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).
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@@ -3300,7 +3300,7 @@ struct obj **pobj; /* object tossed/used, set to NULL
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if (levl[bhitpos.x][bhitpos.y].doormask == D_BROKEN
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&& *in_rooms(bhitpos.x, bhitpos.y, SHOPBASE)) {
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shopdoor = TRUE;
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add_damage(bhitpos.x, bhitpos.y, 400L);
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add_damage(bhitpos.x, bhitpos.y, SHOP_DOOR_COST);
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}
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}
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break;
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@@ -4410,7 +4410,7 @@ short exploding_wand_typ;
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lev->typ = ROOM;
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if (see_it)
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newsym(x, y);
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add_damage(x, y, (type >= 0) ? 300L : 0L);
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add_damage(x, y, (type >= 0) ? SHOP_BARS_COST : 0L);
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if (type >= 0)
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*shopdamage = TRUE;
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} else {
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@@ -4508,7 +4508,7 @@ short exploding_wand_typ;
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if (new_doormask >= 0) { /* door gets broken */
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if (*in_rooms(x, y, SHOPBASE)) {
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if (type >= 0) {
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add_damage(x, y, 400L);
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add_damage(x, y, SHOP_DOOR_COST);
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*shopdamage = TRUE;
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} else /* caused by monster */
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add_damage(x, y, 0L);
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