declare smobs in alloc.c
[bpt/emacs.git] / lisp / play / gomoku.el
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e82ad66c 1;;; gomoku.el --- Gomoku game between you and Emacs -*- lexical-binding:t -*-
1a06eabd 2
ba318903 3;; Copyright (C) 1988, 1994, 1996, 2001-2014 Free Software Foundation,
ab422c4d 4;; Inc.
3a801d0c 5
2b38b487 6;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr>
34dc21db 7;; Maintainer: emacs-devel@gnu.org
3e910376 8;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org>
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9;; Keywords: games
10
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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
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15;; the Free Software Foundation, either version 3 of the License, or
16;; (at your option) any later version.
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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
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26;;; Commentary:
27
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28;; RULES:
29;;
db9cd97a 30;; Gomoku is a game played between two players on a rectangular board. Each
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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
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38;; know about the forced win, nor do I.
39;; See http://renju.nu/r1rulhis.htm for more information.
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40
41
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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
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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.
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66
67;;; Code:
a2535589 68\f
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69(defgroup gomoku nil
70 "Gomoku game between you and Emacs."
71 :prefix "gomoku-"
72 :group 'games)
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73;;;
74;;; GOMOKU MODE AND KEYMAP.
75;;;
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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;;;
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83;;; CONSTANTS FOR BOARD
84;;;
85
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86(defconst gomoku-buffer-name "*Gomoku*"
87 "Name of the Gomoku buffer.")
88
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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.")
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94
95(defconst gomoku-square-height 2
fb7ada5f 96 "Vertical spacing between squares on the Gomoku board.")
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97
98(defconst gomoku-x-offset 3
fb7ada5f 99 "Number of columns between the Gomoku board and the side of the window.")
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100
101(defconst gomoku-y-offset 1
fb7ada5f 102 "Number of lines between the Gomoku board and the top of the window.")
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103
104
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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
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157 "Local keymap to use in Gomoku mode.")
158
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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
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169 '((((class color)) (:foreground "green" :weight bold)))
170 "Face to use for your X."
323f7c49 171 :group 'gomoku)
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172
173(defvar gomoku-font-lock-keywords
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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 178
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179;; This one is for when they set view-read-only to t: Gomoku cannot
180;; allow View Mode to be activated in its buffer.
e82ad66c 181(define-derived-mode gomoku-mode special-mode "Gomoku"
a2535589 182 "Major mode for playing Gomoku against Emacs.
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183You and Emacs play in turn by marking a free square. You mark it with X
184and Emacs marks it with O. The winner is the first to get five contiguous
a2535589 185marks horizontally, vertically or in diagonal.
528b9ea9 186\\<gomoku-mode-map>
92423534 187You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
a2535589 188
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189Other useful commands:\n
190\\{gomoku-mode-map}"
a2535589 191 (gomoku-display-statistics)
5ca809a7 192 (make-local-variable 'font-lock-defaults)
d2ce10d2 193 (setq font-lock-defaults '(gomoku-font-lock-keywords t)
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194 buffer-read-only t)
195 (add-hook 'post-command-hook #'gomoku--intangible nil t))
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196\f
197;;;
198;;; THE BOARD.
199;;;
200
201;; The board is a rectangular grid. We code empty squares with 0, X's with 1
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202;; and O's with 6. The rectangle is recorded in a one dimensional vector
203;; containing padding squares (coded with -1). These squares allow us to
204;; detect when we are trying to move out of the board. We denote a square by
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205;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
206;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
207;; Similarly, vectors between squares may be given by two DX, DY coords or by
208;; one DEPL (the difference between indexes).
209
210(defvar gomoku-board-width nil
211 "Number of columns on the Gomoku board.")
212
213(defvar gomoku-board-height nil
214 "Number of lines on the Gomoku board.")
215
216(defvar gomoku-board nil
217 "Vector recording the actual state of the Gomoku board.")
218
219(defvar gomoku-vector-length nil
219a7700 220 "Length of `gomoku-board' vector.")
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221
222(defvar gomoku-draw-limit nil
223 ;; This is usually set to 70% of the number of squares.
92423534 224 "After how many moves will Emacs offer a draw?")
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225
226
227(defun gomoku-xy-to-index (x y)
228 "Translate X, Y cartesian coords into the corresponding board index."
229 (+ (* y gomoku-board-width) x y))
230
231(defun gomoku-index-to-x (index)
232 "Return corresponding x-coord of board INDEX."
233 (% index (1+ gomoku-board-width)))
234
235(defun gomoku-index-to-y (index)
236 "Return corresponding y-coord of board INDEX."
237 (/ index (1+ gomoku-board-width)))
238
239(defun gomoku-init-board ()
219a7700 240 "Create the `gomoku-board' vector and fill it with initial values."
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241 (setq gomoku-board (make-vector gomoku-vector-length 0))
242 ;; Every square is 0 (i.e. empty) except padding squares:
243 (let ((i 0) (ii (1- gomoku-vector-length)))
244 (while (<= i gomoku-board-width) ; The squares in [0..width] and in
245 (aset gomoku-board i -1) ; [length - width - 1..length - 1]
246 (aset gomoku-board ii -1) ; are padding squares.
247 (setq i (1+ i)
248 ii (1- ii))))
249 (let ((i 0))
250 (while (< i gomoku-vector-length)
251 (aset gomoku-board i -1) ; and also all k*(width+1)
252 (setq i (+ i gomoku-board-width 1)))))
253\f
254;;;
255;;; THE SCORE TABLE.
256;;;
257
258;; Every (free) square has a score associated to it, recorded in the
259;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
260;; the highest score.
