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1 ;;; gomoku.el --- Gomoku game between you and Emacs
2
3 ;; Copyright (C) 1988, 1994, 1996, 2001, 2002, 2003, 2004, 2005, 2006,
4 ;; 2007, 2008, 2009, 2010, 2011 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 3 of the License, or
16 ;; (at your option) 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. If not, see <http://www.gnu.org/licenses/>.
25
26 ;;; Commentary:
27
28 ;; RULES:
29 ;;
30 ;; Gomoku is a game played between two players on a rectangular board. Each
31 ;; player, in turn, marks a free square of its choice. The winner is the first
32 ;; one to mark five contiguous squares in any direction (horizontally,
33 ;; vertically or diagonally).
34 ;;
35 ;; I have been told that, in "The TRUE Gomoku", some restrictions are made
36 ;; about the squares where one may play, or else there is a known forced win
37 ;; for the first player. This program has no such restriction, but it does not
38 ;; know about the forced win, nor do I.
39 ;; See http://renju.nu/r1rulhis.htm for more information.
40
41
42 ;; There are two main places where you may want to customize the program: key
43 ;; bindings and board display. These features are commented in the code. Go
44 ;; and see.
45
46
47 ;; HOW TO USE:
48 ;;
49 ;; The command "M-x gomoku" displays a
50 ;; board, the size of which depends on the size of the current window. The
51 ;; size of the board is easily modified by giving numeric arguments to the
52 ;; gomoku command and/or by customizing the displaying parameters.
53 ;;
54 ;; Emacs plays when it is its turn. When it is your turn, just put the cursor
55 ;; on the square where you want to play and hit RET, or X, or whatever key you
56 ;; bind to the command gomoku-human-plays. When it is your turn, Emacs is
57 ;; idle: you may switch buffers, read your mail, ... Just come back to the
58 ;; *Gomoku* buffer and resume play.
59
60
61 ;; ALGORITHM:
62 ;;
63 ;; The algorithm is briefly described in section "THE SCORE TABLE". Some
64 ;; parameters may be modified if you want to change the style exhibited by the
65 ;; program.
66
67 ;;; Code:
68 \f
69 (defgroup gomoku nil
70 "Gomoku game between you and Emacs."
71 :prefix "gomoku-"
72 :group 'games)
73 ;;;
74 ;;; GOMOKU MODE AND KEYMAP.
75 ;;;
76 (defcustom gomoku-mode-hook nil
77 "If non-nil, its value is called on entry to Gomoku mode.
78 One useful value to include is `turn-on-font-lock' to highlight the pieces."
79 :type 'hook
80 :group 'gomoku)
81
82 ;;;
83 ;;; CONSTANTS FOR BOARD
84 ;;;
85
86 (defconst gomoku-buffer-name "*Gomoku*"
87 "Name of the Gomoku buffer.")
88
89 ;; You may change these values if you have a small screen or if the squares
90 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
91
92 (defconst gomoku-square-width 4
93 "*Horizontal spacing between squares on the Gomoku board.")
94
95 (defconst gomoku-square-height 2
96 "*Vertical spacing between squares on the Gomoku board.")
97
98 (defconst gomoku-x-offset 3
99 "*Number of columns between the Gomoku board and the side of the window.")
100
101 (defconst gomoku-y-offset 1
102 "*Number of lines between the Gomoku board and the top of the window.")
103
104
105 (defvar gomoku-mode-map nil
106 "Local keymap to use in Gomoku mode.")
107
108 (if gomoku-mode-map nil
109 (setq gomoku-mode-map (make-sparse-keymap))
110
111 ;; Key bindings for cursor motion.
112 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; y
113 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; u
114 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; b
115 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; n
116 (define-key gomoku-mode-map "h" 'backward-char) ; h
117 (define-key gomoku-mode-map "l" 'forward-char) ; l
118 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; j
119 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; k
120
121 (define-key gomoku-mode-map [kp-7] 'gomoku-move-nw)
122 (define-key gomoku-mode-map [kp-9] 'gomoku-move-ne)
123 (define-key gomoku-mode-map [kp-1] 'gomoku-move-sw)
124 (define-key gomoku-mode-map [kp-3] 'gomoku-move-se)
125 (define-key gomoku-mode-map [kp-4] 'backward-char)
126 (define-key gomoku-mode-map [kp-6] 'forward-char)
127 (define-key gomoku-mode-map [kp-2] 'gomoku-move-down)
128 (define-key gomoku-mode-map [kp-8] 'gomoku-move-up)
129
130 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-n
131 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-p
132
133 ;; Key bindings for entering Human moves.
