added data.SQL_COMMIT_TICK_COUNT to define how many ticks to wait till commiting the db to file
added this counter to Game
updated the logging flush() command to accept Game to know what the tick count is
decremented the count every tick. when tick gets to 0, flush() will write to db and set back to SQL_COMMIT_TICK_COUNT
setting this to 5 seems to work with the current set up.  Probably needs to scale based on the number of entities
fixed bu in message() call in player_death.  (forgot to pass Game)
updated sqlite3 csv .bat file to print out headers
added 'dungeon_levelname' to db.  not sure if it's guaranteed to be the level where the action is.  I think due to the big object loop in PlayGame() that we enforce this.... have to watch and see
had to give player some POSITIVE hp in the constructor, since that sets initial base max hp.
then later, set the hp = 0 to kill him off
cleaned up messages. removed 'the'.  Need to add an option based on Free for all mode that pre-pends 'the' when we AREN'T in FFA mode
updated logging.log_flush to allow override sql_commit_counter
updated gamestuff and Dungeoneer to only do sql stuff if data.FREE_FOR_ALL_MODE = True
added save_final_sql_csv.Dungeoneer() to save final tick info and log data.