add turn_info_send class
use turn_info_send in play_human_turn
use turn_info_send in play_idle_loop
unit tests for giving gold in prestart
Merge branch 'master' of git://github.com/wesnoth/wesnoth
remove do_replay s side parameter

and use controller->current_side() instead.
Merge branch 'master' of https://github.com/wesnoth/wesnoth
add tests of modify_turns tag
Merge branch 'master' of git://github.com/wesnoth/wesnoth
add replace_schedule in prestart test
remove turn_info::team_num_

it's not used anymore.
simplfy the use of turn_info

recreating this object has no effect besides send_data so i replaced
recreating with calling send_data.
Merge branch 'master' of https://github.com/wesnoth/wesnoth
add test of [modify_unit] facing= attribute
Merge branch 'master' of git://github.com/wesnoth/wesnoth
refactor enum casts: prefer lexical cast default and cfg["x"].str()
Move animationless moving unit hiding to a more appropriate place

Unit hiding is usually done in replace_temporary, which is called by
proceed_to. As proceed_to exits at the beginning if animate is false, this
would seem like a good place to hide the unit, but it is also unhidden during
this function. This means that was_hidden_ is set multiple times, with the
second time overwriting it with the temporary state of being hidden.
As animate remains false for the entire lifetime of the unit mover, we hide it
at the start and let finish unhide it again.

Reported at http://r.wesnoth.org/p570866
Test case for two interface bugs

An effect that does more than one thing concatenates the descriptions.
The effect description isn't updated when a new weapon which it affects
is added to the unit.
Add _" and " between shared weapon effects.
Make recruit facing direction deterministic

This commit borrows ideas from PR #29

If there are enemies, face towards the closest one (with distance reduced by enemy level)
If you have a leader, face away from him.
Otherwise, face towards the center of the map.