134 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X
135 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x
136 (define-key gomoku-mode-map " " 'gomoku-human-plays) ; SPC
137 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET
138 (define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p
139 (define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b
140 (define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r
141 (define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e
142
143 (define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays)
144 (define-key gomoku-mode-map [insert] 'gomoku-human-plays)
145 (define-key gomoku-mode-map [down-mouse-1] 'gomoku-click)
146 (define-key gomoku-mode-map [drag-mouse-1] 'gomoku-click)
147 (define-key gomoku-mode-map [mouse-1] 'gomoku-click)
148 (define-key gomoku-mode-map [down-mouse-2] 'gomoku-click)
149 (define-key gomoku-mode-map [mouse-2] 'gomoku-mouse-play)
150 (define-key gomoku-mode-map [drag-mouse-2] 'gomoku-mouse-play)
151
152 (define-key gomoku-mode-map [remap previous-line] 'gomoku-move-up)
153 (define-key gomoku-mode-map [remap next-line] 'gomoku-move-down)
154 (define-key gomoku-mode-map [remap move-beginning-of-line] 'gomoku-beginning-of-line)
155 (define-key gomoku-mode-map [remap move-end-of-line] 'gomoku-end-of-line)
156 (define-key gomoku-mode-map [remap undo] 'gomoku-human-takes-back)
157 (define-key gomoku-mode-map [remap advertised-undo] 'gomoku-human-takes-back))
158
159 (defvar gomoku-emacs-won ()
160 "For making font-lock use the winner's face for the line.")
161
162 (defface gomoku-O
163 '((((class color)) (:foreground "red" :weight bold)))
164 "Face to use for Emacs' O."
165 :group 'gomoku)
166
167 (defface gomoku-X
168 '((((class color)) (:foreground "green" :weight bold)))
169 "Face to use for your X."
170 :group 'gomoku)
171
172 (defvar gomoku-font-lock-keywords
173 '(("O" . 'gomoku-O)
174 ("X" . 'gomoku-X)
175 ("[-|/\\]" 0 (if gomoku-emacs-won 'gomoku-O 'gomoku-X)))
176 "*Font lock rules for Gomoku.")
177
178 (put 'gomoku-mode 'front-sticky
179 (put 'gomoku-mode 'rear-nonsticky '(intangible)))
180 (put 'gomoku-mode 'intangible 1)
181 ;; This one is for when they set view-read-only to t: Gomoku cannot
182 ;; allow View Mode to be activated in its buffer.
183 (put 'gomoku-mode 'mode-class 'special)
184
185 (defun gomoku-mode ()
186 "Major mode for playing Gomoku against Emacs.
187 You and Emacs play in turn by marking a free square. You mark it with X
188 and Emacs marks it with O. The winner is the first to get five contiguous
189 marks horizontally, vertically or in diagonal.
190
191 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
192
193 Other useful commands:
194 \\{gomoku-mode-map}
195 Entry to this mode calls the value of `gomoku-mode-hook' if that value
196 is non-nil."
197 (interactive)
198 (kill-all-local-variables)
199 (setq major-mode 'gomoku-mode
200 mode-name "Gomoku")
201 (gomoku-display-statistics)
202 (use-local-map gomoku-mode-map)
203 (make-local-variable 'font-lock-defaults)
204 (setq font-lock-defaults '(gomoku-font-lock-keywords t)
205 buffer-read-only t)
206 (run-mode-hooks 'gomoku-mode-hook))
207 \f
208 ;;;
209 ;;; THE BOARD.
210 ;;;
211
212 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
213 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
214 ;; containing padding squares (coded with -1). These squares allow us to
215 ;; detect when we are trying to move out of the board. We denote a square by
216 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
217 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
218 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
219 ;; one DEPL (the difference between indexes).
220
221 (defvar gomoku-board-width nil
222 "Number of columns on the Gomoku board.")
223
224 (defvar gomoku-board-height nil
225 "Number of lines on the Gomoku board.")
226
227 (defvar gomoku-board nil
228 "Vector recording the actual state of the Gomoku board.")
229
230 (defvar gomoku-vector-length nil
231 "Length of `gomoku-board' vector.")
232
233 (defvar gomoku-draw-limit nil
234 ;; This is usually set to 70% of the number of squares.
235 "After how many moves will Emacs offer a draw?")
236
237
238 (defun gomoku-xy-to-index (x y)
239 "Translate X, Y cartesian coords into the corresponding board index."
240 (+ (* y gomoku-board-width) x y))
241
242 (defun gomoku-index-to-x (index)
243 "Return corresponding x-coord of board INDEX."
244 (% index (1+ gomoku-board-width)))
245
246 (defun gomoku-index-to-y (index)
247 "Return corresponding y-coord of board INDEX."
248 (/ index (1+ gomoku-board-width)))
249
250 (defun gomoku-init-board ()
251 "Create the `gomoku-board' vector and fill it with initial values."
