Allow setting of stream version in the DB.

Allow setting of the nVersion parameter used for stream serialisation in
the database.
Remove unused "attack" field from character state.

Remove never used "attack" variable from the character state.  Bump
version to 1.0.08 so that DB updates can be done accordingly.
Add nDisasterHeight to game state.

Add a new field to the game state that remembers when the last disaster
was triggered.
Add assertion.

Add assertion that game state should only ever be serialised when
written to disk.
Check in Octave script for disaster probability.

Write a simple Octave script to play around with the formula to choose
for the disaster probability.
Move logic to kill characters into subroutine.

Move the logic that kills characters of killed players and removes all
killed players into a new subroutine.  This will be used also for
disaster victims in the future.

Also, introduce test-wise a condition that checks for disaster blocks.
They have no special behaviour for now, though.
Implement disaster in game engine.

Basic implementation of disaster in the game engine and with a proper
game tx.  It does not yet handle all cases well (for instance, banking
together with a disaster fails).
Allow paying bounties to dead players.

Rewrite the bounty generation code a bit so that a gametx can be
constructed also for dead players.  This enables correct handling of
banking during disasters.
Update gamestate's nDisasterHeight.

When a disaster happens, update the nDisasterHeight variable in the game
state accordingly.
Update disaster chance script.

Change the disaster chance Octave script to include the actually planned
probabilities for now.  (1/30k flat out, min. time 20k, max. time 100k.)
Print size of disaster tx to debug log.

When a disaster gametx is created, print its size to the debug log.
Implement "real" check for disaster.

Move the disaster logic to helper functions and implement a "real" check
for when a disaster happens.  The parameters are still set to testing
values.
Set real disaster chance parameters.
Increase max DB locks.
Store name output index in nameindex.

Store the index of the name output in the nameindex.  This allows to
construct game transactions destroying the coin (for disaster or
destruct) without actually loading the real transaction from disk.
Add txhash to nameindex and use it for gametx.

Add also the txhash to nameindex and make use of the new information for
disaster and destruct game transaction construction.
Add utility routines ToStringForLog.

Add new utility routines that simplify ToString for logging purposes.
Rework ConnectInputs to clarify structure.

Rewrite the CTransaction::ConnectInputs function a bit to clarify the
structure and help with future optimisations with respect to game
transactions.
Further rewrite ConnectInputs.

Rewrite ConnectInputs further.  This removes all quirks to build up
txindex.vSpent when fFound is false.  When we don't have a txindex yet,
vSpent actually isn't really used.  Make this explicit.
Make checks more strict.

Make the checks in (Dis)connectInputsGameTx stricter.  This enforces
more assumptions on game transactions, which should, however, be
satisfied in practice.