-- and to detect when an incoming move doesn't make sense. These
latter changes may not be necessary now that hash code is checked
first thing, but can't hurt, and there will be devices without hash
codes for a while.
to query model for values. Now everybody else queries new model API
rather than client via util_getSquareBonus(), model uses its internal
values if present otherwise falls back to util_getSquareBonus(), and
internalizes the array as part of the game. Now it should be easier
to have different bonus patterns and to have them exchanged as part of
network game init.
clients to append their stream version to their inital connect
message. (The format can't change, so detecting additional length was
the only option. comm.c on existing clients won't allow more than one
connect message per channel, so adding a new to be used in addition
didn't work.) New servers detect this; old will ignore. Track the
version (implicit or not) of all clients, and use the lowest any
supports, so that new server and all new clients will use newer proto.
MAX_COLS was larger than 16. In order that old-style messages on
relay be readable by new-style code on device, modified server.c's
protocol to include stream version. But: unless I come up with a
better way of doing this all devices will have to be upgraded at the
same time: old won't be able to read the new format as it's done here.
to enable it for a game yet). In common code, break pick tile utils
method in two, one for blank and the other for tray tiles. In java,
implement dialog for picking the tiles. Works, though is a bit clumsy
to have the dialog come and go after every pick. Better would be a
dialog that stays up and accumulates picks -- but it'd have to know to
reduce the set of tile choices as letters are chosen. This'll do for
now.
played that include that tile and pass to new util_cellSquareHeld()
method. In java implementation of that method, use existing lookup
activity code to display list of words. Enabled on the C side by a
compile-time flag in case it has problems. Right now the time spent
saving a game before launching the lookup activity, and reloading it
after, is pretty apparent, but that's in emulator which is slow.
util_userQuery(QUERY_ROBOT_MOVE) with new util_informMove(), into
which the number of words formed and the words themselves are passed.
The process of consing up the score explanation was already passing
over the model, so storing the words is very little effort, and will
save a call back into the model where the user actually wants to do
the lookup.
uses existing stack and undo features to run a WordNotifierInfo over
some number of scoring passes to gather the words seen. Seems to work
as tested from gtk version. Now need to try from android....
one and changing the site that used it to use the other. Not visible
outside of common, but should make it easier to harvest a list of all
words for one move or the entire game.
will likely only get set on Linux. Uses lower-case to designate
blanks. For that and maybe string size assumptions is very broken for
non-ascii languages, including Spanish.
player. Works for gtk client. Compiles for Android but there's no UI
yet to specify more than one dict. Management of dupicate dicts
without duplicating memory -- refcounting -- will be up to the
platforms.