1;;; gomoku.el --- Gomoku game between you and Emacs 2 3;; Copyright (C) 1988, 1994, 1996, 2001, 2002, 2003, 2004, 4;; 2005, 2006, 2007 Free Software Foundation, Inc. 5 6;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr> 7;; Maintainer: FSF 8;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org> 9;; Keywords: games 10 11;; This file is part of GNU Emacs. 12 13;; GNU Emacs is free software; you can redistribute it and/or modify 14;; it under the terms of the GNU General Public License as published by 15;; the Free Software Foundation; either version 2, or (at your option) 16;; any later version. 17 18;; GNU Emacs is distributed in the hope that it will be useful, 19;; but WITHOUT ANY WARRANTY; without even the implied warranty of 20;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 21;; GNU General Public License for more details. 22 23;; You should have received a copy of the GNU General Public License 24;; along with GNU Emacs; see the file COPYING. If not, write to the 25;; Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, 26;; Boston, MA 02110-1301, USA. 27 28;;; Commentary: 29 30;; RULES: 31;; 32;; Gomoku is a game played between two players on a rectangular board. Each 33;; player, in turn, marks a free square of its choice. The winner is the first 34;; one to mark five contiguous squares in any direction (horizontally, 35;; vertically or diagonally). 36;; 37;; I have been told that, in "The TRUE Gomoku", some restrictions are made 38;; about the squares where one may play, or else there is a known forced win 39;; for the first player. This program has no such restriction, but it does not 40;; know about the forced win, nor do I. 41;; See http://renju.nu/r1rulhis.htm for more information. 42 43 44;; There are two main places where you may want to customize the program: key 45;; bindings and board display. These features are commented in the code. Go 46;; and see. 47 48 49;; HOW TO USE: 50;; 51;; The command "M-x gomoku" displays a 52;; board, the size of which depends on the size of the current window. The 53;; size of the board is easily modified by giving numeric arguments to the 54;; gomoku command and/or by customizing the displaying parameters. 55;; 56;; Emacs plays when it is its turn. When it is your turn, just put the cursor 57;; on the square where you want to play and hit RET, or X, or whatever key you 58;; bind to the command gomoku-human-plays. When it is your turn, Emacs is 59;; idle: you may switch buffers, read your mail, ... Just come back to the 60;; *Gomoku* buffer and resume play. 61 62 63;; ALGORITHM: 64;; 65;; The algorithm is briefly described in section "THE SCORE TABLE". Some 66;; parameters may be modified if you want to change the style exhibited by the 67;; program. 68 69;;; Code: 70 71(defgroup gomoku nil 72 "Gomoku game between you and Emacs." 73 :prefix "gomoku-" 74 :group 'games) 75;;; 76;;; GOMOKU MODE AND KEYMAP. 77;;; 78(defcustom gomoku-mode-hook nil 79 "If non-nil, its value is called on entry to Gomoku mode. 80One useful value to include is `turn-on-font-lock' to highlight the pieces." 81 :type 'hook 82 :group 'gomoku) 83 84;;; 85;;; CONSTANTS FOR BOARD 86;;; 87 88(defconst gomoku-buffer-name "*Gomoku*" 89 "Name of the Gomoku buffer.") 90 91;; You may change these values if you have a small screen or if the squares 92;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1). 93 94(defconst gomoku-square-width 4 95 "*Horizontal spacing between squares on the Gomoku board.") 96 97(defconst gomoku-square-height 2 98 "*Vertical spacing between squares on the Gomoku board.") 99 100(defconst gomoku-x-offset 3 101 "*Number of columns between the Gomoku board and the side of the window.") 102 103(defconst gomoku-y-offset 1 104 "*Number of lines between the Gomoku board and the top of the window.") 105 106 107(defvar gomoku-mode-map nil 108 "Local keymap to use in Gomoku mode.") 109 110(if gomoku-mode-map nil 111 (setq gomoku-mode-map (make-sparse-keymap)) 112 113 ;; Key bindings for cursor motion. 114 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; y 115 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; u 116 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; b 117 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; n 118 (define-key gomoku-mode-map "h" 'backward-char) ; h 119 (define-key gomoku-mode-map "l" 'forward-char) ; l 120 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; j 121 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; k 122 123 (define-key gomoku-mode-map [kp-7] 'gomoku-move-nw) 124 (define-key gomoku-mode-map [kp-9] 'gomoku-move-ne) 125 (define-key gomoku-mode-map [kp-1] 'gomoku-move-sw) 126 (define-key gomoku-mode-map [kp-3] 'gomoku-move-se) 127 (define-key gomoku-mode-map [kp-4] 'backward-char) 128 (define-key gomoku-mode-map [kp-6] 'forward-char) 129 (define-key gomoku-mode-map [kp-2] 'gomoku-move-down) 130 (define-key gomoku-mode-map [kp-8] 'gomoku-move-up) 131 132 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-n 133 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-p 134 135 ;; Key bindings for entering Human moves. 