261
262(defvar gomoku-score-table nil
263 "Vector recording the actual score of the free squares.")
264
265
266;; The key point point about the algorithm is that, rather than considering
267;; the board as just a set of squares, we prefer to see it as a "space" of
268;; internested 5-tuples of contiguous squares (called qtuples).
269;;
270;; The aim of the program is to fill one qtuple with its O's while preventing
271;; you from filling another one with your X's. To that effect, it computes a
272;; score for every qtuple, with better qtuples having better scores. Of
273;; course, the score of a qtuple (taken in isolation) is just determined by
274;; its contents as a set, i.e. not considering the order of its elements. The
275;; highest score is given to the "OOOO" qtuples because playing in such a
276;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
cd32f8a9 277;; not playing in it is just losing the game, and so on. Note that a
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278;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
279;; has score zero because there is no more any point in playing in it, from
280;; both an attacking and a defending point of view.
281;;
282;; Given the score of every qtuple, the score of a given free square on the
283;; board is just the sum of the scores of all the qtuples to which it belongs,
284;; because playing in that square is playing in all its containing qtuples at
285;; once. And it is that function which takes into account the internesting of
286;; the qtuples.
287;;
288;; This algorithm is rather simple but anyway it gives a not so dumb level of
289;; play. It easily extends to "n-dimensional Gomoku", where a win should not
290;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
291;; should be preferred.
292
293
294;; Here are the scores of the nine "non-polluted" configurations. Tuning
295;; these values will change (hopefully improve) the strength of the program
296;; and may change its style (rather aggressive here).
297
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298(defconst gomoku-nil-score 7 "Score of an empty qtuple.")
299(defconst gomoku-Xscore 15 "Score of a qtuple containing one X.")
300(defconst gomoku-XXscore 400 "Score of a qtuple containing two X's.")
301(defconst gomoku-XXXscore 1800 "Score of a qtuple containing three X's.")
302(defconst gomoku-XXXXscore 100000 "Score of a qtuple containing four X's.")
303(defconst gomoku-Oscore 35 "Score of a qtuple containing one O.")
304(defconst gomoku-OOscore 800 "Score of a qtuple containing two O's.")
305(defconst gomoku-OOOscore 15000 "Score of a qtuple containing three O's.")
306(defconst gomoku-OOOOscore 800000 "Score of a qtuple containing four O's.")
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307
308;; These values are not just random: if, given the following situation:
309;;
310;; . . . . . . . O .
311;; . X X a . . . X .
312;; . . . X . . . X .
313;; . . . X . . . X .
314;; . . . . . . . b .
315;;
316;; you want Emacs to play in "a" and not in "b", then the parameters must
317;; satisfy the inequality:
318;;
033862d1 319;; 6 * gomoku-XXscore > gomoku-XXXscore + gomoku-XXscore
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320;;
321;; because "a" mainly belongs to six "XX" qtuples (the others are less
322;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
323;; conditions are required to obtain sensible moves, but the previous example
324;; should illustrate the point. If you manage to improve on these values,
325;; please send me a note. Thanks.
326
327
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328;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
329;; contents of a qtuple are uniquely determined by the sum of its elements and
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330;; we just have to set up a translation table.
331
332(defconst gomoku-score-trans-table
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333 (vector gomoku-nil-score gomoku-Xscore gomoku-XXscore gomoku-XXXscore gomoku-XXXXscore 0
334 gomoku-Oscore 0 0 0 0 0
335 gomoku-OOscore 0 0 0 0 0
336 gomoku-OOOscore 0 0 0 0 0
337 gomoku-OOOOscore 0 0 0 0 0
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338 0)
339 "Vector associating qtuple contents to their score.")
340
341
342;; If you do not modify drastically the previous constants, the only way for a
033862d1 343;; square to have a score higher than gomoku-OOOOscore is to belong to a "OOOO"
a2535589 344;; qtuple, thus to be a winning move. Similarly, the only way for a square to
033862d1 345;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX"
a2535589 346;; qtuple. We may use these considerations to detect when a given move is
cd32f8a9 347;; winning or losing.
a2535589 348
033862d1 349(defconst gomoku-winning-threshold gomoku-OOOOscore
92423534 350 "Threshold score beyond which an Emacs move is winning.")
a2535589 351
cd32f8a9 352(defconst gomoku-losing-threshold gomoku-XXXXscore
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353 "Threshold score beyond which a human move is winning.")
354
355
356(defun gomoku-strongest-square ()
357 "Compute index of free square with highest score, or nil if none."
358 ;; We just have to loop other all squares. However there are two problems:
359 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
360 ;; up future searches, we set the score of padding or occupied squares
361 ;; to -1 whenever we meet them.
362 ;; 2/ We want to choose randomly between equally good moves.
363 (let ((score-max 0)
364 (count 0) ; Number of equally good moves
365 (square (gomoku-xy-to-index 1 1)) ; First square
366 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
367 best-square score)
368 (while (<= square end)
369 (cond
370 ;; If score is lower (i.e. most of the time), skip to next:
371 ((< (aref gomoku-score-table square) score-max))
372 ;; If score is better, beware of non free squares:
373 ((> (setq score (aref gomoku-score-table square)) score-max)
374 (if (zerop (aref gomoku-board square)) ; is it free ?
375 (setq count 1 ; yes: take it !
376 best-square square
377 score-max score)
378 (aset gomoku-score-table square -1))) ; no: kill it !
e4769531 379 ;; If score is equally good, choose randomly. But first check freedom:
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380 ((not (zerop (aref gomoku-board square)))
381 (aset gomoku-score-table square -1))
f7e55318 382 ((zerop (random (setq count (1+ count))))
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383 (setq best-square square
384 score-max score)))
385 (setq square (1+ square))) ; try next square
386 best-square))
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387\f
388;;;
389;;; INITIALIZING THE SCORE TABLE.
