[comp.sources.games] v10i005: gb3 - Galactic Bloodshed, an empire-like war game [Ver. 2.0], Part05/14

billr@saab.CNA.TEK.COM (Bill Randle) (06/02/90)

Submitted-by: VANCLEEF@mps.ohio-state.edu
Posting-number: Volume 10, Issue 5
Archive-name: gb3/Part05
Supersedes: GB2: Volume 7, Issue 44-51



#! /bin/sh
# This is a shell archive.  Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file".  To overwrite existing
# files, type "sh file -c".  You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g..  If this archive is complete, you
# will see the following message at the end:
#		"End of archive 5 (of 14)."
# Contents:  Docs/announce.doc server/exam.dat server/fire.c
#   server/makeplanet.c server/move.c
# Wrapped by billr@saab on Fri Jun  1 11:53:34 1990
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'Docs/announce.doc' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'Docs/announce.doc'\"
else
echo shar: Extracting \"'Docs/announce.doc'\" \(691 characters\)
sed "s/^X//" >'Docs/announce.doc' <<'END_OF_FILE'
XANNOUNCE			Galactic Bloodshed			ANNOUNCE
X
X
XNAME
X  [0] announce -- make an announcement
X  [5] broadcast -- make a global announcement
X
XSYNTAX
X       announce <message>
X       broadcast <message>
XDESCRIPTION
X  
X   If a player not at universal scope, he/she can make an announcement. The player
Xmust have diety status or physically be inhabiting the system in some capacity. All
Xplayers who are current at that systems scope who also inhabit the system may receive
Xthe messages. This allows players to have conferences through the game interface.
X
X   A player can send a message to all players currently logged in with the
X'broadcast' command. This costs action points.
X
XSEE ALSO
X   page, who
X
END_OF_FILE
if test 691 -ne `wc -c <'Docs/announce.doc'`; then
    echo shar: \"'Docs/announce.doc'\" unpacked with wrong size!
fi
# end of 'Docs/announce.doc'
fi
if test -f 'server/exam.dat' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'server/exam.dat'\"
else
echo shar: Extracting \"'server/exam.dat'\" \(13982 characters\)
sed "s/^X//" >'server/exam.dat' <<'END_OF_FILE'
X~
XSpore pod
X	This is a small seed pod grown by a mesomorphic race.  On reaching its
Xdestination, solar warming will cause it to explode, showering spores across 
Xthe system which have a chance of reaching some of the planets in that system.
X~
XShuttle
X	This is a small, short-range spacecraft, intended for interplanetary
Xexploration and for shuttling things between ground and orbit.  This ship is
Xalso useful for assembling other ships in space, as resources can be
Xtransferred from another shuttle using the load command until it is carrying
Xmore than the maximum cargo.  The shuttle, however, cannot take off or land
Xwith this extra cargo.  Shuttles are one of the few classes of ships that can
Xconstruct other ships.
X~
XCarrier
X
X   A must for every fleet. The carriers are similar to current and past
Xaircraft carriers in both a strategic and tactical sense. They have 
Xrelatively small gunnery strengths and defensive capabilities, however, 
Xthese deficiencies are far outweighed by their ability to transport 
Xlarge amounts of fighter craft for use in battle. This makes these 
Xships dominant components of any battle fleet.
X
X   Each carrier can transport an unlimited number of fighters, however, 
Xthe mass of the carrier and its fighters as well as overhead requirements 
Xof the fighters will set a 'realistic' limit of the numbers that 
Xindividual players may want to carry. If a carrier gets destroyed for 
Xwhatever reason, all docked fighters will also be destroyed.
X
X  The docking of fighters and carriers is handled differently than that
Xbetween other ships. The fighter must be designated as the first ship in
Xthe docking command with the carrier as designated secondly. This will
Xadd the fighter to the linked list of fighters designated to the
Xcarrier and remove it from the list of ships orbiting a star/planet.
XThese will not show up on the 'report' and similar displays unless the
Xscope is set to the carrier. At this level all attached fighters are
Xdisplayed.
X
X~Dreadnaught
X	This is a well-armored but large (and slow due to it's mass) 
Xinterstellar warship.
X
X~
X
XBattleship
X	With its high armor class, this ship works well for general-purpose 
Xassaults.
X~
XInterceptor
X
X	This ship is designed to deliver relatively high fire power to
Xa hot spot quickly. It's like the "Porsche" of the battle fleet.
X
X~
XCruiser
X
X	This is a medium class escort/battle vessels. It is useful for
Xinterstellar excursions, reconnisance as well as fleet escort.
X
X~
XDestroyer
X	This is a well-protected and fast light cruiser, suitable for
Xescort.
X~
XFighter Group
X	A small fuel capacity and high armor class makes these ships ideal
Xfor in-system combat. The tactical advantage of these ships coupled with
Xtheir ability to be transported on carriers make these ships valuable assets
Xin combat. Fighter groups represent up to 5 individual craft at full strength.
XThis interpretation, however, is unimportant with the scale of the game.
X
X~
XExplorer
X	This is a small and fast long-range exploration craft with almost no
Xweapons capacity but some armor.
X
X~
XSpace Habitat
X	This is a residential platform, a space colony.  It can be used to
Xmanufacture other ships, as well as safeguard your race against extinction,
Xif you choose to send it into interstellar space as an insurance measure.
X	Habitats also have sophisticated manufacturing and refining
Xequipment, enabling the habitat to multiply resources it is carrying, in
Xproportion to the number of people staffing it.
X	Habitats are the only ships in which citizens feel comfortable 
Xenough to reproduce freely, although at a reduced rate because of the 
Xcrowded conditions.
X~
XSpace Station
X
X	This is an orbital installation useful as a military depot as well 
Xas a planetary defense perimeter.  It can be used to construct other ships.
X	Stations are unusual in that they can repair themselves for free,
Xwithout charging resources.  Ships docked with a station can also take
Xadvantage of this feature.
X~
XOrbital Assault Platform
X	This is a huge station-like construction, bristling with firepower.
XIts horribly impressive weaponery system makes it useful for enslaving 
Xrecalcitrant worlds (with the 'enslave' command).  It can also be used
Xfor constructing other ships as can shuttles and habitats, however it
Xcannot reproduce citizens or manufacture resources.
X~
X
XCargo ship
X	This is a long-range interstellar transport craft, with little
Xweapons or armor.
X~
XTanker
X	This ship can carry large amounts of fuel; it can also receive more
Xfuel by orbiting a gas giant.
X~
X
XGODSHIP
X	This entity pulsates, throbs with power.  Don't mess with it.
X~
XSpace mine
X	This device is a proximity mine, exploding on contact with enemy
Xships and (if set) showering them with deadly radiation.  It gives 
Xdamage appropriate to the amount of destructive capacity it is carrying.  
XAffected ships, when irradiated, become immobile for a certain amount of 
Xtime; each turn, an affected ship's crew is reduced by about 10%.
X	The mine can be armed/disarmed with order, and its trigger radius 
Xalso altered with the order command.  
X	Alien space mines are difficult to detect. They are invisible on the
Xsolar system maps but can be detected with the `tactical' command. 
XTheir precise locations may be difficult to triangulate. They also possess
Xa high defense strength since they are small objects and difficult to hit
Xnonetheless find.
X	Mines are triggered by ships moving inside of their
Xassigned trigger radius. If a ship is within the trigger radius the
Xship is evaluated as to whether the mine is in fact triggered. The chance
Xof triggering the mine is proportional to the size of the ship. For example,
Xa ship with a size of 30 the trigger odd is 2 * 30 = 60% chance. Smaller
Xships are less likely to trigger the mines. These are evaluated for
Xeach ship in each mines radius each update.
X
X~
XSpace mirror
X	This is a large plane of reflecting material, suitable for altering 
Xthe ambient temperature of a planet if aimed at one.  Intensity can also
Xbe modified.  The mirror also has attitude jets for maneuvering.  
X
X~
X
XSpace telescope
X	This is a space-based astronomical facility, with fuel and engines
Xfor launching it into orbit. it has a much longer range than a 
Xground-based telescope.
X
X~
XGround telescope
X	This is a ground-based astronomical facility.  It is able to survey
Xthe nearest planets for mapping purposes.
X
X~
XTractor/repulsor beam
X	When this device can be aimed at a ship or planet and activated,
Xit will attract/repel the other object.  Newton's Law, however, requires
Xthat the smaller of the two objects move more than the larger.
X	This is a non-functional device.
X~
XAtmosphere processor
X	This is a large machine (of the type in _Aliens_) that sucks in
Xthe atmosphere of a planet, converting it to the type of air preferred by its
Xowner.  This process has a cost of 4 fuel units per turn.  You must load
Xfuel and crew into these objects for them to operate; the device also must
Xbe activated with the order command.  Larger planets take longer to convert
Xthan smaller planets.