136 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X 137 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x 138 (define-key gomoku-mode-map " " 'gomoku-human-plays) ; SPC 139 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET 140 (define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p 141 (define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b 142 (define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r 143 (define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e 144 145 (define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays) 146 (define-key gomoku-mode-map [insert] 'gomoku-human-plays) 147 (define-key gomoku-mode-map [down-mouse-1] 'gomoku-click) 148 (define-key gomoku-mode-map [drag-mouse-1] 'gomoku-click) 149 (define-key gomoku-mode-map [mouse-1] 'gomoku-click) 150 (define-key gomoku-mode-map [down-mouse-2] 'gomoku-click) 151 (define-key gomoku-mode-map [mouse-2] 'gomoku-mouse-play) 152 (define-key gomoku-mode-map [drag-mouse-2] 'gomoku-mouse-play) 153 154 (define-key gomoku-mode-map [remap previous-line] 'gomoku-move-up) 155 (define-key gomoku-mode-map [remap next-line] 'gomoku-move-down) 156 (define-key gomoku-mode-map [remap beginning-of-line] 'gomoku-beginning-of-line) 157 (define-key gomoku-mode-map [remap end-of-line] 'gomoku-end-of-line) 158 (define-key gomoku-mode-map [remap undo] 'gomoku-human-takes-back) 159 (define-key gomoku-mode-map [remap advertised-undo] 'gomoku-human-takes-back)) 160 161(defvar gomoku-emacs-won () 162 "For making font-lock use the winner's face for the line.") 163 164(defface gomoku-O 165 '((((class color)) (:foreground "red" :weight bold))) 166 "Face to use for Emacs' O." 167 :group 'gomoku) 168 169(defface gomoku-X 170 '((((class color)) (:foreground "green" :weight bold))) 171 "Face to use for your X." 172 :group 'gomoku) 173 174(defvar gomoku-font-lock-keywords 175 '(("O" . 'gomoku-O) 176 ("X" . 'gomoku-X) 177 ("[-|/\\]" 0 (if gomoku-emacs-won 'gomoku-O 'gomoku-X))) 178 "*Font lock rules for Gomoku.") 179 180(put 'gomoku-mode 'front-sticky 181 (put 'gomoku-mode 'rear-nonsticky '(intangible))) 182(put 'gomoku-mode 'intangible 1) 183;; This one is for when they set view-read-only to t: Gomoku cannot 184;; allow View Mode to be activated in its buffer. 185(put 'gomoku-mode 'mode-class 'special) 186 187(defun gomoku-mode () 188 "Major mode for playing Gomoku against Emacs. 189You and Emacs play in turn by marking a free square. You mark it with X 190and Emacs marks it with O. The winner is the first to get five contiguous 191marks horizontally, vertically or in diagonal. 192 193You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays]. 194 195Other useful commands: 196\\{gomoku-mode-map} 197Entry to this mode calls the value of `gomoku-mode-hook' if that value 198is non-nil." 199 (interactive) 200 (kill-all-local-variables) 201 (setq major-mode 'gomoku-mode 202 mode-name "Gomoku") 203 (gomoku-display-statistics) 204 (use-local-map gomoku-mode-map) 205 (make-local-variable 'font-lock-defaults) 206 (setq font-lock-defaults '(gomoku-font-lock-keywords t)) 207 (toggle-read-only t) 208 (run-mode-hooks 'gomoku-mode-hook)) 209 210;;; 211;;; THE BOARD. 212;;; 213 214;; The board is a rectangular grid. We code empty squares with 0, X's with 1 215;; and O's with 6. The rectangle is recorded in a one dimensional vector 216;; containing padding squares (coded with -1). These squares allow us to 217;; detect when we are trying to move out of the board. We denote a square by 218;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The 219;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2. 220;; Similarly, vectors between squares may be given by two DX, DY coords or by 221;; one DEPL (the difference between indexes). 222 223(defvar gomoku-board-width nil 224 "Number of columns on the Gomoku board.") 225 226(defvar gomoku-board-height nil 227 "Number of lines on the Gomoku board.") 228 229(defvar gomoku-board nil 230 "Vector recording the actual state of the Gomoku board.") 231 232(defvar gomoku-vector-length nil 233 "Length of `gomoku-board' vector.") 234 235(defvar gomoku-draw-limit nil 236 ;; This is usually set to 70% of the number of squares. 237 "After how many moves will Emacs offer a draw?") 238 239 240(defun gomoku-xy-to-index (x y) 241 "Translate X, Y cartesian coords into the corresponding board index." 242 (+ (* y gomoku-board-width) x y)) 243 244(defun gomoku-index-to-x (index) 245 "Return corresponding x-coord of board INDEX." 246 (% index (1+ gomoku-board-width))) 247 248(defun gomoku-index-to-y (index) 249 "Return corresponding y-coord of board INDEX." 250 (/ index (1+ gomoku-board-width))) 251 252(defun gomoku-init-board () 253 "Create the `gomoku-board' vector and fill it with initial values." 254 (setq gomoku-board (make-vector gomoku-vector-length 0)) 255 ;; Every square is 0 (i.e. empty) except padding squares: 256 (let ((i 0) (ii (1- gomoku-vector-length))) 257 (while (<= i gomoku-board-width) ; The squares in [0..width] and in 258 (aset gomoku-board i -1) ; [length - width - 1..length - 1] 259 (aset gomoku-board ii -1) ; are padding squares. 260 (setq i (1+ i) 261 ii (1- ii)))) 262 (let ((i 0)) 263 (while (< i gomoku-vector-length) 264 (aset gomoku-board i -1) ; and also all k*(width+1) 265 (setq i (+ i gomoku-board-width 1))))) 266 267;;; 268;;; THE SCORE TABLE. 269;;; 270 271;; Every (free) square has a score associated to it, recorded in the 272;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having 273;; the highest score. 274 275(defvar gomoku-score-table nil 276 "Vector recording the actual score of the free squares.") 277 278 279;; The key point point about the algorithm is that, rather than considering 280;; the board as just a set of squares, we prefer to see it as a "space" of 281;; internested 5-tuples of contiguous squares (called qtuples). 