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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@@ -69,7 +69,7 @@ struct window_procs {
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void NDECL((*win_start_screen));
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void NDECL((*win_end_screen));
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void FDECL((*win_outrip), (winid,int));
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void FDECL((*win_outrip), (winid,int,time_t));
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void FDECL((*win_preference_update), (const char *));
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char * FDECL((*win_getmsghistory), (BOOLEAN_P));
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void FDECL((*win_putmsghistory), (const char *,BOOLEAN_P));
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@@ -351,7 +351,7 @@ struct chain_procs {
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void FDECL((*win_start_screen), (CARGS));
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void FDECL((*win_end_screen), (CARGS));
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void FDECL((*win_outrip), (CARGS, winid,int));
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void FDECL((*win_outrip), (CARGS, winid,int,time_t));
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void FDECL((*win_preference_update), (CARGS, const char *));
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char * FDECL((*win_getmsghistory), (CARGS, BOOLEAN_P));
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void FDECL((*win_putmsghistory), (CARGS, const char *,BOOLEAN_P));
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