Implemented gold rate, consistent with how the rum rate is now implemented.
Game pauses when losing condition is reached. Also when rum and gold = 0, UIWindow displayed YOU LOSE message. Finally rid rum_runners.cpp of the commented out map creation code.
Includes two pirate fonts and UITextInput now uses one of them.  PIRATE FONT
Second attempt at implementing lose condition. Mostly the same as the first time but merged with master. Also using a textfield instead of test to display message. I will work on using a png/something nicer once everything works. For some reason, after restarting the game by pressing spacebar, the YOU LOSE message goes away but comes back. If anyone can spot where that's happening, I would appreciate it.
Implemented game timer which correctly causes game over if it goes down to 0. The only issue is that it displays 1 second fewer than what actually remains, so when it goes down to 0:00, the YOU LOSE message doesn't display for another second but I think that's a minor detail for now. I forgot to reset the ship's gold rate to be 0 if you bought rum again so I fixed that.
Winning condition implemented, sans the ship having to be at a specific port. Same problem where the YOU WIN message stays after game restart. I'm going to tackle that next. Also slightly reworked how the game time works.
Fully functioning win/lose conditions. Hopefully not too hacky. Fixed the issue of the message popping up twice after win/lose condition reached. Removed WinLoseMessage and used UITextField instead.
Fixed jittery up movement.
Pirate ship now black instead of green.
Fixed it so the random seek function will now never give an invalid position.
Made pathfinding smart enough so it only gets stuck on corners and U shapes now
Merge of new_win_lose and master
Made it so path fiding prefers to move opposite of previous position if possible.  Also, occasionally a patrolling ship will ask for a different seek in case it is stuck somewhere.
Rum penalty if enemy ship runs into player ship abstracted out to all ActorMovedEvents.  Being hit causes brief invincibilty and ship turns yellow.  Hitting the player causes enemy ship to pause briefly.
Fixed bug where standing still would cause enemy ships to not do damage.
Modified TransactionCheckEvent to take a cancel setting, indicating the transaction should be cancelled.  Doesn't build, rest of source unmodified.
Removed references to transaction cancellation from preexisting constructors and added a new one just for cancelling transactions.
GameLogic updated to send a cancel transaction check when the user presses Escape.  Cancel transactionr request is recognized but not acted on.
Added a new event, TransactionCancelEvent, for representing cancelled transactions.
Main loop and human game view now react appropriately to unpause the game and remove the dialog box, respectively, when the user presses Escape to cancel a transaction.