more shop wall repair

Commit 593c3532fc took the 'catchup'
argument away from repair_damage() and calculated it in the routine.
Commit 699a25c00b put the argument
back but neglected to remove calculating and assigning it, making
the passed value be ignored.  Take that away, finishing 699a25c00b.

That affected shop repair messages but wasn't enough to prevent a
shop wall repair display glitch.  This seems to make things work
properly but is little iffy.
This commit is contained in:
PatR
2022-04-24 14:22:05 -07:00
parent 4a01c8fbd7
commit 238fa9f694
2 changed files with 20 additions and 7 deletions

View File

@@ -877,6 +877,9 @@ restoring while attached ball or chain is on floor in a breach of a shop wall
might trigger an impossible about being positioned too far from hero
don't try to catch up for lost time for shop damage repair in restdamage()
called from getlev(); let normal shopkeeper movement take care of it
shop wall repair that was delayed because the hero or a monster was an
obstacle in the gap at repair time might not be displayed as wall
once the obstacle moved and the repair eventually took place
putting objects into a container with menustyle=traditional and then taking
them back out with #tip would result in complaints about obj bypass
bit being set if sanity_check was On

View File

@@ -3690,7 +3690,11 @@ litter_getpos(int *k, xchar x, xchar y, struct monst *shkp)
}
static void
litter_scatter(xchar *litter, int k, xchar x, xchar y, struct monst *shkp)
litter_scatter(
xchar *litter,
int k,
xchar x, xchar y,
struct monst *shkp)
{
struct obj *otmp;
@@ -3778,17 +3782,16 @@ repair_damage(
struct obj *otmp;
struct trap *ttmp;
int k, disposition = 1;
boolean stop_picking = FALSE;
boolean seeit, stop_picking = FALSE;
if (!repairable_damage(tmp_dam, shkp))
return 0;
catchup = g.moves > tmp_dam->when + REPAIR_DELAY;
x = tmp_dam->place.x;
y = tmp_dam->place.y;
seeit = cansee(x, y);
ttmp = t_at(x, y);
if (ttmp) {
switch (ttmp->ttyp) {
case LANDMINE:
@@ -3818,7 +3821,7 @@ repair_damage(
break;
}
deltrap(ttmp);
if (cansee(x, y))
if (seeit)
newsym(x, y);
if (!catchup)
disposition = 3;
@@ -3845,11 +3848,18 @@ repair_damage(
litter = litter_getpos(&k, x, y, shkp);
litter_scatter(litter, k, x, y, shkp);
/* needed if hero has line-of-sight to the former gap from outside
the shop but is farther than one step away; once the light inside
the shop is blocked, the other newsym() below won't redraw the
spot showing its repaired wall */
if (seeit)
newsym(x, y);
block_point(x, y);
if (catchup)
return 1; /* repair occurred while off level so no messages */
block_point(x, y);
if (cansee(x, y)) {
if (seeit) {
if (IS_WALL(tmp_dam->typ)) {
/* player sees actual repair process, so KNOWS it's a wall */
levl[x][y].seenv = SVALL;