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1 ;;; gomoku.el --- Gomoku game between you and Emacs
2
3 ;; Copyright (C) 1988, 1994, 1996, 2001, 2003 Free Software Foundation, Inc.
4
5 ;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr>
6 ;; Maintainer: FSF
7 ;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org>
8 ;; Keywords: games
9
10 ;; This file is part of GNU Emacs.
11
12 ;; GNU Emacs is free software; you can redistribute it and/or modify
13 ;; it under the terms of the GNU General Public License as published by
14 ;; the Free Software Foundation; either version 2, or (at your option)
15 ;; any later version.
16
17 ;; GNU Emacs is distributed in the hope that it will be useful,
18 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
19 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 ;; GNU General Public License for more details.
21
22 ;; You should have received a copy of the GNU General Public License
23 ;; along with GNU Emacs; see the file COPYING. If not, write to the
24 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
25 ;; Boston, MA 02111-1307, USA.
26
27 ;;; Commentary:
28
29 ;; RULES:
30 ;;
31 ;; Gomoku is a game played between two players on a rectangular board. Each
32 ;; player, in turn, marks a free square of its choice. The winner is the first
33 ;; one to mark five contiguous squares in any direction (horizontally,
34 ;; vertically or diagonally).
35 ;;
36 ;; I have been told that, in "The TRUE Gomoku", some restrictions are made
37 ;; about the squares where one may play, or else there is a known forced win
38 ;; for the first player. This program has no such restriction, but it does not
39 ;; know about the forced win, nor do I.
40 ;; See http://renju.nu/r1rulhis.htm for more information.
41
42
43 ;; There are two main places where you may want to customize the program: key
44 ;; bindings and board display. These features are commented in the code. Go
45 ;; and see.
46
47
48 ;; HOW TO USE:
49 ;;
50 ;; The command "M-x gomoku" displays a
51 ;; board, the size of which depends on the size of the current window. The
52 ;; size of the board is easily modified by giving numeric arguments to the
53 ;; gomoku command and/or by customizing the displaying parameters.
54 ;;
55 ;; Emacs plays when it is its turn. When it is your turn, just put the cursor
56 ;; on the square where you want to play and hit RET, or X, or whatever key you
57 ;; bind to the command gomoku-human-plays. When it is your turn, Emacs is
58 ;; idle: you may switch buffers, read your mail, ... Just come back to the
59 ;; *Gomoku* buffer and resume play.
60
61
62 ;; ALGORITHM:
63 ;;
64 ;; The algorithm is briefly described in section "THE SCORE TABLE". Some
65 ;; parameters may be modified if you want to change the style exhibited by the
66 ;; program.
67
68 ;;; Code:
69 \f
70 (defgroup gomoku nil
71 "Gomoku game between you and Emacs."
72 :prefix "gomoku-"
73 :group 'games)
74 ;;;
75 ;;; GOMOKU MODE AND KEYMAP.
76 ;;;
77 (defcustom gomoku-mode-hook nil
78 "If non-nil, its value is called on entry to Gomoku mode.
79 One useful value to include is `turn-on-font-lock' to highlight the pieces."
80 :type 'hook
81 :group 'gomoku)
82
83 ;;;
84 ;;; CONSTANTS FOR BOARD
85 ;;;
86
87 (defconst gomoku-buffer-name "*Gomoku*"
88 "Name of the Gomoku buffer.")
89
90 ;; You may change these values if you have a small screen or if the squares
91 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
92
93 (defconst gomoku-square-width 4
94 "*Horizontal spacing between squares on the Gomoku board.")
95
96 (defconst gomoku-square-height 2
97 "*Vertical spacing between squares on the Gomoku board.")
98
99 (defconst gomoku-x-offset 3
100 "*Number of columns between the Gomoku board and the side of the window.")
101
102 (defconst gomoku-y-offset 1
103 "*Number of lines between the Gomoku board and the top of the window.")
104
105
106 (defvar gomoku-mode-map nil
107 "Local keymap to use in Gomoku mode.")
108
109 (if gomoku-mode-map nil
110 (setq gomoku-mode-map (make-sparse-keymap))
111
112 ;; Key bindings for cursor motion.
113 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; y
114 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; u
115 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; b
116 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; n
117 (define-key gomoku-mode-map "h" 'backward-char) ; h
118 (define-key gomoku-mode-map "l" 'forward-char) ; l
119 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; j
120 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; k
121
122 (define-key gomoku-mode-map [kp-7] 'gomoku-move-nw)
123 (define-key gomoku-mode-map [kp-9] 'gomoku-move-ne)
124 (define-key gomoku-mode-map [kp-1] 'gomoku-move-sw)
125 (define-key gomoku-mode-map [kp-3] 'gomoku-move-se)
126 (define-key gomoku-mode-map [kp-4] 'backward-char)
127 (define-key gomoku-mode-map [kp-6] 'forward-char)
128 (define-key gomoku-mode-map [kp-2] 'gomoku-move-down)
129 (define-key gomoku-mode-map [kp-8] 'gomoku-move-up)
130
131 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-n
132 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-p
133
134 ;; Key bindings for entering Human moves.
