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- ;;; gomoku.el --- Gomoku game between you and Emacs
- ;; Copyright (C) 1988, 1994, 1996, 2001-2012 Free Software Foundation, Inc.
- ;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr>
- ;; Maintainer: FSF
- ;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org>
- ;; Keywords: games
- ;; This file is part of GNU Emacs.
- ;; GNU Emacs is free software: you can redistribute it and/or modify
- ;; it under the terms of the GNU General Public License as published by
- ;; the Free Software Foundation, either version 3 of the License, or
- ;; (at your option) any later version.
- ;; GNU Emacs is distributed in the hope that it will be useful,
- ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
- ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ;; GNU General Public License for more details.
- ;; You should have received a copy of the GNU General Public License
- ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
- ;;; Commentary:
- ;; RULES:
- ;;
- ;; Gomoku is a game played between two players on a rectangular board. Each
- ;; player, in turn, marks a free square of its choice. The winner is the first
- ;; one to mark five contiguous squares in any direction (horizontally,
- ;; vertically or diagonally).
- ;;
- ;; I have been told that, in "The TRUE Gomoku", some restrictions are made
- ;; about the squares where one may play, or else there is a known forced win
- ;; for the first player. This program has no such restriction, but it does not
- ;; know about the forced win, nor do I.
- ;; See http://renju.nu/r1rulhis.htm for more information.
- ;; There are two main places where you may want to customize the program: key
- ;; bindings and board display. These features are commented in the code. Go
- ;; and see.
- ;; HOW TO USE:
- ;;
- ;; The command "M-x gomoku" displays a
- ;; board, the size of which depends on the size of the current window. The
- ;; size of the board is easily modified by giving numeric arguments to the
- ;; gomoku command and/or by customizing the displaying parameters.
- ;;
- ;; Emacs plays when it is its turn. When it is your turn, just put the cursor
- ;; on the square where you want to play and hit RET, or X, or whatever key you
- ;; bind to the command gomoku-human-plays. When it is your turn, Emacs is
- ;; idle: you may switch buffers, read your mail, ... Just come back to the
- ;; *Gomoku* buffer and resume play.
- ;; ALGORITHM:
- ;;
- ;; The algorithm is briefly described in section "THE SCORE TABLE". Some
- ;; parameters may be modified if you want to change the style exhibited by the
- ;; program.
- ;;; Code:
- (defgroup gomoku nil
- "Gomoku game between you and Emacs."
- :prefix "gomoku-"
- :group 'games)
- ;;;
- ;;; GOMOKU MODE AND KEYMAP.
- ;;;
- (defcustom gomoku-mode-hook nil
- "If non-nil, its value is called on entry to Gomoku mode.
- One useful value to include is `turn-on-font-lock' to highlight the pieces."
- :type 'hook
- :group 'gomoku)
- ;;;
- ;;; CONSTANTS FOR BOARD
- ;;;
- (defconst gomoku-buffer-name "*Gomoku*"
- "Name of the Gomoku buffer.")
- ;; You may change these values if you have a small screen or if the squares
- ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
- (defconst gomoku-square-width 4
- "*Horizontal spacing between squares on the Gomoku board.")
- (defconst gomoku-square-height 2
- "*Vertical spacing between squares on the Gomoku board.")
- (defconst gomoku-x-offset 3
- "*Number of columns between the Gomoku board and the side of the window.")
- (defconst gomoku-y-offset 1
- "*Number of lines between the Gomoku board and the top of the window.")
- (defvar gomoku-mode-map
- (let ((map (make-sparse-keymap)))
- ;; Key bindings for cursor motion.
- (define-key map "y" 'gomoku-move-nw) ; y
- (define-key map "u" 'gomoku-move-ne) ; u
- (define-key map "b" 'gomoku-move-sw) ; b
- (define-key map "n" 'gomoku-move-se) ; n
- (define-key map "h" 'backward-char) ; h
- (define-key map "l" 'forward-char) ; l
- (define-key map "j" 'gomoku-move-down) ; j
- (define-key map "k" 'gomoku-move-up) ; k
- (define-key map [kp-7] 'gomoku-move-nw)
- (define-key map [kp-9] 'gomoku-move-ne)
- (define-key map [kp-1] 'gomoku-move-sw)
- (define-key map [kp-3] 'gomoku-move-se)
- (define-key map [kp-4] 'backward-char)
- (define-key map [kp-6] 'forward-char)
- (define-key map [kp-2] 'gomoku-move-down)
- (define-key map [kp-8] 'gomoku-move-up)
- (define-key map "\C-n" 'gomoku-move-down) ; C-n
- (define-key map "\C-p" 'gomoku-move-up) ; C-p
- ;; Key bindings for entering Human moves.
- (define-key map "X" 'gomoku-human-plays) ; X
- (define-key map "x" 'gomoku-human-plays) ; x
- (define-key map " " 'gomoku-human-plays) ; SPC
- (define-key map "\C-m" 'gomoku-human-plays) ; RET
- (define-key map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p
- (define-key map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b
- (define-key map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r
- (define-key map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e
- (define-key map [kp-enter] 'gomoku-human-plays)
- (define-key map [insert] 'gomoku-human-plays)
- (define-key map [down-mouse-1] 'gomoku-click)
- (define-key map [drag-mouse-1] 'gomoku-click)
- (define-key map [mouse-1] 'gomoku-click)
- (define-key map [down-mouse-2] 'gomoku-click)
- (define-key map [mouse-2] 'gomoku-mouse-play)
- (define-key map [drag-mouse-2] 'gomoku-mouse-play)
- (define-key map [remap previous-line] 'gomoku-move-up)
- (define-key map [remap next-line] 'gomoku-move-down)
- (define-key map [remap move-beginning-of-line] 'gomoku-beginning-of-line)
- (define-key map [remap move-end-of-line] 'gomoku-end-of-line)
- (define-key map [remap undo] 'gomoku-human-takes-back)
- (define-key map [remap advertised-undo] 'gomoku-human-takes-back)
- map)
- "Local keymap to use in Gomoku mode.")