252 (setq gomoku-board (make-vector gomoku-vector-length 0))
253 ;; Every square is 0 (i.e. empty) except padding squares:
254 (let ((i 0) (ii (1- gomoku-vector-length)))
255 (while (<= i gomoku-board-width) ; The squares in [0..width] and in
256 (aset gomoku-board i -1) ; [length - width - 1..length - 1]
257 (aset gomoku-board ii -1) ; are padding squares.
258 (setq i (1+ i)
259 ii (1- ii))))
260 (let ((i 0))
261 (while (< i gomoku-vector-length)
262 (aset gomoku-board i -1) ; and also all k*(width+1)
263 (setq i (+ i gomoku-board-width 1)))))
264 \f
265 ;;;
266 ;;; THE SCORE TABLE.
267 ;;;
268
269 ;; Every (free) square has a score associated to it, recorded in the
270 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
271 ;; the highest score.
272
273 (defvar gomoku-score-table nil
274 "Vector recording the actual score of the free squares.")
275
276
277 ;; The key point point about the algorithm is that, rather than considering
278 ;; the board as just a set of squares, we prefer to see it as a "space" of
279 ;; internested 5-tuples of contiguous squares (called qtuples).
280 ;;
281 ;; The aim of the program is to fill one qtuple with its O's while preventing
282 ;; you from filling another one with your X's. To that effect, it computes a
283 ;; score for every qtuple, with better qtuples having better scores. Of
284 ;; course, the score of a qtuple (taken in isolation) is just determined by
285 ;; its contents as a set, i.e. not considering the order of its elements. The
286 ;; highest score is given to the "OOOO" qtuples because playing in such a
287 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
288 ;; not playing in it is just loosing the game, and so on. Note that a
289 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
290 ;; has score zero because there is no more any point in playing in it, from
291 ;; both an attacking and a defending point of view.
292 ;;
293 ;; Given the score of every qtuple, the score of a given free square on the
294 ;; board is just the sum of the scores of all the qtuples to which it belongs,
295 ;; because playing in that square is playing in all its containing qtuples at
296 ;; once. And it is that function which takes into account the internesting of
297 ;; the qtuples.
298 ;;
299 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
300 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not
301 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
302 ;; should be preferred.
303
304
305 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
306 ;; these values will change (hopefully improve) the strength of the program
307 ;; and may change its style (rather aggressive here).
308
309 (defconst nil-score 7 "Score of an empty qtuple.")
310 (defconst Xscore 15 "Score of a qtuple containing one X.")
311 (defconst XXscore 400 "Score of a qtuple containing two X's.")
312 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
313 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
314 (defconst Oscore 35 "Score of a qtuple containing one O.")
315 (defconst OOscore 800 "Score of a qtuple containing two O's.")
316 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
317 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
318
319 ;; These values are not just random: if, given the following situation:
320 ;;
321 ;; . . . . . . . O .
322 ;; . X X a . . . X .
323 ;; . . . X . . . X .
324 ;; . . . X . . . X .
325 ;; . . . . . . . b .
326 ;;
327 ;; you want Emacs to play in "a" and not in "b", then the parameters must
328 ;; satisfy the inequality:
329 ;;
330 ;; 6 * XXscore > XXXscore + XXscore
331 ;;
332 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
333 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
334 ;; conditions are required to obtain sensible moves, but the previous example
335 ;; should illustrate the point. If you manage to improve on these values,
336 ;; please send me a note. Thanks.
337
338
339 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
340 ;; contents of a qtuple are uniquely determined by the sum of its elements and
341 ;; we just have to set up a translation table.
342
343 (defconst gomoku-score-trans-table
344 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
345 Oscore 0 0 0 0 0
346 OOscore 0 0 0 0 0
347 OOOscore 0 0 0 0 0
348 OOOOscore 0 0 0 0 0
349 0)
350 "Vector associating qtuple contents to their score.")
351
352
353 ;; If you do not modify drastically the previous constants, the only way for a
354 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
355 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
356 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
357 ;; qtuple. We may use these considerations to detect when a given move is
358 ;; winning or loosing.
359
360 (defconst gomoku-winning-threshold OOOOscore
361 "Threshold score beyond which an Emacs move is winning.")
362
363 (defconst gomoku-loosing-threshold XXXXscore
364 "Threshold score beyond which a human move is winning.")
365
366
367 (defun gomoku-strongest-square ()
368 "Compute index of free square with highest score, or nil if none."
369 ;; We just have to loop other all squares. However there are two problems:
370 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
371 ;; up future searches, we set the score of padding or occupied squares
372 ;; to -1 whenever we meet them.
373 ;; 2/ We want to choose randomly between equally good moves.
