bones tracking (trunk only)
[See cvs log for include/rm.h or doc/window.doc for more complete description.] Attach hero info, death reason, and date+time to a level that's being saved as bones. Read such data back when loading a bones file, then treat it as part of that level for the rest of the game. Dying on a loaded bones file will chain the new hero+death+date to previous one(s) if new bones get saved. outrip() now takes an extra argument of type time_t, and interface-specific implementations of this routine need to be updated to handle that.
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@@ -132,7 +132,7 @@ E void NDECL(drag_down);
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E void FDECL(sanitize_name, (char *));
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E void FDECL(drop_upon_death, (struct monst *,struct obj *,int,int));
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E boolean NDECL(can_make_bones);
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E void FDECL(savebones, (struct obj *));
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E void FDECL(savebones, (int,time_t,struct obj *));
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E int NDECL(getbones);
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/* ### botl.c ### */
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@@ -1947,7 +1947,7 @@ E void FDECL(put_gold_back, (struct monst *));
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/* ### rip.c ### */
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E void FDECL(genl_outrip, (winid,int));
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E void FDECL(genl_outrip, (winid,int,time_t));
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/* ### rnd.c ### */
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@@ -2270,7 +2270,8 @@ E void NDECL(timer_sanity_check);
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/* ### topten.c ### */
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E void FDECL(topten, (int));
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E void FDECL(formatkiller, (char *,unsigned,int));
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E void FDECL(topten, (int,time_t));
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E void FDECL(prscore, (int,char **));
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E struct obj *FDECL(tt_oname, (struct obj *));
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