This adds Wingnut's auto-credit patch (except it doesn't use a separate
auto_credit flag; that's what sell_response is for).
follow-up comment from Pat:
This introduces behavior that I consider to be buggy.
You need something separate from sell_response, otherwise if
you answer (a)ll when the shopkeeper still has money you end
up selling everything for credit without being asked when he
runs out of cash in the middle of the transation. Avoiding
that is the reason for the old behavior in the first place.
This commit is contained in:
@@ -368,6 +368,7 @@ glass objects should break when thrown, just like when kicked in chests
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rocks/gems shouldn't be hard to throw by hand because they are ammo
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avoid all cases where splitting an object would result in two objects being
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quivered, wielded or otherwise having its owornflag set
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allow 'a' prompt when dropping many objects in shop for credit (Wingnut)
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Platform- and/or Interface-Specific Fixes
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10
src/shk.c
10
src/shk.c
@@ -2622,7 +2622,7 @@ move_on:
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char c, qbuf[BUFSZ];
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long tmpcr = ((offer * 9L) / 10L) + (offer <= 1L);
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if (sell_how == SELL_NORMAL) {
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if (sell_how == SELL_NORMAL || sell_response == 'y') {
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c = sell_response = 'y';
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} else if (sell_response != 'n') {
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pline("%s cannot pay you at present.", Monnam(shkp));
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@@ -2630,7 +2630,13 @@ move_on:
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"Will you accept %ld zorkmid%s in credit for %s?",
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tmpcr, plur(tmpcr), doname(obj));
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/* won't accept 'a' response here */
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c = ynq(qbuf);
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/* KLY - 3/2000 yes, we will, it's a damn nuisance
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to have to constantly hit 'y' to sell for credit */
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c = ynaq(qbuf);
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if (c == 'a') {
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c = 'y';
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sell_response = 'y';
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}
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} else /* previously specified "quit" */
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c = 'n';
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