'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.
This commit is contained in:
PatR
2021-12-26 00:16:55 -08:00
parent c4724fd271
commit 5fbe1de2a7
8 changed files with 41 additions and 33 deletions
+3 -1
View File
@@ -132,7 +132,9 @@ struct eshk {
d_level shoplevel; /* level (& dungeon) of his shop */
int billct; /* no. of entries of bill[] in use */
struct bill_x bill[BILLSZ];
struct bill_x *bill_p;
struct bill_x *bill_p; /* &(ESHK(shkp)->bill[0]) */
long break_seq; /* hero_seq value at time of object breakage */
boolean seq_peaceful; /* shkp->mpeaceful at start of break_seq */
int visitct; /* nr of visits by most recent customer */
char customer[PL_NSIZ]; /* most recent customer */
char shknam[PL_NSIZ];