X~
XCanister of dust
X	This is a small canister of light-absorbing dust.  When launched it
Xwill spread into the atmosphere of the planet, lowering its ambient
Xtemperature.  This can be used to terraforming purposes, when the temperature
Xis too high for comfort.  The dust disperses after 80 turns.
X~
XVon Neumann machine
X	This machine exists to construct copies of itself.  If left alone,
Xthis it will do, resources permitting.  Von Neumann machines 
Xprefer to travel in wolfpacks of 20-50, and, unlike other ships, are capable
Xof making their own decisions.  First-generation Von Neumann machines can
Xbe ordered by the building player, but second-generation machines (built by 
Xother VN's), and above, may not be.
X	VN's, with their group mind, remember who has destroyed them and 
Xattempt to exact revenge by building Berserkers, death machines that attempt 
Xto hunt down players they are angry at.
X~
XBerserker
X	This is a robotic ship built by the Von Neumann machines as part of
Xtheir revenge program against players who have destroyed too many of their
Xships.  It is very well-armed, with about the capabilities of a dreadnaught.
XWhen targeted at an individual player, it heads to the area where the last
XVN's were destroyed, and attempts to wipe out colonies and ships belonging
Xto the offending player until one or the other is destroyed.  It does not
Xbuild copies of itself, but it can perform self-repair and re-arm itself when
Xneeded.
X	It is rumored that there is a berserker control-code that can be used
Xto take charge of the machines...
X~
XGovernmental Center
X	This represents the seat of government of an entire civilization.
XAlthough superficially a ship, it is not designed to be moved; if your
Xcapitol is not landed on a planet, it produces no action points.  However
Xit can be launched and landed like any other ship should an emergency arise.
XIf a capitol is destroyed another one must be designated with the 'capitol' 
Xcommand.  Note that it is possible to maintain more than one gov center;
Xthis has no benefit beyond serving as a backup in the case of destruction
Xof the current capitol.
X~
XOrbital Mind-control laser
X	This device, when aimed at a ship, produces resonating vibrations
Xwithin the ship's hull, to cause the mental attitude of the crew to
Xbe altered.  The crew's response to influence is dependant on the
Xarmor of the affected ship, becoming more and more difficult for the
Xvibrations to be produced as the target ship's armor increases.  The laser has
Xa range similar to the player's gun range.
X	Response can be toggled by the "desired response" register
Xin the order command: from convincing the crew to trigger their aggressive
Xresponse and kill each other, to converting them to sympathy for your
Xrace and its motivations; each response has a percentage chance of
Xconversion.
X	The orbital mind-control lasers are currently only effective on
Xplanets, and have one setting: to suppress emotion, which causes no fighting
Xor migrations to take place.
X~
X
XToxic Waste Container
X	This is a sealed container used to store environmental poisons.
XWhen toxicity of a planet becomes too high, constructing one of these
Xcontainers will reduce the poison level by 20%.  If the container is
Xbreached, however, the toxic waste inside it will escape.
X
X~
XSpace Probe
X	This device is used to sight positions of enemy fleets. This
Xrequires no crew but can be useful for analyzing the strategic
Xdeployments of enemy ships.
X
X~
XGamma ray laser
X	This device fires a deadly stream of radiation at its target when
Xfired.  It uses destructive capacity in the same manner other ships use it
Xfor their guns.  Radiation is not accumulated in target ships; if a ship's
Xradiation level is 10, a more powerful shot from the laser may increase the
Xradiation level.  A weaker shot will have no effect at all.
X~
XIndustrial Complex
X	This ship increases the production output of the sector it is built in.
XThe production increases by a factor of (1+<race technology>/100). Only
Xone industrial complex may be built per sector.
X
X~
XTerraforming Device
X	This device alters the surface of a planet to better suit its 
Xowner.  This process takes fuel.  The device can only be constructed on the
Xsurface of a planet, and but can be launched and landed on otherwise 
Xincompatible sectors. You *must* have people on the planet (even if do die) 
Xfor these to work.
X
X	Once activated, the terraforming device moves in a straight line,
Xaltering sectors as it goes.  If it reaches the north or south of the planet
Xmap, it will bounce off and continue.  Sectors that are metamorphosized by
Xthe device are damaged somewhat; efficiency, mobilization and population
Xare divided in half, and the sector's resource content is decreased by 30%.
X'Gas' sectors cannot be terraformed to any other type of sector, but not
Xvice versa.
X
X	The device moves in a line specified by its move vector with the 
Xorder command.  There are eight possible directions the device can move.
XIt will move first, then terraform, so that it will not destroy the sector
Xon which it was built.
X~
XOceanic Transport fleet
X	This is an equivalent to the ground transport fleet, however it
Xrepresents a fleet of ocean-going ships.  This fleet can only move over
Xwater, at a cost of 1 fuel point, however it can 'dock' with a different
Xtype of sector, as long as it borders an ocean sector.
X	(This device has not been programmed)
X~
XDirigible Transport fleet
X	This is a fleet of lighter-than-air vehicles.  It costs more resources
Xto assemble and cannot hold as much as the other planetary transport types,
Xbut it is free to roam over the surface of any planet (provided, of course,
Xthat planet has an atmosphere).
X	(This device has not been programmed)
X~
Xaudio-vibatory-physio-molecular transport device
X	This device has a hopper for the loading of material.  When it detects
Xthe presence of something in the hopper, it will transport this material into
Xthe hopper of its target device. The target device can be specified with the 
Xorder command.
X
X	You should specify the number of the receiving transporter. If the
Xtarget ship is set to `0' cargo will not be transported anywhere and will
Xremain in the hopper.
X~
X
XSector repair
X	This represents resources spent to repair environmental and structural
Xdamage in a sector due to severe combat. This 'ship' is built in a sector
Xthat is currently wasted '%' and reairs it for the listed cost.  Fertility of
Xthe sector is increased by 20.  The repair of the sector is considered complete
Xand no repair unit per se is ever displayed on the map (it is considered
Xto represent effort and not a particular vehicle). You must have
Xresources available on the planet being repaired in order to create repair
Xunits (population is not necessary).
X~
X
XPlanetary Defense Network
X
X	These are planetary guns which prevent enemy players to fire at
Xplanets as long as they are present. Before a player may attack sectors
Xwith orbiting ships, all planetary defense systems must be eliminated.
X~
END_OF_FILE
if test 13982 -ne `wc -c <'server/exam.dat'`; then
    echo shar: \"'server/exam.dat'\" unpacked with wrong size!
fi
# end of 'server/exam.dat'
fi
if test -f 'server/fire.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'server/fire.c'\"
else
echo shar: Extracting \"'server/fire.c'\" \(14362 characters\)
sed "s/^X//" >'server/fire.c' <<'END_OF_FILE'
X/*
X * Galactic Bloodshed, copyright (c) 1989 by Robert P. Chansky, 
X * smq@ucscb.ucsc.edu, mods by people in GB_copyright.h.
X * Restrictions in GB_copyright.h.