282;; 283;; The aim of the program is to fill one qtuple with its O's while preventing 284;; you from filling another one with your X's. To that effect, it computes a 285;; score for every qtuple, with better qtuples having better scores. Of 286;; course, the score of a qtuple (taken in isolation) is just determined by 287;; its contents as a set, i.e. not considering the order of its elements. The 288;; highest score is given to the "OOOO" qtuples because playing in such a 289;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because 290;; not playing in it is just loosing the game, and so on. Note that a 291;; "polluted" qtuple, i.e. one containing at least one X and at least one O, 292;; has score zero because there is no more any point in playing in it, from 293;; both an attacking and a defending point of view. 294;; 295;; Given the score of every qtuple, the score of a given free square on the 296;; board is just the sum of the scores of all the qtuples to which it belongs, 297;; because playing in that square is playing in all its containing qtuples at 298;; once. And it is that function which takes into account the internesting of 299;; the qtuples. 300;; 301;; This algorithm is rather simple but anyway it gives a not so dumb level of 302;; play. It easily extends to "n-dimensional Gomoku", where a win should not 303;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !) 304;; should be preferred. 305 306 307;; Here are the scores of the nine "non-polluted" configurations. Tuning 308;; these values will change (hopefully improve) the strength of the program 309;; and may change its style (rather aggressive here). 310 311(defconst nil-score 7 "Score of an empty qtuple.") 312(defconst Xscore 15 "Score of a qtuple containing one X.") 313(defconst XXscore 400 "Score of a qtuple containing two X's.") 314(defconst XXXscore 1800 "Score of a qtuple containing three X's.") 315(defconst XXXXscore 100000 "Score of a qtuple containing four X's.") 316(defconst Oscore 35 "Score of a qtuple containing one O.") 317(defconst OOscore 800 "Score of a qtuple containing two O's.") 318(defconst OOOscore 15000 "Score of a qtuple containing three O's.") 319(defconst OOOOscore 800000 "Score of a qtuple containing four O's.") 320 321;; These values are not just random: if, given the following situation: 322;; 323;; . . . . . . . O . 324;; . X X a . . . X . 325;; . . . X . . . X . 326;; . . . X . . . X . 327;; . . . . . . . b . 328;; 329;; you want Emacs to play in "a" and not in "b", then the parameters must 330;; satisfy the inequality: 331;; 332;; 6 * XXscore > XXXscore + XXscore 333;; 334;; because "a" mainly belongs to six "XX" qtuples (the others are less 335;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other 336;; conditions are required to obtain sensible moves, but the previous example 337;; should illustrate the point. If you manage to improve on these values, 338;; please send me a note. Thanks. 339 340 341;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the 342;; contents of a qtuple are uniquely determined by the sum of its elements and 343;; we just have to set up a translation table. 344 345(defconst gomoku-score-trans-table 346 (vector nil-score Xscore XXscore XXXscore XXXXscore 0 347 Oscore 0 0 0 0 0 348 OOscore 0 0 0 0 0 349 OOOscore 0 0 0 0 0 350 OOOOscore 0 0 0 0 0 351 0) 352 "Vector associating qtuple contents to their score.") 353 354 355;; If you do not modify drastically the previous constants, the only way for a 356;; square to have a score higher than OOOOscore is to belong to a "OOOO" 357;; qtuple, thus to be a winning move. Similarly, the only way for a square to 358;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX" 359;; qtuple. We may use these considerations to detect when a given move is 360;; winning or loosing. 361 362(defconst gomoku-winning-threshold OOOOscore 363 "Threshold score beyond which an Emacs move is winning.") 364 365(defconst gomoku-loosing-threshold XXXXscore 366 "Threshold score beyond which a human move is winning.") 367 368 369(defun gomoku-strongest-square () 370 "Compute index of free square with highest score, or nil if none." 371 ;; We just have to loop other all squares. However there are two problems: 372 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed 373 ;; up future searches, we set the score of padding or occupied squares 374 ;; to -1 whenever we meet them. 375 ;; 2/ We want to choose randomly between equally good moves. 376 (let ((score-max 0) 377 (count 0) ; Number of equally good moves 378 (square (gomoku-xy-to-index 1 1)) ; First square 379 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height)) 380 best-square score) 381 (while (<= square end) 382 (cond 383 ;; If score is lower (i.e. most of the time), skip to next: 384 ((< (aref gomoku-score-table square) score-max)) 385 ;; If score is better, beware of non free squares: 386 ((> (setq score (aref gomoku-score-table square)) score-max) 387 (if (zerop (aref gomoku-board square)) ; is it free ? 388 (setq count 1 ; yes: take it ! 389 best-square square 390 score-max score) 391 (aset gomoku-score-table square -1))) ; no: kill it ! 392 ;; If score is equally good, choose randomly. But first check freeness: 393 ((not (zerop (aref gomoku-board square))) 394 (aset gomoku-score-table square -1)) 395 ((zerop (random (setq count (1+ count)))) 396 (setq best-square square 397 score-max score))) 398 (setq square (1+ square))) ; try next square 399 best-square)) 400 401;;; 402;;; INITIALIZING THE SCORE TABLE. 403;;; 404 405;; At initialization the board is empty so that every qtuple amounts for 406;; nil-score. Therefore, the score of any square is nil-score times the number 407;; of qtuples that pass through it. This number is 3 in a corner and 20 if you 408;; are sufficiently far from the sides. As computing the number is time 409;; consuming, we initialize every square with 20*nil-score and then only 410;; consider squares at less than 5 squares from one side. We speed this up by 411;; taking symmetry into account. 412;; Also, as it is likely that successive games will be played on a board with 413;; same size, it is a good idea to save the initial SCORE-TABLE configuration. 414 415(defvar gomoku-saved-score-table nil 416 "Recorded initial value of previous score table.") 