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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@@ -541,14 +541,15 @@ chainout_end_screen(vp)
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}
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void
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chainout_outrip(vp, tmpwin, how)
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chainout_outrip(vp, tmpwin, how, when)
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void *vp;
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winid tmpwin;
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int how;
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time_t when;
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{
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struct chainout_data *tdp = vp;
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(*tdp->nprocs->win_outrip)(tmpwin, how);
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(*tdp->nprocs->win_outrip)(tmpwin, how, when);
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}
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void
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