374 (let ((score-max 0)
375 (count 0) ; Number of equally good moves
376 (square (gomoku-xy-to-index 1 1)) ; First square
377 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
378 best-square score)
379 (while (<= square end)
380 (cond
381 ;; If score is lower (i.e. most of the time), skip to next:
382 ((< (aref gomoku-score-table square) score-max))
383 ;; If score is better, beware of non free squares:
384 ((> (setq score (aref gomoku-score-table square)) score-max)
385 (if (zerop (aref gomoku-board square)) ; is it free ?
386 (setq count 1 ; yes: take it !
387 best-square square
388 score-max score)
389 (aset gomoku-score-table square -1))) ; no: kill it !
390 ;; If score is equally good, choose randomly. But first check freeness:
391 ((not (zerop (aref gomoku-board square)))
392 (aset gomoku-score-table square -1))
393 ((zerop (random (setq count (1+ count))))
394 (setq best-square square
395 score-max score)))
396 (setq square (1+ square))) ; try next square
397 best-square))
398 \f
399 ;;;
400 ;;; INITIALIZING THE SCORE TABLE.
401 ;;;
402
403 ;; At initialization the board is empty so that every qtuple amounts for
404 ;; nil-score. Therefore, the score of any square is nil-score times the number
405 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
406 ;; are sufficiently far from the sides. As computing the number is time
407 ;; consuming, we initialize every square with 20*nil-score and then only
408 ;; consider squares at less than 5 squares from one side. We speed this up by
409 ;; taking symmetry into account.
410 ;; Also, as it is likely that successive games will be played on a board with
411 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
412
413 (defvar gomoku-saved-score-table nil
414 "Recorded initial value of previous score table.")
415
416 (defvar gomoku-saved-board-width nil
417 "Recorded value of previous board width.")
418
419 (defvar gomoku-saved-board-height nil
420 "Recorded value of previous board height.")
421
422
423 (defun gomoku-init-score-table ()
424 "Create the score table vector and fill it with initial values."
425 (if (and gomoku-saved-score-table ; Has it been stored last time ?
426 (= gomoku-board-width gomoku-saved-board-width)
427 (= gomoku-board-height gomoku-saved-board-height))
428 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
429 ;; No, compute it:
430 (setq gomoku-score-table
431 (make-vector gomoku-vector-length (* 20 nil-score)))
432 (let (i j maxi maxj maxi2 maxj2)
433 (setq maxi (/ (1+ gomoku-board-width) 2)
434 maxj (/ (1+ gomoku-board-height) 2)
435 maxi2 (min 4 maxi)
436 maxj2 (min 4 maxj))
437 ;; We took symmetry into account and could use it more if the board
438 ;; would have been square and not rectangular !
439 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
440 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
441 ;; board may well be less than 8 by 8 !
442 (setq i 1)
443 (while (<= i maxi2)
444 (setq j 1)
445 (while (<= j maxj)
446 (gomoku-init-square-score i j)
447 (setq j (1+ j)))
448 (setq i (1+ i)))
449 (while (<= i maxi)
450 (setq j 1)
451 (while (<= j maxj2)
452 (gomoku-init-square-score i j)
453 (setq j (1+ j)))
454 (setq i (1+ i))))
455 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
456 gomoku-saved-board-width gomoku-board-width
457 gomoku-saved-board-height gomoku-board-height)))
458
459 (defun gomoku-nb-qtuples (i j)
460 "Return the number of qtuples containing square I,J."
461 ;; This function is complicated because we have to deal
462 ;; with ugly cases like 3 by 6 boards, but it works.
463 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
464 (let ((left (min 4 (1- i)))
465 (right (min 4 (- gomoku-board-width i)))
466 (up (min 4 (1- j)))
467 (down (min 4 (- gomoku-board-height j))))
468 (+ -12
469 (min (max (+ left right) 3) 8)
470 (min (max (+ up down) 3) 8)
471 (min (max (+ (min left up) (min right down)) 3) 8)
472 (min (max (+ (min right up) (min left down)) 3) 8))))
473
474 (defun gomoku-init-square-score (i j)
475 "Give initial score to square I,J and to its mirror images."
476 (let ((ii (1+ (- gomoku-board-width i)))
477 (jj (1+ (- gomoku-board-height j)))
478 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
479 (aset gomoku-score-table (gomoku-xy-to-index i j) sc)
480 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
481 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
482 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
483 \f
484 ;;;
485 ;;; MAINTAINING THE SCORE TABLE.
486 ;;;
487
488 ;; We do not provide functions for computing the SCORE-TABLE given the
489 ;; contents of the BOARD. This would involve heavy nested loops, with time
490 ;; proportional to the size of the board. It is better to update the
491 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
492 ;; squares: it is done in constant time.
493
494 (defun gomoku-update-score-table (square dval)
495 "Update score table after SQUARE received a DVAL increment."
496 ;; The board has already been updated when this function is called.
497 ;; Updating scores is done by looking for qtuples boundaries in all four
498 ;; directions and then calling update-score-in-direction.
