Do not call to `selected-window' where it is assumed by default.
[bpt/emacs.git] / lisp / play / gomoku.el
CommitLineData
1a06eabd
ER
1;;; gomoku.el --- Gomoku game between you and Emacs
2
ab422c4d
PE
3;; Copyright (C) 1988, 1994, 1996, 2001-2013 Free Software Foundation,
4;; Inc.
3a801d0c 5
2b38b487 6;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr>
16f97fc3 7;; Maintainer: FSF
3e910376 8;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org>
e5167999
ER
9;; Keywords: games
10
a2535589
JA
11;; This file is part of GNU Emacs.
12
b1fc2b50 13;; GNU Emacs is free software: you can redistribute it and/or modify
a2535589 14;; it under the terms of the GNU General Public License as published by
b1fc2b50
GM
15;; the Free Software Foundation, either version 3 of the License, or
16;; (at your option) any later version.
a2535589
JA
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
b1fc2b50 24;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
a2535589 25
e5167999
ER
26;;; Commentary:
27
a2535589
JA
28;; RULES:
29;;
db9cd97a 30;; Gomoku is a game played between two players on a rectangular board. Each
a2535589
JA
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
16f97fc3
RS
38;; know about the forced win, nor do I.
39;; See http://renju.nu/r1rulhis.htm for more information.
a2535589
JA
40
41
a2535589
JA
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;;
d9a7a8f5 49;; The command "M-x gomoku" displays a
a2535589
JA
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.
e5167999
ER
66
67;;; Code:
a2535589 68\f
323f7c49
SE
69(defgroup gomoku nil
70 "Gomoku game between you and Emacs."
71 :prefix "gomoku-"
72 :group 'games)
a2535589
JA
73;;;
74;;; GOMOKU MODE AND KEYMAP.
75;;;
323f7c49
SE
76(defcustom gomoku-mode-hook nil
77 "If non-nil, its value is called on entry to Gomoku mode.
78One useful value to include is `turn-on-font-lock' to highlight the pieces."
79 :type 'hook
80 :group 'gomoku)
a2535589 81
a1506d29 82;;;
00171645
PJ
83;;; CONSTANTS FOR BOARD
84;;;
85
428d45d2
GM
86(defconst gomoku-buffer-name "*Gomoku*"
87 "Name of the Gomoku buffer.")
88
00171645
PJ
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
fb7ada5f 93 "Horizontal spacing between squares on the Gomoku board.")
00171645
PJ
94
95(defconst gomoku-square-height 2
fb7ada5f 96 "Vertical spacing between squares on the Gomoku board.")
00171645
PJ
97
98(defconst gomoku-x-offset 3
fb7ada5f 99 "Number of columns between the Gomoku board and the side of the window.")
00171645
PJ
100
101(defconst gomoku-y-offset 1
fb7ada5f 102 "Number of lines between the Gomoku board and the top of the window.")
00171645
PJ
103
104
528b9ea9
JB
105(defvar gomoku-mode-map
106 (let ((map (make-sparse-keymap)))
107
108 ;; Key bindings for cursor motion.
109 (define-key map "y" 'gomoku-move-nw) ; y
110 (define-key map "u" 'gomoku-move-ne) ; u
111 (define-key map "b" 'gomoku-move-sw) ; b
112 (define-key map "n" 'gomoku-move-se) ; n
113 (define-key map "h" 'backward-char) ; h
114 (define-key map "l" 'forward-char) ; l
115 (define-key map "j" 'gomoku-move-down) ; j
116 (define-key map "k" 'gomoku-move-up) ; k
117
118 (define-key map [kp-7] 'gomoku-move-nw)
119 (define-key map [kp-9] 'gomoku-move-ne)
120 (define-key map [kp-1] 'gomoku-move-sw)
121 (define-key map [kp-3] 'gomoku-move-se)
122 (define-key map [kp-4] 'backward-char)
123 (define-key map [kp-6] 'forward-char)
124 (define-key map [kp-2] 'gomoku-move-down)
125 (define-key map [kp-8] 'gomoku-move-up)
126
127 (define-key map "\C-n" 'gomoku-move-down) ; C-n
128 (define-key map "\C-p" 'gomoku-move-up) ; C-p
129
130 ;; Key bindings for entering Human moves.
131 (define-key map "X" 'gomoku-human-plays) ; X
132 (define-key map "x" 'gomoku-human-plays) ; x
133 (define-key map " " 'gomoku-human-plays) ; SPC
134 (define-key map "\C-m" 'gomoku-human-plays) ; RET
135 (define-key map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p
136 (define-key map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b
137 (define-key map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r
138 (define-key map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e
139
140 (define-key map [kp-enter] 'gomoku-human-plays)
141 (define-key map [insert] 'gomoku-human-plays)
142 (define-key map [down-mouse-1] 'gomoku-click)
143 (define-key map [drag-mouse-1] 'gomoku-click)
144 (define-key map [mouse-1] 'gomoku-click)
145 (define-key map [down-mouse-2] 'gomoku-click)
146 (define-key map [mouse-2] 'gomoku-mouse-play)
147 (define-key map [drag-mouse-2] 'gomoku-mouse-play)
148
149 (define-key map [remap previous-line] 'gomoku-move-up)
150 (define-key map [remap next-line] 'gomoku-move-down)
151 (define-key map [remap move-beginning-of-line] 'gomoku-beginning-of-line)
152 (define-key map [remap move-end-of-line] 'gomoku-end-of-line)
153 (define-key map [remap undo] 'gomoku-human-takes-back)
154 (define-key map [remap advertised-undo] 'gomoku-human-takes-back)
155 map)
156
a2535589
JA
157 "Local keymap to use in Gomoku mode.")
158
f5ecf0c9
RS
159
160(defvar gomoku-emacs-won ()
323f7c49 161 "For making font-lock use the winner's face for the line.")
f5ecf0c9 162
62d39a42 163(defface gomoku-O
6e71749d 164 '((((class color)) (:foreground "red" :weight bold)))
44e97401 165 "Face to use for Emacs's O."
323f7c49 166 :group 'gomoku)
f5ecf0c9 167
62d39a42 168(defface gomoku-X
6e71749d
JB
169 '((((class color)) (:foreground "green" :weight bold)))
170 "Face to use for your X."