X *
X * fire.c -- fire at ship or planet from ship or planet
X */
X
X#include "GB_copyright.h"
X#define EXTERN extern
X#include "vars.h"
X#include "ships.h"
X#include "races.h"
X#include "buffers.h"
X#include <signal.h>
X
Xint fire_fromshdata,fire_toshdata,
X    fire_frompdata,fire_topdata,fire_sectdata;
Xchar temp[128];
X
Xfire(Playernum,APcount, argn,args)
Xint Playernum;
Xint APcount;
Xint argn;
Xchar args[MAXARGS][COMMANDSIZE];
X{
Xplacetype from,to,to2;
Xplanettype *fpl,*tpl,*tpl2;
Xsectortype *sect;
Xshiptype *ship;
Xint dam=0,dam2=0,dam3=0,condition, ok,
X	strength,oldstrength,maxstrength,tostrength,to2strength,
X    i,from_firex= -1,from_firey= -1,firex= -1,firey= -1,Numplayersretaliate=0;
Xint sh;
Xfloat dist,tech;
Xchar string[PLACENAMESIZE],buf[200];
Xchar shoot_msg[1000], retal_msg[1000];
Xboolean sameplanet = 0, fromplanetmod=0,toplanetmod=0;
Xint mask;
X
Xfire_fromshdata = fire_toshdata = fire_frompdata = fire_topdata = 
X		fire_sectdata = NEUTRAL_FD;
X
X	Num_races = Numraces();
X
X	/* for telegramming and retaliating */
X bzero( (char *)Nuked, sizeof(Nuked) );
X
X	/***** get place we are firing from *****/
X
Xsscanf(args[1],"%35s",string);
X
X from = Getplace(Playernum,string,0);
X
X if (from.err && from.level!=LEVEL_SHIP) { 
X	sprintf(buf,"usage: fire\n");
X		notify(Playernum, buf);
X	return; 
X }
X
X
X if (from.level == LEVEL_UNIV || from.level == LEVEL_STAR) {
X
X    sprintf(buf,"You can't shoot from there.\n");
X	notify(Playernum, buf);
X	return;
X } else if (from.level == LEVEL_SHIP) {
X
X    if (from.err || from.shipptr->owner != Playernum) {
X	DontOwnErr(Playernum, from.shipno);
X	return;
X    }
X
X     free(from.shipptr);		
X     openshdata(&fire_fromshdata);
X     (void)getship(fire_fromshdata,&(from.shipptr),from.shipno);
X    close_file(fire_fromshdata);
X   if (testship(Playernum,from.shipptr, from.shipno)) {
X	return;
X	}
X     /* check for APs */
X    if (from.shipptr->whatorbits==LEVEL_UNIV) {
X	if (!enufAP(Playernum,Sdata.AP[Playernum-1], APcount) )
X		return;
X    } else
X	if (!enufAP(Playernum,Stars[from.shipptr->storbits]->AP[Playernum-1], APcount) ) {
X			return;
X		}
X
X     /* get planet we're landed on to calculate x,y pos */
X    if (from.shipptr->is_docked && from.shipptr->whatdest==LEVEL_PLAN) {
X	    openpdata(&fire_frompdata);
X	    getplanet(fire_frompdata,&fpl,Stars[from.snum]->planetpos[from.pnum]);
X	    close_file(fire_frompdata);
X    }
X
X } else if (from.level==LEVEL_PLAN) {
X
X   openpdata(&fire_frompdata);
X    getplanet(fire_frompdata,&fpl,Stars[from.snum]->planetpos[from.pnum]);
Xclose_file(fire_frompdata);
X   if (!enufAP(Playernum,Stars[from.snum]->AP[Playernum-1], APcount) ) { 
X	return;
X	}
X
X   if (fpl->info[Playernum-1].destruct == 0) {
X	sprintf(buf,"No weapons available.\n");
X		notify(Playernum, buf);
X	return;
X   }
X   if (fpl->slaved_to>0 && fpl->slaved_to!=Playernum) {
X	sprintf(buf,"That planet is enslaved!\n");
X		notify(Playernum, buf);
X	return;
X   }
X
X } else {
X	sprintf(buf,"You can't shoot from there.\n");
X		notify(Playernum, buf);
X	return;
X }
X
X
X  /******* get target *******/
X
X sscanf(args[2],"%35s",string); 
X
X  to = Getplace(Playernum,string,1);
X if (to.err) {
X	return;
X	}
X
X if (to.level==LEVEL_SHIP) {
X	if (from.level==LEVEL_SHIP) {
X		if (from.shipno == to.shipno) {
X			sprintf(buf,"You can't do that.\n");
X				notify(Playernum, buf);
X			return;
X		} 
X
X	} else if (from.level==LEVEL_PLAN &&
X			   !((to.shipptr->whatorbits == LEVEL_PLAN) &&
X			     (to.shipptr->pnumorbits == from.pnum))) { 
X		  /* planets can only fire at orbiting ships*/
X		        sprintf(buf,"Planets can only fire at ships in orbit.\n");
X				notify(Playernum, buf);
X			return;
X		      }
X
X		/* get ship again */
X	free(to.shipptr);
X	openshdata(&fire_toshdata);
X	(void)getship(fire_toshdata, &(to.shipptr), to.shipno);
X	close_file(fire_toshdata);
X	if (!to.shipptr->is_alive) {
X		sprintf(buf,"that ship has already been destroyed.\n");
X		notify(Playernum, buf);
X		return;
X	}
X
X/* save defense attack strength for retaliation */
X  tostrength = MIN(to.shipptr->destruct,   
X		Guns(to.shipptr) *
X		   .0001*(100-to.shipptr->rad)*(100-to.shipptr->damage));
X
X	if ((to.shipptr->is_docked && to.shipptr->whatdest==LEVEL_PLAN)
X		|| to.shipptr->whatorbits==LEVEL_PLAN) {
X		openpdata(&fire_topdata);
X		getplanet(fire_topdata,&tpl,Stars[to.snum]->planetpos[to.pnum]);
X		close_file(fire_topdata);
X	}
X
X } else if (to.level==LEVEL_PLAN) {
X
X	if (from.level==LEVEL_PLAN) {
X		if (from.snum == to.snum && from.pnum==to.pnum) {
X	        	/* same planet as firing one */
X                   /* disable the firing from planet to planet */
X	   	   sprintf(buf,"You cannot fire from a planet to a planet !\n");
X			notify(Playernum, buf);
X		   sameplanet = 1;
X		   tpl = fpl;
X		return;
X		}
X	}
X
X	if (!sameplanet) {
X		openpdata(&fire_topdata);
X		getplanet(fire_topdata,&tpl,Stars[to.snum]->planetpos[to.pnum]);
X		close(fire_topdata);
X	    }
X } else {
X	notify(Playernum, "You can't shoot at that.\n");
X	return;
X }
X
X
X
X  maxstrength = (from.level==LEVEL_SHIP) ? 
X		MIN(from.shipptr->destruct,   
X			Guns(from.shipptr) *
X		    .0001 * (100-from.shipptr->rad)*(100-from.shipptr->damage))
X		  : MIN(fpl->info[Playernum-1].destruct, PLAN_FIRE_LIM);
X
Xsscanf(args[3],"%d",&strength);
X
X if (strength>maxstrength) {
X	strength = maxstrength;
X	sprintf(buf,"guns set to %d\n",strength);
X		notify(Playernum, buf);
X }
X 
X if (strength<=0) {
X   	sprintf(buf,"no attack.\n");
X		notify(Playernum, buf);
X	return;
X }
X
X     /* get a sector the enemy place can retaliate to. */
X
X	if(from.level==LEVEL_PLAN) {
X
X	sscanf(args[4],"%d,%d",&from_firex,&from_firey);
X
X	if((from_firex < 0) || (from_firey < 0) || (from_firex > fpl->Maxx) || (from_firey > fpl->Maxy)) {
X		sprintf(buf,"Illegal coordinates.\n");
X			notify(Playernum, buf);
X			return;
X	} else {
X	opensectdata(&fire_sectdata);
X	getsector(fire_sectdata, &sect, fpl->sectormappos+(from_firey*fpl->Maxx+from_firex)*sizeof(sectortype));
X	close_file(fire_sectdata);
X	}
X
X      if (sect->owner!=Playernum) {	/* has to be yours */
X	   sprintf(buf,"You don't own that sector.\n");
X		notify(Playernum, buf);
X		return;
X		}
X    free(sect);
X		} else if(to.level==LEVEL_PLAN) {
X	sscanf(args[4],"%d,%d",&firex,&firey);
X
X	if((firex < 0) || (firey < 0) || (firex > tpl->Maxx) || (firey > tpl->Maxy)) {
X		sprintf(buf,"Illegal coordinates.\n");
X			notify(Playernum, buf);
X			return;
X		}
X/* check to see if there are any planetary defense networks on the planet */
Xok = 1;
X	sh = tpl->ships;
X	openshdata(&fire_toshdata);
X	while(sh && ok) {
X        getship(fire_toshdata, &ship, sh);
X	ok = !(ship->is_alive && ship->type==OTYPE_PLANDEF
X	       && ship->owner != Playernum);
X	sh = ship->nextship;
X    }
X	close_file(fire_toshdata);
Xif(!ok) {
Xnotify(Playernum, "Target has planetary defense networks.\nThese have to be eliminated before you can attack sectors.\n");    
Xreturn;
X}
X
X    }
X
Xtech = 0.0;
Xif(from.level == LEVEL_SHIP)
X		tech = from.shipptr->tech;
Xelse if (from.level == LEVEL_PLAN)
X		tech = 100.0;	
X
X	/* block kill signals to foil cheaters */
X
X dam = shoot(Playernum, from, &to, Playernum, fpl, tpl, firex, firey, strength,
X	     &dist, tech, shoot_msg,1 );	/*1==get smap*/
X
X
X if (dam < 0) {
X	sprintf(buf,"Target out of range  %.2f!\n", SYSTEMSIZE);
X		notify(Playernum, buf);