499 ;; Finally all squares received the right increment, and then are up to
500 ;; date, except possibly for SQUARE itself if we are taking a move back for
501 ;; its score had been set to -1 at the time.
502 (let* ((x (gomoku-index-to-x square))
503 (y (gomoku-index-to-y square))
504 (imin (max -4 (- 1 x)))
505 (jmin (max -4 (- 1 y)))
506 (imax (min 0 (- gomoku-board-width x 4)))
507 (jmax (min 0 (- gomoku-board-height y 4))))
508 (gomoku-update-score-in-direction imin imax
509 square 1 0 dval)
510 (gomoku-update-score-in-direction jmin jmax
511 square 0 1 dval)
512 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
513 square 1 1 dval)
514 (gomoku-update-score-in-direction (max (- 1 y) -4
515 (- x gomoku-board-width))
516 (min 0 (- x 5)
517 (- gomoku-board-height y 4))
518 square -1 1 dval)))
519
520 (defun gomoku-update-score-in-direction (left right square dx dy dval)
521 "Update scores for all squares in the qtuples starting between the LEFTth
522 square and the RIGHTth after SQUARE, along the DX, DY direction, considering
523 that DVAL has been added on SQUARE."
524 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
525 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
526 ;; DX,DY direction.
527 (cond
528 ((> left right)) ; Quit
529 (t ; Else ..
530 (let (depl square0 square1 square2 count delta)
531 (setq depl (gomoku-xy-to-index dx dy)
532 square0 (+ square (* left depl))
533 square1 (+ square (* right depl))
534 square2 (+ square0 (* 4 depl)))
535 ;; Compute the contents of the first qtuple:
536 (setq square square0
537 count 0)
538 (while (<= square square2)
539 (setq count (+ count (aref gomoku-board square))
540 square (+ square depl)))
541 (while (<= square0 square1)
542 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
543 ;; in SQUARE2.
544 (setq delta (- (aref gomoku-score-trans-table count)
545 (aref gomoku-score-trans-table (- count dval))))
546 (cond ((not (zerop delta)) ; or else nothing to update
547 (setq square square0)
548 (while (<= square square2)
549 (if (zerop (aref gomoku-board square)) ; only for free squares
550 (aset gomoku-score-table square
551 (+ (aref gomoku-score-table square) delta)))
552 (setq square (+ square depl)))))
553 ;; Then shift the qtuple one square along DEPL, this only requires
554 ;; modifying SQUARE0 and SQUARE2.
555 (setq square2 (+ square2 depl)
556 count (+ count (- (aref gomoku-board square0))
557 (aref gomoku-board square2))
558 square0 (+ square0 depl)))))))
559 \f
560 ;;;
561 ;;; GAME CONTROL.
562 ;;;
563
564 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
565 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
566 ;; (anti-updating the score table) and to compute the table from scratch in
567 ;; case of an interruption.
568
569 (defvar gomoku-game-in-progress nil
570 "Non-nil if a game is in progress.")
571
572 (defvar gomoku-game-history nil
573 "A record of all moves that have been played during current game.")
574
575 (defvar gomoku-number-of-moves nil
576 "Number of moves already played in current game.")
577
578 (defvar gomoku-number-of-human-moves nil
579 "Number of moves already played by human in current game.")
580
581 (defvar gomoku-emacs-played-first nil
582 "Non-nil if Emacs played first.")
583
584 (defvar gomoku-human-took-back nil
585 "Non-nil if Human took back a move during the game.")
586
587 (defvar gomoku-human-refused-draw nil
588 "Non-nil if Human refused Emacs offer of a draw.")
589
590 (defvar gomoku-emacs-is-computing nil
591 ;; This is used to detect interruptions. Hopefully, it should not be needed.
592 "Non-nil if Emacs is in the middle of a computation.")
593
594
595 (defun gomoku-start-game (n m)
596 "Initialize a new game on an N by M board."
597 (setq gomoku-emacs-is-computing t) ; Raise flag
598 (setq gomoku-game-in-progress t)
599 (setq gomoku-board-width n
600 gomoku-board-height m
601 gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
602 gomoku-draw-limit (/ (* 7 n m) 10))
603 (setq gomoku-emacs-won nil
604 gomoku-game-history nil
605 gomoku-number-of-moves 0
606 gomoku-number-of-human-moves 0
607 gomoku-emacs-played-first nil
608 gomoku-human-took-back nil
609 gomoku-human-refused-draw nil)
610 (gomoku-init-display n m) ; Display first: the rest takes time
611 (gomoku-init-score-table) ; INIT-BOARD requires that the score
612 (gomoku-init-board) ; table be already created.
613 (setq gomoku-emacs-is-computing nil))
614
615 (defun gomoku-play-move (square val &optional dont-update-score)
616 "Go to SQUARE, play VAL and update everything."