323f7c49 171 :group 'gomoku)
f5ecf0c9
RS
172
173(defvar gomoku-font-lock-keywords
62d39a42
MB
174 '(("O" . 'gomoku-O)
175 ("X" . 'gomoku-X)
176 ("[-|/\\]" 0 (if gomoku-emacs-won 'gomoku-O 'gomoku-X)))
fb7ada5f 177 "Font lock rules for Gomoku.")
f5ecf0c9
RS
178
179(put 'gomoku-mode 'front-sticky
180 (put 'gomoku-mode 'rear-nonsticky '(intangible)))
d7ab2718 181(put 'gomoku-mode 'intangible 1)
ea514681
EZ
182;; This one is for when they set view-read-only to t: Gomoku cannot
183;; allow View Mode to be activated in its buffer.
184(put 'gomoku-mode 'mode-class 'special)
a2535589 185
528b9ea9 186(define-derived-mode gomoku-mode nil "Gomoku"
a2535589 187 "Major mode for playing Gomoku against Emacs.
92423534
JB
188You and Emacs play in turn by marking a free square. You mark it with X
189and Emacs marks it with O. The winner is the first to get five contiguous
a2535589 190marks horizontally, vertically or in diagonal.
528b9ea9 191\\<gomoku-mode-map>
92423534 192You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
a2535589 193
528b9ea9
JB
194Other useful commands:\n
195\\{gomoku-mode-map}"
a2535589 196 (gomoku-display-statistics)
5ca809a7 197 (make-local-variable 'font-lock-defaults)
d2ce10d2 198 (setq font-lock-defaults '(gomoku-font-lock-keywords t)
2699a554 199 buffer-read-only t))
a2535589
JA
200\f
201;;;
202;;; THE BOARD.
203;;;
204
205;; The board is a rectangular grid. We code empty squares with 0, X's with 1
db9cd97a
JB
206;; and O's with 6. The rectangle is recorded in a one dimensional vector
207;; containing padding squares (coded with -1). These squares allow us to
208;; detect when we are trying to move out of the board. We denote a square by
a2535589
JA
209;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
210;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
211;; Similarly, vectors between squares may be given by two DX, DY coords or by
212;; one DEPL (the difference between indexes).
213
214(defvar gomoku-board-width nil
215 "Number of columns on the Gomoku board.")
216
217(defvar gomoku-board-height nil
218 "Number of lines on the Gomoku board.")
219
220(defvar gomoku-board nil
221 "Vector recording the actual state of the Gomoku board.")
222
223(defvar gomoku-vector-length nil
219a7700 224 "Length of `gomoku-board' vector.")
a2535589
JA
225
226(defvar gomoku-draw-limit nil
227 ;; This is usually set to 70% of the number of squares.
92423534 228 "After how many moves will Emacs offer a draw?")
a2535589
JA
229
230
231(defun gomoku-xy-to-index (x y)
232 "Translate X, Y cartesian coords into the corresponding board index."
233 (+ (* y gomoku-board-width) x y))
234
235(defun gomoku-index-to-x (index)
236 "Return corresponding x-coord of board INDEX."
237 (% index (1+ gomoku-board-width)))
238
239(defun gomoku-index-to-y (index)
240 "Return corresponding y-coord of board INDEX."
241 (/ index (1+ gomoku-board-width)))
242
243(defun gomoku-init-board ()
219a7700 244 "Create the `gomoku-board' vector and fill it with initial values."
a2535589
JA
245 (setq gomoku-board (make-vector gomoku-vector-length 0))
246 ;; Every square is 0 (i.e. empty) except padding squares:
247 (let ((i 0) (ii (1- gomoku-vector-length)))
248 (while (<= i gomoku-board-width) ; The squares in [0..width] and in
249 (aset gomoku-board i -1) ; [length - width - 1..length - 1]
250 (aset gomoku-board ii -1) ; are padding squares.
251 (setq i (1+ i)
252 ii (1- ii))))
253 (let ((i 0))
254 (while (< i gomoku-vector-length)
255 (aset gomoku-board i -1) ; and also all k*(width+1)
256 (setq i (+ i gomoku-board-width 1)))))
257\f
258;;;
259;;; THE SCORE TABLE.
260;;;
261
262;; Every (free) square has a score associated to it, recorded in the
263;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
264;; the highest score.
265
266(defvar gomoku-score-table nil
267 "Vector recording the actual score of the free squares.")
268
269
270;; The key point point about the algorithm is that, rather than considering
271;; the board as just a set of squares, we prefer to see it as a "space" of
272;; internested 5-tuples of contiguous squares (called qtuples).
273;;
274;; The aim of the program is to fill one qtuple with its O's while preventing
275;; you from filling another one with your X's. To that effect, it computes a
276;; score for every qtuple, with better qtuples having better scores. Of
277;; course, the score of a qtuple (taken in isolation) is just determined by
278;; its contents as a set, i.e. not considering the order of its elements. The
279;; highest score is given to the "OOOO" qtuples because playing in such a
280;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
cd32f8a9 281;; not playing in it is just losing the game, and so on. Note that a
a2535589
JA
282;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
283;; has score zero because there is no more any point in playing in it, from
284;; both an attacking and a defending point of view.
285;;
286;; Given the score of every qtuple, the score of a given free square on the
287;; board is just the sum of the scores of all the qtuples to which it belongs,
288;; because playing in that square is playing in all its containing qtuples at
289;; once. And it is that function which takes into account the internesting of
290;; the qtuples.
291;;
292;; This algorithm is rather simple but anyway it gives a not so dumb level of
293;; play. It easily extends to "n-dimensional Gomoku", where a win should not
294;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
295;; should be preferred.
296
297
298;; Here are the scores of the nine "non-polluted" configurations. Tuning
299;; these values will change (hopefully improve) the strength of the program
300;; and may change its style (rather aggressive here).
301
033862d1
GM
302(defconst gomoku-nil-score 7 "Score of an empty qtuple.")
303(defconst gomoku-Xscore 15 "Score of a qtuple containing one X.")
304(defconst gomoku-XXscore 400 "Score of a qtuple containing two X's.")
305(defconst gomoku-XXXscore 1800 "Score of a qtuple containing three X's.")
306(defconst gomoku-XXXXscore 100000 "Score of a qtuple containing four X's.")
307(defconst gomoku-Oscore 35 "Score of a qtuple containing one O.")
308(defconst gomoku-OOscore 800 "Score of a qtuple containing two O's.")
309(defconst gomoku-OOOscore 15000 "Score of a qtuple containing three O's.")