390;;;
391
392;; At initialization the board is empty so that every qtuple amounts for
033862d1 393;; gomoku-nil-score. Therefore, the score of any square is gomoku-nil-score times the number
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394;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
395;; are sufficiently far from the sides. As computing the number is time
033862d1 396;; consuming, we initialize every square with 20*gomoku-nil-score and then only
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397;; consider squares at less than 5 squares from one side. We speed this up by
398;; taking symmetry into account.
399;; Also, as it is likely that successive games will be played on a board with
400;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
401
402(defvar gomoku-saved-score-table nil
403 "Recorded initial value of previous score table.")
404
405(defvar gomoku-saved-board-width nil
406 "Recorded value of previous board width.")
407
408(defvar gomoku-saved-board-height nil
409 "Recorded value of previous board height.")
410
411
412(defun gomoku-init-score-table ()
413 "Create the score table vector and fill it with initial values."
414 (if (and gomoku-saved-score-table ; Has it been stored last time ?
415 (= gomoku-board-width gomoku-saved-board-width)
416 (= gomoku-board-height gomoku-saved-board-height))
417 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
418 ;; No, compute it:
419 (setq gomoku-score-table
033862d1 420 (make-vector gomoku-vector-length (* 20 gomoku-nil-score)))
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421 (let (i j maxi maxj maxi2 maxj2)
422 (setq maxi (/ (1+ gomoku-board-width) 2)
423 maxj (/ (1+ gomoku-board-height) 2)
424 maxi2 (min 4 maxi)
425 maxj2 (min 4 maxj))
426 ;; We took symmetry into account and could use it more if the board
427 ;; would have been square and not rectangular !
428 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
429 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
430 ;; board may well be less than 8 by 8 !
431 (setq i 1)
432 (while (<= i maxi2)
433 (setq j 1)
434 (while (<= j maxj)
435 (gomoku-init-square-score i j)
436 (setq j (1+ j)))
437 (setq i (1+ i)))
438 (while (<= i maxi)
439 (setq j 1)
440 (while (<= j maxj2)
441 (gomoku-init-square-score i j)
442 (setq j (1+ j)))
443 (setq i (1+ i))))
444 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
445 gomoku-saved-board-width gomoku-board-width
446 gomoku-saved-board-height gomoku-board-height)))
447
448(defun gomoku-nb-qtuples (i j)
449 "Return the number of qtuples containing square I,J."
92423534 450 ;; This function is complicated because we have to deal
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451 ;; with ugly cases like 3 by 6 boards, but it works.
452 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
453 (let ((left (min 4 (1- i)))
454 (right (min 4 (- gomoku-board-width i)))
455 (up (min 4 (1- j)))
456 (down (min 4 (- gomoku-board-height j))))
457 (+ -12
458 (min (max (+ left right) 3) 8)
459 (min (max (+ up down) 3) 8)
460 (min (max (+ (min left up) (min right down)) 3) 8)
461 (min (max (+ (min right up) (min left down)) 3) 8))))
462
463(defun gomoku-init-square-score (i j)
464 "Give initial score to square I,J and to its mirror images."
465 (let ((ii (1+ (- gomoku-board-width i)))
466 (jj (1+ (- gomoku-board-height j)))
467 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
468 (aset gomoku-score-table (gomoku-xy-to-index i j) sc)
469 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
470 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
471 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
472\f
473;;;
474;;; MAINTAINING THE SCORE TABLE.
475;;;
476
477;; We do not provide functions for computing the SCORE-TABLE given the
478;; contents of the BOARD. This would involve heavy nested loops, with time
479;; proportional to the size of the board. It is better to update the
480;; SCORE-TABLE after each move. Updating needs not modify more than 36
481;; squares: it is done in constant time.
482
483(defun gomoku-update-score-table (square dval)
484 "Update score table after SQUARE received a DVAL increment."
485 ;; The board has already been updated when this function is called.
486 ;; Updating scores is done by looking for qtuples boundaries in all four
487 ;; directions and then calling update-score-in-direction.
488 ;; Finally all squares received the right increment, and then are up to
489 ;; date, except possibly for SQUARE itself if we are taking a move back for
490 ;; its score had been set to -1 at the time.
491 (let* ((x (gomoku-index-to-x square))
492 (y (gomoku-index-to-y square))
493 (imin (max -4 (- 1 x)))
494 (jmin (max -4 (- 1 y)))
495 (imax (min 0 (- gomoku-board-width x 4)))
496 (jmax (min 0 (- gomoku-board-height y 4))))
497 (gomoku-update-score-in-direction imin imax
498 square 1 0 dval)
499 (gomoku-update-score-in-direction jmin jmax
500 square 0 1 dval)
501 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
502 square 1 1 dval)
503 (gomoku-update-score-in-direction (max (- 1 y) -4
504 (- x gomoku-board-width))
505 (min 0 (- x 5)
506 (- gomoku-board-height y 4))
507 square -1 1 dval)))
508
509(defun gomoku-update-score-in-direction (left right square dx dy dval)
510 "Update scores for all squares in the qtuples starting between the LEFTth
511square and the RIGHTth after SQUARE, along the DX, DY direction, considering
512that DVAL has been added on SQUARE."
513 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
514 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
515 ;; DX,DY direction.
516 (cond
517 ((> left right)) ; Quit
518 (t ; Else ..