- (defvar gomoku-emacs-won ()
- "For making font-lock use the winner's face for the line.")
- (defface gomoku-O
- '((((class color)) (:foreground "red" :weight bold)))
- "Face to use for Emacs's O."
- :group 'gomoku)
- (defface gomoku-X
- '((((class color)) (:foreground "green" :weight bold)))
- "Face to use for your X."
- :group 'gomoku)
- (defvar gomoku-font-lock-keywords
- '(("O" . 'gomoku-O)
- ("X" . 'gomoku-X)
- ("[-|/\\]" 0 (if gomoku-emacs-won 'gomoku-O 'gomoku-X)))
- "*Font lock rules for Gomoku.")
- (put 'gomoku-mode 'front-sticky
- (put 'gomoku-mode 'rear-nonsticky '(intangible)))
- (put 'gomoku-mode 'intangible 1)
- ;; This one is for when they set view-read-only to t: Gomoku cannot
- ;; allow View Mode to be activated in its buffer.
- (put 'gomoku-mode 'mode-class 'special)
- (define-derived-mode gomoku-mode nil "Gomoku"
- "Major mode for playing Gomoku against Emacs.
- You and Emacs play in turn by marking a free square. You mark it with X
- and Emacs marks it with O. The winner is the first to get five contiguous
- marks horizontally, vertically or in diagonal.
- \\<gomoku-mode-map>
- You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
- Other useful commands:\n
- \\{gomoku-mode-map}"
- (gomoku-display-statistics)
- (make-local-variable 'font-lock-defaults)
- (setq font-lock-defaults '(gomoku-font-lock-keywords t)
- buffer-read-only t))
- ;;;
- ;;; THE BOARD.
- ;;;
- ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
- ;; and O's with 6. The rectangle is recorded in a one dimensional vector
- ;; containing padding squares (coded with -1). These squares allow us to
- ;; detect when we are trying to move out of the board. We denote a square by
- ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
- ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
- ;; Similarly, vectors between squares may be given by two DX, DY coords or by
- ;; one DEPL (the difference between indexes).
- (defvar gomoku-board-width nil
- "Number of columns on the Gomoku board.")
- (defvar gomoku-board-height nil
- "Number of lines on the Gomoku board.")
- (defvar gomoku-board nil
- "Vector recording the actual state of the Gomoku board.")
- (defvar gomoku-vector-length nil
- "Length of `gomoku-board' vector.")
- (defvar gomoku-draw-limit nil
- ;; This is usually set to 70% of the number of squares.
- "After how many moves will Emacs offer a draw?")
- (defun gomoku-xy-to-index (x y)
- "Translate X, Y cartesian coords into the corresponding board index."
- (+ (* y gomoku-board-width) x y))
- (defun gomoku-index-to-x (index)
- "Return corresponding x-coord of board INDEX."
- (% index (1+ gomoku-board-width)))
- (defun gomoku-index-to-y (index)
- "Return corresponding y-coord of board INDEX."
- (/ index (1+ gomoku-board-width)))
- (defun gomoku-init-board ()
- "Create the `gomoku-board' vector and fill it with initial values."
- (setq gomoku-board (make-vector gomoku-vector-length 0))
- ;; Every square is 0 (i.e. empty) except padding squares:
- (let ((i 0) (ii (1- gomoku-vector-length)))
- (while (<= i gomoku-board-width) ; The squares in [0..width] and in
- (aset gomoku-board i -1) ; [length - width - 1..length - 1]
- (aset gomoku-board ii -1) ; are padding squares.
- (setq i (1+ i)
- ii (1- ii))))
- (let ((i 0))
- (while (< i gomoku-vector-length)
- (aset gomoku-board i -1) ; and also all k*(width+1)
- (setq i (+ i gomoku-board-width 1)))))
- ;;;
- ;;; THE SCORE TABLE.
- ;;;
- ;; Every (free) square has a score associated to it, recorded in the
- ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
- ;; the highest score.
- (defvar gomoku-score-table nil
- "Vector recording the actual score of the free squares.")
- ;; The key point point about the algorithm is that, rather than considering
- ;; the board as just a set of squares, we prefer to see it as a "space" of
- ;; internested 5-tuples of contiguous squares (called qtuples).
- ;;
- ;; The aim of the program is to fill one qtuple with its O's while preventing
- ;; you from filling another one with your X's. To that effect, it computes a
- ;; score for every qtuple, with better qtuples having better scores. Of
- ;; course, the score of a qtuple (taken in isolation) is just determined by
- ;; its contents as a set, i.e. not considering the order of its elements. The
- ;; highest score is given to the "OOOO" qtuples because playing in such a
- ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
- ;; not playing in it is just losing the game, and so on. Note that a
- ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
- ;; has score zero because there is no more any point in playing in it, from
- ;; both an attacking and a defending point of view.
- ;;
- ;; Given the score of every qtuple, the score of a given free square on the
- ;; board is just the sum of the scores of all the qtuples to which it belongs,
- ;; because playing in that square is playing in all its containing qtuples at
- ;; once. And it is that function which takes into account the internesting of
- ;; the qtuples.