310(defconst gomoku-OOOOscore 800000 "Score of a qtuple containing four O's.")
a2535589
JA
311
312;; These values are not just random: if, given the following situation:
313;;
314;; . . . . . . . O .
315;; . X X a . . . X .
316;; . . . X . . . X .
317;; . . . X . . . X .
318;; . . . . . . . b .
319;;
320;; you want Emacs to play in "a" and not in "b", then the parameters must
321;; satisfy the inequality:
322;;
033862d1 323;; 6 * gomoku-XXscore > gomoku-XXXscore + gomoku-XXscore
a2535589
JA
324;;
325;; because "a" mainly belongs to six "XX" qtuples (the others are less
326;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
327;; conditions are required to obtain sensible moves, but the previous example
328;; should illustrate the point. If you manage to improve on these values,
329;; please send me a note. Thanks.
330
331
a7acbbe4
KH
332;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
333;; contents of a qtuple are uniquely determined by the sum of its elements and
a2535589
JA
334;; we just have to set up a translation table.
335
336(defconst gomoku-score-trans-table
033862d1
GM
337 (vector gomoku-nil-score gomoku-Xscore gomoku-XXscore gomoku-XXXscore gomoku-XXXXscore 0
338 gomoku-Oscore 0 0 0 0 0
339 gomoku-OOscore 0 0 0 0 0
340 gomoku-OOOscore 0 0 0 0 0
341 gomoku-OOOOscore 0 0 0 0 0
a2535589
JA
342 0)
343 "Vector associating qtuple contents to their score.")
344
345
346;; If you do not modify drastically the previous constants, the only way for a
033862d1 347;; square to have a score higher than gomoku-OOOOscore is to belong to a "OOOO"
a2535589 348;; qtuple, thus to be a winning move. Similarly, the only way for a square to
033862d1 349;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX"
a2535589 350;; qtuple. We may use these considerations to detect when a given move is
cd32f8a9 351;; winning or losing.
a2535589 352
033862d1 353(defconst gomoku-winning-threshold gomoku-OOOOscore
92423534 354 "Threshold score beyond which an Emacs move is winning.")
a2535589 355
cd32f8a9 356(defconst gomoku-losing-threshold gomoku-XXXXscore
a2535589
JA
357 "Threshold score beyond which a human move is winning.")
358
359
360(defun gomoku-strongest-square ()
361 "Compute index of free square with highest score, or nil if none."
362 ;; We just have to loop other all squares. However there are two problems:
363 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
364 ;; up future searches, we set the score of padding or occupied squares
365 ;; to -1 whenever we meet them.
366 ;; 2/ We want to choose randomly between equally good moves.
367 (let ((score-max 0)
368 (count 0) ; Number of equally good moves
369 (square (gomoku-xy-to-index 1 1)) ; First square
370 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
371 best-square score)
372 (while (<= square end)
373 (cond
374 ;; If score is lower (i.e. most of the time), skip to next:
375 ((< (aref gomoku-score-table square) score-max))
376 ;; If score is better, beware of non free squares:
377 ((> (setq score (aref gomoku-score-table square)) score-max)
378 (if (zerop (aref gomoku-board square)) ; is it free ?
379 (setq count 1 ; yes: take it !
380 best-square square
381 score-max score)
382 (aset gomoku-score-table square -1))) ; no: kill it !
e4769531 383 ;; If score is equally good, choose randomly. But first check freedom:
a2535589
JA
384 ((not (zerop (aref gomoku-board square)))
385 (aset gomoku-score-table square -1))
f7e55318 386 ((zerop (random (setq count (1+ count))))
a2535589
JA
387 (setq best-square square
388 score-max score)))
389 (setq square (1+ square))) ; try next square
390 best-square))
a2535589
JA
391\f
392;;;
393;;; INITIALIZING THE SCORE TABLE.
394;;;
395
396;; At initialization the board is empty so that every qtuple amounts for
033862d1 397;; gomoku-nil-score. Therefore, the score of any square is gomoku-nil-score times the number
a2535589
JA
398;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
399;; are sufficiently far from the sides. As computing the number is time
033862d1 400;; consuming, we initialize every square with 20*gomoku-nil-score and then only
a2535589
JA
401;; consider squares at less than 5 squares from one side. We speed this up by
402;; taking symmetry into account.
403;; Also, as it is likely that successive games will be played on a board with
404;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
405
406(defvar gomoku-saved-score-table nil
407 "Recorded initial value of previous score table.")
408
409(defvar gomoku-saved-board-width nil
410 "Recorded value of previous board width.")
411
412(defvar gomoku-saved-board-height nil
413 "Recorded value of previous board height.")
414
415
416(defun gomoku-init-score-table ()
417 "Create the score table vector and fill it with initial values."
418 (if (and gomoku-saved-score-table ; Has it been stored last time ?
419 (= gomoku-board-width gomoku-saved-board-width)
420 (= gomoku-board-height gomoku-saved-board-height))
421 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
422 ;; No, compute it:
423 (setq gomoku-score-table
033862d1 424 (make-vector gomoku-vector-length (* 20 gomoku-nil-score)))
a2535589
JA
425 (let (i j maxi maxj maxi2 maxj2)
426 (setq maxi (/ (1+ gomoku-board-width) 2)
427 maxj (/ (1+ gomoku-board-height) 2)
428 maxi2 (min 4 maxi)
429 maxj2 (min 4 maxj))
430 ;; We took symmetry into account and could use it more if the board
431 ;; would have been square and not rectangular !
432 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
433 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
434 ;; board may well be less than 8 by 8 !
435 (setq i 1)
436 (while (<= i maxi2)
437 (setq j 1)
438 (while (<= j maxj)
439 (gomoku-init-square-score i j)
440 (setq j (1+ j)))
441 (setq i (1+ i)))
442 (while (<= i maxi)
443 (setq j 1)
444 (while (<= j maxj2)
445 (gomoku-init-square-score i j)
446 (setq j (1+ j)))
447 (setq i (1+ i))))
448 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
449 gomoku-saved-board-width gomoku-board-width
450 gomoku-saved-board-height gomoku-board-height)))
451
452(defun gomoku-nb-qtuples (i j)
453 "Return the number of qtuples containing square I,J."
92423534 454 ;; This function is complicated because we have to deal
a2535589
JA
455 ;; with ugly cases like 3 by 6 boards, but it works.