617 (setq gomoku-emacs-is-computing t) ; Raise flag
618 (cond ((= 1 val) ; a Human move
619 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
620 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
621 (setq gomoku-emacs-played-first t)))
622 (setq gomoku-game-history
623 (cons (cons square (aref gomoku-score-table square))
624 gomoku-game-history)
625 gomoku-number-of-moves (1+ gomoku-number-of-moves))
626 (gomoku-plot-square square val)
627 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
628 (if dont-update-score nil
629 (gomoku-update-score-table square val) ; previous val was 0: dval = val
630 (aset gomoku-score-table square -1))
631 (setq gomoku-emacs-is-computing nil))
632
633 (defun gomoku-take-back ()
634 "Take back last move and update everything."
635 (setq gomoku-emacs-is-computing t)
636 (let* ((last-move (car gomoku-game-history))
637 (square (car last-move))
638 (oldval (aref gomoku-board square)))
639 (if (= 1 oldval)
640 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
641 (setq gomoku-game-history (cdr gomoku-game-history)
642 gomoku-number-of-moves (1- gomoku-number-of-moves))
643 (gomoku-plot-square square 0)
644 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
645 (gomoku-update-score-table square (- oldval))
646 (aset gomoku-score-table square (cdr last-move)))
647 (setq gomoku-emacs-is-computing nil))
648 \f
649 ;;;
650 ;;; SESSION CONTROL.
651 ;;;
652
653 (defvar gomoku-number-of-emacs-wins 0
654 "Number of games Emacs won in this session.")
655
656 (defvar gomoku-number-of-human-wins 0
657 "Number of games you won in this session.")
658
659 (defvar gomoku-number-of-draws 0
660 "Number of games already drawn in this session.")
661
662
663 (defun gomoku-terminate-game (result)
664 "Terminate the current game with RESULT."
665 (message
666 (cond
667 ((eq result 'emacs-won)
668 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
669 (cond ((< gomoku-number-of-moves 20)
670 "This was a REALLY QUICK win.")
671 (gomoku-human-refused-draw
672 "I won... Too bad you refused my offer of a draw!")
673 (gomoku-human-took-back
674 "I won... Taking moves back will not help you!")
675 ((not gomoku-emacs-played-first)
676 "I won... Playing first did not help you much!")
677 ((and (zerop gomoku-number-of-human-wins)
678 (zerop gomoku-number-of-draws)
679 (> gomoku-number-of-emacs-wins 1))
680 "I'm becoming tired of winning...")
681 ("I won.")))
682 ((eq result 'human-won)
683 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
684 (concat "OK, you won this one."
685 (cond
686 (gomoku-human-took-back
687 " I, for one, never take my moves back...")
688 (gomoku-emacs-played-first
689 ".. so what?")
690 (" Now, let me play first just once."))))
691 ((eq result 'human-resigned)
692 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
693 "So you resign. That's just one more win for me.")
694 ((eq result 'nobody-won)
695 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
696 (concat "This is a draw. "
697 (cond
698 (gomoku-human-took-back
699 "I, for one, never take my moves back...")
700 (gomoku-emacs-played-first
701 "Just chance, I guess.")
702 ("Now, let me play first just once."))))
703 ((eq result 'draw-agreed)
704 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
705 (concat "Draw agreed. "
706 (cond
707 (gomoku-human-took-back
708 "I, for one, never take my moves back...")
709 (gomoku-emacs-played-first
710 "You were lucky.")
711 ("Now, let me play first just once."))))
712 ((eq result 'crash-game)
713 "Sorry, I have been interrupted and cannot resume that game...")))
714 (gomoku-display-statistics)
715 ;;(ding)
716 (setq gomoku-game-in-progress nil))
717
718 (defun gomoku-crash-game ()
719 "What to do when Emacs detects it has been interrupted."
720 (setq gomoku-emacs-is-computing nil)
721 (gomoku-terminate-game 'crash-game)
722 (sit-for 4) ; Let's see the message
723 (gomoku-prompt-for-other-game))
724 \f
725 ;;;
726 ;;; INTERACTIVE COMMANDS.
727 ;;;
728
729 ;;;###autoload
730 (defun gomoku (&optional n m)
731 "Start a Gomoku game between you and Emacs.
732
733 If a game is in progress, this command allows you to resume it.
734 If optional arguments N and M are given, an N by M board is used.
735 If prefix arg is given for N, M is prompted for.
736
737 You and Emacs play in turn by marking a free square. You mark it with X
738 and Emacs marks it with O. The winner is the first to get five contiguous
739 marks horizontally, vertically or in diagonal.
740
741 You play by moving the cursor over the square you choose and hitting
742 \\<gomoku-mode-map>\\[gomoku-human-plays].