- ;;
- ;; This algorithm is rather simple but anyway it gives a not so dumb level of
- ;; play. It easily extends to "n-dimensional Gomoku", where a win should not
- ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
- ;; should be preferred.
- ;; Here are the scores of the nine "non-polluted" configurations. Tuning
- ;; these values will change (hopefully improve) the strength of the program
- ;; and may change its style (rather aggressive here).
- (defconst gomoku-nil-score 7 "Score of an empty qtuple.")
- (defconst gomoku-Xscore 15 "Score of a qtuple containing one X.")
- (defconst gomoku-XXscore 400 "Score of a qtuple containing two X's.")
- (defconst gomoku-XXXscore 1800 "Score of a qtuple containing three X's.")
- (defconst gomoku-XXXXscore 100000 "Score of a qtuple containing four X's.")
- (defconst gomoku-Oscore 35 "Score of a qtuple containing one O.")
- (defconst gomoku-OOscore 800 "Score of a qtuple containing two O's.")
- (defconst gomoku-OOOscore 15000 "Score of a qtuple containing three O's.")
- (defconst gomoku-OOOOscore 800000 "Score of a qtuple containing four O's.")
- ;; These values are not just random: if, given the following situation:
- ;;
- ;; . . . . . . . O .
- ;; . X X a . . . X .
- ;; . . . X . . . X .
- ;; . . . X . . . X .
- ;; . . . . . . . b .
- ;;
- ;; you want Emacs to play in "a" and not in "b", then the parameters must
- ;; satisfy the inequality:
- ;;
- ;; 6 * gomoku-XXscore > gomoku-XXXscore + gomoku-XXscore
- ;;
- ;; because "a" mainly belongs to six "XX" qtuples (the others are less
- ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
- ;; conditions are required to obtain sensible moves, but the previous example
- ;; should illustrate the point. If you manage to improve on these values,
- ;; please send me a note. Thanks.
- ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
- ;; contents of a qtuple are uniquely determined by the sum of its elements and
- ;; we just have to set up a translation table.
- (defconst gomoku-score-trans-table
- (vector gomoku-nil-score gomoku-Xscore gomoku-XXscore gomoku-XXXscore gomoku-XXXXscore 0
- gomoku-Oscore 0 0 0 0 0
- gomoku-OOscore 0 0 0 0 0
- gomoku-OOOscore 0 0 0 0 0
- gomoku-OOOOscore 0 0 0 0 0
- 0)
- "Vector associating qtuple contents to their score.")
- ;; If you do not modify drastically the previous constants, the only way for a
- ;; square to have a score higher than gomoku-OOOOscore is to belong to a "OOOO"
- ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
- ;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX"
- ;; qtuple. We may use these considerations to detect when a given move is
- ;; winning or losing.
- (defconst gomoku-winning-threshold gomoku-OOOOscore
- "Threshold score beyond which an Emacs move is winning.")
- (defconst gomoku-losing-threshold gomoku-XXXXscore
- "Threshold score beyond which a human move is winning.")
- (defun gomoku-strongest-square ()
- "Compute index of free square with highest score, or nil if none."
- ;; We just have to loop other all squares. However there are two problems:
- ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
- ;; up future searches, we set the score of padding or occupied squares
- ;; to -1 whenever we meet them.
- ;; 2/ We want to choose randomly between equally good moves.
- (let ((score-max 0)
- (count 0) ; Number of equally good moves
- (square (gomoku-xy-to-index 1 1)) ; First square
- (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
- best-square score)
- (while (<= square end)
- (cond
- ;; If score is lower (i.e. most of the time), skip to next:
- ((< (aref gomoku-score-table square) score-max))
- ;; If score is better, beware of non free squares:
- ((> (setq score (aref gomoku-score-table square)) score-max)
- (if (zerop (aref gomoku-board square)) ; is it free ?
- (setq count 1 ; yes: take it !
- best-square square
- score-max score)
- (aset gomoku-score-table square -1))) ; no: kill it !
- ;; If score is equally good, choose randomly. But first check freedom:
- ((not (zerop (aref gomoku-board square)))
- (aset gomoku-score-table square -1))
- ((zerop (random (setq count (1+ count))))
- (setq best-square square
- score-max score)))
- (setq square (1+ square))) ; try next square
- best-square))
- ;;;
- ;;; INITIALIZING THE SCORE TABLE.
- ;;;
- ;; At initialization the board is empty so that every qtuple amounts for
- ;; gomoku-nil-score. Therefore, the score of any square is gomoku-nil-score times the number
- ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
- ;; are sufficiently far from the sides. As computing the number is time
- ;; consuming, we initialize every square with 20*gomoku-nil-score and then only
- ;; consider squares at less than 5 squares from one side. We speed this up by
- ;; taking symmetry into account.
- ;; Also, as it is likely that successive games will be played on a board with
- ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
- (defvar gomoku-saved-score-table nil
- "Recorded initial value of previous score table.")
- (defvar gomoku-saved-board-width nil
- "Recorded value of previous board width.")
- (defvar gomoku-saved-board-height nil
- "Recorded value of previous board height.")
- (defun gomoku-init-score-table ()
- "Create the score table vector and fill it with initial values."
- (if (and gomoku-saved-score-table ; Has it been stored last time ?
- (= gomoku-board-width gomoku-saved-board-width)
- (= gomoku-board-height gomoku-saved-board-height))
- (setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
- ;; No, compute it:
- (setq gomoku-score-table
- (make-vector gomoku-vector-length (* 20 gomoku-nil-score)))
- (let (i j maxi maxj maxi2 maxj2)
- (setq maxi (/ (1+ gomoku-board-width) 2)
- maxj (/ (1+ gomoku-board-height) 2)
- maxi2 (min 4 maxi)
- maxj2 (min 4 maxj))
- ;; We took symmetry into account and could use it more if the board
- ;; would have been square and not rectangular !
- ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
- ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
- ;; board may well be less than 8 by 8 !
- (setq i 1)
- (while (<= i maxi2)
- (setq j 1)
- (while (<= j maxj)
- (gomoku-init-square-score i j)
- (setq j (1+ j)))
- (setq i (1+ i)))
- (while (<= i maxi)
- (setq j 1)
- (while (<= j maxj2)
- (gomoku-init-square-score i j)
- (setq j (1+ j)))
- (setq i (1+ i))))
- (setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
- gomoku-saved-board-width gomoku-board-width
- gomoku-saved-board-height gomoku-board-height)))
- (defun gomoku-nb-qtuples (i j)
- "Return the number of qtuples containing square I,J."
- ;; This function is complicated because we have to deal
- ;; with ugly cases like 3 by 6 boards, but it works.
- ;; If you have a simpler (and correct) solution, send it to me. Thanks !
- (let ((left (min 4 (1- i)))
- (right (min 4 (- gomoku-board-width i)))
- (up (min 4 (1- j)))
- (down (min 4 (- gomoku-board-height j))))
- (+ -12
- (min (max (+ left right) 3) 8)
- (min (max (+ up down) 3) 8)
- (min (max (+ (min left up) (min right down)) 3) 8)
- (min (max (+ (min right up) (min left down)) 3) 8))))
- (defun gomoku-init-square-score (i j)
- "Give initial score to square I,J and to its mirror images."
- (let ((ii (1+ (- gomoku-board-width i)))
- (jj (1+ (- gomoku-board-height j)))
- (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
- (aset gomoku-score-table (gomoku-xy-to-index i j) sc)
- (aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
- (aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
- (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
- ;;;
- ;;; MAINTAINING THE SCORE TABLE.
- ;;;
- ;; We do not provide functions for computing the SCORE-TABLE given the
- ;; contents of the BOARD. This would involve heavy nested loops, with time
- ;; proportional to the size of the board. It is better to update the
- ;; SCORE-TABLE after each move. Updating needs not modify more than 36
- ;; squares: it is done in constant time.
- (defun gomoku-update-score-table (square dval)
- "Update score table after SQUARE received a DVAL increment."
- ;; The board has already been updated when this function is called.
- ;; Updating scores is done by looking for qtuples boundaries in all four
- ;; directions and then calling update-score-in-direction.
- ;; Finally all squares received the right increment, and then are up to
- ;; date, except possibly for SQUARE itself if we are taking a move back for
- ;; its score had been set to -1 at the time.
- (let* ((x (gomoku-index-to-x square))
- (y (gomoku-index-to-y square))
- (imin (max -4 (- 1 x)))
- (jmin (max -4 (- 1 y)))
- (imax (min 0 (- gomoku-board-width x 4)))
- (jmax (min 0 (- gomoku-board-height y 4))))
- (gomoku-update-score-in-direction imin imax
- square 1 0 dval)
- (gomoku-update-score-in-direction jmin jmax
- square 0 1 dval)
- (gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
- square 1 1 dval)
- (gomoku-update-score-in-direction (max (- 1 y) -4
- (- x gomoku-board-width))
- (min 0 (- x 5)
- (- gomoku-board-height y 4))
- square -1 1 dval)))
- (defun gomoku-update-score-in-direction (left right square dx dy dval)
- "Update scores for all squares in the qtuples starting between the LEFTth
- square and the RIGHTth after SQUARE, along the DX, DY direction, considering
- that DVAL has been added on SQUARE."
- ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
- ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
- ;; DX,DY direction.
- (cond
- ((> left right)) ; Quit
- (t ; Else ..
- (let (depl square0 square1 square2 count delta)
- (setq depl (gomoku-xy-to-index dx dy)
- square0 (+ square (* left depl))
- square1 (+ square (* right depl))
- square2 (+ square0 (* 4 depl)))
- ;; Compute the contents of the first qtuple:
- (setq square square0
- count 0)
- (while (<= square square2)
- (setq count (+ count (aref gomoku-board square))
- square (+ square depl)))
- (while (<= square0 square1)
- ;; Update the squares of the qtuple beginning in SQUARE0 and ending
- ;; in SQUARE2.
- (setq delta (- (aref gomoku-score-trans-table count)
- (aref gomoku-score-trans-table (- count dval))))
- (cond ((not (zerop delta)) ; or else nothing to update
- (setq square square0)
- (while (<= square square2)
- (if (zerop (aref gomoku-board square)) ; only for free squares
- (aset gomoku-score-table square
- (+ (aref gomoku-score-table square) delta)))
- (setq square (+ square depl)))))
- ;; Then shift the qtuple one square along DEPL, this only requires
- ;; modifying SQUARE0 and SQUARE2.
- (setq square2 (+ square2 depl)
- count (+ count (- (aref gomoku-board square0))
- (aref gomoku-board square2))
- square0 (+ square0 depl)))))))
- ;;;
- ;;; GAME CONTROL.
- ;;;
- ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
- ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
- ;; (anti-updating the score table) and to compute the table from scratch in
- ;; case of an interruption.
- (defvar gomoku-game-in-progress nil
- "Non-nil if a game is in progress.")
- (defvar gomoku-game-history nil
- "A record of all moves that have been played during current game.")
- (defvar gomoku-number-of-moves nil
- "Number of moves already played in current game.")
- (defvar gomoku-number-of-human-moves nil
- "Number of moves already played by human in current game.")