X	return;
X } 
X
X sprintf(telegram_buf," BULLETIN from %s\n\n",Dispplace(Playernum, &to));
X
Xif(from.level==LEVEL_SHIP)
X	sprintf(buf,"%s #%u %s [owner %u] ",Shipnames[from.shipptr->type],
X			from.shipno,from.shipptr->name,from.shipptr->owner);
Xelse if(from.level==LEVEL_PLAN)
X	sprintf(buf,"%s ", Dispplace(Playernum, &from));
X
Xsprintf(temp, "%s", buf);
X
X	str_cat(telegram_buf, buf);
X	
X
X if (to.level==LEVEL_SHIP)
X    sprintf(buf,"fired on %s #%u %s [owner %u] @ %s;\n", Shipnames[to.shipptr->type],
X			to.shipno, to.shipptr->name, to.shipptr->owner,
X			prin_ship_orbits(to.shipptr));
X else
X    sprintf(buf,"fired on %s\n",Dispplace(Playernum, &to));
X
X/* notify all players that inhabit this system of the attack */
X    str_cat(temp, buf);
X    str_cat(telegram_buf, buf);
X
X for (i=1; i<=Num_races; i++)
X    if (Nuked[i-1] && i!=Playernum) {
X	if(!notify(i, telegram_buf))
X		push_message(TELEG_PLAYER_AUTO, i, telegram_buf);
X    } else if (i!=Playernum && isset(Stars[Dir[Playernum-1].snum]->inhabited, i))
X	notify(i, temp);
X
X  sprintf(buf,"BOOM!!\n%s\n", shoot_msg);
X	notify(Playernum, buf);
X
X	str_cat(telegram_buf, buf);
X
X for (i=1; i<=Num_races; i++)
X    if (Nuked[i-1] && i!=Playernum) {
X	if(!notify(i, telegram_buf))
X	    push_message(TELEG_PLAYER_AUTO, i, telegram_buf);
X	}
X
X if (from.level==LEVEL_SHIP) {
X	from.shipptr->destruct -= strength;
X	from.shipptr->mass -= strength*MASS_DESTRUCT;
X } else if (from.level==LEVEL_PLAN) 
X	fpl->info[Playernum-1].destruct -= strength;
X
X
X/* defending player retaliates if he can */
X	strength = 0;
X if ( to.level==LEVEL_SHIP && dam && to.shipptr->active
X		&& to.shipptr->protect.self) {
X	strength = tostrength;
X	to.shipptr->destruct -= strength;
X	to.shipptr->mass -= strength*MASS_DESTRUCT;
X
X } else if (to.level==LEVEL_PLAN) {	
X/* all players owning planet retal. do not retaliate at long distances
X	since it is 'unrealistic' and easy to drain defences */
X
X int strength2;
X int fstrength;
X 
X fstrength = strength;
X
X strength = 0;
X 
X  	for (i=1; i<= Num_races; i++)
X	   if (i!=Playernum && tpl->info[i-1].numsectsowned &&
X		!(tpl->slaved_to>0 && tpl->slaved_to!=i) ) {
X
X              /* add planet defense strength */
X
X	     strength2 = tpl->info[i-1].destruct;
X	        if(strength2 > PLAN_FIRE_LIM)
X		  strength2 = PLAN_FIRE_LIM;
X
X	     tpl->info[i-1].destruct -= strength2;
X
X             strength += strength2;
X	     Numplayersretaliate++;
X	     if(strength2)
X	       {
X  sprintf(telegram_buf," BULLETIN from %s\n\n",Dispplace(Playernum, &to));
X 
X  sprintf(buf,"Planet returns fire with %d guns\n\n", strength2);
X		notify(Playernum, buf);
X		str_cat(telegram_buf, buf);
X	       }
X	   }
X}
X	dam2=0;
X
Xif (strength) {
X   	sprintf(buf,"%s retaliates with %s%d guns!!\n", Dispplace(Playernum, &to), 
X		Numplayersretaliate>1 ? "a total of " : "", strength);
X		notify(Playernum, buf);
X   	sprintf(buf,"%s retaliates with %s%d guns!!\n", Dispplace(Playernum, &to), 
X		Numplayersretaliate>1 ? "a total of " : "", strength);
X	str_cat(telegram_buf, buf);
X } else {
X   sprintf(buf,"%s %s can not retaliate.\n",Dispplace(Playernum, &to),
X	(to.level==LEVEL_PLAN) ? (tpl->slaved_to ? "is enslaved and " : "") : "");
X	notify(Playernum, buf);
X	str_cat(telegram_buf, buf); 
X}
X
X
X 	if(strength)
X	{
X		tech = 0.0;
X		if(to.level == LEVEL_SHIP)
X			tech = to.shipptr->tech;
X		else if (to.level == LEVEL_PLAN)
X			tech = 100.0;	
X
X
X		dam2 = shoot(Playernum, to,&from, 
X		     (to.level==LEVEL_SHIP ? to.shipptr->owner : 1),
X		     tpl,fpl,from_firex,from_firey,strength,
X		     &dist, tech,retal_msg, 1);
X
X                if(dam2) {
X                  sprintf(buf,"BOOM!!\n%s\n", retal_msg);
X			notify(Playernum, buf);
X		str_cat(telegram_buf, buf);
X		}
X
X for (i=1; i<=Num_races; i++)
X    if (Nuked[i-1] && i!=Playernum)
X	if(!notify(i, telegram_buf))
X	    push_message(TELEG_PLAYER_AUTO, i, telegram_buf);
X
X	}
X
X
X/* protecting ships retaliate individually, only if damage was inflicted */
X		if( from.level==LEVEL_SHIP && dam)
X			{
X
X	sh = 0;
X		if(to.level==LEVEL_SHIP) {
X	if(to.shipptr->whatorbits==LEVEL_STAR) /* star level ships */
X		sh = Stars[to.shipptr->storbits]->ships;
X	if(to.shipptr->whatorbits==LEVEL_PLAN) /* planet level ships */
X		{
X	    openpdata(&fire_frompdata);
X	    getplanet(fire_frompdata,&tpl,Stars[to.snum]->planetpos[to.pnum]);
X	    close_file(fire_frompdata);
X		sh = tpl->ships;
X		}
X	} else if(to.level==LEVEL_PLAN) {
X		sh = tpl->ships;
X					}
X
X	while (sh && from.shipptr->is_alive) 
X			{
X	
X	sprintf(string,"#%d",sh);
X
X	 to2 = Getplace(Playernum,string,1);
X
X	if(sh != from.shipno && sh != to.shipno)
X	{
X
X	condition = 0;
X	if(to.level==LEVEL_SHIP)
X		condition = (to2.shipptr->is_alive && to2.shipptr->active
X				&& to2.shipptr->protect.on
X				&& (to2.shipptr->protect.ship == to.shipno)) ;
X	 else if (to.level==LEVEL_PLAN)
X		condition = (to2.shipptr->is_alive && to2.shipptr->active
X				&& to2.shipptr->protect.planet
X				&& (from.shipptr->owner != to2.shipptr->owner));
X				
X	if(condition) {
X  to2strength = MIN(to2.shipptr->destruct,   
X			Guns(to2.shipptr) *
X		   .0001 * (100-to2.shipptr->damage) * (100-to2.shipptr->rad));
X	to2.shipptr->destruct -= to2strength;
X	to2.shipptr->mass -= strength*MASS_DESTRUCT;
X
Xif (to2strength) {
X
X sprintf(telegram_buf," BULLETIN from %s\n\n",Dispplace(Playernum, &to2));
X
X   sprintf(buf,"%s retaliates with  %s%d guns!!\n", Dispplace(Playernum, &to2), 
X		Numplayersretaliate>1 ? "a total of " : "", to2strength);
X	notify(Playernum, buf);
X	str_cat(telegram_buf, buf);
X
X	tech = to2.shipptr->tech;
X
X	dam3 = shoot(Playernum, to2,&from,to2.shipptr->owner,tpl,fpl,from_firex,from_firey,to2strength, 
X		   &dist, tech,retal_msg, 1);
X		if(dam3) {
X		sprintf(buf,"BOOM!!\n%s\n", retal_msg);
X		notify(Playernum, buf);
X		str_cat(telegram_buf, buf);
X		}
X  if(!notify(to2.shipptr->owner, telegram_buf))
X      push_message(TELEG_PLAYER_AUTO, to2.shipptr->owner, telegram_buf);
X
X	}
X  
Xopenshdata(&fire_toshdata);
X  putship(fire_toshdata,to2.shipptr,to2.shipno); 
X  close_file(fire_toshdata);
X}
X
X		}
X		sh = to2.shipptr->nextship;
X
X			}
X	}
X
X
X/* end of fire/retaliation */
X
X if (from.level==LEVEL_PLAN) {
X     openpdata(&fire_frompdata);
X     putplanet(fire_frompdata,fpl,Stars[from.snum]->planetpos[from.pnum]);
X	close_file(fire_frompdata);
X
X } else if (from.level==LEVEL_SHIP) {
X     openshdata(&fire_fromshdata);
X     putship(fire_fromshdata, from.shipptr, from.shipno);
X	close_file(fire_fromshdata);
X }
X
X
X if (to.level==LEVEL_PLAN && !sameplanet) {
X     openpdata(&fire_topdata);
X     putplanet(fire_topdata,tpl,Stars[to.snum]->planetpos[to.pnum]);
X	close_file(fire_topdata);
X
X } else if (to.level==LEVEL_SHIP) {
X     openshdata(&fire_toshdata);
X     putship(fire_toshdata,to.shipptr,to.shipno);
X	close_file(fire_toshdata);
X }
X
X
X
X
X
X if (from.level==LEVEL_PLAN) {
X   /* firing from planet -- deduct APs from that star */
X 	deductAPs(Playernum,APcount, from.snum, 0);
X	free(fpl);
X } else {
X		/* from.level==LEVEL_SHIP */
X	if (from.shipptr->whatorbits==LEVEL_UNIV)
X		deductAPs(Playernum,APcount, 0, 1);
X	else {
X	 	deductAPs(Playernum,APcount, from.shipptr->storbits, 0);
X	}
X	free(from.shipptr);
X }
X
X}
X
X
END_OF_FILE
if test 14362 -ne `wc -c <'server/fire.c'`; then
    echo shar: \"'server/fire.c'\" unpacked with wrong size!
