Change the tips internal data struct
Previously adding any new tips invalidated saves; now you can have up to the number of bits in a long without change in savefile. Invalidates saves.
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@@ -168,7 +168,7 @@ struct context_info {
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boolean bypasses; /* bypass flag is set on at least one fobj */
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boolean door_opened; /* set to true if door was opened during test_move */
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boolean resume_wish; /* game was exited while in wish prompt */
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boolean tips[NUM_TIPS];
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unsigned long tips;
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struct dig_info digging;
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struct victual_info victual;
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struct engrave_info engraving;
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@@ -17,7 +17,7 @@
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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 136
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#define EDITLEVEL 137
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/*
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* Development status possibilities.
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@@ -1834,8 +1834,8 @@ handle_tip(int tip)
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if (!flags.tips)
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return FALSE;
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if (tip >= 0 && tip < NUM_TIPS && !svc.context.tips[tip]) {
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svc.context.tips[tip] = TRUE;
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if (tip >= 0 && tip < NUM_TIPS && !(svc.context.tips & (1 << tip))) {
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svc.context.tips |= (1 << tip);
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/* the "Tip:" prefix is a hint to use of OPTIONS=!tips to suppress */
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switch (tip) {
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case TIP_ENHANCE:
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@@ -1886,7 +1886,7 @@ swim_move_danger(coordxy x, coordxy y)
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|| liquid_wall) {
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if (svc.context.nopick) {
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/* moving with m-prefix */
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svc.context.tips[TIP_SWIM] = TRUE;
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svc.context.tips |= (1 << TIP_SWIM);
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return FALSE;
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} else if (ParanoidSwim || liquid_wall) {
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You("avoid %s into the %s.",
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@@ -1330,7 +1330,7 @@ enhance_weapon_skill(void)
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boolean speedy = FALSE;
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/* player knows about #enhance, don't show tip anymore */
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svc.context.tips[TIP_ENHANCE] = TRUE;
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svc.context.tips |= (1 << TIP_ENHANCE);
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if (wizard && y_n("Advance skills without practice?") == 'y')
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speedy = TRUE;
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