519 (let (depl square0 square1 square2 count delta)
520 (setq depl (gomoku-xy-to-index dx dy)
521 square0 (+ square (* left depl))
522 square1 (+ square (* right depl))
523 square2 (+ square0 (* 4 depl)))
524 ;; Compute the contents of the first qtuple:
525 (setq square square0
526 count 0)
527 (while (<= square square2)
528 (setq count (+ count (aref gomoku-board square))
529 square (+ square depl)))
530 (while (<= square0 square1)
531 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
532 ;; in SQUARE2.
533 (setq delta (- (aref gomoku-score-trans-table count)
534 (aref gomoku-score-trans-table (- count dval))))
535 (cond ((not (zerop delta)) ; or else nothing to update
536 (setq square square0)
537 (while (<= square square2)
538 (if (zerop (aref gomoku-board square)) ; only for free squares
539 (aset gomoku-score-table square
540 (+ (aref gomoku-score-table square) delta)))
541 (setq square (+ square depl)))))
542 ;; Then shift the qtuple one square along DEPL, this only requires
543 ;; modifying SQUARE0 and SQUARE2.
544 (setq square2 (+ square2 depl)
545 count (+ count (- (aref gomoku-board square0))
546 (aref gomoku-board square2))
547 square0 (+ square0 depl)))))))
548\f
549;;;
550;;; GAME CONTROL.
551;;;
552
553;; Several variables are used to monitor a game, including a GAME-HISTORY (the
554;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
555;; (anti-updating the score table) and to compute the table from scratch in
556;; case of an interruption.
557
558(defvar gomoku-game-in-progress nil
559 "Non-nil if a game is in progress.")
560
561(defvar gomoku-game-history nil
562 "A record of all moves that have been played during current game.")
563
564(defvar gomoku-number-of-moves nil
565 "Number of moves already played in current game.")
566
567(defvar gomoku-number-of-human-moves nil
568 "Number of moves already played by human in current game.")
569
570(defvar gomoku-emacs-played-first nil
571 "Non-nil if Emacs played first.")
572
573(defvar gomoku-human-took-back nil
574 "Non-nil if Human took back a move during the game.")
575
576(defvar gomoku-human-refused-draw nil
577 "Non-nil if Human refused Emacs offer of a draw.")
578
579(defvar gomoku-emacs-is-computing nil
580 ;; This is used to detect interruptions. Hopefully, it should not be needed.
581 "Non-nil if Emacs is in the middle of a computation.")
582
583
584(defun gomoku-start-game (n m)
585 "Initialize a new game on an N by M board."
586 (setq gomoku-emacs-is-computing t) ; Raise flag
587 (setq gomoku-game-in-progress t)
588 (setq gomoku-board-width n
589 gomoku-board-height m
590 gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
591 gomoku-draw-limit (/ (* 7 n m) 10))
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592 (setq gomoku-emacs-won nil
593 gomoku-game-history nil
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594 gomoku-number-of-moves 0
595 gomoku-number-of-human-moves 0
596 gomoku-emacs-played-first nil
597 gomoku-human-took-back nil
598 gomoku-human-refused-draw nil)
599 (gomoku-init-display n m) ; Display first: the rest takes time
600 (gomoku-init-score-table) ; INIT-BOARD requires that the score
601 (gomoku-init-board) ; table be already created.
602 (setq gomoku-emacs-is-computing nil))
603
604(defun gomoku-play-move (square val &optional dont-update-score)
605 "Go to SQUARE, play VAL and update everything."
606 (setq gomoku-emacs-is-computing t) ; Raise flag
607 (cond ((= 1 val) ; a Human move
608 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
609 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
610 (setq gomoku-emacs-played-first t)))
611 (setq gomoku-game-history
612 (cons (cons square (aref gomoku-score-table square))
613 gomoku-game-history)
614 gomoku-number-of-moves (1+ gomoku-number-of-moves))
615 (gomoku-plot-square square val)
616 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
617 (if dont-update-score nil
618 (gomoku-update-score-table square val) ; previous val was 0: dval = val
619 (aset gomoku-score-table square -1))
620 (setq gomoku-emacs-is-computing nil))
621
622(defun gomoku-take-back ()
623 "Take back last move and update everything."
624 (setq gomoku-emacs-is-computing t)
625 (let* ((last-move (car gomoku-game-history))
626 (square (car last-move))
627 (oldval (aref gomoku-board square)))
628 (if (= 1 oldval)
629 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
630 (setq gomoku-game-history (cdr gomoku-game-history)
631 gomoku-number-of-moves (1- gomoku-number-of-moves))
632 (gomoku-plot-square square 0)
633 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
634 (gomoku-update-score-table square (- oldval))
635 (aset gomoku-score-table square (cdr last-move)))
636 (setq gomoku-emacs-is-computing nil))
637\f
638;;;
639;;; SESSION CONTROL.
640;;;
641
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642(defvar gomoku-number-of-emacs-wins 0
643 "Number of games Emacs won in this session.")
a2535589 644
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645(defvar gomoku-number-of-human-wins 0
646 "Number of games you won in this session.")
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647
648(defvar gomoku-number-of-draws 0
649 "Number of games already drawn in this session.")
650
651
652(defun gomoku-terminate-game (result)
653 "Terminate the current game with RESULT."
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654 (message
655 (cond
656 ((eq result 'emacs-won)
657 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
658 (cond ((< gomoku-number-of-moves 20)
659 "This was a REALLY QUICK win.")
660 (gomoku-human-refused-draw
219a7700 661 "I won... Too bad you refused my offer of a draw!")
d7ab2718 662 (gomoku-human-took-back
219a7700 663 "I won... Taking moves back will not help you!")
d7ab2718 664 ((not gomoku-emacs-played-first)
219a7700 665 "I won... Playing first did not help you much!")