fi
# end of 'server/fire.c'
fi
if test -f 'server/makeplanet.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'server/makeplanet.c'\"
else
echo shar: Extracting \"'server/makeplanet.c'\" \(13448 characters\)
sed "s/^X//" >'server/makeplanet.c' <<'END_OF_FILE'
X/*
X * Galactic Bloodshed, copyright (c) 1989 by Robert P. Chansky, 
X * smq@ucscb.ucsc.edu, mods by people in GB_copyright.h.
X * Restrictions in GB_copyright.h.
X *
X *	makeplanet.c -- makes one planet.  used with makeuniv
X */
X
X#include "GB_copyright.h"
X
X#define MAP_ISLANDS 10		/* # of beginning islands for makeuniv */
X#define MAP_MOUNT_PERCENT 0.22	/* percentage of mountain areas */
X#define MAP_GASGIANT_BANDMIN 20  /* min size gasgiants that have bands */
X#define LANDPERCENTAGE 0.45
X
X#define EARTHTYPE_RANGE int_rand(36,39)
X#define AIRLESS_RANGE int_rand(int_rand(16,20),25)
X#define GASGIANT_RANGE int_rand(27,MAX_X-10)
X#define ASTEROID_RANGE_X int_rand(int_rand(2,4),6)	/* asteroids have */
X#define ASTEROID_RANGE_Y int_rand(int_rand(2,5),8)	/*  funny shapes */
X#define ICEBALL_RANGE int_rand(int_rand(18,23),26)
X#define WATER_RANGE int_rand(20,MAX_X-15)
X
X#define RES_GAS int_rand(20,40)
X#define RES_SEA int_rand(60,90)
X#define RES_LAND int_rand(60,90)
X#define RES_MOUNT int_rand(90,120)
X#define RES_ICE int_rand(50,70)
X
X#define EXTERN extern
X#include "vars.h"
X#include <math.h>
Xlong random();
Xdouble Distmap();	/* (different distmap from the shell one) */
X
X
Xplanettype Makeplanet(dist, stemp, type)
Xfloat dist;
Xshort stemp;
Xint type;
X{
Xreg int x,y;
Xsectortype *s;
Xplanettype planet;
Xint i, atmos,landsects,Numlandsects;
X
X  Bzero(planet);
X  bzero((char *)Smap, sizeof(Smap));
X  planet.type = type;
X  planet.expltimer = 5;
X
Xswitch (type) {
X case TYPE_GASGIANT:		/* gas giant planet */
X
X  planet.Maxx = GASGIANT_RANGE;
X  planet.Maxy = round_rand((float)planet.Maxx / RATIOXY) + 1;
X
X 		/* change to more real range */
X  planet.conditions[TEMP] = planet.conditions[RTEMP] = Temperature(dist, stemp);
X	/* either lots of meth or not too much */
X  if (random()&01) {	/* methane planet */
X    atmos = 100 - (planet.conditions[METHANE] = int_rand(70,80)); 
X    atmos -= planet.conditions[HYDROGEN] = int_rand(1,atmos/2);
X    atmos -= planet.conditions[HELIUM] = 1;
X    atmos -= planet.conditions[OXYGEN] = 0;
X    atmos -= planet.conditions[CO2] = 1;
X    atmos -= planet.conditions[NITROGEN] = int_rand(1,atmos/2);
X    atmos -= planet.conditions[SULFUR] = 0;
X    planet.conditions[OTHER] = atmos;
X  } else {
X    atmos = 100 - (planet.conditions[HYDROGEN] = int_rand(30,55));
X    atmos -= planet.conditions[HELIUM] = int_rand(30,atmos/2);
X    atmos -= planet.conditions[METHANE] = random()&01;
X    atmos -= planet.conditions[OXYGEN] = 0;
X    atmos -= planet.conditions[CO2] = random()&01;
X    atmos -= planet.conditions[NITROGEN] = int_rand(1,atmos/2);
X    atmos -= planet.conditions[SULFUR] = 0;
X    planet.conditions[OTHER] = atmos;
X  }
X
X  for (y=0; y<planet.Maxy; y++)
X     for (x=0; x<planet.Maxx; x++) {
X	s = &Sector(planet,x,y);
X	s->des = DES_GAS;	/* for gasgiant */
X	s->fert = int_rand(35,55);
X	s->resource = RES_GAS;
X     }
X if (planet.Maxx > MAP_GASGIANT_BANDMIN) {
X    int nbands;
X    nbands = MAX(1,planet.Maxy/5);
X    for (i=1; i<=nbands; i++) {
X     y=int_rand(1,planet.Maxy-2);
X     for (x=0; x<planet.Maxx; x++) {
X	s = &Sector(planet,x,y);
X	s->des = DES_SEA;	/* make random bands of water */
X	s->fert += int_rand(20,30);
X	s->resource = RES_SEA;
X     }
X    }
X    for (i=0; i<=MAP_ISLANDS*2; i++) {
X     y=int_rand(1,planet.Maxy-2);
X     x=int_rand(1,planet.Maxx-2);
X	s = &Sector(planet,x,y);
X	s->des = DES_SEA;	/* make random spots of water */
X	s->fert += int_rand(60,90);
X	s->resource = RES_SEA;
X    }
X } else {
X    for (i=0; i<MAP_ISLANDS*2; i++) {
X	s = &Sector(planet, int_rand(1,planet.Maxx-2), int_rand(1,planet.Maxy-2));
X	if (random()&01) {
X		s->des=DES_MOUNT;
X		s->is_wasted = 1;
X		s->resource = RES_MOUNT;
X		s->fert = int_rand(10,21);
X	} else {
X		s->des=DES_SEA;
X		s->fert=int_rand(60,90);
X		s->resource = RES_SEA;
X	}
X    }
X  Smashup(&planet,int_rand(2,4),DES_SEA,0,0,0);
X  Smashup(&planet,int_rand(1,2),DES_LAND,2,3,1);
X }
X
X break;
X
Xcase TYPE_AIRLESS:		 /* make airless wasted planet */
X
Xplanet.conditions[TEMP] = planet.conditions[RTEMP] = Temperature(dist, stemp);
X    planet.conditions[HYDROGEN] = 0;
X    planet.conditions[HELIUM] = 0;
X    planet.conditions[METHANE] = 0;
X    planet.conditions[OXYGEN] = 0;
X    atmos = 100 - (planet.conditions[CO2] = int_rand(30,45));
X    atmos -= planet.conditions[NITROGEN] = int_rand(10, atmos/2);
X    atmos-=planet.conditions[SULFUR] = random()&01 ? 0 : int_rand(20, atmos/2);
X    atmos-=planet.conditions[OTHER] = atmos;
X
X  planet.Maxx = AIRLESS_RANGE;
X  planet.Maxy = round_rand(planet.Maxx / RATIOXY);
X  for (y=0; y<planet.Maxy; y++)
X     for (x=0; x<planet.Maxx; x++) {
X	s = &Sector(planet,x,y);
X	s->des = DES_MOUNT;	/* for airless */
X	s->resource = RES_MOUNT;
X	s->fert=int_rand(0,int_rand(3,10));
X     }
X
X     for (i=0; i<MAP_ISLANDS; i++) {
X	s = &Sector(planet, int_rand(1,planet.Maxx-2), int_rand(1,planet.Maxy-2));
X	s->des = DES_LAND;
X	s->fert += int_rand(3,17);
X	s->resource = RES_LAND;
X     }
X  Smashup(&planet,6,DES_LAND,5,1,0);	/* make meteor impacts */
X
X  break;
X
Xcase TYPE_ASTEROID: 		/* asteroid */
X
X	/* no atmosphere */
X    planet.conditions[HYDROGEN] = 0;
X    planet.conditions[HELIUM] = 0;
X    planet.conditions[METHANE] = 0;
X    planet.conditions[OXYGEN] = 0;
X    planet.conditions[CO2] = 0;
X    planet.conditions[NITROGEN] = 0;
X    planet.conditions[SULFUR] = 0;
X    planet.conditions[OTHER] = 0;
X  planet.conditions[TEMP] = planet.conditions[RTEMP] = Temperature(dist, stemp);
X  planet.Maxx = ASTEROID_RANGE_X;
X  planet.Maxy = ASTEROID_RANGE_Y;
X  for (y=0; y<planet.Maxy; y++)
X     for (x=0; x<planet.Maxx; x++) {
X	s = &Sector(planet,x,y);
X	s->des = int_rand(0,3) ? DES_MOUNT : DES_LAND;