- (defvar gomoku-emacs-played-first nil
- "Non-nil if Emacs played first.")
- (defvar gomoku-human-took-back nil
- "Non-nil if Human took back a move during the game.")
- (defvar gomoku-human-refused-draw nil
- "Non-nil if Human refused Emacs offer of a draw.")
- (defvar gomoku-emacs-is-computing nil
- ;; This is used to detect interruptions. Hopefully, it should not be needed.
- "Non-nil if Emacs is in the middle of a computation.")
- (defun gomoku-start-game (n m)
- "Initialize a new game on an N by M board."
- (setq gomoku-emacs-is-computing t) ; Raise flag
- (setq gomoku-game-in-progress t)
- (setq gomoku-board-width n
- gomoku-board-height m
- gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
- gomoku-draw-limit (/ (* 7 n m) 10))
- (setq gomoku-emacs-won nil
- gomoku-game-history nil
- gomoku-number-of-moves 0
- gomoku-number-of-human-moves 0
- gomoku-emacs-played-first nil
- gomoku-human-took-back nil
- gomoku-human-refused-draw nil)
- (gomoku-init-display n m) ; Display first: the rest takes time
- (gomoku-init-score-table) ; INIT-BOARD requires that the score
- (gomoku-init-board) ; table be already created.
- (setq gomoku-emacs-is-computing nil))
- (defun gomoku-play-move (square val &optional dont-update-score)
- "Go to SQUARE, play VAL and update everything."
- (setq gomoku-emacs-is-computing t) ; Raise flag
- (cond ((= 1 val) ; a Human move
- (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
- ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
- (setq gomoku-emacs-played-first t)))
- (setq gomoku-game-history
- (cons (cons square (aref gomoku-score-table square))
- gomoku-game-history)
- gomoku-number-of-moves (1+ gomoku-number-of-moves))
- (gomoku-plot-square square val)
- (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
- (if dont-update-score nil
- (gomoku-update-score-table square val) ; previous val was 0: dval = val
- (aset gomoku-score-table square -1))
- (setq gomoku-emacs-is-computing nil))
- (defun gomoku-take-back ()
- "Take back last move and update everything."
- (setq gomoku-emacs-is-computing t)
- (let* ((last-move (car gomoku-game-history))
- (square (car last-move))
- (oldval (aref gomoku-board square)))
- (if (= 1 oldval)
- (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
- (setq gomoku-game-history (cdr gomoku-game-history)
- gomoku-number-of-moves (1- gomoku-number-of-moves))
- (gomoku-plot-square square 0)
- (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
- (gomoku-update-score-table square (- oldval))
- (aset gomoku-score-table square (cdr last-move)))
- (setq gomoku-emacs-is-computing nil))
- ;;;
- ;;; SESSION CONTROL.
- ;;;
- (defvar gomoku-number-of-emacs-wins 0
- "Number of games Emacs won in this session.")
- (defvar gomoku-number-of-human-wins 0
- "Number of games you won in this session.")
- (defvar gomoku-number-of-draws 0
- "Number of games already drawn in this session.")
- (defun gomoku-terminate-game (result)
- "Terminate the current game with RESULT."
- (message
- (cond
- ((eq result 'emacs-won)
- (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
- (cond ((< gomoku-number-of-moves 20)
- "This was a REALLY QUICK win.")
- (gomoku-human-refused-draw
- "I won... Too bad you refused my offer of a draw!")
- (gomoku-human-took-back
- "I won... Taking moves back will not help you!")
- ((not gomoku-emacs-played-first)
- "I won... Playing first did not help you much!")
- ((and (zerop gomoku-number-of-human-wins)
- (zerop gomoku-number-of-draws)
- (> gomoku-number-of-emacs-wins 1))
- "I'm becoming tired of winning...")
- ("I won.")))
- ((eq result 'human-won)
- (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
- (concat "OK, you won this one."
- (cond
- (gomoku-human-took-back
- " I, for one, never take my moves back...")
- (gomoku-emacs-played-first
- ".. so what?")
- (" Now, let me play first just once."))))
- ((eq result 'human-resigned)
- (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
- "So you resign. That's just one more win for me.")
- ((eq result 'nobody-won)
- (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
- (concat "This is a draw. "
- (cond
- (gomoku-human-took-back
- "I, for one, never take my moves back...")
- (gomoku-emacs-played-first
- "Just chance, I guess.")
- ("Now, let me play first just once."))))
- ((eq result 'draw-agreed)
- (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
- (concat "Draw agreed. "
- (cond
- (gomoku-human-took-back
- "I, for one, never take my moves back...")
- (gomoku-emacs-played-first
- "You were lucky.")
- ("Now, let me play first just once."))))
- ((eq result 'crash-game)
- "Sorry, I have been interrupted and cannot resume that game...")))
- (gomoku-display-statistics)
- ;;(ding)
- (setq gomoku-game-in-progress nil))
- (defun gomoku-crash-game ()
- "What to do when Emacs detects it has been interrupted."
- (setq gomoku-emacs-is-computing nil)
- (gomoku-terminate-game 'crash-game)
- (sit-for 4) ; Let's see the message
- (gomoku-prompt-for-other-game))
- ;;;
- ;;; INTERACTIVE COMMANDS.
- ;;;
- ;;;###autoload
- (defun gomoku (&optional n m)
- "Start a Gomoku game between you and Emacs.
- If a game is in progress, this command allows you to resume it.
- If optional arguments N and M are given, an N by M board is used.
- If prefix arg is given for N, M is prompted for.