456 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
457 (let ((left (min 4 (1- i)))
458 (right (min 4 (- gomoku-board-width i)))
459 (up (min 4 (1- j)))
460 (down (min 4 (- gomoku-board-height j))))
461 (+ -12
462 (min (max (+ left right) 3) 8)
463 (min (max (+ up down) 3) 8)
464 (min (max (+ (min left up) (min right down)) 3) 8)
465 (min (max (+ (min right up) (min left down)) 3) 8))))
466
467(defun gomoku-init-square-score (i j)
468 "Give initial score to square I,J and to its mirror images."
469 (let ((ii (1+ (- gomoku-board-width i)))
470 (jj (1+ (- gomoku-board-height j)))
471 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
472 (aset gomoku-score-table (gomoku-xy-to-index i j) sc)
473 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
474 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
475 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
476\f
477;;;
478;;; MAINTAINING THE SCORE TABLE.
479;;;
480
481;; We do not provide functions for computing the SCORE-TABLE given the
482;; contents of the BOARD. This would involve heavy nested loops, with time
483;; proportional to the size of the board. It is better to update the
484;; SCORE-TABLE after each move. Updating needs not modify more than 36
485;; squares: it is done in constant time.
486
487(defun gomoku-update-score-table (square dval)
488 "Update score table after SQUARE received a DVAL increment."
489 ;; The board has already been updated when this function is called.
490 ;; Updating scores is done by looking for qtuples boundaries in all four
491 ;; directions and then calling update-score-in-direction.
492 ;; Finally all squares received the right increment, and then are up to
493 ;; date, except possibly for SQUARE itself if we are taking a move back for
494 ;; its score had been set to -1 at the time.
495 (let* ((x (gomoku-index-to-x square))
496 (y (gomoku-index-to-y square))
497 (imin (max -4 (- 1 x)))
498 (jmin (max -4 (- 1 y)))
499 (imax (min 0 (- gomoku-board-width x 4)))
500 (jmax (min 0 (- gomoku-board-height y 4))))
501 (gomoku-update-score-in-direction imin imax
502 square 1 0 dval)
503 (gomoku-update-score-in-direction jmin jmax
504 square 0 1 dval)
505 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
506 square 1 1 dval)
507 (gomoku-update-score-in-direction (max (- 1 y) -4
508 (- x gomoku-board-width))
509 (min 0 (- x 5)
510 (- gomoku-board-height y 4))
511 square -1 1 dval)))
512
513(defun gomoku-update-score-in-direction (left right square dx dy dval)
514 "Update scores for all squares in the qtuples starting between the LEFTth
515square and the RIGHTth after SQUARE, along the DX, DY direction, considering
516that DVAL has been added on SQUARE."
517 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
518 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
519 ;; DX,DY direction.
520 (cond
521 ((> left right)) ; Quit
522 (t ; Else ..
523 (let (depl square0 square1 square2 count delta)
524 (setq depl (gomoku-xy-to-index dx dy)
525 square0 (+ square (* left depl))
526 square1 (+ square (* right depl))
527 square2 (+ square0 (* 4 depl)))
528 ;; Compute the contents of the first qtuple:
529 (setq square square0
530 count 0)
531 (while (<= square square2)
532 (setq count (+ count (aref gomoku-board square))
533 square (+ square depl)))
534 (while (<= square0 square1)
535 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
536 ;; in SQUARE2.
537 (setq delta (- (aref gomoku-score-trans-table count)
538 (aref gomoku-score-trans-table (- count dval))))
539 (cond ((not (zerop delta)) ; or else nothing to update
540 (setq square square0)
541 (while (<= square square2)
542 (if (zerop (aref gomoku-board square)) ; only for free squares
543 (aset gomoku-score-table square
544 (+ (aref gomoku-score-table square) delta)))
545 (setq square (+ square depl)))))
546 ;; Then shift the qtuple one square along DEPL, this only requires
547 ;; modifying SQUARE0 and SQUARE2.
548 (setq square2 (+ square2 depl)
549 count (+ count (- (aref gomoku-board square0))
550 (aref gomoku-board square2))
551 square0 (+ square0 depl)))))))
552\f
553;;;
554;;; GAME CONTROL.
555;;;
556
557;; Several variables are used to monitor a game, including a GAME-HISTORY (the
558;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
559;; (anti-updating the score table) and to compute the table from scratch in
560;; case of an interruption.
561
562(defvar gomoku-game-in-progress nil
563 "Non-nil if a game is in progress.")
564
565(defvar gomoku-game-history nil
566 "A record of all moves that have been played during current game.")
567
568(defvar gomoku-number-of-moves nil
569 "Number of moves already played in current game.")
570
571(defvar gomoku-number-of-human-moves nil
572 "Number of moves already played by human in current game.")
573
574(defvar gomoku-emacs-played-first nil
575 "Non-nil if Emacs played first.")
576
577(defvar gomoku-human-took-back nil
578 "Non-nil if Human took back a move during the game.")
579
580(defvar gomoku-human-refused-draw nil
581 "Non-nil if Human refused Emacs offer of a draw.")
582
583(defvar gomoku-emacs-is-computing nil
584 ;; This is used to detect interruptions. Hopefully, it should not be needed.
585 "Non-nil if Emacs is in the middle of a computation.")
586
587
588(defun gomoku-start-game (n m)
589 "Initialize a new game on an N by M board."
590 (setq gomoku-emacs-is-computing t) ; Raise flag
591 (setq gomoku-game-in-progress t)
592 (setq gomoku-board-width n
593 gomoku-board-height m
594 gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
595 gomoku-draw-limit (/ (* 7 n m) 10))
f5ecf0c9
RS
596 (setq gomoku-emacs-won nil
597 gomoku-game-history nil
a2535589
JA
598 gomoku-number-of-moves 0
599 gomoku-number-of-human-moves 0
600 gomoku-emacs-played-first nil
601 gomoku-human-took-back nil
602 gomoku-human-refused-draw nil)
603 (gomoku-init-display n m) ; Display first: the rest takes time
604 (gomoku-init-score-table) ; INIT-BOARD requires that the score
605 (gomoku-init-board) ; table be already created.
606 (setq gomoku-emacs-is-computing nil))
607
608(defun gomoku-play-move (square val &optional dont-update-score)
609 "Go to SQUARE, play VAL and update everything."