135 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X
136 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x
137 (define-key gomoku-mode-map " " 'gomoku-human-plays) ; SPC
138 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET
139 (define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p
140 (define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b
141 (define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r
142 (define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e
143
144 (define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays)
145 (define-key gomoku-mode-map [insert] 'gomoku-human-plays)
146 (define-key gomoku-mode-map [down-mouse-1] 'gomoku-click)
147 (define-key gomoku-mode-map [drag-mouse-1] 'gomoku-click)
148 (define-key gomoku-mode-map [mouse-1] 'gomoku-click)
149 (define-key gomoku-mode-map [down-mouse-2] 'gomoku-click)
150 (define-key gomoku-mode-map [mouse-2] 'gomoku-mouse-play)
151 (define-key gomoku-mode-map [drag-mouse-2] 'gomoku-mouse-play)
152
153 (define-key gomoku-mode-map [remap previous-line] 'gomoku-move-up)
154 (define-key gomoku-mode-map [remap next-line] 'gomoku-move-down)
155 (define-key gomoku-mode-map [remap beginning-of-line] 'gomoku-beginning-of-line)
156 (define-key gomoku-mode-map [remap end-of-line] 'gomoku-end-of-line)
157 (define-key gomoku-mode-map [remap undo] 'gomoku-human-takes-back)
158 (define-key gomoku-mode-map [remap advertised-undo] 'gomoku-human-takes-back))
159
160 (defvar gomoku-emacs-won ()
161 "For making font-lock use the winner's face for the line.")
162
163 (defface gomoku-font-lock-O-face
164 '((((class color)) (:foreground "red" :weight bold)))
165 "Face to use for Emacs' O."
166 :group 'gomoku)
167
168 (defface gomoku-font-lock-X-face
169 '((((class color)) (:foreground "green" :weight bold)))
170 "Face to use for your X."
171 :group 'gomoku)
172
173 (defvar gomoku-font-lock-keywords
174 '(("O" . 'gomoku-font-lock-O-face)
175 ("X" . 'gomoku-font-lock-X-face)
176 ("[-|/\\]" 0 (if gomoku-emacs-won
177 'gomoku-font-lock-O-face
178 'gomoku-font-lock-X-face)))
179 "*Font lock rules for Gomoku.")
180
181 (put 'gomoku-mode 'front-sticky
182 (put 'gomoku-mode 'rear-nonsticky '(intangible)))
183 (put 'gomoku-mode 'intangible 1)
184 ;; This one is for when they set view-read-only to t: Gomoku cannot
185 ;; allow View Mode to be activated in its buffer.
186 (put 'gomoku-mode 'mode-class 'special)
187
188 (defun gomoku-mode ()
189 "Major mode for playing Gomoku against Emacs.
190 You and Emacs play in turn by marking a free square. You mark it with X
191 and Emacs marks it with O. The winner is the first to get five contiguous
192 marks horizontally, vertically or in diagonal.
193
194 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
195
196 Other useful commands:
197 \\{gomoku-mode-map}
198 Entry to this mode calls the value of `gomoku-mode-hook' if that value
199 is non-nil."
200 (interactive)
201 (kill-all-local-variables)
202 (setq major-mode 'gomoku-mode
203 mode-name "Gomoku")
204 (gomoku-display-statistics)
205 (use-local-map gomoku-mode-map)
206 (make-local-variable 'font-lock-defaults)
207 (setq font-lock-defaults '(gomoku-font-lock-keywords t))
208 (toggle-read-only t)
209 (run-hooks 'gomoku-mode-hook))
210 \f
211 ;;;
212 ;;; THE BOARD.
213 ;;;
214
215 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
216 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
217 ;; containing padding squares (coded with -1). These squares allow us to
218 ;; detect when we are trying to move out of the board. We denote a square by
219 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
220 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
221 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
222 ;; one DEPL (the difference between indexes).
223
224 (defvar gomoku-board-width nil
225 "Number of columns on the Gomoku board.")
226
227 (defvar gomoku-board-height nil
228 "Number of lines on the Gomoku board.")
229
230 (defvar gomoku-board nil
231 "Vector recording the actual state of the Gomoku board.")
232
233 (defvar gomoku-vector-length nil
234 "Length of gomoku-board vector.")
235
236 (defvar gomoku-draw-limit nil
237 ;; This is usually set to 70% of the number of squares.
238 "After how many moves will Emacs offer a draw?")
239
240
241 (defun gomoku-xy-to-index (x y)
242 "Translate X, Y cartesian coords into the corresponding board index."
243 (+ (* y gomoku-board-width) x y))
244
245 (defun gomoku-index-to-x (index)
246 "Return corresponding x-coord of board INDEX."
247 (% index (1+ gomoku-board-width)))
248
249 (defun gomoku-index-to-y (index)
250 "Return corresponding y-coord of board INDEX."
251 (/ index (1+ gomoku-board-width)))
252
253 (defun gomoku-init-board ()
254 "Create the gomoku-board vector and fill it with initial values."
255 (setq gomoku-board (make-vector gomoku-vector-length 0))
256 ;; Every square is 0 (i.e. empty) except padding squares:
257 (let ((i 0) (ii (1- gomoku-vector-length)))
258 (while (<= i gomoku-board-width) ; The squares in [0..width] and in
259 (aset gomoku-board i -1) ; [length - width - 1..length - 1]
260 (aset gomoku-board ii -1) ; are padding squares.
261 (setq i (1+ i)
262 ii (1- ii))))
263 (let ((i 0))
264 (while (< i gomoku-vector-length)
265 (aset gomoku-board i -1) ; and also all k*(width+1)
266 (setq i (+ i gomoku-board-width 1)))))
267 \f
268 ;;;
269 ;;; THE SCORE TABLE.