X	s->is_wasted = 0;
X
X	if(s->des==DES_MOUNT)
X	  s->resource = RES_MOUNT;
X	else
X	  s->resource = RES_LAND;
X
X	s->fert = 1 + random()&01;
X     }
X
X     break;
X  
Xcase TYPE_EARTH:
X
X planet.conditions[TEMP] = planet.conditions[RTEMP] = Temperature(dist, stemp);
X  if (random()&01) {
X	/* oxygen-reducing atmosphere (Earth type) */
X    atmos = 100 - (planet.conditions[OXYGEN] = int_rand(10,25));
X    atmos -= planet.conditions[NITROGEN] = int_rand(20,atmos/2);
X    atmos -= planet.conditions[CO2] = int_rand(20,atmos/2);
X    atmos -= planet.conditions[HELIUM] = int_rand(2,atmos/8+1);
X    atmos -= planet.conditions[METHANE] = random()&01;
X    atmos -= planet.conditions[SULFUR] = 0;
X    atmos -= planet.conditions[HYDROGEN] = 0;
X    planet.conditions[OTHER] = atmos;
X  } else {
X	/* methane atmosphere */
X    atmos = 100 - (planet.conditions[METHANE] = int_rand(70,80)); 
X    atmos -= planet.conditions[HYDROGEN] = int_rand(1,atmos/2);
X    atmos -= planet.conditions[HELIUM] = 1;
X    atmos -= planet.conditions[OXYGEN] = 0;
X    atmos -= planet.conditions[CO2] = 1;
X    atmos -= planet.conditions[NITROGEN] = int_rand(1,atmos/2);
X    atmos -= planet.conditions[SULFUR] = 0;
X    planet.conditions[OTHER] = atmos;
X  }
X  planet.Maxx = EARTHTYPE_RANGE;
X  planet.Maxy = round_rand(planet.Maxx/RATIOXY);   /* may haveta change this */
X  Numlandsects = planet.Maxx*planet.Maxy*LANDPERCENTAGE;
X
X  for (y=0; y<planet.Maxy; y++)
X     for (x=0; x<planet.Maxx; x++) {
X	s = &Sector(planet,x,y);
X	s->des=DES_SEA;	/* make all water first */
X	s->fert = int_rand(20,43);
X	s->resource = RES_SEA;
X     }
X		/* make first isolated islands */
X  for (i=0; i<=MAP_ISLANDS; i++) {
X     s = &Sector(planet, int_rand(planet.Maxx/5,planet.Maxx-planet.Maxx/5),
X	     int_rand(1,planet.Maxy-2));
X     s->des = DES_LAND;  
X     s->resource = RES_LAND;
X     s->fert += int_rand(6,20);
X  }
X
X  /*PermuteSects(&planet);	/* mix up map */
X  /*(void)Getxysect(&planet,0,0,1);	/* reset index */
X
X  landsects=0;
X  while (landsects<=Numlandsects)
X       landsects += Volcano(&planet,landsects,Numlandsects,1); 
X		   /* pick rndm locn, return whether island or not */
X
X
X		/* make more isolated islands */
X  for (i=0; i<=MAP_ISLANDS*3; i++) {
X     x=int_rand(0,planet.Maxx-1);
X     y=int_rand(0,planet.Maxy-1);
X     s = &Sector(planet,x,y);
X     s->des = DES_LAND;
X     s->resource = RES_LAND;	/* nice odd number */
X		  /* min content prop to dist from sea */
X     s->fert = 45;
X  }
X
X   break;
X
Xcase TYPE_WATER:
X planet.conditions[TEMP] = planet.conditions[RTEMP] = Temperature(dist, stemp);
X  if (random()&01) {
X	/* oxygen-reducing atmosphere (Earth type) */
X    atmos = 100 - (planet.conditions[OXYGEN] = int_rand(10,25));
X    atmos -= planet.conditions[NITROGEN] = int_rand(20,atmos/2);
X    atmos -= planet.conditions[CO2] = int_rand(20,atmos/2);
X    atmos -= planet.conditions[HELIUM] = int_rand(2,atmos/8+1);
X    atmos -= planet.conditions[METHANE] = random()&01;
X    atmos -= planet.conditions[SULFUR] = 0;
X    atmos -= planet.conditions[HYDROGEN] = 0;
X    planet.conditions[OTHER] = atmos;
X  } else {
X	/* methane atmosphere */
X    atmos = 100 - (planet.conditions[METHANE] = int_rand(70,80)); 
X    atmos -= planet.conditions[HYDROGEN] = int_rand(1,atmos/2);
X    atmos -= planet.conditions[HELIUM] = 1;
X    atmos -= planet.conditions[OXYGEN] = 0;
X    atmos -= planet.conditions[CO2] = 1;
X    atmos -= planet.conditions[NITROGEN] = int_rand(1,atmos/2);
X    atmos -= planet.conditions[SULFUR] = 0;
X    planet.conditions[OTHER] = atmos;
X  }
X  planet.Maxx = WATER_RANGE;
X  planet.Maxy = round_rand(planet.Maxx/RATIOXY);   /* may haveta change this */
X  Numlandsects = planet.Maxx*planet.Maxy*LANDPERCENTAGE;
X
X  for (y=0; y<planet.Maxy; y++)
X     for (x=0; x<planet.Maxx; x++) {
X	s = &Sector(planet,x,y);
X	s->des=DES_SEA;	/* make all water first */
X	s->fert = int_rand(20,43);
X	s->resource = RES_SEA;
X     }
X
Xlandsects=0;
X  while (landsects<=Numlandsects)
X       landsects += Volcano(&planet,landsects,Numlandsects,0); 
X		   /* pick rndm locn, return whether island or not */
X
X    break;
X
Xcase TYPE_ICEBALL:		/* ball of ice */
X	/* no atmosphere */
X    planet.conditions[HYDROGEN] = 0;
X    planet.conditions[HELIUM] = 0;
X    planet.conditions[METHANE] = 0;
X    planet.conditions[OXYGEN] = 0;
X    planet.conditions[CO2] = 0;
X    planet.conditions[NITROGEN] = 0;
X    planet.conditions[SULFUR] = 0;
X    planet.conditions[OTHER] = 0;
X planet.conditions[TEMP] = planet.conditions[RTEMP] = Temperature(dist, stemp);
X
X    planet.Maxx = ICEBALL_RANGE;
X    planet.Maxy = round_rand(planet.Maxx / RATIOXY);
X
X    for (y=0; y<planet.Maxy; y++)
X       for (x=0; x<planet.Maxx; x++) {
X	    Sector(planet,x,y).des = DES_ICE;
X	    Sector(planet,x,y).resource = RES_ICE;
X	    Sector(planet,x,y).fert = int_rand(10,25);
X       }
X 
X     /* make some random mountains */
X    for (i=0; i<MAP_ISLANDS; i++) {
X	x = int_rand(0,planet.Maxx-1);
X	y = int_rand(0,planet.Maxy-1);
X	Sector(planet,x,y).des = DES_MOUNT;
X	Sector(planet,x,y).resource = RES_MOUNT;
X	Sector(planet,x,y).fert *= 0.3;
X    }
X    Smashup(&planet, 3, DES_MOUNT, 20, 0, 0);
X       
X    break;
X
Xdefault:
X    break;
X
X }
X
X return planet;
X
X}
X
X
X	/* smash psuedo-meteors into the planet */
XSmashup(pptr,n,desig,res,fert,waste)	
Xplanettype *pptr;
Xint n;			/* # iterations */
Xchar desig;		/* des to make target sectors */
Xint res,fert,waste;	/* resources,fert to add, whether to waste */
X{
Xreg int r,x,y;
Xreg int x2,y2;
Xreg sectortype *s;
X
X while (n--) {
X    x=int_rand(1,pptr->Maxx-2);
X    y=int_rand(1,pptr->Maxy-2);
X    r=int_rand(2,int_rand(2,pptr->Maxy/3+1));
X    for (y2=y-r-1; y2<=y+r+1; y2++)
X       for (x2=x-r-1; x2<=x+r+1; x2++)
X	  if (Distmap(x,y,x2,y2) < r) 
X	     if ((x2<pptr->Maxx)&&(x2>=0)&&(y2<pptr->Maxy)&&(y2>=0)) {
X		s = (&(Smap[y2*pptr->Maxx+x2]));
X		if (desig==DES_LAND && s->des==DES_MOUNT)
X			s->des = DES_LAND;
