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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