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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@@ -212,9 +212,12 @@ moveloop_core(void)
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*/
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if (g.moves >= 1000000000L) {
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display_nhwindow(WIN_MESSAGE, TRUE);
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pline_The("dungeon capitulates.");
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urgent_pline("The dungeon capitulates.");
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done(ESCAPED);
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}
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/* 'moves' is misnamed; it represents turns; hero_seq is
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a value that is distinct every time the hero moves */
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g.hero_seq = g.moves << 3;
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if (flags.time && !g.context.run)
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iflags.time_botl = TRUE; /* 'moves' just changed */
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@@ -351,6 +354,7 @@ moveloop_core(void)
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/* once-per-hero-took-time things go here */
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/******************************************/
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g.hero_seq++; /* moves*8 + n for n == 1..7 */
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#ifdef STATUS_HILITES
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if (iflags.hilite_delta)
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status_eval_next_unhilite();
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@@ -648,7 +652,6 @@ newgame(void)
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g.context.botlx = TRUE;
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g.context.ident = 1;
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g.context.stethoscope_move = -1L;
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g.context.warnlevel = 1;
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g.context.next_attrib_check = 600L; /* arbitrary first setting */
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g.context.tribute.enabled = TRUE; /* turn on 3.6 tributes */
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@@ -319,10 +319,8 @@ use_stethoscope(struct obj *obj)
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if (!getdir((char *) 0))
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return 0;
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res = (g.moves == g.context.stethoscope_move)
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&& (g.youmonst.movement == g.context.stethoscope_movement);
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g.context.stethoscope_move = g.moves;
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g.context.stethoscope_movement = g.youmonst.movement;
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res = (g.hero_seq == g.context.stethoscope_seq);
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g.context.stethoscope_seq = g.hero_seq;
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g.bhitpos.x = u.ux, g.bhitpos.y = u.uy; /* tentative, reset below */
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g.notonhead = u.uswallow;
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17
src/decl.c
17
src/decl.c
@@ -305,8 +305,11 @@ const struct instance_globals g_init = {
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DUMMY, /* rooms */
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NULL, /* subrooms */
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UNDEFINED_VALUES, /* level */
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1, /* moves */
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0, /* wailmsg */
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1L, /* moves; misnamed turn counter */
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1L << 3, /* hero_seq: sequence number for hero movement, 'moves*8 + n'
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* where n is usually 1, sometimes 2 when Fast/Very_fast, maybe
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* higher if polymorphed into something that's even faster */
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0L, /* wailmsg */
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NULL, /* migrating_objs */
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NULL, /* billobjs */
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#if defined(MICRO) || defined(WIN32)
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@@ -709,13 +712,13 @@ decl_globals_init(void)
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g.valuables[2].size = 0;
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if (g_init.magic != IVMAGIC) {
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printf("decl_globals_init: g_init.magic in unexpected state (%lx)\n",
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g_init.magic);
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raw_printf(
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"decl_globals_init: g_init.magic in unexpected state (%lx).",
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g_init.magic);
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exit(1);
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}
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if (g_init.havestate != TRUE) {
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printf("decl_globals_init: g_init..havestate not TRUE\n");
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raw_print("decl_globals_init: g_init.havestate not True.");
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exit(1);
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}
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@@ -739,8 +742,6 @@ decl_globals_init(void)
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g.urole = urole_init_data;
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g.urace = urace_init_data;
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}
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/*decl.c*/
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@@ -2111,10 +2111,11 @@ release_camera_demon(struct obj *obj, xchar x, xchar y)
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* and break messages have been delivered prior to getting here.
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*/
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void
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breakobj(struct obj *obj,
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xchar x, xchar y, /* object location (ox, oy may not be right) */
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boolean hero_caused, /* is this the hero's fault? */
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boolean from_invent)
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breakobj(
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struct obj *obj,
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xchar x, xchar y, /* object location (ox, oy may not be right) */
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boolean hero_caused, /* is this the hero's fault? */
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boolean from_invent)
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{
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boolean fracture = FALSE;
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@@ -2175,19 +2176,20 @@ breakobj(struct obj *obj,
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struct monst *shkp = shop_keeper(*o_shop);
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if (shkp) { /* (implies *o_shop != '\0') */
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static NEARDATA long lastmovetime = 0L;
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static NEARDATA boolean peaceful_shk = FALSE;
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/* We want to base shk actions on her peacefulness
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at start of this turn, so that "simultaneous"
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multiple breakage isn't drastically worse than
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single breakage. (ought to be done via ESHK) */
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if (g.moves != lastmovetime)
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peaceful_shk = shkp->mpeaceful;
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if (stolen_value(obj, x, y, peaceful_shk, FALSE) > 0L
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struct eshk *eshkp = ESHK(shkp);
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/* base shk actions on her peacefulness at start of
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this turn, so that "simultaneous" multiple breakage
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isn't drastically worse than single breakage */
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if (g.hero_seq != eshkp->break_seq)
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eshkp->seq_peaceful = shkp->mpeaceful;
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if ((stolen_value(obj, x, y, eshkp->seq_peaceful, FALSE) > 0L)
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&& (*o_shop != u.ushops[0] || !inside_shop(u.ux, u.uy))
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&& g.moves != lastmovetime)
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&& g.hero_seq != eshkp->break_seq)
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make_angry_shk(shkp, x, y);
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lastmovetime = g.moves;
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/* make_angry_shk() is only called on the first instance
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of breakage during any particular hero move */
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eshkp->break_seq = g.hero_seq;
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}
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}
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}
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