itemized billing vs persistent inventory, round II
Reported by entrez: buying an unpaid item using itemized billing used to result in the price information for unpaid items disappearing when they get shown by perm_invent. (Their status as unpaid didn't change; persistent inventory just got redrawn without cost information.) The fix for that didn't handle buying a used-up item. There's no invent update for the gone-item item but there is one for moving gold out of hero's inventory to add to shopkeeper's inventory. The vanishing price phenomenon applied to that situation too. I can't think of any situation where persistent inventory would want to hide unpaid status and/or cost, so always prevent those from being excluded during perm_invent update.
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15
src/invent.c
15
src/invent.c
@@ -2405,6 +2405,8 @@ learn_unseen_invent(void)
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void
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update_inventory(void)
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{
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boolean save_suppress_price;
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if (suppress_map_output()) /* despite name, used for perm_invent too */
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return;
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@@ -2414,8 +2416,21 @@ update_inventory(void)
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* We currently don't skip this call when iflags.perm_invent is False
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* because curses uses that to disable a previous perm_invent window
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* (after toggle via 'O'; perhaps the options code should handle that).
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*
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* perm_invent might get updated while some code is avoiding price
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* feedback during obj name formatting for messages. Temporarily
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* force 'normal' formatting during the perm_invent update. (Cited
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* example was an update triggered by change in invent gold when
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* transferring some to shk during itemized billing. A previous fix
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* attempt in the shop code handled it for unpaid items but not for
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* paying for used-up shop items; that follows a different code path.)
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*/
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save_suppress_price = iflags.suppress_price;
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iflags.suppress_price = FALSE;
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(*windowprocs.win_update_inventory)(0);
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iflags.suppress_price = save_suppress_price;
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}
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/* the #perminv command - call interface's persistent inventory routine */
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