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