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666 ((and (zerop gomoku-number-of-human-wins)
667 (zerop gomoku-number-of-draws)
668 (> gomoku-number-of-emacs-wins 1))
669 "I'm becoming tired of winning...")
670 ("I won.")))
671 ((eq result 'human-won)
672 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
673 (concat "OK, you won this one."
674 (cond
675 (gomoku-human-took-back
676 " I, for one, never take my moves back...")
677 (gomoku-emacs-played-first
ce5a3ac0 678 ".. so what?")
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679 (" Now, let me play first just once."))))
680 ((eq result 'human-resigned)
681 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
682 "So you resign. That's just one more win for me.")
683 ((eq result 'nobody-won)
684 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
685 (concat "This is a draw. "
686 (cond
687 (gomoku-human-took-back
688 "I, for one, never take my moves back...")
689 (gomoku-emacs-played-first
690 "Just chance, I guess.")
691 ("Now, let me play first just once."))))
692 ((eq result 'draw-agreed)
693 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
694 (concat "Draw agreed. "
695 (cond
696 (gomoku-human-took-back
697 "I, for one, never take my moves back...")
698 (gomoku-emacs-played-first
699 "You were lucky.")
700 ("Now, let me play first just once."))))
701 ((eq result 'crash-game)
702 "Sorry, I have been interrupted and cannot resume that game...")))
703 (gomoku-display-statistics)
704 ;;(ding)
705 (setq gomoku-game-in-progress nil))
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706
707(defun gomoku-crash-game ()
708 "What to do when Emacs detects it has been interrupted."
709 (setq gomoku-emacs-is-computing nil)
710 (gomoku-terminate-game 'crash-game)
711 (sit-for 4) ; Let's see the message
712 (gomoku-prompt-for-other-game))
713\f
714;;;
715;;; INTERACTIVE COMMANDS.
716;;;
717
d9a7a8f5 718;;;###autoload
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719(defun gomoku (&optional n m)
720 "Start a Gomoku game between you and Emacs.
16f97fc3 721
0472835f 722If a game is in progress, this command allows you to resume it.
a2535589 723If optional arguments N and M are given, an N by M board is used.
d7ab2718 724If prefix arg is given for N, M is prompted for.
a2535589 725
92423534 726You and Emacs play in turn by marking a free square. You mark it with X
0472835f 727and Emacs marks it with O. The winner is the first to get five contiguous
a2535589 728marks horizontally, vertically or in diagonal.
92423534
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729
730You play by moving the cursor over the square you choose and hitting
731\\<gomoku-mode-map>\\[gomoku-human-plays].
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732
733This program actually plays a simplified or archaic version of the
734Gomoku game, and ought to be upgraded to use the full modern rules.
735
92423534 736Use \\[describe-mode] for more info."
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737 (interactive (if current-prefix-arg
738 (list (prefix-numeric-value current-prefix-arg)
739 (eval (read-minibuffer "Height: ")))))
428d45d2
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740 ;; gomoku-switch-to-window, but without the potential call to gomoku
741 ;; from gomoku-prompt-for-other-game.
742 (if (get-buffer gomoku-buffer-name)
743 (switch-to-buffer gomoku-buffer-name)
744 (when gomoku-game-in-progress
745 (setq gomoku-emacs-is-computing nil)
746 (gomoku-terminate-game 'crash-game)
747 (sit-for 4)
ce5a3ac0 748 (or (y-or-n-p "Another game? ") (error "Chicken!")))
428d45d2
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749 (switch-to-buffer gomoku-buffer-name)
750 (gomoku-mode))
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751 (cond
752 (gomoku-emacs-is-computing
753 (gomoku-crash-game))
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754 ((or (not gomoku-game-in-progress)
755 (<= gomoku-number-of-moves 2))
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756 (let ((max-width (gomoku-max-width))
757 (max-height (gomoku-max-height)))
758 (or n (setq n max-width))
759 (or m (setq m max-height))
760 (cond ((< n 1)
761 (error "I need at least 1 column"))
762 ((< m 1)
763 (error "I need at least 1 row"))
764 ((> n max-width)
765 (error "I cannot display %d columns in that window" n)))
766 (if (and (> m max-height)
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767 (not (eq m gomoku-saved-board-height))
768 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
ce5a3ac0 769 (not (y-or-n-p (format "Do you really want %d rows? " m))))
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770 (setq m max-height)))
771 (message "One moment, please...")
772 (gomoku-start-game n m)
ce5a3ac0 773 (if (y-or-n-p "Do you allow me to play first? ")
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774 (gomoku-emacs-plays)
775 (gomoku-prompt-for-move)))
ce5a3ac0 776 ((y-or-n-p "Shall we continue our game? ")
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777 (gomoku-prompt-for-move))
778 (t
779 (gomoku-human-resigns))))
780
781(defun gomoku-emacs-plays ()
782 "Compute Emacs next move and play it."
783 (interactive)
784 (gomoku-switch-to-window)
785 (cond
786 (gomoku-emacs-is-computing
787 (gomoku-crash-game))
788 ((not gomoku-game-in-progress)
789 (gomoku-prompt-for-other-game))
790 (t
791 (message "Let me think...")