270 ;;;
271
272 ;; Every (free) square has a score associated to it, recorded in the
273 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
274 ;; the highest score.
275
276 (defvar gomoku-score-table nil
277 "Vector recording the actual score of the free squares.")
278
279
280 ;; The key point point about the algorithm is that, rather than considering
281 ;; the board as just a set of squares, we prefer to see it as a "space" of
282 ;; internested 5-tuples of contiguous squares (called qtuples).
283 ;;
284 ;; The aim of the program is to fill one qtuple with its O's while preventing
285 ;; you from filling another one with your X's. To that effect, it computes a
286 ;; score for every qtuple, with better qtuples having better scores. Of
287 ;; course, the score of a qtuple (taken in isolation) is just determined by
288 ;; its contents as a set, i.e. not considering the order of its elements. The
289 ;; highest score is given to the "OOOO" qtuples because playing in such a
290 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
291 ;; not playing in it is just loosing the game, and so on. Note that a
292 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
293 ;; has score zero because there is no more any point in playing in it, from
294 ;; both an attacking and a defending point of view.
295 ;;
296 ;; Given the score of every qtuple, the score of a given free square on the
297 ;; board is just the sum of the scores of all the qtuples to which it belongs,
298 ;; because playing in that square is playing in all its containing qtuples at
299 ;; once. And it is that function which takes into account the internesting of
300 ;; the qtuples.
301 ;;
302 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
303 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not
304 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
305 ;; should be preferred.
306
307
308 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
309 ;; these values will change (hopefully improve) the strength of the program
310 ;; and may change its style (rather aggressive here).
311
312 (defconst nil-score 7 "Score of an empty qtuple.")
313 (defconst Xscore 15 "Score of a qtuple containing one X.")
314 (defconst XXscore 400 "Score of a qtuple containing two X's.")
315 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
316 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
317 (defconst Oscore 35 "Score of a qtuple containing one O.")
318 (defconst OOscore 800 "Score of a qtuple containing two O's.")
319 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
320 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
321
322 ;; These values are not just random: if, given the following situation:
323 ;;
324 ;; . . . . . . . O .
325 ;; . X X a . . . X .
326 ;; . . . X . . . X .
327 ;; . . . X . . . X .
328 ;; . . . . . . . b .
329 ;;
330 ;; you want Emacs to play in "a" and not in "b", then the parameters must
331 ;; satisfy the inequality:
332 ;;
333 ;; 6 * XXscore > XXXscore + XXscore
334 ;;
335 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
336 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
337 ;; conditions are required to obtain sensible moves, but the previous example
338 ;; should illustrate the point. If you manage to improve on these values,
339 ;; please send me a note. Thanks.
340
341
342 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
343 ;; contents of a qtuple are uniquely determined by the sum of its elements and
344 ;; we just have to set up a translation table.
345
346 (defconst gomoku-score-trans-table
347 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
348 Oscore 0 0 0 0 0
349 OOscore 0 0 0 0 0
350 OOOscore 0 0 0 0 0
351 OOOOscore 0 0 0 0 0
352 0)
353 "Vector associating qtuple contents to their score.")
354
355
356 ;; If you do not modify drastically the previous constants, the only way for a
357 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
358 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
359 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
360 ;; qtuple. We may use these considerations to detect when a given move is
361 ;; winning or loosing.
362
363 (defconst gomoku-winning-threshold OOOOscore
364 "Threshold score beyond which an Emacs move is winning.")
365
366 (defconst gomoku-loosing-threshold XXXXscore
367 "Threshold score beyond which a human move is winning.")
368
369
370 (defun gomoku-strongest-square ()
371 "Compute index of free square with highest score, or nil if none."
372 ;; We just have to loop other all squares. However there are two problems:
373 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
374 ;; up future searches, we set the score of padding or occupied squares
375 ;; to -1 whenever we meet them.
376 ;; 2/ We want to choose randomly between equally good moves.
377 (let ((score-max 0)
378 (count 0) ; Number of equally good moves
379 (square (gomoku-xy-to-index 1 1)) ; First square
380 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
381 best-square score)
382 (while (<= square end)
383 (cond
384 ;; If score is lower (i.e. most of the time), skip to next:
385 ((< (aref gomoku-score-table square) score-max))
386 ;; If score is better, beware of non free squares:
387 ((> (setq score (aref gomoku-score-table square)) score-max)
388 (if (zerop (aref gomoku-board square)) ; is it free ?
389 (setq count 1 ; yes: take it !
390 best-square square
391 score-max score)
392 (aset gomoku-score-table square -1))) ; no: kill it !
393 ;; If score is equally good, choose randomly. But first check freeness:
394 ((not (zerop (aref gomoku-board square)))
395 (aset gomoku-score-table square -1))
396 ((zerop (random (setq count (1+ count))))
397 (setq best-square square
398 score-max score)))
399 (setq square (1+ square))) ; try next square
400 best-square))
401 \f
402 ;;;
403 ;;; INITIALIZING THE SCORE TABLE.
404 ;;;
405
406 ;; At initialization the board is empty so that every qtuple amounts for
407 ;; nil-score. Therefore, the score of any square is nil-score times the number
408 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
409 ;; are sufficiently far from the sides. As computing the number is time
410 ;; consuming, we initialize every square with 20*nil-score and then only
411 ;; consider squares at less than 5 squares from one side. We speed this up by
412 ;; taking symmetry into account.