610 (setq gomoku-emacs-is-computing t) ; Raise flag
611 (cond ((= 1 val) ; a Human move
612 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
613 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
614 (setq gomoku-emacs-played-first t)))
615 (setq gomoku-game-history
616 (cons (cons square (aref gomoku-score-table square))
617 gomoku-game-history)
618 gomoku-number-of-moves (1+ gomoku-number-of-moves))
619 (gomoku-plot-square square val)
620 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
621 (if dont-update-score nil
622 (gomoku-update-score-table square val) ; previous val was 0: dval = val
623 (aset gomoku-score-table square -1))
624 (setq gomoku-emacs-is-computing nil))
625
626(defun gomoku-take-back ()
627 "Take back last move and update everything."
628 (setq gomoku-emacs-is-computing t)
629 (let* ((last-move (car gomoku-game-history))
630 (square (car last-move))
631 (oldval (aref gomoku-board square)))
632 (if (= 1 oldval)
633 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
634 (setq gomoku-game-history (cdr gomoku-game-history)
635 gomoku-number-of-moves (1- gomoku-number-of-moves))
636 (gomoku-plot-square square 0)
637 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
638 (gomoku-update-score-table square (- oldval))
639 (aset gomoku-score-table square (cdr last-move)))
640 (setq gomoku-emacs-is-computing nil))
641\f
642;;;
643;;; SESSION CONTROL.
644;;;
645
d9a62b4c
RS
646(defvar gomoku-number-of-emacs-wins 0
647 "Number of games Emacs won in this session.")
a2535589 648
d9a62b4c
RS
649(defvar gomoku-number-of-human-wins 0
650 "Number of games you won in this session.")
a2535589
JA
651
652(defvar gomoku-number-of-draws 0
653 "Number of games already drawn in this session.")
654
655
656(defun gomoku-terminate-game (result)
657 "Terminate the current game with RESULT."
d7ab2718
RS
658 (message
659 (cond
660 ((eq result 'emacs-won)
661 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
662 (cond ((< gomoku-number-of-moves 20)
663 "This was a REALLY QUICK win.")
664 (gomoku-human-refused-draw
219a7700 665 "I won... Too bad you refused my offer of a draw!")
d7ab2718 666 (gomoku-human-took-back
219a7700 667 "I won... Taking moves back will not help you!")
d7ab2718 668 ((not gomoku-emacs-played-first)
219a7700 669 "I won... Playing first did not help you much!")
d7ab2718
RS
670 ((and (zerop gomoku-number-of-human-wins)
671 (zerop gomoku-number-of-draws)
672 (> gomoku-number-of-emacs-wins 1))
673 "I'm becoming tired of winning...")
674 ("I won.")))
675 ((eq result 'human-won)
676 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
677 (concat "OK, you won this one."
678 (cond
679 (gomoku-human-took-back
680 " I, for one, never take my moves back...")
681 (gomoku-emacs-played-first
ce5a3ac0 682 ".. so what?")
d7ab2718
RS
683 (" Now, let me play first just once."))))
684 ((eq result 'human-resigned)
685 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
686 "So you resign. That's just one more win for me.")
687 ((eq result 'nobody-won)
688 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
689 (concat "This is a draw. "
690 (cond
691 (gomoku-human-took-back
692 "I, for one, never take my moves back...")
693 (gomoku-emacs-played-first
694 "Just chance, I guess.")
695 ("Now, let me play first just once."))))
696 ((eq result 'draw-agreed)
697 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
698 (concat "Draw agreed. "
699 (cond
700 (gomoku-human-took-back
701 "I, for one, never take my moves back...")
702 (gomoku-emacs-played-first
703 "You were lucky.")
704 ("Now, let me play first just once."))))
705 ((eq result 'crash-game)
706 "Sorry, I have been interrupted and cannot resume that game...")))
707 (gomoku-display-statistics)
708 ;;(ding)
709 (setq gomoku-game-in-progress nil))
a2535589
JA
710
711(defun gomoku-crash-game ()
712 "What to do when Emacs detects it has been interrupted."
713 (setq gomoku-emacs-is-computing nil)
714 (gomoku-terminate-game 'crash-game)
715 (sit-for 4) ; Let's see the message
716 (gomoku-prompt-for-other-game))
717\f
718;;;
719;;; INTERACTIVE COMMANDS.
720;;;
721
d9a7a8f5 722;;;###autoload
a2535589
JA
723(defun gomoku (&optional n m)
724 "Start a Gomoku game between you and Emacs.
16f97fc3 725
0472835f 726If a game is in progress, this command allows you to resume it.
a2535589 727If optional arguments N and M are given, an N by M board is used.
d7ab2718 728If prefix arg is given for N, M is prompted for.
a2535589 729
92423534 730You and Emacs play in turn by marking a free square. You mark it with X
0472835f 731and Emacs marks it with O. The winner is the first to get five contiguous
a2535589 732marks horizontally, vertically or in diagonal.
92423534
JB
733
734You play by moving the cursor over the square you choose and hitting
735\\<gomoku-mode-map>\\[gomoku-human-plays].
16f97fc3
RS
736
737This program actually plays a simplified or archaic version of the
738Gomoku game, and ought to be upgraded to use the full modern rules.
739
92423534 740Use \\[describe-mode] for more info."
d7ab2718
RS
741 (interactive (if current-prefix-arg
742 (list (prefix-numeric-value current-prefix-arg)
743 (eval (read-minibuffer "Height: ")))))
428d45d2
GM
744 ;; gomoku-switch-to-window, but without the potential call to gomoku
745 ;; from gomoku-prompt-for-other-game.
746 (if (get-buffer gomoku-buffer-name)
747 (switch-to-buffer gomoku-buffer-name)
748 (when gomoku-game-in-progress
749 (setq gomoku-emacs-is-computing nil)
750 (gomoku-terminate-game 'crash-game)
751 (sit-for 4)
ce5a3ac0 752 (or (y-or-n-p "Another game? ") (error "Chicken!")))
428d45d2
GM
753 (switch-to-buffer gomoku-buffer-name)
754 (gomoku-mode))
a2535589
JA
755 (cond
756 (gomoku-emacs-is-computing
757 (gomoku-crash-game))
d7ab2718
RS
758 ((or (not gomoku-game-in-progress)
759 (<= gomoku-number-of-moves 2))
a2535589
JA
760 (let ((max-width (gomoku-max-width))
761 (max-height (gomoku-max-height)))
762 (or n (setq n max-width))
763 (or m (setq m max-height))
764 (cond ((< n 1)
765 (error "I need at least 1 column"))
766 ((< m 1)
767 (error "I need at least 1 row"))
768 ((> n max-width)
769 (error "I cannot display %d columns in that window" n)))
770 (if (and (> m max-height)
d7ab2718
RS
771 (not (eq m gomoku-saved-board-height))
772 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
ce5a3ac0 773 (not (y-or-n-p (format "Do you really want %d rows? " m))))
a2535589
JA
774 (setq m max-height)))
775 (message "One moment, please...")
