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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@@ -132,7 +132,9 @@ struct eshk {
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d_level shoplevel; /* level (& dungeon) of his shop */
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int billct; /* no. of entries of bill[] in use */
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struct bill_x bill[BILLSZ];
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struct bill_x *bill_p;
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struct bill_x *bill_p; /* &(ESHK(shkp)->bill[0]) */
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long break_seq; /* hero_seq value at time of object breakage */
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boolean seq_peaceful; /* shkp->mpeaceful at start of break_seq */
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int visitct; /* nr of visits by most recent customer */
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char customer[PL_NSIZ]; /* most recent customer */
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char shknam[PL_NSIZ];
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