X		else if (desig==DES_LAND && s->des==DES_LAND)
X			s->des = DES_MOUNT;
X		if (waste) s->is_wasted=1;
X		if (res) s->resource+=int_rand(res/2,res*2);
X		if (fert) s->fert+=int_rand(fert/2,fert*2);
X	     }
X }
X
X}
X
X
X
Xdouble Distmap(x,y,x2,y2)
Xreg int x,y,x2,y2;
X{
X return fabs((double)x-x2) / RATIOXY + fabs( (double)y-y2);
X}
X
X
Xint Volcano(pptr,landsectors,Numlandsects,continent)
Xplanettype *pptr;
Xint landsectors,Numlandsects,continent;
X{
Xreg int x,y;
Xsectortype *s;
X
X  x = int_rand(0,pptr->Maxx-1);
X  y = int_rand(0,pptr->Maxy-1);
X  s = &Sector(*pptr,x,y);
X
X    if (y > pptr->Maxy/2) {
X      if (y==pptr->Maxy-1) {
X	s->des = DES_ICE;
X	return(random()&01);
X      } else {
X	if ((Sector(*pptr,x,y+1).des==DES_ICE) && 
X		 (int_rand(-50,10)>pptr->conditions[RTEMP])) {
X		s->des = DES_ICE;
X		return(random()&01);
X	}
X      }
X    } else {
X      if (y==0) {
X	s->des = DES_ICE;
X	return(random()&01);
X      } else if ((Sector(*pptr,x,y-1).des==DES_ICE) && 
X		 (int_rand(-50,10)>pptr->conditions[RTEMP])) {
X		s->des = DES_ICE;
X		return(random()&01);
X	}
X    }
X
X  if (s->des==DES_SEA && continent) {
X    if (Numneighbors(pptr,x,y,DES_LAND)||Numneighbors(pptr,x,y,DES_MOUNT)) {
X	s->des=(landsectors>(MAP_MOUNT_PERCENT*Numlandsects))?DES_LAND:DES_MOUNT;
X	s->resource = round_rand((float)(Numlandsects - landsectors + 5) / (float)Numlandsects * 100);
X		  /* min content prop to dist from sea */
X	s->fert = (float)(landsectors + 5) / (float)Numlandsects * 100;
X		  /* fert content prop to dist from center of continent */
X       return(1);
X    } else return(0);
X   } else return(0);
X}
X
Xint Temperature(dist, stemp)
Xfloat dist;
Xshort stemp;
X{
Xfloat factor;
X	factor = 20.0*((float)stemp*(1000./dist)-6.0);
X	return ((int)factor);
X} 
X
X/* return # of neighbors of a given designation that a sector has. */
Xint Numneighbors(p,x,y,des)
Xplanettype *p;
Xreg int x,y,des;
X{
Xreg int d;
X  return (Sector(*p,mod(x-1,p->Maxx,d),y).des==des) + 
X  	 (Sector(*p,mod(x+1,p->Maxx,d),y).des==des) + 
X  	 ((y==0) ? 0 : (Sector(*p,x,y-1).des==des)) + 
X  	 ((y==p->Maxy-1) ? 0 : (Sector(*p,x,y+1).des==des));
X}
END_OF_FILE
if test 13448 -ne `wc -c <'server/makeplanet.c'`; then
    echo shar: \"'server/makeplanet.c'\" unpacked with wrong size!
fi
# end of 'server/makeplanet.c'
fi
if test -f 'server/move.c' -a "${1}" != "-c" ; then 
  echo shar: Will not clobber existing file \"'server/move.c'\"
else
echo shar: Extracting \"'server/move.c'\" \(8561 characters\)
sed "s/^X//" >'server/move.c' <<'END_OF_FILE'
X/*
X** Galactic Bloodshed, copyright (c) 1989 by Robert P. Chansky, 
X** smq@ucscb.ucsc.edu, mods by people in GB_copyright.h.
X** Restrictions in GB_copyright.h.
X**
X**  move.c -- move population and assault aliens on target sector
X*/
X
X#include "GB_copyright.h"
X#define EXTERN extern
X#include "vars.h"
X#include "ships.h"
X#include "races.h"
X#include "buffers.h"
X#include <signal.h>
X#include <math.h>
X#include <signal.h>
X
Xint move_sectdata,move_pdata, move_racedata;
Xint Defensedata[] = { 1, 1, 3, 2, 2, 4};
Xextern char *Desnames[];
X
Xmove_popn(Playernum,APcount,argn,args)
Xint Playernum;
Xint APcount;
Xint argn;
Xchar args[MAXARGS][COMMANDSIZE];
X{
Xint Assault;	/* unfriendly movement */
Xint casualties,casualties2;
X
Xchar c;
Xplanettype *planet;
Xsectortype *sect,*sect2,*dummy;
Xracetype *alien;
Xboolean legal,planetmod=0,sectmod=0;
Xint people,oldpopn,old2popn,x= -1,y= -1,x2= -1,y2= -1,i,mask;
Xint old2owner, absorbed;
Xfloat fuel,astrength,dstrength,pris;
X
Xmove_sectdata = move_pdata = NEUTRAL_FD;
X
Xif(!(Dir[Playernum-1].level==LEVEL_PLAN))
X	{
X		sprintf(buf,"Wrong scope\n");
X		return;
X	}
X
Xfree(Race);
Xopenracedata(&move_racedata);
Xgetrace(move_racedata, &Race, Playernum);
Xclose_file(move_racedata);
X
Xopenpdata(&move_pdata);
Xgetplanet(move_pdata,&planet,Stars[Dir[Playernum-1].snum]->planetpos[Dir[Playernum-1].pnum]);
Xclose_file(move_pdata);
X
Xif (planet->slaved_to>0 && planet->slaved_to != Playernum) {
X	sprintf(buf,"That planet has been enslaved!\n");
X			notify(Playernum, buf);		
X	return;
X}
X
X	sscanf(args[1],"%d,%d",&x,&y);
X	if(x < 0 || y < 0 || x > planet->Maxx-1 || y > planet->Maxy-1){
X		sprintf(buf,"Illegal coordinates.\n");
X			notify(Playernum, buf);
X			return;
X		}
X
X	opensectdata(&move_sectdata);
X	getsector(move_sectdata,&sect,planet->sectormappos+(y*planet->Maxx+x)*
X		sizeof(sectortype));
X
X	if(sect->owner != Playernum) {
X	sprintf(buf,"You don't own sector %d,%d!\n",x,y);
X			notify(Playernum, buf);
X	close_file(move_sectdata);
X		return;
X	}
X	close_file(move_sectdata);	
X
X	sscanf(args[2],"%d,%d",&x2,&y2);
X
X	if(x2 < 0 || y2 < 0 || x2 > planet->Maxx-1 || y2 > planet->Maxy-1){
X		sprintf(buf,"Illegal coordinates.\n");
X			notify(Playernum, buf);
X			return;
X		}
X
X
X/* check to see if the move is legal */
X     legal = 1;
Xif(abs(y-y2) > 1) legal = 0;
Xelse if(x==x2 && y==y2) legal = 0;
Xelse {
Xif(!((x == 0 && x2 == planet->Maxx-1) ||
X     (x == planet->Maxx-1 && x2 == 0) ||
X     (abs(x-x2) <= 1)) )  legal = 0;
X}
X
Xif(!legal) {
X  sprintf(buf,"Illegal move - to adjacent sectors only!\n");
X		notify(Playernum, buf);
X	return;
X}
X
X/* ok, the move is legal */
X	opensectdata(&move_sectdata);
X	getsector(move_sectdata,&sect2,planet->sectormappos+(y2*planet->Maxx+x2)*
X		sizeof(sectortype));
X
X	close_file(move_sectdata);	
X
Xif(argn >= 4)
X    sscanf(args[3],"%d",&people);
Xelse
X    people = sect->popn;
X
X
Xif(people > sect->popn || people <= 0) {
X	sprintf(buf,"Illegal value - max is %d\n", sect->popn);
X		notify(Playernum, buf);
X	return;
X	}
Xif(argn < 4) {
X    sprintf(buf, "%d population being moved.\n", people);
X    notify(Playernum, buf);
X}
X
X
Xif(sect2->owner > 0 && sect2->owner != Playernum)
X	Assault = 1;
Xelse
X	Assault = 0;
X
Xif (!enufAP(Playernum,Stars[Dir[Playernum-1].snum]->AP[Playernum-1], APcount))
X	return;
X	
X	if (Assault) {
X		sprintf(buf,"Assault!\n");
X		notify(Playernum, buf);
X
X	openracedata(&move_racedata);