792 (let (square score)
793 (setq square (gomoku-strongest-square))
794 (cond ((null square)
795 (gomoku-terminate-game 'nobody-won))
796 (t
797 (setq score (aref gomoku-score-table square))
798 (gomoku-play-move square 6)
799 (cond ((>= score gomoku-winning-threshold)
f5ecf0c9 800 (setq gomoku-emacs-won t) ; for font-lock
d7ab2718 801 (gomoku-find-filled-qtuple square 6)
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802 (gomoku-terminate-game 'emacs-won))
803 ((zerop score)
804 (gomoku-terminate-game 'nobody-won))
805 ((and (> gomoku-number-of-moves gomoku-draw-limit)
806 (not gomoku-human-refused-draw)
807 (gomoku-offer-a-draw))
808 (gomoku-terminate-game 'draw-agreed))
809 (t
810 (gomoku-prompt-for-move)))))))))
811
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812;; For small square dimensions this is approximate, since though measured in
813;; pixels, event's (X . Y) is a character's top-left corner.
65091471 814(defun gomoku-click (click)
d7ab2718
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815 "Position at the square where you click."
816 (interactive "e")
817 (and (windowp (posn-window (setq click (event-end click))))
818 (numberp (posn-point click))
819 (select-window (posn-window click))
820 (setq click (posn-col-row click))
821 (gomoku-goto-xy
822 (min (max (/ (+ (- (car click)
823 gomoku-x-offset
824 1)
825 (window-hscroll)
826 gomoku-square-width
827 (% gomoku-square-width 2)
828 (/ gomoku-square-width 2))
829 gomoku-square-width)
830 1)
831 gomoku-board-width)
832 (min (max (/ (+ (- (cdr click)
833 gomoku-y-offset
834 1)
e82ad66c 835 (count-lines (point-min) (window-start))
d7ab2718
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836 gomoku-square-height
837 (% gomoku-square-height 2)
838 (/ gomoku-square-height 2))
839 gomoku-square-height)
840 1)
841 gomoku-board-height))))
a1506d29 842
d7ab2718 843(defun gomoku-mouse-play (click)
65091471
RS
844 "Play at the square where you click."
845 (interactive "e")
d7ab2718
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846 (if (gomoku-click click)
847 (gomoku-human-plays)))
65091471 848
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849(defun gomoku-human-plays ()
850 "Signal to the Gomoku program that you have played.
851You must have put the cursor on the square where you want to play.
852If the game is finished, this command requests for another game."
853 (interactive)
854 (gomoku-switch-to-window)
855 (cond
856 (gomoku-emacs-is-computing
857 (gomoku-crash-game))
858 ((not gomoku-game-in-progress)
859 (gomoku-prompt-for-other-game))
860 (t
861 (let (square score)
862 (setq square (gomoku-point-square))
863 (cond ((null square)
219a7700 864 (error "Your point is not on a square. Retry!"))
a2535589 865 ((not (zerop (aref gomoku-board square)))
219a7700 866 (error "Your point is not on a free square. Retry!"))
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867 (t
868 (setq score (aref gomoku-score-table square))
869 (gomoku-play-move square 1)
cd32f8a9 870 (cond ((and (>= score gomoku-losing-threshold)
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871 ;; Just testing SCORE > THRESHOLD is not enough for
872 ;; detecting wins, it just gives an indication that
873 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
874 (gomoku-find-filled-qtuple square 1))
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875 (gomoku-terminate-game 'human-won))
876 (t
877 (gomoku-emacs-plays)))))))))
878
879(defun gomoku-human-takes-back ()
880 "Signal to the Gomoku program that you wish to take back your last move."
881 (interactive)
882 (gomoku-switch-to-window)
883 (cond
884 (gomoku-emacs-is-computing
885 (gomoku-crash-game))
886 ((not gomoku-game-in-progress)
887 (message "Too late for taking back...")
888 (sit-for 4)
889 (gomoku-prompt-for-other-game))
890 ((zerop gomoku-number-of-human-moves)
219a7700 891 (message "You have not played yet... Your move?"))
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892 (t
893 (message "One moment, please...")
894 ;; It is possible for the user to let Emacs play several consecutive
895 ;; moves, so that the best way to know when to stop taking back moves is
896 ;; to count the number of human moves:
897 (setq gomoku-human-took-back t)
898 (let ((number gomoku-number-of-human-moves))
899 (while (= number gomoku-number-of-human-moves)
900 (gomoku-take-back)))
901 (gomoku-prompt-for-move))))
902
903(defun gomoku-human-resigns ()
904 "Signal to the Gomoku program that you may want to resign."
905 (interactive)
906 (gomoku-switch-to-window)
907 (cond
908 (gomoku-emacs-is-computing
909 (gomoku-crash-game))
910 ((not gomoku-game-in-progress)
911 (message "There is no game in progress"))
ce5a3ac0 912 ((y-or-n-p "You mean, you resign? ")
a2535589 913 (gomoku-terminate-game 'human-resigned))
ce5a3ac0 914 ((y-or-n-p "You mean, we continue? ")
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915 (gomoku-prompt-for-move))
916 (t
917 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
918\f
919;;;
920;;; PROMPTING THE HUMAN PLAYER.
921;;;
922
923(defun gomoku-prompt-for-move ()
924 "Display a message asking for Human's move."
925 (message (if (zerop gomoku-number-of-human-moves)
219a7700 926 "Your move? (Move to a free square and hit X, RET ...)"
55a4b4fe 927 "Your move?")))
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928
929(defun gomoku-prompt-for-other-game ()
930 "Ask for another game, and start it."
ce5a3ac0 931 (if (y-or-n-p "Another game? ")
a2535589 932 (gomoku gomoku-board-width gomoku-board-height)
ce5a3ac0 933 (error "Chicken!")))
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934
935(defun gomoku-offer-a-draw ()
0ff9b955 936 "Offer a draw and return t if Human accepted it."
