/* * Builds the arena after it is entered -KMW- */ static void build_battle(void) { int yval, y_height, y_depth, xval, x_left, x_right; register int i, j; yval = SCREEN_HGT / 2; xval = SCREEN_WID / 2; y_height = yval - 10; y_depth = yval + 10; x_left = xval - 32; x_right = xval + 32; for (i = y_height; i <= y_height + 5; i++) for (j = x_left; j <= x_right; j++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } for (i = y_depth; i >= y_depth - 3; i--) for (j = x_left; j <= x_right; j++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } for (j = x_left; j <= x_left + 17; j++) for (i = y_height; i <= y_depth; i++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } for (j = x_right; j >= x_right - 17; j--) for (i = y_height; i <= y_depth; i++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } place_extra_perm_bold(y_height+6, x_left+18); cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK); place_extra_perm_bold(y_depth-4, x_left+18); cave[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK); place_extra_perm_bold(y_height+6, x_right-18); cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK); place_extra_perm_bold(y_depth-4, x_right-18); cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK); for (i = y_height + 1; i <= y_height + 5; i++) for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++) { cave[i][j].feat = feat_permanent_glass_wall; } i = y_height + 1; j = xval; cave[i][j].feat = f_tag_to_index("BUILDING_3"); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); player_place(i, j); }
/* * Builds the arena after it is entered -KMW- */ static void build_arena(void) { int yval, y_height, y_depth, xval, x_left, x_right; register int i, j; yval = SCREEN_HGT / 2; xval = SCREEN_WID / 2; y_height = yval - 10; y_depth = yval + 10; x_left = xval - 32; x_right = xval + 32; for (i = y_height; i <= y_height + 5; i++) for (j = x_left; j <= x_right; j++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); } for (i = y_depth; i >= y_depth - 5; i--) for (j = x_left; j <= x_right; j++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); } for (j = x_left; j <= x_left + 17; j++) for (i = y_height; i <= y_depth; i++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); } for (j = x_right; j >= x_right - 17; j--) for (i = y_height; i <= y_depth; i++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); } place_extra_perm_bold(y_height+6, x_left+18); cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); place_extra_perm_bold(y_depth-6, x_left+18); cave[y_depth-6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); place_extra_perm_bold(y_height+6, x_right-18); cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); place_extra_perm_bold(y_depth-6, x_right-18); cave[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); i = y_height + 5; j = xval; cave[i][j].feat = f_tag_to_index("ARENA_GATE"); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK | CAVE_AWARE); player_place(i, j); }
/* * Builds the arena after it is entered -KMW- */ static void build_battle(void) { int yval, y_height, y_depth, xval, x_left, x_right; register int i, j; yval = SCREEN_HGT / 2; xval = SCREEN_WID / 2; y_height = yval - 10; y_depth = yval + 10; x_left = xval - 32; x_right = xval + 32; /* Hack: Move the arena down 5 lines so that messages do not obstruct the battle. Couldn't this be read from a file just like vaults/rooms in v_info?*/ y_height += 5; y_depth += 5; for (i = 0; i < y_height; i++) for (j = x_left; j <= x_right; j++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } for (i = y_height; i <= y_height + 5; i++) for (j = x_left; j <= x_right; j++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } for (i = y_depth; i >= y_depth - 3; i--) for (j = x_left; j <= x_right; j++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } for (j = x_left; j <= x_left + 17; j++) for (i = y_height; i <= y_depth; i++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } for (j = x_right; j >= x_right - 17; j--) for (i = y_height; i <= y_depth; i++) { place_extra_perm_bold(i, j); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); } place_extra_perm_bold(y_height+6, x_left+18); cave[y_height+6][x_left+18].info |= (CAVE_GLOW | CAVE_MARK); place_extra_perm_bold(y_depth-4, x_left+18); cave[y_depth-4][x_left+18].info |= (CAVE_GLOW | CAVE_MARK); place_extra_perm_bold(y_height+6, x_right-18); cave[y_height+6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK); place_extra_perm_bold(y_depth-4, x_right-18); cave[y_depth-4][x_right-18].info |= (CAVE_GLOW | CAVE_MARK); for (i = y_height + 1; i <= y_height + 5; i++) for (j = x_left + 20 + 2 * (y_height + 5 - i); j <= x_right - 20 - 2 * (y_height + 5 - i); j++) { cave[i][j].feat = feat_permanent_glass_wall; } i = y_height + 1; j = xval; cave[i][j].feat = f_tag_to_index("BUILDING_3"); cave[i][j].info |= (CAVE_GLOW | CAVE_MARK); player_place(i, j); }