Hacking Xconq - Error Handling

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## Error Handling

The interface must provide implementations of these error-handling functions:

- `void cmd_error(Side *side, char *fmt, ...)` This is for player command errors. Syntax is like printf. Normal behavior should be to display the formatted output somewhere that will get the player's attention.
- `void low_init_warning(char *str)` This is for undesirable but not necessarily wrong things that happen while setting up a game. For instance, if players start out too close or too far from each other, it will often affect the play of the game adversely, so the kernel issues a warning, therby giving the prospective players a chance to cancel the game and start over. The kernel's warning message should indicate any likely results of continuing on, so the players can decide whether or not to chance it.
- `low_init_error(char *str)` This function should indicate a serious and unrecoverable error during initialization. It should not return to its caller.
- `low_run_warning(char *str)` Warnings during the game are rare but not unknown. They are very often due to bugs in Xconq, so any occurrence should be investigated further. It is possible for some game designs to have latent flaws that may result in a warning. In any case, the interface should allow the players to continue on, to save their game and quit, by calling `save_the_game`, or else quit without saving anything.
- `low_run_error(char *str)` In the worst case, Xconq can get into a situation, such as memory exhaustion, where there is no way to continue. The kernel will then call `run_error`, which should inform players that Xconq must shut itself down. They do get the option of saving the game, and the routine should call `save_game_state??` to do this safely. This routine should also not return to its caller.
- `printlisp(Obj *obj)` This is needed to print GDL objects to "stdout" or its equivalent.

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