hero_seq
'moves' is actually turns and there hasn't been any straightforward way to track actual hero moves. Add hero_seq for that. It isn't a counter but is distinct each time the hero makes a move. I wanted it for curses ^P support but so far use it for checking stethoscope usage and for shopkeeper behavior when items in a shop are broken by the hero. Increment EDITLEVEL due to change in save file contents.
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@@ -822,6 +822,8 @@ struct instance_globals {
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struct mkroom *subrooms;
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dlevel_t level; /* level map */
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long moves; /* turn counter */
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long hero_seq; /* 'moves*8 + n' where n is updated each hero move during
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* the current turn */
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long wailmsg;
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struct obj *migrating_objs; /* objects moving to another dungeon level */
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struct obj *billobjs; /* objects not yet paid for */
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