413 ;; Also, as it is likely that successive games will be played on a board with
414 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
415
416 (defvar gomoku-saved-score-table nil
417 "Recorded initial value of previous score table.")
418
419 (defvar gomoku-saved-board-width nil
420 "Recorded value of previous board width.")
421
422 (defvar gomoku-saved-board-height nil
423 "Recorded value of previous board height.")
424
425
426 (defun gomoku-init-score-table ()
427 "Create the score table vector and fill it with initial values."
428 (if (and gomoku-saved-score-table ; Has it been stored last time ?
429 (= gomoku-board-width gomoku-saved-board-width)
430 (= gomoku-board-height gomoku-saved-board-height))
431 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
432 ;; No, compute it:
433 (setq gomoku-score-table
434 (make-vector gomoku-vector-length (* 20 nil-score)))
435 (let (i j maxi maxj maxi2 maxj2)
436 (setq maxi (/ (1+ gomoku-board-width) 2)
437 maxj (/ (1+ gomoku-board-height) 2)
438 maxi2 (min 4 maxi)
439 maxj2 (min 4 maxj))
440 ;; We took symmetry into account and could use it more if the board
441 ;; would have been square and not rectangular !
442 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
443 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
444 ;; board may well be less than 8 by 8 !
445 (setq i 1)
446 (while (<= i maxi2)
447 (setq j 1)
448 (while (<= j maxj)
449 (gomoku-init-square-score i j)
450 (setq j (1+ j)))
451 (setq i (1+ i)))
452 (while (<= i maxi)
453 (setq j 1)
454 (while (<= j maxj2)
455 (gomoku-init-square-score i j)
456 (setq j (1+ j)))
457 (setq i (1+ i))))
458 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
459 gomoku-saved-board-width gomoku-board-width
460 gomoku-saved-board-height gomoku-board-height)))
461
462 (defun gomoku-nb-qtuples (i j)
463 "Return the number of qtuples containing square I,J."
464 ;; This function is complicated because we have to deal
465 ;; with ugly cases like 3 by 6 boards, but it works.
466 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
467 (let ((left (min 4 (1- i)))
468 (right (min 4 (- gomoku-board-width i)))
469 (up (min 4 (1- j)))
470 (down (min 4 (- gomoku-board-height j))))
471 (+ -12
472 (min (max (+ left right) 3) 8)
473 (min (max (+ up down) 3) 8)
474 (min (max (+ (min left up) (min right down)) 3) 8)
475 (min (max (+ (min right up) (min left down)) 3) 8))))
476
477 (defun gomoku-init-square-score (i j)
478 "Give initial score to square I,J and to its mirror images."
479 (let ((ii (1+ (- gomoku-board-width i)))
480 (jj (1+ (- gomoku-board-height j)))
481 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
482 (aset gomoku-score-table (gomoku-xy-to-index i j) sc)
483 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
484 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
485 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
486 \f
487 ;;;
488 ;;; MAINTAINING THE SCORE TABLE.
489 ;;;
490
491 ;; We do not provide functions for computing the SCORE-TABLE given the
492 ;; contents of the BOARD. This would involve heavy nested loops, with time
493 ;; proportional to the size of the board. It is better to update the
494 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
495 ;; squares: it is done in constant time.
496
497 (defun gomoku-update-score-table (square dval)
498 "Update score table after SQUARE received a DVAL increment."
499 ;; The board has already been updated when this function is called.
500 ;; Updating scores is done by looking for qtuples boundaries in all four
501 ;; directions and then calling update-score-in-direction.
502 ;; Finally all squares received the right increment, and then are up to
503 ;; date, except possibly for SQUARE itself if we are taking a move back for
504 ;; its score had been set to -1 at the time.
505 (let* ((x (gomoku-index-to-x square))
506 (y (gomoku-index-to-y square))
507 (imin (max -4 (- 1 x)))
508 (jmin (max -4 (- 1 y)))
509 (imax (min 0 (- gomoku-board-width x 4)))
510 (jmax (min 0 (- gomoku-board-height y 4))))
511 (gomoku-update-score-in-direction imin imax
512 square 1 0 dval)
513 (gomoku-update-score-in-direction jmin jmax
514 square 0 1 dval)
515 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
516 square 1 1 dval)
517 (gomoku-update-score-in-direction (max (- 1 y) -4
518 (- x gomoku-board-width))
519 (min 0 (- x 5)
520 (- gomoku-board-height y 4))
521 square -1 1 dval)))
522
523 (defun gomoku-update-score-in-direction (left right square dx dy dval)
524 "Update scores for all squares in the qtuples starting between the LEFTth
525 square and the RIGHTth after SQUARE, along the DX, DY direction, considering
526 that DVAL has been added on SQUARE."
527 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
528 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
529 ;; DX,DY direction.
530 (cond
531 ((> left right)) ; Quit
532 (t ; Else ..
533 (let (depl square0 square1 square2 count delta)
534 (setq depl (gomoku-xy-to-index dx dy)
535 square0 (+ square (* left depl))
536 square1 (+ square (* right depl))
537 square2 (+ square0 (* 4 depl)))
538 ;; Compute the contents of the first qtuple:
539 (setq square square0
540 count 0)
541 (while (<= square square2)
542 (setq count (+ count (aref gomoku-board square))
543 square (+ square depl)))
544 (while (<= square0 square1)
545 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
546 ;; in SQUARE2.