219a7700 937 (or (y-or-n-p "I offer you a draw. Do you accept it? ")
d7ab2718 938 (not (setq gomoku-human-refused-draw t))))
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939\f
940;;;
941;;; DISPLAYING THE BOARD.
942;;;
943
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944(defun gomoku-max-width ()
945 "Largest possible board width for the current window."
290d5b58 946 (1+ (/ (- (window-width)
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947 gomoku-x-offset gomoku-x-offset 1)
948 gomoku-square-width)))
949
950(defun gomoku-max-height ()
951 "Largest possible board height for the current window."
290d5b58 952 (1+ (/ (- (window-height)
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953 gomoku-y-offset gomoku-y-offset 2)
954 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
955 gomoku-square-height)))
956
a2535589 957(defun gomoku-point-y ()
d7ab2718 958 "Return the board row where point is."
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959 (1+ (/ (- (count-lines (point-min) (point))
960 gomoku-y-offset (if (bolp) 0 1))
961 gomoku-square-height)))
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962
963(defun gomoku-point-square ()
d7ab2718 964 "Return the index of the square point is on."
e82ad66c
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965 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset)
966 gomoku-square-width))
967 (gomoku-point-y)))
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968
969(defun gomoku-goto-square (index)
970 "Move point to square number INDEX."
971 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
972
973(defun gomoku-goto-xy (x y)
974 "Move point to square at X, Y coords."
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975 (goto-char (point-min))
976 (forward-line (+ gomoku-y-offset (* gomoku-square-height (1- y))))
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977 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x)))))
978
979(defun gomoku-plot-square (square value)
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980 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
981 (or (= value 1)
982 (gomoku-goto-square square))
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983 (let ((inhibit-read-only t))
984 (insert (cond ((= value 1) ?X)
985 ((= value 6) ?O)
986 (?.)))
ef649575 987 (and (zerop value)
dafef0a3
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988 (add-text-properties
989 (1- (point)) (point)
990 '(mouse-face highlight help-echo "mouse-2: play at this square")))
0720cc69 991 (delete-char 1)
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992 (backward-char 1))
993 (sit-for 0)) ; Display NOW
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994
995(defun gomoku-init-display (n m)
996 "Display an N by M Gomoku board."
4a07a2af 997 (buffer-disable-undo (current-buffer))
f5ecf0c9 998 (let ((inhibit-read-only t)
e82ad66c 999 (point (point-min)) opoint
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1000 (i m) j x)
1001 ;; Try to minimize number of chars (because of text properties)
1002 (setq tab-width
1003 (if (zerop (% gomoku-x-offset gomoku-square-width))
1004 gomoku-square-width
1005 (max (/ (+ (% gomoku-x-offset gomoku-square-width)
1006 gomoku-square-width 1) 2) 2)))
0720cc69 1007 (erase-buffer)
e82ad66c 1008 (insert-char ?\n gomoku-y-offset)
f5ecf0c9 1009 (while (progn
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1010 (setq j n
1011 x (- gomoku-x-offset gomoku-square-width))
1012 (while (>= (setq j (1- j)) 0)
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1013 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width))
1014 (current-column))
1015 tab-width))
1016 (insert-char ?\s (- x (current-column)))
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1017 (and (zerop j)
1018 (= i (- m 2))
1019 (progn
1020 (while (>= i 3)
1021 (append-to-buffer (current-buffer) opoint (point))
1022 (setq i (- i 2)))
1023 (goto-char (point-max))))
1024 (setq point (point))
1025 (insert ?.)
dafef0a3
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1026 (add-text-properties
1027 point (point)
1028 '(mouse-face highlight
1029 help-echo "mouse-2: play at this square")))
f5ecf0c9 1030 (> (setq i (1- i)) 0))
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RS
1031 (if (= i (1- m))
1032 (setq opoint point))
f5ecf0c9 1033 (insert-char ?\n gomoku-square-height))
e82ad66c 1034 (insert-char ?\n))
d7ab2718 1035 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
e82ad66c 1036 (sit-for 0)) ; Display NOW
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1037
1038(defun gomoku-display-statistics ()
1039 "Obnoxiously display some statistics about previous games in mode line."
b4b096e4
SB
1040 ;; Update mode line only if Gomoku buffer is current (Bug#12771).
1041 (when (string-equal (buffer-name) gomoku-buffer-name)
1042 ;; We store this string in the mode-line-process local variable.
1043 ;; This is certainly not the cleanest way out ...
1044 (setq mode-line-process
1045 (format ": won %d, lost %d%s"
1046 gomoku-number-of-human-wins
1047 gomoku-number-of-emacs-wins
1048 (if (zerop gomoku-number-of-draws)
1049 ""
1050 (format ", drew %d" gomoku-number-of-draws))))
1051 (force-mode-line-update)))
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1052
1053(defun gomoku-switch-to-window ()
1054 "Find or create the Gomoku buffer, and display it."
1055 (interactive)
428d45d2
GM
1056 (if (get-buffer gomoku-buffer-name) ; Buffer exists:
1057 (switch-to-buffer gomoku-buffer-name) ; no problem.
1058 (if gomoku-game-in-progress
1059 (gomoku-crash-game)) ; buffer has been killed or something
1060 (switch-to-buffer gomoku-buffer-name) ; Anyway, start anew.
1061 (gomoku-mode)))
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1062\f
1063;;;
1064;;; CROSSING WINNING QTUPLES.
1065;;;
1066
1067;; When someone succeeds in filling a qtuple, we draw a line over the five
1068;; corresponding squares. One problem is that the program does not know which
1069;; squares ! It only knows the square where the last move has been played and
1070;; who won. The solution is to scan the board along all four directions.