417 418(defvar gomoku-saved-board-width nil 419 "Recorded value of previous board width.") 420 421(defvar gomoku-saved-board-height nil 422 "Recorded value of previous board height.") 423 424 425(defun gomoku-init-score-table () 426 "Create the score table vector and fill it with initial values." 427 (if (and gomoku-saved-score-table ; Has it been stored last time ? 428 (= gomoku-board-width gomoku-saved-board-width) 429 (= gomoku-board-height gomoku-saved-board-height)) 430 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table)) 431 ;; No, compute it: 432 (setq gomoku-score-table 433 (make-vector gomoku-vector-length (* 20 nil-score))) 434 (let (i j maxi maxj maxi2 maxj2) 435 (setq maxi (/ (1+ gomoku-board-width) 2) 436 maxj (/ (1+ gomoku-board-height) 2) 437 maxi2 (min 4 maxi) 438 maxj2 (min 4 maxj)) 439 ;; We took symmetry into account and could use it more if the board 440 ;; would have been square and not rectangular ! 441 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U 442 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the 443 ;; board may well be less than 8 by 8 ! 444 (setq i 1) 445 (while (<= i maxi2) 446 (setq j 1) 447 (while (<= j maxj) 448 (gomoku-init-square-score i j) 449 (setq j (1+ j))) 450 (setq i (1+ i))) 451 (while (<= i maxi) 452 (setq j 1) 453 (while (<= j maxj2) 454 (gomoku-init-square-score i j) 455 (setq j (1+ j))) 456 (setq i (1+ i)))) 457 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table) 458 gomoku-saved-board-width gomoku-board-width 459 gomoku-saved-board-height gomoku-board-height))) 460 461(defun gomoku-nb-qtuples (i j) 462 "Return the number of qtuples containing square I,J." 463 ;; This function is complicated because we have to deal 464 ;; with ugly cases like 3 by 6 boards, but it works. 465 ;; If you have a simpler (and correct) solution, send it to me. Thanks ! 466 (let ((left (min 4 (1- i))) 467 (right (min 4 (- gomoku-board-width i))) 468 (up (min 4 (1- j))) 469 (down (min 4 (- gomoku-board-height j)))) 470 (+ -12 471 (min (max (+ left right) 3) 8) 472 (min (max (+ up down) 3) 8) 473 (min (max (+ (min left up) (min right down)) 3) 8) 474 (min (max (+ (min right up) (min left down)) 3) 8)))) 475 476(defun gomoku-init-square-score (i j) 477 "Give initial score to square I,J and to its mirror images." 478 (let ((ii (1+ (- gomoku-board-width i))) 479 (jj (1+ (- gomoku-board-height j))) 480 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0)))) 481 (aset gomoku-score-table (gomoku-xy-to-index i j) sc) 482 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc) 483 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc) 484 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc))) 485 486;;; 487;;; MAINTAINING THE SCORE TABLE. 488;;; 489 490;; We do not provide functions for computing the SCORE-TABLE given the 491;; contents of the BOARD. This would involve heavy nested loops, with time 492;; proportional to the size of the board. It is better to update the 493;; SCORE-TABLE after each move. Updating needs not modify more than 36 494;; squares: it is done in constant time. 495 496(defun gomoku-update-score-table (square dval) 497 "Update score table after SQUARE received a DVAL increment." 498 ;; The board has already been updated when this function is called. 499 ;; Updating scores is done by looking for qtuples boundaries in all four 500 ;; directions and then calling update-score-in-direction. 501 ;; Finally all squares received the right increment, and then are up to 502 ;; date, except possibly for SQUARE itself if we are taking a move back for 503 ;; its score had been set to -1 at the time. 504 (let* ((x (gomoku-index-to-x square)) 505 (y (gomoku-index-to-y square)) 506 (imin (max -4 (- 1 x))) 507 (jmin (max -4 (- 1 y))) 508 (imax (min 0 (- gomoku-board-width x 4))) 509 (jmax (min 0 (- gomoku-board-height y 4)))) 510 (gomoku-update-score-in-direction imin imax 511 square 1 0 dval) 512 (gomoku-update-score-in-direction jmin jmax 513 square 0 1 dval) 514 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax) 515 square 1 1 dval) 516 (gomoku-update-score-in-direction (max (- 1 y) -4 517 (- x gomoku-board-width)) 518 (min 0 (- x 5) 519 (- gomoku-board-height y 4)) 520 square -1 1 dval))) 521 522(defun gomoku-update-score-in-direction (left right square dx dy dval) 523 "Update scores for all squares in the qtuples starting between the LEFTth 524square and the RIGHTth after SQUARE, along the DX, DY direction, considering 525that DVAL has been added on SQUARE." 526 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well 527 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that 528 ;; DX,DY direction. 529 (cond 530 ((> left right)) ; Quit 531 (t ; Else .. 532 (let (depl square0 square1 square2 count delta) 533 (setq depl (gomoku-xy-to-index dx dy) 534 square0 (+ square (* left depl)) 535 square1 (+ square (* right depl)) 536 square2 (+ square0 (* 4 depl))) 537 ;; Compute the contents of the first qtuple: 538 (setq square square0 539 count 0) 540 (while (<= square square2) 541 (setq count (+ count (aref gomoku-board square)) 542 square (+ square depl))) 543 (while (<= square0 square1) 544 ;; Update the squares of the qtuple beginning in SQUARE0 and ending 545 ;; in SQUARE2. 546 (setq delta (- (aref gomoku-score-trans-table count) 547 (aref gomoku-score-trans-table (- count dval)))) 548 (cond ((not (zerop delta)) ; or else nothing to update 549 (setq square square0) 550 (while (<= square square2) 551 (if (zerop (aref gomoku-board square)) ; only for free squares 552 (aset gomoku-score-table square 553 (+ (aref gomoku-score-table square) delta))) 554 (setq square (+ square depl))))) 555 ;; Then shift the qtuple one square along DEPL, this only requires 556 ;; modifying SQUARE0 and SQUARE2. 