parameters as a string, and decode it again. This is used in
midend.c to prepend the game parameters to the game seed, so that
copying out of the Specific box is sufficient to completely specify
the game you were playing.
Throughout development of these games I have referred to `seed'
internally, and `game ID' externally. Now there's a measurable
difference between them! :-)
[originally from svn r4231]
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]
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]