for (i = 0; i < game.inplan; i++) {
do w = randplace(GALSIZE);
while (game.state.galaxy[w.x][w.y].planet != NOPLANET);
- game.state.plnets[i].w = w;
+ game.state.planets[i].w = w;
if (i < NINHAB) {
- game.state.plnets[i].pclass = M; // All inhabited planets are class M
- game.state.plnets[i].crystals = absent;
- game.state.plnets[i].known = known;
- game.state.plnets[i].inhabited = i;
+ game.state.planets[i].pclass = M; // All inhabited planets are class M
+ game.state.planets[i].crystals = absent;
+ game.state.planets[i].known = known;
+ game.state.planets[i].inhabited = i;
} else {
- game.state.plnets[i].pclass = Rand()*3.0; // Planet class M N or O
- game.state.plnets[i].crystals = Rand()*1.5; // 1 in 3 chance of crystals
- game.state.plnets[i].known = unknown;
- game.state.plnets[i].inhabited = UNINHABITED;
+ game.state.planets[i].pclass = Rand()*3.0; // Planet class M N or O
+ game.state.planets[i].crystals = Rand()*1.5; // 1 in 3 chance of crystals
+ game.state.planets[i].known = unknown;
+ game.state.planets[i].inhabited = UNINHABITED;
}
if ((game.options & OPTION_WORLDS) || i >= NINHAB)
game.state.galaxy[w.x][w.y].planet = i;
// If quadrant needs a planet, put it in
if (q->planet != NOPLANET) {
game.iplnet = q->planet;
- if (game.state.plnets[q->planet].inhabited == UNINHABITED)
+ if (game.state.planets[q->planet].inhabited == UNINHABITED)
game.plnet = dropin(IHP);
else
game.plnet = dropin(IHW);
dropin(IHSTAR);
// Check for RNZ
- if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.plnets[q->planet].inhabited == UNINHABITED)) {
+ if (game.irhere > 0 && game.klhere == 0 && (q->planet == NOPLANET || game.state.planets[q->planet].inhabited == UNINHABITED)) {
game.neutz = true;
if (!damaged(DRADIO)) {
skip(1);