547 (setq delta (- (aref gomoku-score-trans-table count)
548 (aref gomoku-score-trans-table (- count dval))))
549 (cond ((not (zerop delta)) ; or else nothing to update
550 (setq square square0)
551 (while (<= square square2)
552 (if (zerop (aref gomoku-board square)) ; only for free squares
553 (aset gomoku-score-table square
554 (+ (aref gomoku-score-table square) delta)))
555 (setq square (+ square depl)))))
556 ;; Then shift the qtuple one square along DEPL, this only requires
557 ;; modifying SQUARE0 and SQUARE2.
558 (setq square2 (+ square2 depl)
559 count (+ count (- (aref gomoku-board square0))
560 (aref gomoku-board square2))
561 square0 (+ square0 depl)))))))
562 \f
563 ;;;
564 ;;; GAME CONTROL.
565 ;;;
566
567 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
568 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
569 ;; (anti-updating the score table) and to compute the table from scratch in
570 ;; case of an interruption.
571
572 (defvar gomoku-game-in-progress nil
573 "Non-nil if a game is in progress.")
574
575 (defvar gomoku-game-history nil
576 "A record of all moves that have been played during current game.")
577
578 (defvar gomoku-number-of-moves nil
579 "Number of moves already played in current game.")
580
581 (defvar gomoku-number-of-human-moves nil
582 "Number of moves already played by human in current game.")
583
584 (defvar gomoku-emacs-played-first nil
585 "Non-nil if Emacs played first.")
586
587 (defvar gomoku-human-took-back nil
588 "Non-nil if Human took back a move during the game.")
589
590 (defvar gomoku-human-refused-draw nil
591 "Non-nil if Human refused Emacs offer of a draw.")
592
593 (defvar gomoku-emacs-is-computing nil
594 ;; This is used to detect interruptions. Hopefully, it should not be needed.
595 "Non-nil if Emacs is in the middle of a computation.")
596
597
598 (defun gomoku-start-game (n m)
599 "Initialize a new game on an N by M board."
600 (setq gomoku-emacs-is-computing t) ; Raise flag
601 (setq gomoku-game-in-progress t)
602 (setq gomoku-board-width n
603 gomoku-board-height m
604 gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
605 gomoku-draw-limit (/ (* 7 n m) 10))
606 (setq gomoku-emacs-won nil
607 gomoku-game-history nil
608 gomoku-number-of-moves 0
609 gomoku-number-of-human-moves 0
610 gomoku-emacs-played-first nil
611 gomoku-human-took-back nil
612 gomoku-human-refused-draw nil)
613 (gomoku-init-display n m) ; Display first: the rest takes time
614 (gomoku-init-score-table) ; INIT-BOARD requires that the score
615 (gomoku-init-board) ; table be already created.
616 (setq gomoku-emacs-is-computing nil))
617
618 (defun gomoku-play-move (square val &optional dont-update-score)
619 "Go to SQUARE, play VAL and update everything."
620 (setq gomoku-emacs-is-computing t) ; Raise flag
621 (cond ((= 1 val) ; a Human move
622 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
623 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
624 (setq gomoku-emacs-played-first t)))
625 (setq gomoku-game-history
626 (cons (cons square (aref gomoku-score-table square))
627 gomoku-game-history)
628 gomoku-number-of-moves (1+ gomoku-number-of-moves))
629 (gomoku-plot-square square val)
630 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
631 (if dont-update-score nil
632 (gomoku-update-score-table square val) ; previous val was 0: dval = val
633 (aset gomoku-score-table square -1))
634 (setq gomoku-emacs-is-computing nil))
635
636 (defun gomoku-take-back ()
637 "Take back last move and update everything."
638 (setq gomoku-emacs-is-computing t)
639 (let* ((last-move (car gomoku-game-history))
640 (square (car last-move))
641 (oldval (aref gomoku-board square)))
642 (if (= 1 oldval)
643 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
644 (setq gomoku-game-history (cdr gomoku-game-history)
645 gomoku-number-of-moves (1- gomoku-number-of-moves))
646 (gomoku-plot-square square 0)
647 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
648 (gomoku-update-score-table square (- oldval))
649 (aset gomoku-score-table square (cdr last-move)))
650 (setq gomoku-emacs-is-computing nil))
651 \f
652 ;;;
653 ;;; SESSION CONTROL.
654 ;;;
655
656 (defvar gomoku-number-of-emacs-wins 0
657 "Number of games Emacs won in this session.")
658
659 (defvar gomoku-number-of-human-wins 0
660 "Number of games you won in this session.")
661
662 (defvar gomoku-number-of-draws 0
663 "Number of games already drawn in this session.")
664
665
666 (defun gomoku-terminate-game (result)
667 "Terminate the current game with RESULT."
668 (message
669 (cond
670 ((eq result 'emacs-won)
671 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
672 (cond ((< gomoku-number-of-moves 20)
673 "This was a REALLY QUICK win.")
674 (gomoku-human-refused-draw
675 "I won... Too bad you refused my offer of a draw !")
676 (gomoku-human-took-back
677 "I won... Taking moves back will not help you !")
678 ((not gomoku-emacs-played-first)
679 "I won... Playing first did not help you much !")
680 ((and (zerop gomoku-number-of-human-wins)
681 (zerop gomoku-number-of-draws)
682 (> gomoku-number-of-emacs-wins 1))
683 "I'm becoming tired of winning...")
684 ("I won.")))