743
744 This program actually plays a simplified or archaic version of the
745 Gomoku game, and ought to be upgraded to use the full modern rules.
746
747 Use \\[describe-mode] for more info."
748 (interactive (if current-prefix-arg
749 (list (prefix-numeric-value current-prefix-arg)
750 (eval (read-minibuffer "Height: ")))))
751 ;; gomoku-switch-to-window, but without the potential call to gomoku
752 ;; from gomoku-prompt-for-other-game.
753 (if (get-buffer gomoku-buffer-name)
754 (switch-to-buffer gomoku-buffer-name)
755 (when gomoku-game-in-progress
756 (setq gomoku-emacs-is-computing nil)
757 (gomoku-terminate-game 'crash-game)
758 (sit-for 4)
759 (or (y-or-n-p "Another game? ") (error "Chicken!")))
760 (switch-to-buffer gomoku-buffer-name)
761 (gomoku-mode))
762 (cond
763 (gomoku-emacs-is-computing
764 (gomoku-crash-game))
765 ((or (not gomoku-game-in-progress)
766 (<= gomoku-number-of-moves 2))
767 (let ((max-width (gomoku-max-width))
768 (max-height (gomoku-max-height)))
769 (or n (setq n max-width))
770 (or m (setq m max-height))
771 (cond ((< n 1)
772 (error "I need at least 1 column"))
773 ((< m 1)
774 (error "I need at least 1 row"))
775 ((> n max-width)
776 (error "I cannot display %d columns in that window" n)))
777 (if (and (> m max-height)
778 (not (eq m gomoku-saved-board-height))
779 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
780 (not (y-or-n-p (format "Do you really want %d rows? " m))))
781 (setq m max-height)))
782 (message "One moment, please...")
783 (gomoku-start-game n m)
784 (if (y-or-n-p "Do you allow me to play first? ")
785 (gomoku-emacs-plays)
786 (gomoku-prompt-for-move)))
787 ((y-or-n-p "Shall we continue our game? ")
788 (gomoku-prompt-for-move))
789 (t
790 (gomoku-human-resigns))))
791
792 (defun gomoku-emacs-plays ()
793 "Compute Emacs next move and play it."
794 (interactive)
795 (gomoku-switch-to-window)
796 (cond
797 (gomoku-emacs-is-computing
798 (gomoku-crash-game))
799 ((not gomoku-game-in-progress)
800 (gomoku-prompt-for-other-game))
801 (t
802 (message "Let me think...")
803 (let (square score)
804 (setq square (gomoku-strongest-square))
805 (cond ((null square)
806 (gomoku-terminate-game 'nobody-won))
807 (t
808 (setq score (aref gomoku-score-table square))
809 (gomoku-play-move square 6)
810 (cond ((>= score gomoku-winning-threshold)
811 (setq gomoku-emacs-won t) ; for font-lock
812 (gomoku-find-filled-qtuple square 6)
813 (gomoku-terminate-game 'emacs-won))
814 ((zerop score)
815 (gomoku-terminate-game 'nobody-won))
816 ((and (> gomoku-number-of-moves gomoku-draw-limit)
817 (not gomoku-human-refused-draw)
818 (gomoku-offer-a-draw))
819 (gomoku-terminate-game 'draw-agreed))
820 (t
821 (gomoku-prompt-for-move)))))))))
822
823 ;; For small square dimensions this is approximate, since though measured in
824 ;; pixels, event's (X . Y) is a character's top-left corner.
825 (defun gomoku-click (click)
826 "Position at the square where you click."
827 (interactive "e")
828 (and (windowp (posn-window (setq click (event-end click))))
829 (numberp (posn-point click))
830 (select-window (posn-window click))
831 (setq click (posn-col-row click))
832 (gomoku-goto-xy
833 (min (max (/ (+ (- (car click)
834 gomoku-x-offset
835 1)
836 (window-hscroll)
837 gomoku-square-width
838 (% gomoku-square-width 2)
839 (/ gomoku-square-width 2))
840 gomoku-square-width)
841 1)
842 gomoku-board-width)
843 (min (max (/ (+ (- (cdr click)
844 gomoku-y-offset
845 1)
846 (let ((inhibit-point-motion-hooks t))
847 (count-lines 1 (window-start)))
848 gomoku-square-height
849 (% gomoku-square-height 2)
850 (/ gomoku-square-height 2))
851 gomoku-square-height)
852 1)
853 gomoku-board-height))))
854
855 (defun gomoku-mouse-play (click)
856 "Play at the square where you click."
857 (interactive "e")
858 (if (gomoku-click click)
859 (gomoku-human-plays)))
860
861 (defun gomoku-human-plays ()
862 "Signal to the Gomoku program that you have played.
