Use symbolic names for shop repair costs
...and add costs to two places where the door you touched blew up (picking the lock and opening the door).
This commit is contained in:
10
src/dig.c
10
src/dig.c
@@ -404,7 +404,7 @@ dig(VOID_ARGS)
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}
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} else if (IS_WALL(lev->typ)) {
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if (shopedge) {
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add_damage(dpx, dpy, 10L * ACURRSTR);
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add_damage(dpx, dpy, SHOP_WALL_DMG);
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dmgtxt = "damage";
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}
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if (level.flags.is_maze_lev) {
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@@ -424,7 +424,7 @@ dig(VOID_ARGS)
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} else if (closed_door(dpx, dpy)) {
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digtxt = "You break through the door.";
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if (shopedge) {
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add_damage(dpx, dpy, 400L);
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add_damage(dpx, dpy, SHOP_DOOR_COST);
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dmgtxt = "break";
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}
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if (!(lev->doormask & D_TRAPPED))
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@@ -1485,7 +1485,7 @@ zap_dig()
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}
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} else if (closed_door(zx, zy) || room->typ == SDOOR) {
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if (*in_rooms(zx, zy, SHOPBASE)) {
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add_damage(zx, zy, 400L);
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add_damage(zx, zy, SHOP_DOOR_COST);
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shopdoor = TRUE;
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}
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if (room->typ == SDOOR)
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@@ -1502,7 +1502,7 @@ zap_dig()
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if (IS_WALL(room->typ)) {
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if (!(room->wall_info & W_NONDIGGABLE)) {
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if (*in_rooms(zx, zy, SHOPBASE)) {
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add_damage(zx, zy, 200L);
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add_damage(zx, zy, SHOP_WALL_COST);
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shopwall = TRUE;
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}
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room->typ = ROOM;
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@@ -1530,7 +1530,7 @@ zap_dig()
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break;
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if (IS_WALL(room->typ) || room->typ == SDOOR) {
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if (*in_rooms(zx, zy, SHOPBASE)) {
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add_damage(zx, zy, 200L);
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add_damage(zx, zy, SHOP_WALL_COST);
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shopwall = TRUE;
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}
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watch_dig((struct monst *) 0, zx, zy, TRUE);
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