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authorMatthew Cline <zelgadis@sourceforge.net>2009-10-29 01:06:07 -0700
committerMatthew Cline <zelgadis@sourceforge.net>2009-10-29 01:06:07 -0700
commit66d9bbd8356dca3d0b07145d1eea21de2d4789cc (patch)
treedbc78a23e474a38b0927e749442698c6d4b96d55 /crawl-ref/source/items.cc
parentaefbb02ff564f3b513476f82d144c7c92b2bbb05 (diff)
downloadcrawl-ref-66d9bbd8356dca3d0b07145d1eea21de2d4789cc.tar.gz
crawl-ref-66d9bbd8356dca3d0b07145d1eea21de2d4789cc.zip
FR 2839627: notify when player has enough gold
The basics of a wish-list/shopping-list. While in a shop the shopping-list can be modified, and the player is notified as soon as they have enough money to buy things on the shopping-list.
Diffstat (limited to 'crawl-ref/source/items.cc')
-rw-r--r--crawl-ref/source/items.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/items.cc b/crawl-ref/source/items.cc
index d7a14476fa..d23c559507 100644
--- a/crawl-ref/source/items.cc
+++ b/crawl-ref/source/items.cc
@@ -1500,7 +1500,7 @@ int move_item_to_player(int obj, int quant_got, bool quiet,
if (mitm[obj].base_type == OBJ_GOLD)
{
you.attribute[ATTR_GOLD_FOUND] += quant_got;
- you.gold += quant_got;
+ you.add_gold(quant_got);
dec_mitm_item_quantity(obj, quant_got);
if (!quiet)