Use symbolic name STONE for levl typ 0
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@@ -888,7 +888,7 @@ wiz_map_levltyp(VOID_ARGS)
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for (x = 1; x < COLNO; x++) {
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for (x = 1; x < COLNO; x++) {
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terrain = levl[x][y].typ;
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terrain = levl[x][y].typ;
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/* assumes there aren't more than 10+26+26 terrain types */
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/* assumes there aren't more than 10+26+26 terrain types */
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row[x - 1] = (char) ((terrain == 0 && !may_dig(x, y))
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row[x - 1] = (char) ((terrain == STONE && !may_dig(x, y))
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? '*'
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? '*'
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: (terrain < 10)
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: (terrain < 10)
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? '0' + terrain
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? '0' + terrain
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@@ -896,7 +896,7 @@ wiz_map_levltyp(VOID_ARGS)
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? 'a' + terrain - 10
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? 'a' + terrain - 10
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: 'A' + terrain - 36);
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: 'A' + terrain - 36);
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}
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}
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if (levl[0][y].typ != 0 || may_dig(0, y))
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if (levl[0][y].typ != STONE || may_dig(0, y))
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row[x++] = '!';
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row[x++] = '!';
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row[x] = '\0';
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row[x] = '\0';
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putstr(win, 0, row);
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putstr(win, 0, row);
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+1
-1
@@ -231,7 +231,7 @@ int dir;
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mz_move(x, y, dir);
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mz_move(x, y, dir);
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mz_move(x, y, dir);
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mz_move(x, y, dir);
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if (x < 3 || y < 3 || x > x_maze_max || y > y_maze_max
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if (x < 3 || y < 3 || x > x_maze_max || y > y_maze_max
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|| levl[x][y].typ != 0)
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|| levl[x][y].typ != STONE)
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return FALSE;
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return FALSE;
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return TRUE;
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return TRUE;
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}
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}
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+1
-1
@@ -814,7 +814,7 @@ nextpos:
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else
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else
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ny += dy;
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ny += dy;
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while ((typ = (crm = &levl[nx][ny])->typ) != 0) {
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while ((typ = (crm = &levl[nx][ny])->typ) != STONE) {
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/* in view of the above we must have IS_WALL(typ) or typ == POOL */
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/* in view of the above we must have IS_WALL(typ) or typ == POOL */
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/* must be a wall here */
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/* must be a wall here */
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if (isok(nx + nx - x, ny + ny - y) && !IS_POOL(typ)
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if (isok(nx + nx - x, ny + ny - y) && !IS_POOL(typ)
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