557 (setq square2 (+ square2 depl) 558 count (+ count (- (aref gomoku-board square0)) 559 (aref gomoku-board square2)) 560 square0 (+ square0 depl))))))) 561 562;;; 563;;; GAME CONTROL. 564;;; 565 566;; Several variables are used to monitor a game, including a GAME-HISTORY (the 567;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back 568;; (anti-updating the score table) and to compute the table from scratch in 569;; case of an interruption. 570 571(defvar gomoku-game-in-progress nil 572 "Non-nil if a game is in progress.") 573 574(defvar gomoku-game-history nil 575 "A record of all moves that have been played during current game.") 576 577(defvar gomoku-number-of-moves nil 578 "Number of moves already played in current game.") 579 580(defvar gomoku-number-of-human-moves nil 581 "Number of moves already played by human in current game.") 582 583(defvar gomoku-emacs-played-first nil 584 "Non-nil if Emacs played first.") 585 586(defvar gomoku-human-took-back nil 587 "Non-nil if Human took back a move during the game.") 588 589(defvar gomoku-human-refused-draw nil 590 "Non-nil if Human refused Emacs offer of a draw.") 591 592(defvar gomoku-emacs-is-computing nil 593 ;; This is used to detect interruptions. Hopefully, it should not be needed. 594 "Non-nil if Emacs is in the middle of a computation.") 595 596 597(defun gomoku-start-game (n m) 598 "Initialize a new game on an N by M board." 599 (setq gomoku-emacs-is-computing t) ; Raise flag 600 (setq gomoku-game-in-progress t) 601 (setq gomoku-board-width n 602 gomoku-board-height m 603 gomoku-vector-length (1+ (* (+ m 2) (1+ n))) 604 gomoku-draw-limit (/ (* 7 n m) 10)) 605 (setq gomoku-emacs-won nil 606 gomoku-game-history nil 607 gomoku-number-of-moves 0 608 gomoku-number-of-human-moves 0 609 gomoku-emacs-played-first nil 610 gomoku-human-took-back nil 611 gomoku-human-refused-draw nil) 612 (gomoku-init-display n m) ; Display first: the rest takes time 613 (gomoku-init-score-table) ; INIT-BOARD requires that the score 614 (gomoku-init-board) ; table be already created. 615 (setq gomoku-emacs-is-computing nil)) 616 617(defun gomoku-play-move (square val &optional dont-update-score) 618 "Go to SQUARE, play VAL and update everything." 619 (setq gomoku-emacs-is-computing t) ; Raise flag 620 (cond ((= 1 val) ; a Human move 621 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves))) 622 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ? 623 (setq gomoku-emacs-played-first t))) 624 (setq gomoku-game-history 625 (cons (cons square (aref gomoku-score-table square)) 626 gomoku-game-history) 627 gomoku-number-of-moves (1+ gomoku-number-of-moves)) 628 (gomoku-plot-square square val) 629 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE ! 630 (if dont-update-score nil 631 (gomoku-update-score-table square val) ; previous val was 0: dval = val 632 (aset gomoku-score-table square -1)) 633 (setq gomoku-emacs-is-computing nil)) 634 635(defun gomoku-take-back () 636 "Take back last move and update everything." 637 (setq gomoku-emacs-is-computing t) 638 (let* ((last-move (car gomoku-game-history)) 639 (square (car last-move)) 640 (oldval (aref gomoku-board square))) 641 (if (= 1 oldval) 642 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves))) 643 (setq gomoku-game-history (cdr gomoku-game-history) 644 gomoku-number-of-moves (1- gomoku-number-of-moves)) 645 (gomoku-plot-square square 0) 646 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE ! 647 (gomoku-update-score-table square (- oldval)) 648 (aset gomoku-score-table square (cdr last-move))) 649 (setq gomoku-emacs-is-computing nil)) 650 651;;; 652;;; SESSION CONTROL. 653;;; 654 655(defvar gomoku-number-of-emacs-wins 0 656 "Number of games Emacs won in this session.") 657 658(defvar gomoku-number-of-human-wins 0 659 "Number of games you won in this session.") 660 661(defvar gomoku-number-of-draws 0 662 "Number of games already drawn in this session.") 663 664 665(defun gomoku-terminate-game (result) 666 "Terminate the current game with RESULT." 667 (message 668 (cond 669 ((eq result 'emacs-won) 670 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) 671 (cond ((< gomoku-number-of-moves 20) 672 "This was a REALLY QUICK win.") 673 (gomoku-human-refused-draw 674 "I won... Too bad you refused my offer of a draw!") 675 (gomoku-human-took-back 676 "I won... Taking moves back will not help you!") 677 ((not gomoku-emacs-played-first) 678 "I won... Playing first did not help you much!") 679 ((and (zerop gomoku-number-of-human-wins) 680 (zerop gomoku-number-of-draws) 681 (> gomoku-number-of-emacs-wins 1)) 682 "I'm becoming tired of winning...") 683 ("I won."))) 684 ((eq result 'human-won) 685 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins)) 686 (concat "OK, you won this one." 687 (cond 688 (gomoku-human-took-back 689 " I, for one, never take my moves back...") 690 (gomoku-emacs-played-first 691 ".. so what?") 692 (" Now, let me play first just once.")))) 693 ((eq result 'human-resigned) 694 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) 695 "So you resign. That's just one more win for me.") 696 ((eq result 'nobody-won) 697 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) 698 (concat "This is a draw. " 699 (cond 700 (gomoku-human-took-back 701 "I, for one, never take my moves back...") 702 (gomoku-emacs-played-first 703 "Just chance, I guess.") 704 ("Now, let me play first just once.")))) 705 ((eq result 'draw-agreed) 706 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) 707 (concat "Draw agreed. " 708 (cond 709 (gomoku-human-took-back 710 "I, for one, never take my moves back...") 711 (gomoku-emacs-played-first 712 "You were lucky.") 