0, 0, 0, "Sirius", 6,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {18, ROM, ROM, 25000, 44000, 0, 0, 0, "Indi", 4,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {19, ROM, ROM, 8000, 29000, 0, 0, 0, "Hydrae", 6,
    (FED | KLI | ORI), 0, 0, 0, 30, 0, ROM},
    {20, (KLI | PLHOME | PLCORE | PLFUEL | PLREPAIR | PLSHIPYARD | PLMETAL | PLARABLE | PLDILYTH),
      KLI, 80000, 20000, 0, 0, 0, "Klingus", 7,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {21, KLI | PLCORE, KLI, 88000, 12000, 0, 0, 0, "Pollux", 6,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {22, KLI | PLCORE, KLI, 69000, 31000, 0, 0, 0, "Scorpii", 7,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {23, KLI | PLCORE, KLI, 73000, 5000, 0, 0, 0, "Castor", 6,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {24, KLI, KLI, 70000, 40000, 0, 0, 0, "Pleiades V", 10,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {25, KLI, KLI, 60000, 10000, 0, 0, 0, "Andromeda", 9,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {26, KLI, KLI, 54000, 40000, 0, 0, 0, "Lalande", 7,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {27, KLI, KLI, 90000, 37000, 0, 0, 0, "Lyrae", 5,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {28, KLI, KLI, 83000, 48000, 0, 0, 0, "Mira", 4,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {29, KLI, KLI, 54000, 21000, 0, 0, 0, "Cygni", 5,
    (FED | ROM | ORI), 0, 0, 0, 30, 0, KLI},
    {30, (ORI | PLHOME | PLCORE | PLFUEL | PLREPAIR | PLSHIPYARD | PLMETAL | PLARABLE | PLDILYTH),
      ORI, 80000, 80000, 0, 0, 0, "Orion", 5,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {31, ORI | PLCORE, ORI, 72000, 69000, 0, 0, 0, "Procyon", 7,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {32, ORI | PLCORE, ORI, 91000, 94000, 0, 0, 0, "Ursae Majoris", 13,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {33, ORI | PLCORE, ORI, 85000, 70000, 0, 0, 0, "Antares", 7,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {34, ORI, ORI, 92000, 59000, 0, 0, 0, "Cassiopia", 9,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {35, ORI, ORI, 65000, 55000, 0, 0, 0, "El Nath", 7,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {36, ORI, ORI, 52000, 60000, 0, 0, 0, "Spica", 5,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {37, ORI, ORI, 64000, 80000, 0, 0, 0, "Polaris", 7,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {38, ORI, ORI, 56000, 89000, 0, 0, 0, "Arcturus", 8,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI},
    {39, ORI, ORI, 70000, 93000, 0, 0, 0, "Herculis", 8,
    (FED | ROM | KLI), 0, 0, 0, 30, 0, ORI}
  };
  for (i = 0; i < NUMPLANETS; i++)
  {
    for (j = 0; j < MAXTEAM + 1; j++)
    {
      pdata[i].pl_tinfo[j].owner = pdata[i].pl_owner;
      pdata[i].pl_tinfo[j].armies = pdata[i].pl_armies;
      pdata[i].pl_tinfo[j].flags = pdata[i].pl_flags;
      pdata[i].pl_tinfo[j].timestamp = 0;
    }
    pdata[i].pl_trevolt = 0;
    pdata[i].pl_next = 0;
    pdata[i].pl_prev = 0;
    pdata[i].pl_gridnum = 0;
  }
  memcpy((char *) planets, (char *) pdata, MAXPLANETS * sizeof(struct planet));
}
/*-------------------------------GENRESOURCES----------------------------*/
/*
 * This function goes through the planets structure and determines what kind
 * of atmosphere and what kind of surface the planets have.  It generates the
 * stars that will be used as system centers ans then places atmospheres on
 * the other planets.  It then distributes the resources on the planet
 * surfaces.  This version's been bronco-ified. :)
 */

static void
genresources_bronco()
{
  int i, j;			/* looping vars */
  int t;			/* temp var */

  for (i = SYSTEMS; i < NUMPLANETS; i++)
  {				/* generate atmospheres */
    t = lrand48() % 100;	/* random # 0-99 */
    if (t < PATMOS1)		/* is it atmosphere type 1 */
      planets[i].pl_flags |= PLATYPE1;
    else if (t < PATMOS2)	/* is it atmosphere type 2 */
      planets[i].pl_flags |= PLATYPE2;
    else if (t < PATMOS3)	/* is it atmosphere type 3 */
      planets[i].pl_flags |= PLATYPE3;
    else if (t < PPOISON)	/* is it poison atmosphere */
      planets[i].pl_flags |= PLPOISON;
  }
  for (i = 0; i < NMETAL; i++)
  {				/* place the metal deposits */
    t = lrand48() % ((NUMPLANETS - SYSTEMS) / 4) + SYSTEMS +
      ((i / (NMETAL / 4)) * ((NUMPLANETS - SYSTEMS) / 4));
    if (!(planets[t].pl_flags & PLMETAL & PLSURMASK))
    {
      planets[t].pl_flags |= PLMETAL;	/* OR in the metal flag */
      planets[t].pl_flags |= PLREPAIR;
    }
    else
      i--;
  }
  for (i = 0; i < NDILYTH; i++)
  {				/* place the crystals */
    t = lrand48() % ((NUMPLANETS - SYSTEMS) / 4) + SYSTEMS +
      ((i / (NDILYTH / 4)) * ((NUMPLANETS - SYSTEMS) / 4));
    if (!(planets[t].pl_flags & PLDILYTH & PLSURMASK))
    {
      planets[t].pl_flags |= PLDILYTH;	/* OR in the dilyth flag */
      planets[t].pl_flags |= PLFUEL;
    }
    else
      i--;
  }
  for (i = 0; i < NARABLE; i++)
  {				/* place the farms */
    t = lrand48() % ((NUMPLANETS - SYSTEMS) / 4) + SYSTEMS +
      ((i / (NARABLE / 4)) * ((NUMPLANETS - SYSTEMS) / 4));
    if (!(planets[t].pl_flags & PLARABLE & PLSURMASK) &&
	!(planets[t].pl_flags & PLHOME))
    {
      planets[t].pl_flags |= PLARABLE | PLATYPE1;	/* OR in the arable flag */
      planets[t].pl_flags |= PLAGRI;
    }
    else
      i--;
  }
  for (i = 0; i < NUMPLANETS; i++)
    for (j = 0; j < MAXTEAM + 1; j++)
      if (j == planets[i].pl_owner)
	planets[i].pl_tinfo[j].flags = planets[i].pl_flags;
}



/*
 * Generate a complete galaxy. Uses ye old bronco planet setup.
 */

void
gen_galaxy_4()
{
  GWIDTH = 100000;
  NUMPLANETS = 40;
  initbronco();			/* initialize planet structures */
  genresources_bronco();	/* place the resources */
  return;
}