776 (gomoku-start-game n m)
ce5a3ac0 777 (if (y-or-n-p "Do you allow me to play first? ")
a2535589
JA
778 (gomoku-emacs-plays)
779 (gomoku-prompt-for-move)))
ce5a3ac0 780 ((y-or-n-p "Shall we continue our game? ")
a2535589
JA
781 (gomoku-prompt-for-move))
782 (t
783 (gomoku-human-resigns))))
784
785(defun gomoku-emacs-plays ()
786 "Compute Emacs next move and play it."
787 (interactive)
788 (gomoku-switch-to-window)
789 (cond
790 (gomoku-emacs-is-computing
791 (gomoku-crash-game))
792 ((not gomoku-game-in-progress)
793 (gomoku-prompt-for-other-game))
794 (t
795 (message "Let me think...")
796 (let (square score)
797 (setq square (gomoku-strongest-square))
798 (cond ((null square)
799 (gomoku-terminate-game 'nobody-won))
800 (t
801 (setq score (aref gomoku-score-table square))
802 (gomoku-play-move square 6)
803 (cond ((>= score gomoku-winning-threshold)
f5ecf0c9 804 (setq gomoku-emacs-won t) ; for font-lock
d7ab2718 805 (gomoku-find-filled-qtuple square 6)
a2535589
JA
806 (gomoku-terminate-game 'emacs-won))
807 ((zerop score)
808 (gomoku-terminate-game 'nobody-won))
809 ((and (> gomoku-number-of-moves gomoku-draw-limit)
810 (not gomoku-human-refused-draw)
811 (gomoku-offer-a-draw))
812 (gomoku-terminate-game 'draw-agreed))
813 (t
814 (gomoku-prompt-for-move)))))))))
815
d7ab2718
RS
816;; For small square dimensions this is approximate, since though measured in
817;; pixels, event's (X . Y) is a character's top-left corner.
65091471 818(defun gomoku-click (click)
d7ab2718
RS
819 "Position at the square where you click."
820 (interactive "e")
821 (and (windowp (posn-window (setq click (event-end click))))
822 (numberp (posn-point click))
823 (select-window (posn-window click))
824 (setq click (posn-col-row click))
825 (gomoku-goto-xy
826 (min (max (/ (+ (- (car click)
827 gomoku-x-offset
828 1)
829 (window-hscroll)
830 gomoku-square-width
831 (% gomoku-square-width 2)
832 (/ gomoku-square-width 2))
833 gomoku-square-width)
834 1)
835 gomoku-board-width)
836 (min (max (/ (+ (- (cdr click)
837 gomoku-y-offset
838 1)
839 (let ((inhibit-point-motion-hooks t))
840 (count-lines 1 (window-start)))
841 gomoku-square-height
842 (% gomoku-square-height 2)
843 (/ gomoku-square-height 2))
844 gomoku-square-height)
845 1)
846 gomoku-board-height))))
a1506d29 847
d7ab2718 848(defun gomoku-mouse-play (click)
65091471
RS
849 "Play at the square where you click."
850 (interactive "e")
d7ab2718
RS
851 (if (gomoku-click click)
852 (gomoku-human-plays)))
65091471 853
a2535589
JA
854(defun gomoku-human-plays ()
855 "Signal to the Gomoku program that you have played.
856You must have put the cursor on the square where you want to play.
857If the game is finished, this command requests for another game."
858 (interactive)
859 (gomoku-switch-to-window)
860 (cond
861 (gomoku-emacs-is-computing
862 (gomoku-crash-game))
863 ((not gomoku-game-in-progress)
864 (gomoku-prompt-for-other-game))
865 (t
866 (let (square score)
867 (setq square (gomoku-point-square))
868 (cond ((null square)
219a7700 869 (error "Your point is not on a square. Retry!"))
a2535589 870 ((not (zerop (aref gomoku-board square)))
219a7700 871 (error "Your point is not on a free square. Retry!"))
a2535589
JA
872 (t
873 (setq score (aref gomoku-score-table square))
874 (gomoku-play-move square 1)
cd32f8a9 875 (cond ((and (>= score gomoku-losing-threshold)
a2535589
JA
876 ;; Just testing SCORE > THRESHOLD is not enough for
877 ;; detecting wins, it just gives an indication that
878 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
879 (gomoku-find-filled-qtuple square 1))
a2535589
JA
880 (gomoku-terminate-game 'human-won))
881 (t
882 (gomoku-emacs-plays)))))))))
883
884(defun gomoku-human-takes-back ()
885 "Signal to the Gomoku program that you wish to take back your last move."
886 (interactive)
887 (gomoku-switch-to-window)
888 (cond
889 (gomoku-emacs-is-computing
890 (gomoku-crash-game))
891 ((not gomoku-game-in-progress)
892 (message "Too late for taking back...")
893 (sit-for 4)
894 (gomoku-prompt-for-other-game))
895 ((zerop gomoku-number-of-human-moves)
219a7700 896 (message "You have not played yet... Your move?"))
a2535589
JA
897 (t
898 (message "One moment, please...")
899 ;; It is possible for the user to let Emacs play several consecutive
900 ;; moves, so that the best way to know when to stop taking back moves is
901 ;; to count the number of human moves:
902 (setq gomoku-human-took-back t)
903 (let ((number gomoku-number-of-human-moves))
904 (while (= number gomoku-number-of-human-moves)
905 (gomoku-take-back)))
906 (gomoku-prompt-for-move))))
907
908(defun gomoku-human-resigns ()
909 "Signal to the Gomoku program that you may want to resign."
910 (interactive)
911 (gomoku-switch-to-window)
912 (cond
913 (gomoku-emacs-is-computing
914 (gomoku-crash-game))
915 ((not gomoku-game-in-progress)
916 (message "There is no game in progress"))
ce5a3ac0 917 ((y-or-n-p "You mean, you resign? ")
a2535589 918 (gomoku-terminate-game 'human-resigned))
ce5a3ac0 919 ((y-or-n-p "You mean, we continue? ")
a2535589
JA
920 (gomoku-prompt-for-move))
921 (t
922 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
923\f
924;;;
925;;; PROMPTING THE HUMAN PLAYER.