713 ("Now, let me play first just once.")))) 714 ((eq result 'crash-game) 715 "Sorry, I have been interrupted and cannot resume that game..."))) 716 (gomoku-display-statistics) 717 ;;(ding) 718 (setq gomoku-game-in-progress nil)) 719 720(defun gomoku-crash-game () 721 "What to do when Emacs detects it has been interrupted." 722 (setq gomoku-emacs-is-computing nil) 723 (gomoku-terminate-game 'crash-game) 724 (sit-for 4) ; Let's see the message 725 (gomoku-prompt-for-other-game)) 726 727;;; 728;;; INTERACTIVE COMMANDS. 729;;; 730 731;;;###autoload 732(defun gomoku (&optional n m) 733 "Start a Gomoku game between you and Emacs. 734 735If a game is in progress, this command allow you to resume it. 736If optional arguments N and M are given, an N by M board is used. 737If prefix arg is given for N, M is prompted for. 738 739You and Emacs play in turn by marking a free square. You mark it with X 740and Emacs marks it with O. The winner is the first to get five contiguous 741marks horizontally, vertically or in diagonal. 742 743You play by moving the cursor over the square you choose and hitting 744\\<gomoku-mode-map>\\[gomoku-human-plays]. 745 746This program actually plays a simplified or archaic version of the 747Gomoku game, and ought to be upgraded to use the full modern rules. 748 749Use \\[describe-mode] for more info." 750 (interactive (if current-prefix-arg 751 (list (prefix-numeric-value current-prefix-arg) 752 (eval (read-minibuffer "Height: "))))) 753 ;; gomoku-switch-to-window, but without the potential call to gomoku 754 ;; from gomoku-prompt-for-other-game. 755 (if (get-buffer gomoku-buffer-name) 756 (switch-to-buffer gomoku-buffer-name) 757 (when gomoku-game-in-progress 758 (setq gomoku-emacs-is-computing nil) 759 (gomoku-terminate-game 'crash-game) 760 (sit-for 4) 761 (or (y-or-n-p "Another game? ") (error "Chicken!"))) 762 (switch-to-buffer gomoku-buffer-name) 763 (gomoku-mode)) 764 (cond 765 (gomoku-emacs-is-computing 766 (gomoku-crash-game)) 767 ((or (not gomoku-game-in-progress) 768 (<= gomoku-number-of-moves 2)) 769 (let ((max-width (gomoku-max-width)) 770 (max-height (gomoku-max-height))) 771 (or n (setq n max-width)) 772 (or m (setq m max-height)) 773 (cond ((< n 1) 774 (error "I need at least 1 column")) 775 ((< m 1) 776 (error "I need at least 1 row")) 777 ((> n max-width) 778 (error "I cannot display %d columns in that window" n))) 779 (if (and (> m max-height) 780 (not (eq m gomoku-saved-board-height)) 781 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil 782 (not (y-or-n-p (format "Do you really want %d rows? " m)))) 783 (setq m max-height))) 784 (message "One moment, please...") 785 (gomoku-start-game n m) 786 (if (y-or-n-p "Do you allow me to play first? ") 787 (gomoku-emacs-plays) 788 (gomoku-prompt-for-move))) 789 ((y-or-n-p "Shall we continue our game? ") 790 (gomoku-prompt-for-move)) 791 (t 792 (gomoku-human-resigns)))) 793 794(defun gomoku-emacs-plays () 795 "Compute Emacs next move and play it." 796 (interactive) 797 (gomoku-switch-to-window) 798 (cond 799 (gomoku-emacs-is-computing 800 (gomoku-crash-game)) 801 ((not gomoku-game-in-progress) 802 (gomoku-prompt-for-other-game)) 803 (t 804 (message "Let me think...") 805 (let (square score) 806 (setq square (gomoku-strongest-square)) 807 (cond ((null square) 808 (gomoku-terminate-game 'nobody-won)) 809 (t 810 (setq score (aref gomoku-score-table square)) 811 (gomoku-play-move square 6) 812 (cond ((>= score gomoku-winning-threshold) 813 (setq gomoku-emacs-won t) ; for font-lock 814 (gomoku-find-filled-qtuple square 6) 815 (gomoku-terminate-game 'emacs-won)) 816 ((zerop score) 817 (gomoku-terminate-game 'nobody-won)) 818 ((and (> gomoku-number-of-moves gomoku-draw-limit) 819 (not gomoku-human-refused-draw) 820 (gomoku-offer-a-draw)) 821 (gomoku-terminate-game 'draw-agreed)) 822 (t 823 (gomoku-prompt-for-move))))))))) 824 825;; For small square dimensions this is approximate, since though measured in 826;; pixels, event's (X . Y) is a character's top-left corner. 827(defun gomoku-click (click) 828 "Position at the square where you click." 829 (interactive "e") 830 (and (windowp (posn-window (setq click (event-end click)))) 831 (numberp (posn-point click)) 832 (select-window (posn-window click)) 833 (setq click (posn-col-row click)) 834 (gomoku-goto-xy 835 (min (max (/ (+ (- (car click) 836 gomoku-x-offset 837 1) 838 (window-hscroll) 839 gomoku-square-width 840 (% gomoku-square-width 2) 841 (/ gomoku-square-width 2)) 842 gomoku-square-width) 843 1) 844 gomoku-board-width) 845 (min (max (/ (+ (- (cdr click) 846 gomoku-y-offset 847 1) 848 (let ((inhibit-point-motion-hooks t)) 849 (count-lines 1 (window-start))) 850 gomoku-square-height 851 (% gomoku-square-height 2) 852 (/ gomoku-square-height 2)) 853 gomoku-square-height) 854 1) 855 gomoku-board-height)))) 856 857(defun gomoku-mouse-play (click) 858 "Play at the square where you click." 859 (interactive "e") 860 (if (gomoku-click click) 861 (gomoku-human-plays))) 862 863(defun gomoku-human-plays () 864 "Signal to the Gomoku program that you have played. 865You must have put the cursor on the square where you want to play. 866If the game is finished, this command requests for another game." 867 (interactive) 868 (gomoku-switch-to-window) 869 (cond 870 (gomoku-emacs-is-computing 871 (gomoku-crash-game)) 872 ((not gomoku-game-in-progress) 873 (gomoku-prompt-for-other-game)) 874 (t 875 (let (square score) 876 (setq square (gomoku-point-square)) 877 (cond ((null square) 878 (error "Your point is not on a square. Retry!")) 879 ((not (zerop (aref gomoku-board square))) 880 (error "Your point is not on a free square. Retry!")) 