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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@@ -425,7 +425,7 @@ static void FDECL(hup_add_menu, (winid,int,const anything *,CHAR_P,CHAR_P,
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static void FDECL(hup_end_menu, (winid,const char *));
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static void FDECL(hup_putstr, (winid,int,const char *));
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static void FDECL(hup_print_glyph, (winid,XCHAR_P,XCHAR_P,int));
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static void FDECL(hup_outrip, (winid,int));
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static void FDECL(hup_outrip, (winid,int,time_t));
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static void FDECL(hup_curs, (winid,int,int));
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static void FDECL(hup_display_nhwindow, (winid,BOOLEAN_P));
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static void FDECL(hup_display_file, (const char *,BOOLEAN_P));
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@@ -670,9 +670,10 @@ int glyph UNUSED;
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/*ARGSUSED*/
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static void
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hup_outrip(tmpwin, how)
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hup_outrip(tmpwin, how, when)
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winid tmpwin UNUSED;
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int how UNUSED;
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time_t when UNUSED;
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{
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return;
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}
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