Noticed while looking through steal.c: theft that takes multiple
turns uses stealarm() callback which removes stolen armor from hero's
shopping bill, but theft that happened without delay did not. So theft
of an unpaid non-armor or non-worn item while in a shop left it on the
bill where it wouldn't show up for either ``I u'' or ``I x'', hiding the
charge from the player ('$' did disclose the total amount that the shk
was owed though), and the shopkeeper would persist in blocking the door.
This makes immediate theft behave the same as delayed theft; the stolen
item is removed from shop's bill when the thieving monster takes it away
from the hero.
Dropped items that a shopkeeper doesn't want have their no_charge
bit set; that's only supposed to be used for floor items inside shops.
But no_charge would stick when an object was picked up by a monster, so
the object would stay free for player if that monster was subsequently
killed in another shop which stocked that kind of item. Probably never
noticed because most monsters won't pick up items off of shop floors,
also most levels don't have other shops dealing with alternate types of
stuff. This clears no_charge, except when the monster picking up the
item is tame (so that a pet picking up and then dropping a no_change
object in the same shop won't cause the shk to silently take possession,
which would certainly lead to reports of a bug...).