685 ((eq result 'human-won)
686 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
687 (concat "OK, you won this one."
688 (cond
689 (gomoku-human-took-back
690 " I, for one, never take my moves back...")
691 (gomoku-emacs-played-first
692 ".. so what ?")
693 (" Now, let me play first just once."))))
694 ((eq result 'human-resigned)
695 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
696 "So you resign. That's just one more win for me.")
697 ((eq result 'nobody-won)
698 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
699 (concat "This is a draw. "
700 (cond
701 (gomoku-human-took-back
702 "I, for one, never take my moves back...")
703 (gomoku-emacs-played-first
704 "Just chance, I guess.")
705 ("Now, let me play first just once."))))
706 ((eq result 'draw-agreed)
707 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
708 (concat "Draw agreed. "
709 (cond
710 (gomoku-human-took-back
711 "I, for one, never take my moves back...")
712 (gomoku-emacs-played-first
713 "You were lucky.")
714 ("Now, let me play first just once."))))
715 ((eq result 'crash-game)
716 "Sorry, I have been interrupted and cannot resume that game...")))
717 (gomoku-display-statistics)
718 ;;(ding)
719 (setq gomoku-game-in-progress nil))
720
721 (defun gomoku-crash-game ()
722 "What to do when Emacs detects it has been interrupted."
723 (setq gomoku-emacs-is-computing nil)
724 (gomoku-terminate-game 'crash-game)
725 (sit-for 4) ; Let's see the message
726 (gomoku-prompt-for-other-game))
727 \f
728 ;;;
729 ;;; INTERACTIVE COMMANDS.
730 ;;;
731
732 ;;;###autoload
733 (defun gomoku (&optional n m)
734 "Start a Gomoku game between you and Emacs.
735
736 If a game is in progress, this command allow you to resume it.
737 If optional arguments N and M are given, an N by M board is used.
738 If prefix arg is given for N, M is prompted for.
739
740 You and Emacs play in turn by marking a free square. You mark it with X
741 and Emacs marks it with O. The winner is the first to get five contiguous
742 marks horizontally, vertically or in diagonal.
743
744 You play by moving the cursor over the square you choose and hitting
745 \\<gomoku-mode-map>\\[gomoku-human-plays].
746
747 This program actually plays a simplified or archaic version of the
748 Gomoku game, and ought to be upgraded to use the full modern rules.
749
750 Use \\[describe-mode] for more info."
751 (interactive (if current-prefix-arg
752 (list (prefix-numeric-value current-prefix-arg)
753 (eval (read-minibuffer "Height: ")))))
754 ;; gomoku-switch-to-window, but without the potential call to gomoku
755 ;; from gomoku-prompt-for-other-game.
756 (if (get-buffer gomoku-buffer-name)
757 (switch-to-buffer gomoku-buffer-name)
758 (when gomoku-game-in-progress
759 (setq gomoku-emacs-is-computing nil)
760 (gomoku-terminate-game 'crash-game)
761 (sit-for 4)
762 (or (y-or-n-p "Another game ") (error "Chicken !")))
763 (switch-to-buffer gomoku-buffer-name)
764 (gomoku-mode))
765 (cond
766 (gomoku-emacs-is-computing
767 (gomoku-crash-game))
768 ((or (not gomoku-game-in-progress)
769 (<= gomoku-number-of-moves 2))
770 (let ((max-width (gomoku-max-width))
771 (max-height (gomoku-max-height)))
772 (or n (setq n max-width))
773 (or m (setq m max-height))
774 (cond ((< n 1)
775 (error "I need at least 1 column"))
776 ((< m 1)
777 (error "I need at least 1 row"))
778 ((> n max-width)
779 (error "I cannot display %d columns in that window" n)))
780 (if (and (> m max-height)
781 (not (eq m gomoku-saved-board-height))
782 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
783 (not (y-or-n-p (format "Do you really want %d rows " m))))
784 (setq m max-height)))
785 (message "One moment, please...")
786 (gomoku-start-game n m)
787 (if (y-or-n-p "Do you allow me to play first ")
788 (gomoku-emacs-plays)
789 (gomoku-prompt-for-move)))
790 ((y-or-n-p "Shall we continue our game ")
791 (gomoku-prompt-for-move))
792 (t
793 (gomoku-human-resigns))))
794
795 (defun gomoku-emacs-plays ()
796 "Compute Emacs next move and play it."
797 (interactive)
798 (gomoku-switch-to-window)
799 (cond
800 (gomoku-emacs-is-computing
801 (gomoku-crash-game))
802 ((not gomoku-game-in-progress)
803 (gomoku-prompt-for-other-game))
804 (t
805 (message "Let me think...")
806 (let (square score)
807 (setq square (gomoku-strongest-square))
808 (cond ((null square)
809 (gomoku-terminate-game 'nobody-won))
810 (t
811 (setq score (aref gomoku-score-table square))
812 (gomoku-play-move square 6)
813 (cond ((>= score gomoku-winning-threshold)
814 (setq gomoku-emacs-won t) ; for font-lock
815 (gomoku-find-filled-qtuple square 6)
816 (gomoku-terminate-game 'emacs-won))
817 ((zerop score)
818 (gomoku-terminate-game 'nobody-won))
819 ((and (> gomoku-number-of-moves gomoku-draw-limit)
820 (not gomoku-human-refused-draw)
821 (gomoku-offer-a-draw))
822 (gomoku-terminate-game 'draw-agreed))
823 (t
824 (gomoku-prompt-for-move)))))))))
825
826 ;; For small square dimensions this is approximate, since though measured in
827 ;; pixels, event's (X . Y) is a character's top-left corner.
