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