- 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
- 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.
- 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.
- Use player names in the ncurses interface
- In training mode, create the hidden player in the constructor, not in start()
- When the AI has nothing to play, change the letters instead of simply passing
- New Makefile to build the win32 dependencies automatically (INSTALL file updated)
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)
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.