sleeping shopkeeper
Fix the reported problem of a sleeping shopkeeper advising you to be careful about digging.
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@@ -263,6 +263,7 @@ likewise for currently quivered ammo among choices for 'Q'
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only include unknown gems as likely choices when applying known touchstone
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only include unknown gems as likely choices when applying known touchstone
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prevent mbodypart() from returning animal parts for lights
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prevent mbodypart() from returning animal parts for lights
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removing a ring might relearn what it is after amnesia
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removing a ring might relearn what it is after amnesia
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sleeping shopkeeper shouldn't talk to digging player
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Platform- and/or Interface-Specific Fixes
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Platform- and/or Interface-Specific Fixes
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13
src/shk.c
13
src/shk.c
@@ -1,4 +1,4 @@
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/* SCCS Id: @(#)shk.c 3.4 2002/04/12 */
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/* SCCS Id: @(#)shk.c 3.4 2002/09/28 */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/* NetHack may be freely redistributed. See license for details. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -3303,14 +3303,17 @@ shopdig(fall)
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register int fall;
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register int fall;
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{
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{
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register struct monst *shkp = shop_keeper(*u.ushops);
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register struct monst *shkp = shop_keeper(*u.ushops);
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int lang = 0;
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int lang;
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char *grabs = "grabs";
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const char *grabs = "grabs";
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if(!shkp) return;
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if(!shkp) return;
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/* 0 == can't speak, 1 == makes animal noises, 2 == speaks */
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/* 0 == can't speak, 1 == makes animal noises, 2 == speaks */
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if (!is_silent(shkp->data) && shkp->data->msound <= MS_ANIMAL)
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lang = 0;
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lang = 1;
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if (shkp->msleeping || !shkp->mcanmove || is_silent(shkp->data))
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; /* lang stays 0 */
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else if (shkp->data->msound <= MS_ANIMAL)
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lang = 1;
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else if (shkp->data->msound >= MS_HUMANOID)
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else if (shkp->data->msound >= MS_HUMANOID)
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lang = 2;
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lang = 2;
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