926;;;
927
928(defun gomoku-prompt-for-move ()
929 "Display a message asking for Human's move."
930 (message (if (zerop gomoku-number-of-human-moves)
219a7700 931 "Your move? (Move to a free square and hit X, RET ...)"
55a4b4fe 932 "Your move?")))
a2535589
JA
933
934(defun gomoku-prompt-for-other-game ()
935 "Ask for another game, and start it."
ce5a3ac0 936 (if (y-or-n-p "Another game? ")
a2535589 937 (gomoku gomoku-board-width gomoku-board-height)
ce5a3ac0 938 (error "Chicken!")))
a2535589
JA
939
940(defun gomoku-offer-a-draw ()
0ff9b955 941 "Offer a draw and return t if Human accepted it."
219a7700 942 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
d7ab2718 943 (not (setq gomoku-human-refused-draw t))))
a2535589
JA
944\f
945;;;
946;;; DISPLAYING THE BOARD.
947;;;
948
a2535589
JA
949(defun gomoku-max-width ()
950 "Largest possible board width for the current window."
290d5b58 951 (1+ (/ (- (window-width)
a2535589
JA
952 gomoku-x-offset gomoku-x-offset 1)
953 gomoku-square-width)))
954
955(defun gomoku-max-height ()
956 "Largest possible board height for the current window."
290d5b58 957 (1+ (/ (- (window-height)
a2535589
JA
958 gomoku-y-offset gomoku-y-offset 2)
959 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
960 gomoku-square-height)))
961
a2535589 962(defun gomoku-point-y ()
d7ab2718
RS
963 "Return the board row where point is."
964 (let ((inhibit-point-motion-hooks t))
965 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1))
966 gomoku-square-height))))
a2535589
JA
967
968(defun gomoku-point-square ()
d7ab2718
RS
969 "Return the index of the square point is on."
970 (let ((inhibit-point-motion-hooks t))
971 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset)
972 gomoku-square-width))
973 (gomoku-point-y))))
a2535589
JA
974
975(defun gomoku-goto-square (index)
976 "Move point to square number INDEX."
977 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
978
979(defun gomoku-goto-xy (x y)
980 "Move point to square at X, Y coords."
d7ab2718 981 (let ((inhibit-point-motion-hooks t))
9b4c5ecd
GM
982 (goto-char (point-min))
983 (forward-line (+ gomoku-y-offset (* gomoku-square-height (1- y)))))
a2535589
JA
984 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x)))))
985
986(defun gomoku-plot-square (square value)
d7ab2718
RS
987 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
988 (or (= value 1)
989 (gomoku-goto-square square))
f5ecf0c9
RS
990 (let ((inhibit-read-only t)
991 (inhibit-point-motion-hooks t))
d7ab2718
RS
992 (insert-and-inherit (cond ((= value 1) ?X)
993 ((= value 6) ?O)
994 (?.)))
ef649575 995 (and (zerop value)
dafef0a3
EZ
996 (add-text-properties
997 (1- (point)) (point)
998 '(mouse-face highlight help-echo "mouse-2: play at this square")))
0720cc69 999 (delete-char 1)
d7ab2718
RS
1000 (backward-char 1))
1001 (sit-for 0)) ; Display NOW
a2535589
JA
1002
1003(defun gomoku-init-display (n m)
1004 "Display an N by M Gomoku board."
4a07a2af 1005 (buffer-disable-undo (current-buffer))
f5ecf0c9 1006 (let ((inhibit-read-only t)
d7ab2718
RS
1007 (point 1) opoint
1008 (intangible t)
1009 (i m) j x)
1010 ;; Try to minimize number of chars (because of text properties)
1011 (setq tab-width
1012 (if (zerop (% gomoku-x-offset gomoku-square-width))
1013 gomoku-square-width
1014 (max (/ (+ (% gomoku-x-offset gomoku-square-width)
1015 gomoku-square-width 1) 2) 2)))
0720cc69 1016 (erase-buffer)
f5ecf0c9
RS
1017 (newline gomoku-y-offset)
1018 (while (progn
d7ab2718
RS
1019 (setq j n
1020 x (- gomoku-x-offset gomoku-square-width))
1021 (while (>= (setq j (1- j)) 0)
1022 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width))
1023 (current-column))
1024 tab-width))
1025 (insert-char ? (- x (current-column)))
1026 (if (setq intangible (not intangible))
1027 (put-text-property point (point) 'intangible 2))
1028 (and (zerop j)
1029 (= i (- m 2))
1030 (progn
1031 (while (>= i 3)
1032 (append-to-buffer (current-buffer) opoint (point))
1033 (setq i (- i 2)))
1034 (goto-char (point-max))))
1035 (setq point (point))
1036 (insert ?.)
dafef0a3
EZ
1037 (add-text-properties
1038 point (point)
1039 '(mouse-face highlight
1040 help-echo "mouse-2: play at this square")))
f5ecf0c9 1041 (> (setq i (1- i)) 0))
d7ab2718
RS
1042 (if (= i (1- m))
1043 (setq opoint point))
f5ecf0c9 1044 (insert-char ?\n gomoku-square-height))
d7ab2718
RS
1045 (or (eq (char-after 1) ?.)
1046 (put-text-property 1 2 'point-entered
121656e9 1047 (lambda (_x _y) (if (bobp) (forward-char)))))
d7ab2718
RS
1048 (or intangible
1049 (put-text-property point (point) 'intangible 2))
1050 (put-text-property point (point) 'point-entered
121656e9 1051 (lambda (_x _y) (if (eobp) (backward-char))))
d7ab2718
RS
1052 (put-text-property (point-min) (point) 'category 'gomoku-mode))
1053 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
f5ecf0c9 1054 (sit-for 0)) ; Display NOW
a2535589
JA
1055
1056(defun gomoku-display-statistics ()
1057 "Obnoxiously display some statistics about previous games in mode line."
b4b096e4
SB
1058 ;; Update mode line only if Gomoku buffer is current (Bug#12771).
1059 (when (string-equal (buffer-name) gomoku-buffer-name)
1060 ;; We store this string in the mode-line-process local variable.
1061 ;; This is certainly not the cleanest way out ...