828 (defun gomoku-click (click)
829 "Position at the square where you click."
830 (interactive "e")
831 (and (windowp (posn-window (setq click (event-end click))))
832 (numberp (posn-point click))
833 (select-window (posn-window click))
834 (setq click (posn-col-row click))
835 (gomoku-goto-xy
836 (min (max (/ (+ (- (car click)
837 gomoku-x-offset
838 1)
839 (window-hscroll)
840 gomoku-square-width
841 (% gomoku-square-width 2)
842 (/ gomoku-square-width 2))
843 gomoku-square-width)
844 1)
845 gomoku-board-width)
846 (min (max (/ (+ (- (cdr click)
847 gomoku-y-offset
848 1)
849 (let ((inhibit-point-motion-hooks t))
850 (count-lines 1 (window-start)))
851 gomoku-square-height
852 (% gomoku-square-height 2)
853 (/ gomoku-square-height 2))
854 gomoku-square-height)
855 1)
856 gomoku-board-height))))
857
858 (defun gomoku-mouse-play (click)
859 "Play at the square where you click."
860 (interactive "e")
861 (if (gomoku-click click)
862 (gomoku-human-plays)))
863
864 (defun gomoku-human-plays ()
865 "Signal to the Gomoku program that you have played.
866 You must have put the cursor on the square where you want to play.
867 If the game is finished, this command requests for another game."
868 (interactive)
869 (gomoku-switch-to-window)
870 (cond
871 (gomoku-emacs-is-computing
872 (gomoku-crash-game))
873 ((not gomoku-game-in-progress)
874 (gomoku-prompt-for-other-game))
875 (t
876 (let (square score)
877 (setq square (gomoku-point-square))
878 (cond ((null square)
879 (error "Your point is not on a square. Retry !"))
880 ((not (zerop (aref gomoku-board square)))
881 (error "Your point is not on a free square. Retry !"))
882 (t
883 (setq score (aref gomoku-score-table square))
884 (gomoku-play-move square 1)
885 (cond ((and (>= score gomoku-loosing-threshold)
886 ;; Just testing SCORE > THRESHOLD is not enough for
887 ;; detecting wins, it just gives an indication that
888 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
889 (gomoku-find-filled-qtuple square 1))
890 (gomoku-terminate-game 'human-won))
891 (t
892 (gomoku-emacs-plays)))))))))
893
894 (defun gomoku-human-takes-back ()
895 "Signal to the Gomoku program that you wish to take back your last move."
896 (interactive)
897 (gomoku-switch-to-window)
898 (cond
899 (gomoku-emacs-is-computing
900 (gomoku-crash-game))
901 ((not gomoku-game-in-progress)
902 (message "Too late for taking back...")
903 (sit-for 4)
904 (gomoku-prompt-for-other-game))
905 ((zerop gomoku-number-of-human-moves)
906 (message "You have not played yet... Your move ?"))
907 (t
908 (message "One moment, please...")
909 ;; It is possible for the user to let Emacs play several consecutive
910 ;; moves, so that the best way to know when to stop taking back moves is
911 ;; to count the number of human moves:
912 (setq gomoku-human-took-back t)
913 (let ((number gomoku-number-of-human-moves))
914 (while (= number gomoku-number-of-human-moves)
915 (gomoku-take-back)))
916 (gomoku-prompt-for-move))))
917
918 (defun gomoku-human-resigns ()
919 "Signal to the Gomoku program that you may want to resign."
920 (interactive)
921 (gomoku-switch-to-window)
922 (cond
923 (gomoku-emacs-is-computing
924 (gomoku-crash-game))
925 ((not gomoku-game-in-progress)
926 (message "There is no game in progress"))
927 ((y-or-n-p "You mean, you resign ")
928 (gomoku-terminate-game 'human-resigned))
929 ((y-or-n-p "You mean, we continue ")
930 (gomoku-prompt-for-move))
931 (t
932 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
933 \f
934 ;;;
935 ;;; PROMPTING THE HUMAN PLAYER.
936 ;;;
937
938 (defun gomoku-prompt-for-move ()
939 "Display a message asking for Human's move."
940 (message (if (zerop gomoku-number-of-human-moves)
941 "Your move ? (move to a free square and hit X, RET ...)"
942 "Your move ?"))
943 ;; This may seem silly, but if one omits the following line (or a similar
944 ;; one), the cursor may very well go to some place where POINT is not.
945 (save-excursion (set-buffer (other-buffer))))
946
947 (defun gomoku-prompt-for-other-game ()
948 "Ask for another game, and start it."
949 (if (y-or-n-p "Another game ")
950 (gomoku gomoku-board-width gomoku-board-height)
951 (error "Chicken !")))
952
953 (defun gomoku-offer-a-draw ()
954 "Offer a draw and return t if Human accepted it."
955 (or (y-or-n-p "I offer you a draw. Do you accept it ")
956 (not (setq gomoku-human-refused-draw t))))
957 \f
958 ;;;
959 ;;; DISPLAYING THE BOARD.
960 ;;;
961
962 (defun gomoku-max-width ()
963 "Largest possible board width for the current window."