- You and Emacs play in turn by marking a free square. You mark it with X
- and Emacs marks it with O. The winner is the first to get five contiguous
- marks horizontally, vertically or in diagonal.
- You play by moving the cursor over the square you choose and hitting
- \\<gomoku-mode-map>\\[gomoku-human-plays].
- This program actually plays a simplified or archaic version of the
- Gomoku game, and ought to be upgraded to use the full modern rules.
- Use \\[describe-mode] for more info."
- (interactive (if current-prefix-arg
- (list (prefix-numeric-value current-prefix-arg)
- (eval (read-minibuffer "Height: ")))))
- ;; gomoku-switch-to-window, but without the potential call to gomoku
- ;; from gomoku-prompt-for-other-game.
- (if (get-buffer gomoku-buffer-name)
- (switch-to-buffer gomoku-buffer-name)
- (when gomoku-game-in-progress
- (setq gomoku-emacs-is-computing nil)
- (gomoku-terminate-game 'crash-game)
- (sit-for 4)
- (or (y-or-n-p "Another game? ") (error "Chicken!")))
- (switch-to-buffer gomoku-buffer-name)
- (gomoku-mode))
- (cond
- (gomoku-emacs-is-computing
- (gomoku-crash-game))
- ((or (not gomoku-game-in-progress)
- (<= gomoku-number-of-moves 2))
- (let ((max-width (gomoku-max-width))
- (max-height (gomoku-max-height)))
- (or n (setq n max-width))
- (or m (setq m max-height))
- (cond ((< n 1)
- (error "I need at least 1 column"))
- ((< m 1)
- (error "I need at least 1 row"))
- ((> n max-width)
- (error "I cannot display %d columns in that window" n)))
- (if (and (> m max-height)
- (not (eq m gomoku-saved-board-height))
- ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
- (not (y-or-n-p (format "Do you really want %d rows? " m))))
- (setq m max-height)))
- (message "One moment, please...")
- (gomoku-start-game n m)
- (if (y-or-n-p "Do you allow me to play first? ")
- (gomoku-emacs-plays)
- (gomoku-prompt-for-move)))
- ((y-or-n-p "Shall we continue our game? ")
- (gomoku-prompt-for-move))
- (t
- (gomoku-human-resigns))))
- (defun gomoku-emacs-plays ()
- "Compute Emacs next move and play it."
- (interactive)
- (gomoku-switch-to-window)
- (cond
- (gomoku-emacs-is-computing
- (gomoku-crash-game))
- ((not gomoku-game-in-progress)
- (gomoku-prompt-for-other-game))
- (t
- (message "Let me think...")
- (let (square score)
- (setq square (gomoku-strongest-square))
- (cond ((null square)
- (gomoku-terminate-game 'nobody-won))
- (t
- (setq score (aref gomoku-score-table square))
- (gomoku-play-move square 6)
- (cond ((>= score gomoku-winning-threshold)
- (setq gomoku-emacs-won t) ; for font-lock
- (gomoku-find-filled-qtuple square 6)
- (gomoku-terminate-game 'emacs-won))
- ((zerop score)
- (gomoku-terminate-game 'nobody-won))
- ((and (> gomoku-number-of-moves gomoku-draw-limit)
- (not gomoku-human-refused-draw)
- (gomoku-offer-a-draw))
- (gomoku-terminate-game 'draw-agreed))
- (t
- (gomoku-prompt-for-move)))))))))
- ;; For small square dimensions this is approximate, since though measured in
- ;; pixels, event's (X . Y) is a character's top-left corner.
- (defun gomoku-click (click)
- "Position at the square where you click."
- (interactive "e")
- (and (windowp (posn-window (setq click (event-end click))))
- (numberp (posn-point click))
- (select-window (posn-window click))
- (setq click (posn-col-row click))
- (gomoku-goto-xy
- (min (max (/ (+ (- (car click)
- gomoku-x-offset
- 1)
- (window-hscroll)
- gomoku-square-width
- (% gomoku-square-width 2)
- (/ gomoku-square-width 2))
- gomoku-square-width)
- 1)
- gomoku-board-width)
- (min (max (/ (+ (- (cdr click)
- gomoku-y-offset
- 1)
- (let ((inhibit-point-motion-hooks t))
- (count-lines 1 (window-start)))
- gomoku-square-height
- (% gomoku-square-height 2)
- (/ gomoku-square-height 2))
- gomoku-square-height)
- 1)
- gomoku-board-height))))
- (defun gomoku-mouse-play (click)
- "Play at the square where you click."
- (interactive "e")
- (if (gomoku-click click)
- (gomoku-human-plays)))
- (defun gomoku-human-plays ()
- "Signal to the Gomoku program that you have played.
- You must have put the cursor on the square where you want to play.
- If the game is finished, this command requests for another game."
- (interactive)
- (gomoku-switch-to-window)
- (cond
- (gomoku-emacs-is-computing
- (gomoku-crash-game))
- ((not gomoku-game-in-progress)
- (gomoku-prompt-for-other-game))
- (t
- (let (square score)
- (setq square (gomoku-point-square))
- (cond ((null square)
- (error "Your point is not on a square. Retry!"))
- ((not (zerop (aref gomoku-board square)))
- (error "Your point is not on a free square. Retry!"))
- (t
- (setq score (aref gomoku-score-table square))
- (gomoku-play-move square 1)
- (cond ((and (>= score gomoku-losing-threshold)
- ;; Just testing SCORE > THRESHOLD is not enough for
- ;; detecting wins, it just gives an indication that
- ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
- (gomoku-find-filled-qtuple square 1))
- (gomoku-terminate-game 'human-won))
- (t
- (gomoku-emacs-plays)))))))))
- (defun gomoku-human-takes-back ()
- "Signal to the Gomoku program that you wish to take back your last move."