863 You must have put the cursor on the square where you want to play.
864 If the game is finished, this command requests for another game."
865 (interactive)
866 (gomoku-switch-to-window)
867 (cond
868 (gomoku-emacs-is-computing
869 (gomoku-crash-game))
870 ((not gomoku-game-in-progress)
871 (gomoku-prompt-for-other-game))
872 (t
873 (let (square score)
874 (setq square (gomoku-point-square))
875 (cond ((null square)
876 (error "Your point is not on a square. Retry!"))
877 ((not (zerop (aref gomoku-board square)))
878 (error "Your point is not on a free square. Retry!"))
879 (t
880 (setq score (aref gomoku-score-table square))
881 (gomoku-play-move square 1)
882 (cond ((and (>= score gomoku-loosing-threshold)
883 ;; Just testing SCORE > THRESHOLD is not enough for
884 ;; detecting wins, it just gives an indication that
885 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
886 (gomoku-find-filled-qtuple square 1))
887 (gomoku-terminate-game 'human-won))
888 (t
889 (gomoku-emacs-plays)))))))))
890
891 (defun gomoku-human-takes-back ()
892 "Signal to the Gomoku program that you wish to take back your last move."
893 (interactive)
894 (gomoku-switch-to-window)
895 (cond
896 (gomoku-emacs-is-computing
897 (gomoku-crash-game))
898 ((not gomoku-game-in-progress)
899 (message "Too late for taking back...")
900 (sit-for 4)
901 (gomoku-prompt-for-other-game))
902 ((zerop gomoku-number-of-human-moves)
903 (message "You have not played yet... Your move?"))
904 (t
905 (message "One moment, please...")
906 ;; It is possible for the user to let Emacs play several consecutive
907 ;; moves, so that the best way to know when to stop taking back moves is
908 ;; to count the number of human moves:
909 (setq gomoku-human-took-back t)
910 (let ((number gomoku-number-of-human-moves))
911 (while (= number gomoku-number-of-human-moves)
912 (gomoku-take-back)))
913 (gomoku-prompt-for-move))))
914
915 (defun gomoku-human-resigns ()
916 "Signal to the Gomoku program that you may want to resign."
917 (interactive)
918 (gomoku-switch-to-window)
919 (cond
920 (gomoku-emacs-is-computing
921 (gomoku-crash-game))
922 ((not gomoku-game-in-progress)
923 (message "There is no game in progress"))
924 ((y-or-n-p "You mean, you resign? ")
925 (gomoku-terminate-game 'human-resigned))
926 ((y-or-n-p "You mean, we continue? ")
927 (gomoku-prompt-for-move))
928 (t
929 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
930 \f
931 ;;;
932 ;;; PROMPTING THE HUMAN PLAYER.
933 ;;;
934
935 (defun gomoku-prompt-for-move ()
936 "Display a message asking for Human's move."
937 (message (if (zerop gomoku-number-of-human-moves)
938 "Your move? (Move to a free square and hit X, RET ...)"
939 "Your move?"))
940 ;; This may seem silly, but if one omits the following line (or a similar
941 ;; one), the cursor may very well go to some place where POINT is not.
942 ;; FIXME: this can't be right!! --Stef
943 (save-excursion (set-buffer (other-buffer))))
944
945 (defun gomoku-prompt-for-other-game ()
946 "Ask for another game, and start it."
947 (if (y-or-n-p "Another game? ")
948 (gomoku gomoku-board-width gomoku-board-height)
949 (error "Chicken!")))
950
951 (defun gomoku-offer-a-draw ()
952 "Offer a draw and return t if Human accepted it."
953 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
954 (not (setq gomoku-human-refused-draw t))))
955 \f
956 ;;;
957 ;;; DISPLAYING THE BOARD.
958 ;;;
959
960 (defun gomoku-max-width ()
961 "Largest possible board width for the current window."
962 (1+ (/ (- (window-width (selected-window))
963 gomoku-x-offset gomoku-x-offset 1)
964 gomoku-square-width)))
965
966 (defun gomoku-max-height ()
967 "Largest possible board height for the current window."
968 (1+ (/ (- (window-height (selected-window))
969 gomoku-y-offset gomoku-y-offset 2)
970 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
971 gomoku-square-height)))
972
973 (defun gomoku-point-y ()
974 "Return the board row where point is."
975 (let ((inhibit-point-motion-hooks t))
976 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1))
977 gomoku-square-height))))
978
979 (defun gomoku-point-square ()
980 "Return the index of the square point is on."
981 (let ((inhibit-point-motion-hooks t))
982 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset)
983 gomoku-square-width))
984 (gomoku-point-y))))
985
986 (defun gomoku-goto-square (index)
987 "Move point to square number INDEX."
988 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
989
990 (defun gomoku-goto-xy (x y)
991 "Move point to square at X, Y coords."
992 (let ((inhibit-point-motion-hooks t))
993 (goto-char (point-min))
994 (forward-line (+ 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 \f
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 \f
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 ;;; gomoku.el ends here