VeNoM wrote:dspain wrote:Questman wrote:Yes. This is not the v5.6c code that is available on the Internet nor the 5.6d source that was the basis for the popular 5.6d "gold" edition that people know of. It's a later iteration of the same code. Tele-Arena II exclusively used this code base, but the BBS world died before TA1 world was implemented on this code. There are differences -- the code is more robust and there are new features and more complexities in existing features.
Hence the version - it's essentially the same as v5.7 (which was the basis for TA II) but with a few "downgraded" features intended to support the existing TA1 world format so people can play TA1 Gold, or their own custom maps.
I'm aware of the ring gong issue - I wanted to get the maps playable before touching those routines.
i think i sent you some code years ago that will work, and not just work but allow arenas to be added via TAEDIT without having to hardcode rooms 2,28, and 47.
if you want i can submit it again, keep in mind you may have to modify some things so adjust to the structure corrections but the changes would be very minor.
I never did get why Sean hard coded the arena's id's. i'd hacked about that in the 5.6c source i had. Seemed like a horrible way to handle arena's. Getting that data into the world data would be awesome.
well in my engine i fixed it a very nice way and i am hoping Rick can add it into his with no issues, in TAEDIT when you set an arena the "LEVEL" you set is the terrain id of the monster to spawn.
so its basically:
if((margc==2) && ((x=arena(lc))!=0) &&
((sameas(margv[0],"ring")) || (sameas(margv[0],"ri"))) &&
((sameas(margv[1],"gong")) || (sameas(margv[1],"g"))))
{
return(ring((tlchan-ARNSUB),x));
}
this will call the ring function with the proper room number and terrain number.
then all ya do is open taedit and under shops change:
Arena in room 2 to level 1
Arena in room 28 to level 108
Arena in room 47 to level 1964
and of course change the arena(int loc) function to return the level of the shop