881 (t 882 (setq score (aref gomoku-score-table square)) 883 (gomoku-play-move square 1) 884 (cond ((and (>= score gomoku-loosing-threshold) 885 ;; Just testing SCORE > THRESHOLD is not enough for 886 ;; detecting wins, it just gives an indication that 887 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE. 888 (gomoku-find-filled-qtuple square 1)) 889 (gomoku-terminate-game 'human-won)) 890 (t 891 (gomoku-emacs-plays))))))))) 892 893(defun gomoku-human-takes-back () 894 "Signal to the Gomoku program that you wish to take back your last move." 895 (interactive) 896 (gomoku-switch-to-window) 897 (cond 898 (gomoku-emacs-is-computing 899 (gomoku-crash-game)) 900 ((not gomoku-game-in-progress) 901 (message "Too late for taking back...") 902 (sit-for 4) 903 (gomoku-prompt-for-other-game)) 904 ((zerop gomoku-number-of-human-moves) 905 (message "You have not played yet... Your move?")) 906 (t 907 (message "One moment, please...") 908 ;; It is possible for the user to let Emacs play several consecutive 909 ;; moves, so that the best way to know when to stop taking back moves is 910 ;; to count the number of human moves: 911 (setq gomoku-human-took-back t) 912 (let ((number gomoku-number-of-human-moves)) 913 (while (= number gomoku-number-of-human-moves) 914 (gomoku-take-back))) 915 (gomoku-prompt-for-move)))) 916 917(defun gomoku-human-resigns () 918 "Signal to the Gomoku program that you may want to resign." 919 (interactive) 920 (gomoku-switch-to-window) 921 (cond 922 (gomoku-emacs-is-computing 923 (gomoku-crash-game)) 924 ((not gomoku-game-in-progress) 925 (message "There is no game in progress")) 926 ((y-or-n-p "You mean, you resign? ") 927 (gomoku-terminate-game 'human-resigned)) 928 ((y-or-n-p "You mean, we continue? ") 929 (gomoku-prompt-for-move)) 930 (t 931 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it 932 933;;; 934;;; PROMPTING THE HUMAN PLAYER. 935;;; 936 937(defun gomoku-prompt-for-move () 938 "Display a message asking for Human's move." 939 (message (if (zerop gomoku-number-of-human-moves) 940 "Your move? (Move to a free square and hit X, RET ...)" 941 "Your move?")) 942 ;; This may seem silly, but if one omits the following line (or a similar 943 ;; one), the cursor may very well go to some place where POINT is not. 944 (save-excursion (set-buffer (other-buffer)))) 945 946(defun gomoku-prompt-for-other-game () 947 "Ask for another game, and start it." 948 (if (y-or-n-p "Another game? ") 949 (gomoku gomoku-board-width gomoku-board-height) 950 (error "Chicken!"))) 951 952(defun gomoku-offer-a-draw () 953 "Offer a draw and return t if Human accepted it." 954 (or (y-or-n-p "I offer you a draw. Do you accept it? ") 955 (not (setq gomoku-human-refused-draw t)))) 956 957;;; 958;;; DISPLAYING THE BOARD. 959;;; 960 961(defun gomoku-max-width () 962 "Largest possible board width for the current window." 963 (1+ (/ (- (window-width (selected-window)) 964 gomoku-x-offset gomoku-x-offset 1) 965 gomoku-square-width))) 966 967(defun gomoku-max-height () 968 "Largest possible board height for the current window." 969 (1+ (/ (- (window-height (selected-window)) 970 gomoku-y-offset gomoku-y-offset 2) 971 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line ! 972 gomoku-square-height))) 973 974(defun gomoku-point-y () 975 "Return the board row where point is." 976 (let ((inhibit-point-motion-hooks t)) 977 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1)) 978 gomoku-square-height)))) 979 980(defun gomoku-point-square () 981 "Return the index of the square point is on." 982 (let ((inhibit-point-motion-hooks t)) 983 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset) 984 gomoku-square-width)) 985 (gomoku-point-y)))) 986 987(defun gomoku-goto-square (index) 988 "Move point to square number INDEX." 989 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index))) 990 991(defun gomoku-goto-xy (x y) 992 "Move point to square at X, Y coords." 993 (let ((inhibit-point-motion-hooks t)) 994 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y))))) 995 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x))))) 996 997(defun gomoku-plot-square (square value) 998 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there." 999 (or (= value 1) 1000 (gomoku-goto-square square)) 1001 (let ((inhibit-read-only t) 1002 (inhibit-point-motion-hooks t)) 1003 (insert-and-inherit (cond ((= value 1) ?X) 1004 ((= value 6) ?O) 1005 (?.))) 1006 (and (zerop value) 1007 (add-text-properties 1008 (1- (point)) (point) 1009 '(mouse-face highlight help-echo "mouse-2: play at this square"))) 1010 (delete-char 1) 1011 (backward-char 1)) 1012 (sit-for 0)) ; Display NOW 1013 1014(defun gomoku-init-display (n m) 1015 "Display an N by M Gomoku board." 1016 (buffer-disable-undo (current-buffer)) 1017 (let ((inhibit-read-only t) 1018 (point 1) opoint 1019 (intangible t) 1020 (i m) j x) 1021 ;; Try to minimize number of chars (because of text properties) 1022 (setq tab-width 1023 (if (zerop (% gomoku-x-offset gomoku-square-width)) 1024 gomoku-square-width 1025 (max (/ (+ (% gomoku-x-offset gomoku-square-width) 1026 gomoku-square-width 1) 2) 2))) 1027 (erase-buffer) 1028 (newline gomoku-y-offset) 1029 (while (progn 1030 (setq j n 1031 x (- gomoku-x-offset gomoku-square-width)) 1032 (while (>= (setq j (1- j)) 0) 1033 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width)) 1034 (current-column)) 1035 tab-width)) 1036 (insert-char ? (- x (current-column))) 1037 (if (setq intangible (not intangible)) 1038 (put-text-property point (point) 'intangible 2)) 1039 (and (zerop j) 1040 (= i (- m 2)) 1041 (progn 1042 (while (>= i 3) 1043 (append-to-buffer (current-buffer) opoint (point)) 1044 (setq i (- i 2))) 1045 (goto-char (point-max)))) 1046 (setq point (point)) 1047 (insert ?.) 1048 (add-text-properties 1049 point (point) 1050 '(mouse-face highlight 1051 help-echo "mouse-2: play at this square"))) 1052 (> (setq i (1- i)) 0)) 1053 (if (= i (1- m)) 1054 (setq opoint point)) 1055 (insert-char ?