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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/* NetHack 3.6 objnam.c $NHDT-Date: 1562186589 2019/07/03 20:43:09 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.245 $ */
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/* NetHack 3.6 objnam.c $NHDT-Date: 1571436005 2019/10/18 22:00:05 $ $NHDT-Branch: NetHack-3.6 $:$NHDT-Revision: 1.247 $ */
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/* Copyright (c) Stichting Mathematisch Centrum, Amsterdam, 1985. */
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/*-Copyright (c) Robert Patrick Rankin, 2011. */
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/* NetHack may be freely redistributed. See license for details. */
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@@ -1047,7 +1047,7 @@ unsigned doname_flags;
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/* we count the number of separate stacks, which corresponds
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to the number of inventory slots needed to be able to take
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everything out if no merges occur */
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long itemcount = count_contents(obj, FALSE, FALSE, TRUE);
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long itemcount = count_contents(obj, FALSE, FALSE, TRUE, FALSE);
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Sprintf(eos(bp), " containing %ld item%s", itemcount,
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plur(itemcount));
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