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:
nethack.allison
2002-01-07 12:35:06 +00:00
parent c77073be31
commit 59f5ed1cbb
2 changed files with 9 additions and 2 deletions

View File

@@ -368,6 +368,7 @@ glass objects should break when thrown, just like when kicked in chests
rocks/gems shouldn't be hard to throw by hand because they are ammo
avoid all cases where splitting an object would result in two objects being
quivered, wielded or otherwise having its owornflag set
allow 'a' prompt when dropping many objects in shop for credit (Wingnut)
Platform- and/or Interface-Specific Fixes

View File

@@ -2622,7 +2622,7 @@ move_on:
char c, qbuf[BUFSZ];
long tmpcr = ((offer * 9L) / 10L) + (offer <= 1L);
if (sell_how == SELL_NORMAL) {
if (sell_how == SELL_NORMAL || sell_response == 'y') {
c = sell_response = 'y';
} else if (sell_response != 'n') {
pline("%s cannot pay you at present.", Monnam(shkp));
@@ -2630,7 +2630,13 @@ move_on:
"Will you accept %ld zorkmid%s in credit for %s?",
tmpcr, plur(tmpcr), doname(obj));
/* won't accept 'a' response here */
c = ynq(qbuf);
/* KLY - 3/2000 yes, we will, it's a damn nuisance
to have to constantly hit 'y' to sell for credit */
c = ynaq(qbuf);
if (c == 'a') {
c = 'y';
sell_response = 'y';
}
} else /* previously specified "quit" */
c = 'n';