- (interactive)
- (gomoku-switch-to-window)
- (cond
- (gomoku-emacs-is-computing
- (gomoku-crash-game))
- ((not gomoku-game-in-progress)
- (message "Too late for taking back...")
- (sit-for 4)
- (gomoku-prompt-for-other-game))
- ((zerop gomoku-number-of-human-moves)
- (message "You have not played yet... Your move?"))
- (t
- (message "One moment, please...")
- ;; It is possible for the user to let Emacs play several consecutive
- ;; moves, so that the best way to know when to stop taking back moves is
- ;; to count the number of human moves:
- (setq gomoku-human-took-back t)
- (let ((number gomoku-number-of-human-moves))
- (while (= number gomoku-number-of-human-moves)
- (gomoku-take-back)))
- (gomoku-prompt-for-move))))
- (defun gomoku-human-resigns ()
- "Signal to the Gomoku program that you may want to resign."
- (interactive)
- (gomoku-switch-to-window)
- (cond
- (gomoku-emacs-is-computing
- (gomoku-crash-game))
- ((not gomoku-game-in-progress)
- (message "There is no game in progress"))
- ((y-or-n-p "You mean, you resign? ")
- (gomoku-terminate-game 'human-resigned))
- ((y-or-n-p "You mean, we continue? ")
- (gomoku-prompt-for-move))
- (t
- (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
- ;;;
- ;;; PROMPTING THE HUMAN PLAYER.
- ;;;
- (defun gomoku-prompt-for-move ()
- "Display a message asking for Human's move."
- (message (if (zerop gomoku-number-of-human-moves)
- "Your move? (Move to a free square and hit X, RET ...)"
- "Your move?")))
- (defun gomoku-prompt-for-other-game ()
- "Ask for another game, and start it."
- (if (y-or-n-p "Another game? ")
- (gomoku gomoku-board-width gomoku-board-height)
- (error "Chicken!")))
- (defun gomoku-offer-a-draw ()
- "Offer a draw and return t if Human accepted it."
- (or (y-or-n-p "I offer you a draw. Do you accept it? ")
- (not (setq gomoku-human-refused-draw t))))
- ;;;
- ;;; DISPLAYING THE BOARD.
- ;;;
- (defun gomoku-max-width ()
- "Largest possible board width for the current window."
- (1+ (/ (- (window-width (selected-window))
- gomoku-x-offset gomoku-x-offset 1)
- gomoku-square-width)))
- (defun gomoku-max-height ()
- "Largest possible board height for the current window."
- (1+ (/ (- (window-height (selected-window))
- gomoku-y-offset gomoku-y-offset 2)
- ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
- gomoku-square-height)))
- (defun gomoku-point-y ()
- "Return the board row where point is."
- (let ((inhibit-point-motion-hooks t))
- (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1))
- gomoku-square-height))))
- (defun gomoku-point-square ()
- "Return the index of the square point is on."
- (let ((inhibit-point-motion-hooks t))
- (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset)
- gomoku-square-width))
- (gomoku-point-y))))
- (defun gomoku-goto-square (index)
- "Move point to square number INDEX."
- (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
- (defun gomoku-goto-xy (x y)
- "Move point to square at X, Y coords."
- (let ((inhibit-point-motion-hooks t))
- (goto-char (point-min))
- (forward-line (+ gomoku-y-offset (* gomoku-square-height (1- y)))))
- (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x)))))
- (defun gomoku-plot-square (square value)
- "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
- (or (= value 1)
- (gomoku-goto-square square))
- (let ((inhibit-read-only t)
- (inhibit-point-motion-hooks t))
- (insert-and-inherit (cond ((= value 1) ?X)
- ((= value 6) ?O)
- (?.)))
- (and (zerop value)
- (add-text-properties
- (1- (point)) (point)
- '(mouse-face highlight help-echo "mouse-2: play at this square")))
- (delete-char 1)
- (backward-char 1))
- (sit-for 0)) ; Display NOW
- (defun gomoku-init-display (n m)
- "Display an N by M Gomoku board."
- (buffer-disable-undo (current-buffer))
- (let ((inhibit-read-only t)
- (point 1) opoint
- (intangible t)
- (i m) j x)
- ;; Try to minimize number of chars (because of text properties)
- (setq tab-width
- (if (zerop (% gomoku-x-offset gomoku-square-width))
- gomoku-square-width
- (max (/ (+ (% gomoku-x-offset gomoku-square-width)
- gomoku-square-width 1) 2) 2)))
- (erase-buffer)
- (newline gomoku-y-offset)
- (while (progn
- (setq j n
- x (- gomoku-x-offset gomoku-square-width))
- (while (>= (setq j (1- j)) 0)
- (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width))
- (current-column))
- tab-width))
- (insert-char ? (- x (current-column)))
- (if (setq intangible (not intangible))
- (put-text-property point (point) 'intangible 2))
- (and (zerop j)
- (= i (- m 2))
- (progn
- (while (>= i 3)
- (append-to-buffer (current-buffer) opoint (point))
- (setq i (- i 2)))
- (goto-char (point-max))))
- (setq point (point))
- (insert ?.)
- (add-text-properties
- point (point)
- '(mouse-face highlight
- help-echo "mouse-2: play at this square")))
- (> (setq i (1- i)) 0))
- (if (= i (1- m))
- (setq opoint point))
- (insert-char ?\n gomoku-square-height))
- (or (eq (char-after 1) ?.)