1062 (setq mode-line-process
1063 (format ": won %d, lost %d%s"
1064 gomoku-number-of-human-wins
1065 gomoku-number-of-emacs-wins
1066 (if (zerop gomoku-number-of-draws)
1067 ""
1068 (format ", drew %d" gomoku-number-of-draws))))
1069 (force-mode-line-update)))
a2535589
JA
1070
1071(defun gomoku-switch-to-window ()
1072 "Find or create the Gomoku buffer, and display it."
1073 (interactive)
428d45d2
GM
1074 (if (get-buffer gomoku-buffer-name) ; Buffer exists:
1075 (switch-to-buffer gomoku-buffer-name) ; no problem.
1076 (if gomoku-game-in-progress
1077 (gomoku-crash-game)) ; buffer has been killed or something
1078 (switch-to-buffer gomoku-buffer-name) ; Anyway, start anew.
1079 (gomoku-mode)))
a2535589
JA
1080\f
1081;;;
1082;;; CROSSING WINNING QTUPLES.
1083;;;
1084
1085;; When someone succeeds in filling a qtuple, we draw a line over the five
1086;; corresponding squares. One problem is that the program does not know which
1087;; squares ! It only knows the square where the last move has been played and
1088;; who won. The solution is to scan the board along all four directions.
1089
a2535589 1090(defun gomoku-find-filled-qtuple (square value)
0ff9b955 1091 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
a2535589
JA
1092 (or (gomoku-check-filled-qtuple square value 1 0)
1093 (gomoku-check-filled-qtuple square value 0 1)
1094 (gomoku-check-filled-qtuple square value 1 1)
1095 (gomoku-check-filled-qtuple square value -1 1)))
1096
1097(defun gomoku-check-filled-qtuple (square value dx dy)
0ff9b955 1098 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
a2535589
JA
1099 (let ((a 0) (b 0)
1100 (left square) (right square)
d7ab2718 1101 (depl (gomoku-xy-to-index dx dy)))
a2535589
JA
1102 (while (and (> a -4) ; stretch tuple left
1103 (= value (aref gomoku-board (setq left (- left depl)))))
1104 (setq a (1- a)))
d7ab2718 1105 (while (and (< b (+ a 4)) ; stretch tuple right
a2535589
JA
1106 (= value (aref gomoku-board (setq right (+ right depl)))))
1107 (setq b (1+ b)))
d7ab2718
RS
1108 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1109 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1110 dx dy)
a2535589
JA
1111 t))))
1112
a2535589
JA
1113(defun gomoku-cross-qtuple (square1 square2 dx dy)
1114 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1115 (save-excursion ; Not moving point from last square
f5ecf0c9
RS
1116 (let ((depl (gomoku-xy-to-index dx dy))
1117 (inhibit-read-only t)
1118 (inhibit-point-motion-hooks t))
a2535589 1119 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
f5ecf0c9 1120 (while (/= square1 square2)
a2535589
JA
1121 (gomoku-goto-square square1)
1122 (setq square1 (+ square1 depl))
1123 (cond
f5ecf0c9
RS
1124 ((= dy 0) ; Horizontal
1125 (forward-char 1)
1126 (insert-char ?- (1- gomoku-square-width) t)
d7ab2718
RS
1127 (delete-region (point) (progn
1128 (skip-chars-forward " \t")
1129 (point))))
f5ecf0c9
RS
1130 ((= dx 0) ; Vertical
1131 (let ((n 1)
1132 (column (current-column)))
a2535589
JA
1133 (while (< n gomoku-square-height)
1134 (setq n (1+ n))
f5ecf0c9
RS
1135 (forward-line 1)
1136 (indent-to column)
1137 (insert-and-inherit ?|))))
1138 ((= dx -1) ; 1st Diagonal
d7ab2718 1139 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2))
f5ecf0c9
RS
1140 (forward-line (/ gomoku-square-height 2))))
1141 (insert-and-inherit ?/))
1142 (t ; 2nd Diagonal
d7ab2718 1143 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2))
f5ecf0c9
RS
1144 (forward-line (/ gomoku-square-height 2))))
1145 (insert-and-inherit ?\\))))))
a2535589
JA
1146 (sit-for 0)) ; Display NOW
1147\f
1148;;;
1149;;; CURSOR MOTION.
1150;;;
f5ecf0c9 1151;; previous-line and next-line don't work right with intangible newlines
a2535589
JA
1152(defun gomoku-move-down ()
1153 "Move point down one row on the Gomoku board."
1154 (interactive)
d7ab2718 1155 (if (< (gomoku-point-y) gomoku-board-height)
05a84156
RS
1156 (let ((column (current-column)))
1157 (forward-line gomoku-square-height)
1158 (move-to-column column))))
a2535589
JA
1159
1160(defun gomoku-move-up ()
1161 "Move point up one row on the Gomoku board."
1162 (interactive)
d7ab2718 1163 (if (> (gomoku-point-y) 1)
05a84156
RS
1164 (let ((column (current-column)))
1165 (forward-line (- 1 gomoku-square-height))
1166 (move-to-column column))))
a2535589
JA
1167
1168(defun gomoku-move-ne ()
1169 "Move point North East on the Gomoku board."
1170 (interactive)
1171 (gomoku-move-up)
f5ecf0c9 1172 (forward-char))
a2535589
JA
1173
1174(defun gomoku-move-se ()
1175 "Move point South East on the Gomoku board."
1176 (interactive)
1177 (gomoku-move-down)
f5ecf0c9 1178 (forward-char))
a2535589
JA
1179
1180(defun gomoku-move-nw ()
1181 "Move point North West on the Gomoku board."
1182 (interactive)
1183 (gomoku-move-up)
f5ecf0c9 1184 (backward-char))
a2535589
JA
1185
1186(defun gomoku-move-sw ()
1187 "Move point South West on the Gomoku board."
1188 (interactive)
1189 (gomoku-move-down)
f5ecf0c9 1190 (backward-char))
a2535589 1191
d7ab2718
RS
1192(defun gomoku-beginning-of-line ()
1193 "Move point to first square on the Gomoku board row."
1194 (interactive)
1195 (move-to-column gomoku-x-offset))
1196
1197(defun gomoku-end-of-line ()
1198 "Move point to last square on the Gomoku board row."
1199 (interactive)
1200 (move-to-column (+ gomoku-x-offset
1201 (* gomoku-square-width (1- gomoku-board-width)))))
1202
49116ac0
JB
1203(provide 'gomoku)
1204
1a06eabd 1205;;; gomoku.el ends here