1071
a2535589 1072(defun gomoku-find-filled-qtuple (square value)
0ff9b955 1073 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
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JA
1074 (or (gomoku-check-filled-qtuple square value 1 0)
1075 (gomoku-check-filled-qtuple square value 0 1)
1076 (gomoku-check-filled-qtuple square value 1 1)
1077 (gomoku-check-filled-qtuple square value -1 1)))
1078
1079(defun gomoku-check-filled-qtuple (square value dx dy)
0ff9b955 1080 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
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1081 (let ((a 0) (b 0)
1082 (left square) (right square)
d7ab2718 1083 (depl (gomoku-xy-to-index dx dy)))
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1084 (while (and (> a -4) ; stretch tuple left
1085 (= value (aref gomoku-board (setq left (- left depl)))))
1086 (setq a (1- a)))
d7ab2718 1087 (while (and (< b (+ a 4)) ; stretch tuple right
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1088 (= value (aref gomoku-board (setq right (+ right depl)))))
1089 (setq b (1+ b)))
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1090 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1091 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1092 dx dy)
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1093 t))))
1094
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1095(defun gomoku-cross-qtuple (square1 square2 dx dy)
1096 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1097 (save-excursion ; Not moving point from last square
f5ecf0c9 1098 (let ((depl (gomoku-xy-to-index dx dy))
e82ad66c 1099 (inhibit-read-only t))
a2535589 1100 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
f5ecf0c9 1101 (while (/= square1 square2)
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1102 (gomoku-goto-square square1)
1103 (setq square1 (+ square1 depl))
1104 (cond
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RS
1105 ((= dy 0) ; Horizontal
1106 (forward-char 1)
1107 (insert-char ?- (1- gomoku-square-width) t)
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1108 (delete-region (point) (progn
1109 (skip-chars-forward " \t")
1110 (point))))
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RS
1111 ((= dx 0) ; Vertical
1112 (let ((n 1)
1113 (column (current-column)))
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1114 (while (< n gomoku-square-height)
1115 (setq n (1+ n))
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RS
1116 (forward-line 1)
1117 (indent-to column)
e82ad66c 1118 (insert ?|))))
f5ecf0c9 1119 ((= dx -1) ; 1st Diagonal
d7ab2718 1120 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2))
f5ecf0c9 1121 (forward-line (/ gomoku-square-height 2))))
e82ad66c 1122 (insert ?/))
f5ecf0c9 1123 (t ; 2nd Diagonal
d7ab2718 1124 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2))
f5ecf0c9 1125 (forward-line (/ gomoku-square-height 2))))
e82ad66c 1126 (insert ?\\))))))
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1127 (sit-for 0)) ; Display NOW
1128\f
1129;;;
1130;;; CURSOR MOTION.
1131;;;
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1132
1133(defvar-local gomoku--last-pos 0)
1134
1135(defconst gomoku--intangible-chars "- \t\n|/\\\\")
1136
1137(defun gomoku--intangible ()
1138 (when (or (eobp)
1139 (save-excursion
1140 (not (zerop (skip-chars-forward gomoku--intangible-chars)))))
1141 (if (<= gomoku--last-pos (point)) ;Moving forward.
1142 (progn
1143 (skip-chars-forward gomoku--intangible-chars)
1144 (when (eobp)
1145 (skip-chars-backward gomoku--intangible-chars)
1146 (forward-char -1)))
1147 (skip-chars-backward gomoku--intangible-chars)
1148 (if (bobp)
1149 (skip-chars-forward gomoku--intangible-chars)
1150 (forward-char -1))))
1151 (setq gomoku--last-pos (point)))
1152
f5ecf0c9 1153;; previous-line and next-line don't work right with intangible newlines
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1154(defun gomoku-move-down ()
1155 "Move point down one row on the Gomoku board."
1156 (interactive)
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SM
1157 (when (< (gomoku-point-y) gomoku-board-height)
1158 (let ((column (current-column)))
1159 (forward-line gomoku-square-height)
1160 (move-to-column column))))
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1161
1162(defun gomoku-move-up ()
1163 "Move point up one row on the Gomoku board."
1164 (interactive)
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SM
1165 (when (> (gomoku-point-y) 1)
1166 (let ((column (current-column)))
1167 (forward-line (- gomoku-square-height))
1168 (move-to-column column))))
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1169
1170(defun gomoku-move-ne ()
1171 "Move point North East on the Gomoku board."
1172 (interactive)
1173 (gomoku-move-up)
f5ecf0c9 1174 (forward-char))
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1175
1176(defun gomoku-move-se ()
1177 "Move point South East on the Gomoku board."
1178 (interactive)
1179 (gomoku-move-down)
f5ecf0c9 1180 (forward-char))
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1181
1182(defun gomoku-move-nw ()
1183 "Move point North West on the Gomoku board."
1184 (interactive)
1185 (gomoku-move-up)
f5ecf0c9 1186 (backward-char))
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1187
1188(defun gomoku-move-sw ()
1189 "Move point South West on the Gomoku board."
1190 (interactive)
1191 (gomoku-move-down)
f5ecf0c9 1192 (backward-char))
a2535589 1193
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RS
1194(defun gomoku-beginning-of-line ()
1195 "Move point to first square on the Gomoku board row."
1196 (interactive)
1197 (move-to-column gomoku-x-offset))
1198
1199(defun gomoku-end-of-line ()
1200 "Move point to last square on the Gomoku board row."
1201 (interactive)
1202 (move-to-column (+ gomoku-x-offset
1203 (* gomoku-square-width (1- gomoku-board-width)))))
1204
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JB
1205(provide 'gomoku)
1206
1a06eabd 1207;;; gomoku.el ends here