- (put-text-property 1 2 'point-entered
- (lambda (_x _y) (if (bobp) (forward-char)))))
- (or intangible
- (put-text-property point (point) 'intangible 2))
- (put-text-property point (point) 'point-entered
- (lambda (_x _y) (if (eobp) (backward-char))))
- (put-text-property (point-min) (point) 'category 'gomoku-mode))
- (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
- (sit-for 0)) ; Display NOW
- (defun gomoku-display-statistics ()
- "Obnoxiously display some statistics about previous games in mode line."
- ;; We store this string in the mode-line-process local variable.
- ;; This is certainly not the cleanest way out ...
- (setq mode-line-process
- (format ": Won %d, lost %d%s"
- gomoku-number-of-human-wins
- gomoku-number-of-emacs-wins
- (if (zerop gomoku-number-of-draws)
- ""
- (format ", drew %d" gomoku-number-of-draws))))
- (force-mode-line-update))
- (defun gomoku-switch-to-window ()
- "Find or create the Gomoku buffer, and display it."
- (interactive)
- (if (get-buffer gomoku-buffer-name) ; Buffer exists:
- (switch-to-buffer gomoku-buffer-name) ; no problem.
- (if gomoku-game-in-progress
- (gomoku-crash-game)) ; buffer has been killed or something
- (switch-to-buffer gomoku-buffer-name) ; Anyway, start anew.
- (gomoku-mode)))
- ;;;
- ;;; CROSSING WINNING QTUPLES.
- ;;;
- ;; When someone succeeds in filling a qtuple, we draw a line over the five
- ;; corresponding squares. One problem is that the program does not know which
- ;; squares ! It only knows the square where the last move has been played and
- ;; who won. The solution is to scan the board along all four directions.
- (defun gomoku-find-filled-qtuple (square value)
- "Return t if SQUARE belongs to a qtuple filled with VALUEs."
- (or (gomoku-check-filled-qtuple square value 1 0)
- (gomoku-check-filled-qtuple square value 0 1)
- (gomoku-check-filled-qtuple square value 1 1)
- (gomoku-check-filled-qtuple square value -1 1)))
- (defun gomoku-check-filled-qtuple (square value dx dy)
- "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
- (let ((a 0) (b 0)
- (left square) (right square)
- (depl (gomoku-xy-to-index dx dy)))
- (while (and (> a -4) ; stretch tuple left
- (= value (aref gomoku-board (setq left (- left depl)))))
- (setq a (1- a)))
- (while (and (< b (+ a 4)) ; stretch tuple right
- (= value (aref gomoku-board (setq right (+ right depl)))))
- (setq b (1+ b)))
- (cond ((= b (+ a 4)) ; tuple length = 5 ?
- (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
- dx dy)
- t))))
- (defun gomoku-cross-qtuple (square1 square2 dx dy)
- "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
- (save-excursion ; Not moving point from last square
- (let ((depl (gomoku-xy-to-index dx dy))
- (inhibit-read-only t)
- (inhibit-point-motion-hooks t))
- ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
- (while (/= square1 square2)
- (gomoku-goto-square square1)
- (setq square1 (+ square1 depl))
- (cond
- ((= dy 0) ; Horizontal
- (forward-char 1)
- (insert-char ?- (1- gomoku-square-width) t)
- (delete-region (point) (progn
- (skip-chars-forward " \t")
- (point))))
- ((= dx 0) ; Vertical
- (let ((n 1)
- (column (current-column)))
- (while (< n gomoku-square-height)
- (setq n (1+ n))
- (forward-line 1)
- (indent-to column)
- (insert-and-inherit ?|))))
- ((= dx -1) ; 1st Diagonal
- (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2))
- (forward-line (/ gomoku-square-height 2))))
- (insert-and-inherit ?/))
- (t ; 2nd Diagonal
- (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2))
- (forward-line (/ gomoku-square-height 2))))
- (insert-and-inherit ?\\))))))
- (sit-for 0)) ; Display NOW
- ;;;
- ;;; CURSOR MOTION.
- ;;;
- ;; previous-line and next-line don't work right with intangible newlines
- (defun gomoku-move-down ()
- "Move point down one row on the Gomoku board."
- (interactive)
- (if (< (gomoku-point-y) gomoku-board-height)
- (let ((column (current-column)))
- (forward-line gomoku-square-height)
- (move-to-column column))))
- (defun gomoku-move-up ()
- "Move point up one row on the Gomoku board."
- (interactive)
- (if (> (gomoku-point-y) 1)
- (let ((column (current-column)))
- (forward-line (- 1 gomoku-square-height))
- (move-to-column column))))
- (defun gomoku-move-ne ()
- "Move point North East on the Gomoku board."
- (interactive)
- (gomoku-move-up)
- (forward-char))
- (defun gomoku-move-se ()
- "Move point South East on the Gomoku board."
- (interactive)
- (gomoku-move-down)
- (forward-char))
- (defun gomoku-move-nw ()
- "Move point North West on the Gomoku board."
- (interactive)
- (gomoku-move-up)
- (backward-char))
- (defun gomoku-move-sw ()
- "Move point South West on the Gomoku board."
- (interactive)
- (gomoku-move-down)
- (backward-char))
- (defun gomoku-beginning-of-line ()
- "Move point to first square on the Gomoku board row."
- (interactive)
- (move-to-column gomoku-x-offset))
- (defun gomoku-end-of-line ()
- "Move point to last square on the Gomoku board row."
- (interactive)
- (move-to-column (+ gomoku-x-offset
- (* gomoku-square-width (1- gomoku-board-width)))))
- (random t)
- (provide 'gomoku)
- ;;; gomoku.el ends here
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