Make shopkeepers bill hero for burying merchandise
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@@ -471,6 +471,7 @@ charisma affects the leeway in demon lord bribes
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make Vlad slightly tougher
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make Vlad slightly tougher
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reduce the amount of gold laying on the floor
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reduce the amount of gold laying on the floor
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locked chests and large boxes contain more stuff
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locked chests and large boxes contain more stuff
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make shopkeepers bill hero for burying merchandise
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
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Fixes to Post-3.6.0 Problems that Were Exposed Via git Repository
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@@ -1863,16 +1863,33 @@ bury_objs(x, y)
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int x, y;
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int x, y;
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{
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{
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struct obj *otmp, *otmp2;
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struct obj *otmp, *otmp2;
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struct monst *shkp;
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long loss = 0L;
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boolean costly;
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costly = ((shkp = shop_keeper(*in_rooms(x, y, SHOPBASE)))
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&& costly_spot(x, y));
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if (level.objects[x][y] != (struct obj *) 0) {
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if (level.objects[x][y] != (struct obj *) 0) {
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debugpline2("bury_objs: at <%d,%d>", x, y);
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debugpline2("bury_objs: at <%d,%d>", x, y);
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}
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}
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for (otmp = level.objects[x][y]; otmp; otmp = otmp2)
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for (otmp = level.objects[x][y]; otmp; otmp = otmp2) {
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if (costly) {
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loss += stolen_value(otmp, x, y, (boolean) shkp->mpeaceful, TRUE);
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if (otmp->oclass != COIN_CLASS)
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otmp->no_charge = 1;
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}
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otmp2 = bury_an_obj(otmp, (boolean *) 0);
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otmp2 = bury_an_obj(otmp, (boolean *) 0);
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}
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/* don't expect any engravings here, but just in case */
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/* don't expect any engravings here, but just in case */
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del_engr_at(x, y);
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del_engr_at(x, y);
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newsym(x, y);
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newsym(x, y);
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if (costly && loss) {
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You("owe %s %ld %s for burying merchandise.", mon_nam(shkp), loss,
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currency(loss));
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}
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}
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}
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/* move objects from buriedobjlist to fobj/nexthere lists */
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/* move objects from buriedobjlist to fobj/nexthere lists */
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