Status:
It works well, but there are still a few details to improve/fix
More details about the changes:
- New dependency on Arabica and Libxml2 to parse the XML
- Loading the old format is still supported for this release, but won't be supported anymore in the next one
- Games are now only saved in the new format
- In training mode, the player is now created externally, like in the other modes
- Avoid using GameIO (the one from game/) whenever possible
- Do not use a FILE* argument anymore when loading a game
- Throw and catch exceptions correctly when a game cannot be loaded or saved
- The non-regression tests now use a new method to print the game history
This display string is used in the ncurses and Qt interfaces.
Display strings are types "wdstring" instead of plain "wstring" in a few places (not all of them) to help recognize them.
- Removed logiv from the History class
- Used BOOST_FOREACH to simplify loops
- Remove useless annotations and doxygen blocks
- Added some constness
- Marked Training::setRack() as deprecated
- Improved compilation order in game/
- Fixed a crash on Windows
- Do not authorize words if the cross-checks are invalid (it was possible when playing a joker)
- Fixed detextion of invalid moves
- Improved unit tests, and fixed a bug in one of them
Qt interface:
- Do not allow playing a word if the coordinates are missing
- Better focus
- Embed the program icon into the executable on Windows: the icon is not visible in Windows explorer
- Fixed gettext configuration on Windows. The translations now appear, but the accents still don't display correctly.
- Fixed a few translation issues
- Initialize the random numbers generator, and print the seed value
- Handle properly Qt builds without STL support
- Save the position of the main window
- Got rid of the useless toolbar
- Better size of the preferences dialog
- Hopefully fixed translation issues on Windows
- The Settings class throws an exception when asked for a non-existing setting
- Display the Eliot icon
- Improved printing
- Allow changing the level of computer players
- Generate automatically a default name for players
- Translate Qt's own strings (only works on Linux at the moment)
- Throw an exception if a regular expresison is invalid
- Handle the exception in callers code
Game:
- Fixed a bug in setRackRandom()
Qt interface:
- Display the dictionary name in the status bar
- Implemented printing
- Translation of the interface into French. The menus have temporarily lost their accelerator keys in English.
- regexp search results are now in uppercase, like other results
- the regexp search indicates if there are more results than the maximum
allowed
Qt interface:
- new window with some dictionary tools: check word, word+1 and regexp search
- New regexp parser using Boost.Spirit. Lex and yacc are now gone.
The main advantage of this new parser, apart from being purely C++,
is that it can handle wide characters.
Currently, the new parser does the same as the previous one, but the
code is not yet ready to use regular expressions with non-ASCII
dictionaries.
There are too many change to list properly, here is an overview of the main changes:
- the dictionary is now in C++
- the dictionary has a new format, where it is possible to specify the letters,
their points, their frequency, ... It is backwards compatible.
- Eliot now supports non-ASCII characters everywhere
- i18n of the compdic, listdic, regexpmain binaries
- i18n of the wxWidgets interface (now in english by default)
What's more, since wxWidgets is very slow to handle the list of results (benjamins in particular), a search done with the search windows open seems more responsive.
- add doxygen file description
- revert Dic_chr / board_search patch
returning the character instead of the code
was a HUGE performance penalty
The dictionary must use codes, the board must be
made to use codes instead of dic using tiles.
- add Dic_char and Dic_char_lookup as temporary
fixes for board_search. Should modify Board and Cross class
instead.
- create dic_code_t type
Dic_lookup takes a string containing real chars, not codes.
The idea is to hide the internal representation of the characters from the
users of the dictionary, who don't care about it.
This simplifies the code in many places, and allows inheritance of the
game mode classes (Training, Duplicate and FreeGame).
- A Tile is no more an unsigned char, but a class: it should help supporting
i18n of the game. The Dic library still uses unsigned chars though.
- Improved the configure script, to enable/disable the compilation of some
interfaces.
- Added a ncurses interface, much nicer than the text one. The game mode and
the number of players are currently hardcoded, it is not possible to change
them interactively (yet).
- Repaired the save/load functions.
NOTE: The wxWindows interface compiles, but is completely broken. I'm afraid it
needs a full rewrite (to support the various game modes in particular).
- 'Training' mode: same behaviour as before
- 'Duplicate' mode: all the players (who can be human players or AI
players) have the same rack, and the best word is played on the
board
- 'Free game' mode: the players (human or AI) have different racks,
and they play one after another
Status:
- Core: the main functions are written, but the API could be more
homogeneous between the different modes.
- Interfaces: the text interface is almost up-to-date, but the
wxwindows one only supports Training mode.
- AI: Currently, AI players always play the best word, which is
optimal in Duplicate mode but not in FreeGame mode. Other strategies
will be written in the future.
- Handling of saved games is broken: a game can be saved and loaded,
but no information about the mode and the players is stored, so it
crashes whatever you do after loading the game.