yval = SCREEN_HGT / 2;
xval = SCREEN_WID / 2;
- y_height = yval - 10 + SCREEN_HGT;
- y_depth = yval + 10 + SCREEN_HGT;
- x_left = xval - 32 + SCREEN_WID;
- x_right = xval + 32 + SCREEN_WID;
+ 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++)
cave[y_depth-6][x_right-18].info |= (CAVE_GLOW | CAVE_MARK);
i = y_height + 5;
- j = xval + SCREEN_WID;
+ j = xval;
cave[i][j].feat = FEAT_BLDG_HEAD + 2;
cave[i][j].info |= (CAVE_GLOW | CAVE_MARK);
player_place(i + 1, j);
static void arena_gen(void)
{
int y, x;
- int qy = SCREEN_HGT;
- int qx = SCREEN_WID;
+ int qy = 0;
+ int qx = 0;
+
+ /* Smallest area */
+ cur_hgt = SCREEN_HGT;
+ cur_wid = SCREEN_WID;
/* Start with solid walls */
for (y = 0; y < MAX_HGT; y++)