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.
This commit is contained in:
nethack.rankin
2012-01-23 10:45:31 +00:00
parent b88c51deae
commit 9721470635
15 changed files with 152 additions and 64 deletions

View File

@@ -572,6 +572,7 @@ clear_level_structures()
level.buriedobjlist = (struct obj *)0;
level.monlist = (struct monst *)0;
level.damagelist = (struct damage *)0;
level.bonesinfo = (struct cemetery *)0;
level.flags.nfountains = 0;
level.flags.nsinks = 0;
@@ -593,6 +594,7 @@ clear_level_structures()
level.flags.is_maze_lev = 0;
level.flags.is_cavernous_lev = 0;
level.flags.arboreal = 0;
level.flags.wizard_bones = 0;
nroom = 0;
rooms[0].hx = -1;