addition to the `game_state'. The new structure is intended to
contain ephemeral data pertaining to the game's user interface
rather than the actual game: things stored in the UI structure are
not restored in an Undo, for example.
make_move() is passed the UI to modify as it wishes; it is now
allowed to return the _same_ game_state it was passed, to indicate
that although no move has been made there has been a UI operation
requiring a redraw.
[originally from svn r4207]
specifically, the elapsed time between calls varies much more with
GTK than it does under Windows. Therefore, I now take my own time
readings on every timer call, and this appears to have made the
animations run at closer to the same speed between platforms. Having
done that, I decided some of them were at the _wrong_ speed, and
fiddled with each game's timings as well.
[originally from svn r4189]
is (a) pretty feeble, and (b) means that although Net seeds transfer
between platforms and still generate the same game, there's a
suspicious discrepancy in the typical seed _generated_ by each
platform.
I have a better RNG kicking around in this code base already, so
I'll just use it. Each midend has its own random_state, which it
passes to new_game_seed() as required. A handy consequence of this
is that initial seed data is now passed to midend_new(), which means
that new platform implementors are unlikely to forget to seed the
RNG because failure to do so causes a compile error!
[originally from svn r4187]
mechanism I've just invented (the midend handles the standard game
selection configuration). Each game is now required to validate its
own seed data before attempting to base a game on it and potentially
confusing itself.
[originally from svn r4186]