\n gomoku-square-height)) 1056 (or (eq (char-after 1) ?.) 1057 (put-text-property 1 2 'point-entered 1058 (lambda (x y) (if (bobp) (forward-char))))) 1059 (or intangible 1060 (put-text-property point (point) 'intangible 2)) 1061 (put-text-property point (point) 'point-entered 1062 (lambda (x y) (if (eobp) (backward-char)))) 1063 (put-text-property (point-min) (point) 'category 'gomoku-mode)) 1064 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board 1065 (sit-for 0)) ; Display NOW 1066 1067(defun gomoku-display-statistics () 1068 "Obnoxiously display some statistics about previous games in mode line." 1069 ;; We store this string in the mode-line-process local variable. 1070 ;; This is certainly not the cleanest way out ... 1071 (setq mode-line-process 1072 (format ": Won %d, lost %d%s" 1073 gomoku-number-of-human-wins 1074 gomoku-number-of-emacs-wins 1075 (if (zerop gomoku-number-of-draws) 1076 "" 1077 (format ", drew %d" gomoku-number-of-draws)))) 1078 (force-mode-line-update)) 1079 1080(defun gomoku-switch-to-window () 1081 "Find or create the Gomoku buffer, and display it." 1082 (interactive) 1083 (if (get-buffer gomoku-buffer-name) ; Buffer exists: 1084 (switch-to-buffer gomoku-buffer-name) ; no problem. 1085 (if gomoku-game-in-progress 1086 (gomoku-crash-game)) ; buffer has been killed or something 1087 (switch-to-buffer gomoku-buffer-name) ; Anyway, start anew. 1088 (gomoku-mode))) 1089 1090;;; 1091;;; CROSSING WINNING QTUPLES. 1092;;; 1093 1094;; When someone succeeds in filling a qtuple, we draw a line over the five 1095;; corresponding squares. One problem is that the program does not know which 1096;; squares ! It only knows the square where the last move has been played and 1097;; who won. The solution is to scan the board along all four directions. 1098 1099(defun gomoku-find-filled-qtuple (square value) 1100 "Return t if SQUARE belongs to a qtuple filled with VALUEs." 1101 (or (gomoku-check-filled-qtuple square value 1 0) 1102 (gomoku-check-filled-qtuple square value 0 1) 1103 (gomoku-check-filled-qtuple square value 1 1) 1104 (gomoku-check-filled-qtuple square value -1 1))) 1105 1106(defun gomoku-check-filled-qtuple (square value dx dy) 1107 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY." 1108 (let ((a 0) (b 0) 1109 (left square) (right square) 1110 (depl (gomoku-xy-to-index dx dy))) 1111 (while (and (> a -4) ; stretch tuple left 1112 (= value (aref gomoku-board (setq left (- left depl))))) 1113 (setq a (1- a))) 1114 (while (and (< b (+ a 4)) ; stretch tuple right 1115 (= value (aref gomoku-board (setq right (+ right depl))))) 1116 (setq b (1+ b))) 1117 (cond ((= b (+ a 4)) ; tuple length = 5 ? 1118 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl)) 1119 dx dy) 1120 t)))) 1121 1122(defun gomoku-cross-qtuple (square1 square2 dx dy) 1123 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction." 1124 (save-excursion ; Not moving point from last square 1125 (let ((depl (gomoku-xy-to-index dx dy)) 1126 (inhibit-read-only t) 1127 (inhibit-point-motion-hooks t)) 1128 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1 1129 (while (/= square1 square2) 1130 (gomoku-goto-square square1) 1131 (setq square1 (+ square1 depl)) 1132 (cond 1133 ((= dy 0) ; Horizontal 1134 (forward-char 1) 1135 (insert-char ?- (1- gomoku-square-width) t) 1136 (delete-region (point) (progn 1137 (skip-chars-forward " \t") 1138 (point)))) 1139 ((= dx 0) ; Vertical 1140 (let ((n 1) 1141 (column (current-column))) 1142 (while (< n gomoku-square-height) 1143 (setq n (1+ n)) 1144 (forward-line 1) 1145 (indent-to column) 1146 (insert-and-inherit ?|)))) 1147 ((= dx -1) ; 1st Diagonal 1148 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2)) 1149 (forward-line (/ gomoku-square-height 2)))) 1150 (insert-and-inherit ?/)) 1151 (t ; 2nd Diagonal 1152 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2)) 1153 (forward-line (/ gomoku-square-height 2)))) 1154 (insert-and-inherit ?\\)))))) 1155 (sit-for 0)) ; Display NOW 1156 1157;;; 1158;;; CURSOR MOTION. 1159;;; 1160;; previous-line and next-line don't work right with intangible newlines 1161(defun gomoku-move-down () 1162 "Move point down one row on the Gomoku board." 1163 (interactive) 1164 (if (< (gomoku-point-y) gomoku-board-height) 1165 (let ((column (current-column))) 1166 (forward-line gomoku-square-height) 1167 (move-to-column column)))) 1168 1169(defun gomoku-move-up () 1170 "Move point up one row on the Gomoku board." 1171 (interactive) 1172 (if (> (gomoku-point-y) 1) 1173 (let ((column (current-column))) 1174 (forward-line (- 1 gomoku-square-height)) 1175 (move-to-column column)))) 1176 1177(defun gomoku-move-ne () 1178 "Move point North East on the Gomoku board." 1179 (interactive) 1180 (gomoku-move-up) 1181 (forward-char)) 1182 1183(defun gomoku-move-se () 1184 "Move point South East on the Gomoku board." 1185 (interactive) 1186 (gomoku-move-down) 1187 (forward-char)) 1188 1189(defun gomoku-move-nw () 1190 "Move point North West on the Gomoku board." 1191 (interactive) 1192 (gomoku-move-up) 1193 (backward-char)) 1194 1195(defun gomoku-move-sw () 1196 "Move point South West on the Gomoku board." 1197 (interactive) 1198 (gomoku-move-down) 1199 (backward-char)) 1200 1201(defun gomoku-beginning-of-line () 1202 "Move point to first square on the Gomoku board row." 1203 (interactive) 1204 (move-to-column gomoku-x-offset)) 1205 1206(defun gomoku-end-of-line () 1207 "Move point to last square on the Gomoku board row." 1208 (interactive) 1209 (move-to-column (+ gomoku-x-offset 1210 (* gomoku-square-width (1- gomoku-board-width))))) 1211 1212(random t) 1213 1214(provide 'gomoku) 1215 1216;;; arch-tag: b1b8205e-77fc-4597-b373-3ea2c04311eb 1217;;; gomoku.el ends here 1218