X		getrace(move_racedata, &alien, sect2->owner);
X	close_file(move_racedata);
X
X/* races find out about each other */
X	alien->translate[Playernum-1] = MIN(alien->translate[Playernum-1]+5, 100);
X	Race->translate[sect2->owner-1] = MIN(Race->translate[sect2->owner-1]+5, 100);
X
X		old2owner = sect2->owner;
X		sect->popn -= people;
X		sprintf(buf,"%d attackers (fighting = %d) vs. %d defenders (fighting = %d)\n",
X			people,Race->fighters,sect2->popn,alien->fighters);
X			notify(Playernum, buf);
X		sprintf(buf,"Attack strength: %.2f   Defense strength: %.2f.\n", 
X
X/* combat proportional to population - other factors are modifiers */
X		   astrength = 0.1 * people * log10(Race->fighters
X			* (Race->tech+1.0) * (sect->mobilization+1)
X			* (Race->likes[sect->des]+1.0) *
X 			(sect->is_wasted ? 0 : Defensedata[sect->des]) + 10),
X
X
X		   dstrength = 0.1 * sect2->popn * log10(alien->fighters
X			* (alien->tech+1.0) * (sect2->mobilization+1)
X			* (alien->likes[sect2->des]+1.0) *
X 			(sect2->is_wasted ? 0 : Defensedata[sect2->des]) + 10)
X			);
X		notify(Playernum, buf);
X
X
X		 /* nuke both populations */
X
X		oldpopn = people;
X		casualties = MIN(oldpopn, int_rand(0,
X			 round_rand((float)oldpopn * dstrength / astrength)));
X		people -= casualties;
X
X
X		   old2popn = sect2->popn;
X		   casualties2 = MIN(old2popn, int_rand(0,
X	       		 round_rand((float)old2popn * astrength / dstrength)));
X		   sect2->popn -= casualties2;
X
Xif(people > oldpopn) people = 0;
Xif(sect2->popn > old2popn) sect2->popn = 0; /* bug happens sometimes */
X
X		   if (sect2->popn == 0) {	 /* we got 'em */
X			sect2->owner = Playernum;
X/* mesomorphs absorb the bodies of their victims */
X			absorbed = 0;
X			if(Race->Thing) {
X				absorbed = int_rand(0, old2popn);
X		sprintf(buf, "%d alien bodies absorbed.\n", absorbed);
X		notify(Playernum, buf);
X		sprintf(buf, "Mesomorphs have absorbed %d bodies!!!\n", absorbed);
X		notify(old2owner, buf);
X				}
X				sect2->popn = people+absorbed;
X		   } else {		/* retreat */
X			absorbed = 0;
X			if(alien->Thing) {
X				absorbed = int_rand(0, oldpopn-people);				
X				sprintf(buf, "%d alien bodies absorbed.\n", absorbed);
X				notify(old2owner, buf);
X				sprintf(buf, "Mesomorphs have absorbed %d bodies!!!\n", absorbed);
X				notify(Playernum, buf);
X				sect2->popn += absorbed;
X				}
X			sect->popn += people;
X		   }
X
X
X		sprintf(telegram_buf,"Assaulted by%s %s [%d] at %s/%s!!!\n",
X			(isset(alien->allied,Playernum) ? " your ally" :
X				(isset(alien->atwar,Playernum) ? " your enemy" : "")),
X				Race->name, Playernum,
X			Stars[Dir[Playernum-1].snum]->name,
X			Stars[Dir[Playernum-1].snum]->pnames[Dir[Playernum-1].pnum]);
X
X		sprintf(buf,"Sector %d,%d (%s) attacked from sector %d,%d (%s)\n",
X			x2,y2,Desnames[sect2->des],x,y,Desnames[sect->des]);
X			str_cat(telegram_buf, buf);
X
X		if (sect2->owner==Playernum) {
X			sprintf(buf,"VICTORY! The sector is yours!\n");
X				notify(Playernum, buf);
X			sprintf(buf,"Sector CAPTURED!\n");
X				str_cat(telegram_buf, buf);
X			if (astrength/dstrength > 5) {
X				 /* not really exclusive but so what*/
X				 pris = round_rand(astrength/dstrength);
X				 pris = MIN(pris, old2popn);
X				 if (Race->captured_prisoners[old2owner-1]<100)
X				   Race->captured_prisoners[old2owner-1]++;
X				sprintf(buf,"1 prisoner captured!\n");
X					notify(Playernum, buf);
X				sprintf(buf,"1 prisoner captured!\n");
X					str_cat(telegram_buf, buf);
X			}
X			if (people) {
X			  sprintf(buf,"%d critters move in.\n", people);
X				notify(Playernum, buf);
X					}
X		} else {
X			sprintf(buf,"The invasion was repulsed; try again.\n");
X				notify(Playernum, buf);
X			sprintf(buf,"You fought them off!\n");
X				str_cat(telegram_buf, buf);
X		}
X
X		if (sect->popn + people == 0) {
X			sprintf(buf,"You killed all of them!\n");
X			str_cat(telegram_buf, buf);
X/* increase modifier */
X	Race->translate[old2owner-1] = MIN(Race->translate[old2owner-1]+5, 100);
X			}
X
X		if (people==0) {
X			sprintf(buf,"Oh no! They killed your party to the last man!\n");
X				notify(Playernum, buf);
X/* increase modifier */
X	alien->translate[Playernum-1] = MIN(alien->translate[Playernum-1]+5, 100);
X			}
X
X		openracedata(&move_racedata);
X				putrace(move_racedata, Race);
X				putrace(move_racedata, alien);
X		close_file(move_racedata);
X
X		sprintf(buf,"Casualties: Yours: %d, Theirs: %d\n", casualties2,casualties);
X			str_cat(telegram_buf, buf);
X				if(!notify(old2owner, telegram_buf))
X					push_message(TELEG_PLAYER_AUTO, old2owner, telegram_buf);
X
X		sprintf(buf,"Casualties: Yours: %d, Theirs: %d\n", casualties, casualties2);
X				notify(Playernum, buf);
X
X	} else {
X	  sect->popn -= people;
X	  sect2->popn += people;
X	  if(sect2->owner == 0)
X	    sect2->owner = Playernum;
X	}
X
Xif(sect->popn == 0)
X  sect->owner = 0;
X
Xif(sect2->popn == 0)
X  sect2->owner = 0;
X	
X	opensectdata(&move_sectdata);
X	getsector(move_sectdata,&dummy,planet->sectormappos);
X                        /* turns on lock */
X
X	putsector(move_sectdata,sect,planet->sectormappos+(y*planet->Maxx+x)*
X		sizeof(sectortype));
X	putsector(move_sectdata,sect2,planet->sectormappos+(y2*planet->Maxx+x2)*
X		sizeof(sectortype));
X
X
X	close_file(move_sectdata);	
XdeductAPs(Playernum,APcount+Assault, Dir[Playernum-1].snum, 0);
X
Xopenracedata(&move_racedata);
Xputrace(move_racedata, Race);
Xclose_file(move_racedata);
X
X}
X
X
X
END_OF_FILE
if test 8561 -ne `wc -c <'server/move.c'`; then
    echo shar: \"'server/move.c'\" unpacked with wrong size!
fi
# end of 'server/move.c'
fi
echo shar: End of archive 5 \(of 14\).
cp /dev/null ark5isdone
MISSING=""
for I in 1 2 3 4 5 6 7 8 9 10 11 12 13 14 ; do
    if test ! -f ark${I}isdone ; then
	MISSING="${MISSING} ${I}"
    fi
done
if test "${MISSING}" = "" ; then
    echo You have unpacked all 14 archives.
    rm -f ark[1-9]isdone ark[1-9][0-9]isdone
else
    echo You still need to unpack the following archives:
    echo "        " ${MISSING}
fi
##  End of shell archive.
exit 0