containers in shops
Fix a couple of bugs I stumbled across while testing something else. The sell prompt for a container dropped in a shop had phrasing issues. This fixes a couple but there are more. The message composition assumes that contents fall into two categories: those already owned by the shop and those the shopkeeper is offering to buy from the hero. But there is a third: stuff the shopkeeper doesn't care about so won't buy. The count_contents() routine can supply total contents or shop-owned contents. Subtracting one from the other yields combined hero-owned without any way to separate out shk-cares and don't-care.
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@@ -1,4 +1,4 @@
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.141 $ $NHDT-Date: 1571363147 2019/10/18 01:45:47 $
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$NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.142 $ $NHDT-Date: 1571435999 2019/10/18 21:59:59 $
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This fixes36.3 file is here to capture information about updates in the 3.6.x
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lineage following the release of 3.6.2 in May 2019. Please note, however,
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@@ -191,6 +191,15 @@ yellow dragons had green breath
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partly eaten food in a bones level shop would show a non-zero sale price
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while on the floor but not be placed on shop bill if picked up;
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sale price should have been "no charge"
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when non-empty container is dropped in shop and hero is asked whether to sell,
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counting the subset of contents owned by hero vs those owned by shk
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could obtain wrong answer because the container had been placed on
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the floor but the 'unpaid' and 'no_charge' flags of its contents
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hadn't been updated yet, they were still set for when it was carried
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in a shop which doesn't care about tools: You drop a <box> containing 1 item.
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<Shk> offers you <gold> for your items in your <box>. Sell them?
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[plural 'items' and 'them' were including the box along with the one
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item in it even though shk was only offering to buy its contents]
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Fixes to Post-3.6.2 Problems that Were Exposed Via git Repository
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