Move enhance_tip into context and don't show tip if #enhance has been used before
Breaks save and bones compatibility.
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@@ -132,6 +132,7 @@ struct context_info {
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boolean botl; /* partially redo status line */
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boolean botlx; /* print an entirely new bottom line */
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boolean door_opened; /* set to true if door was opened during test_move */
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boolean enhance_tip; /* player is informed about #enhance */
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struct dig_info digging;
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struct victual_info victual;
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struct tin_info tin;
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@@ -14,7 +14,7 @@
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* Incrementing EDITLEVEL can be used to force invalidation of old bones
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* and save files.
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*/
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#define EDITLEVEL 8
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#define EDITLEVEL 9
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#define COPYRIGHT_BANNER_A "NetHack, Copyright 1985-2020"
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#define COPYRIGHT_BANNER_B \
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@@ -69,17 +69,16 @@ static void
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give_may_advance_msg(skill)
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int skill;
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{
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static boolean got_enhance_tip = FALSE;
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You_feel("more confident in your %sskills.",
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(skill == P_NONE) ? ""
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: (skill <= P_LAST_WEAPON) ? "weapon "
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: (skill <= P_LAST_SPELL) ? "spell casting "
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: "fighting ");
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if (!got_enhance_tip) {
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if (!g.context.enhance_tip) {
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g.context.enhance_tip = TRUE;
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pline("(Use the #enhance command to advance them.)");
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}
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got_enhance_tip = TRUE;
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}
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/* weapon's skill category name for use as generalized description of weapon;
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@@ -1168,6 +1167,9 @@ enhance_weapon_skill()
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winid win;
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boolean speedy = FALSE;
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/* player knows about #enhance, don't show tip anymore */
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g.context.enhance_tip = TRUE;
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if (wizard && yn("Advance skills without practice?") == 'y')
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speedy = TRUE;
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