964 (1+ (/ (- (window-width (selected-window))
965 gomoku-x-offset gomoku-x-offset 1)
966 gomoku-square-width)))
967
968 (defun gomoku-max-height ()
969 "Largest possible board height for the current window."
970 (1+ (/ (- (window-height (selected-window))
971 gomoku-y-offset gomoku-y-offset 2)
972 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
973 gomoku-square-height)))
974
975 (defun gomoku-point-y ()
976 "Return the board row where point is."
977 (let ((inhibit-point-motion-hooks t))
978 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1))
979 gomoku-square-height))))
980
981 (defun gomoku-point-square ()
982 "Return the index of the square point is on."
983 (let ((inhibit-point-motion-hooks t))
984 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset)
985 gomoku-square-width))
986 (gomoku-point-y))))
987
988 (defun gomoku-goto-square (index)
989 "Move point to square number INDEX."
990 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
991
992 (defun gomoku-goto-xy (x y)
993 "Move point to square at X, Y coords."
994 (let ((inhibit-point-motion-hooks t))
995 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y)))))
996 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x)))))
997
998 (defun gomoku-plot-square (square value)
999 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
1000 (or (= value 1)
1001 (gomoku-goto-square square))
1002 (let ((inhibit-read-only t)
1003 (inhibit-point-motion-hooks t))
1004 (insert-and-inherit (cond ((= value 1) ?X)
1005 ((= value 6) ?O)
1006 (?.)))
1007 (and (zerop value)
1008 (add-text-properties
1009 (1- (point)) (point)
1010 '(mouse-face highlight help-echo "mouse-2: play at this square")))
1011 (delete-char 1)
1012 (backward-char 1))
1013 (sit-for 0)) ; Display NOW
1014
1015 (defun gomoku-init-display (n m)
1016 "Display an N by M Gomoku board."
1017 (buffer-disable-undo (current-buffer))
1018 (let ((inhibit-read-only t)
1019 (point 1) opoint
1020 (intangible t)
1021 (i m) j x)
1022 ;; Try to minimize number of chars (because of text properties)
1023 (setq tab-width
1024 (if (zerop (% gomoku-x-offset gomoku-square-width))
1025 gomoku-square-width
1026 (max (/ (+ (% gomoku-x-offset gomoku-square-width)
1027 gomoku-square-width 1) 2) 2)))
1028 (erase-buffer)
1029 (newline gomoku-y-offset)
1030 (while (progn
1031 (setq j n
1032 x (- gomoku-x-offset gomoku-square-width))
1033 (while (>= (setq j (1- j)) 0)
1034 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width))
1035 (current-column))
1036 tab-width))
1037 (insert-char ? (- x (current-column)))
1038 (if (setq intangible (not intangible))
1039 (put-text-property point (point) 'intangible 2))
1040 (and (zerop j)
1041 (= i (- m 2))
1042 (progn
1043 (while (>= i 3)
1044 (append-to-buffer (current-buffer) opoint (point))
1045 (setq i (- i 2)))
1046 (goto-char (point-max))))
1047 (setq point (point))
1048 (insert ?.)
1049 (add-text-properties
1050 point (point)
1051 '(mouse-face highlight
1052 help-echo "mouse-2: play at this square")))
1053 (> (setq i (1- i)) 0))
1054 (if (= i (1- m))
1055 (setq opoint point))
1056 (insert-char ?\n gomoku-square-height))
1057 (or (eq (char-after 1) ?.)
1058 (put-text-property 1 2 'point-entered
1059 (lambda (x y) (if (bobp) (forward-char)))))
1060 (or intangible
1061 (put-text-property point (point) 'intangible 2))
1062 (put-text-property point (point) 'point-entered
1063 (lambda (x y) (if (eobp) (backward-char))))
1064 (put-text-property (point-min) (point) 'category 'gomoku-mode))
1065 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
1066 (sit-for 0)) ; Display NOW
1067
1068 (defun gomoku-display-statistics ()
1069 "Obnoxiously display some statistics about previous games in mode line."
1070 ;; We store this string in the mode-line-process local variable.
1071 ;; This is certainly not the cleanest way out ...
1072 (setq mode-line-process
1073 (format ": Won %d, lost %d%s"
1074 gomoku-number-of-human-wins
1075 gomoku-number-of-emacs-wins
1076 (if (zerop gomoku-number-of-draws)
1077 ""
1078 (format ", drew %d" gomoku-number-of-draws))))
1079 (force-mode-line-update))
1080
1081 (defun gomoku-switch-to-window ()
1082 "Find or create the Gomoku buffer, and display it."
1083 (interactive)
1084 (if (get-buffer gomoku-buffer-name) ; Buffer exists:
1085 (switch-to-buffer gomoku-buffer-name) ; no problem.
1086 (if gomoku-game-in-progress
1087 (gomoku-crash-game)) ; buffer has been killed or something
1088 (switch-to-buffer gomoku-buffer-name) ; Anyway, start anew.
1089 (gomoku-mode)))
1090 \f
1091 ;;;
1092 ;;; CROSSING WINNING QTUPLES.
1093 ;;;
1094
1095 ;; When someone succeeds in filling a qtuple, we draw a line over the five
1096 ;; corresponding squares. One problem is that the program does not know which
1097 ;; squares ! It only knows the square where the last move has been played and
1098 ;; who won. The solution is to scan the board along all four directions.
1099
1100 (defun gomoku-find-filled-qtuple (square value)
1101 "Return t if SQUARE belongs to a qtuple filled with VALUEs."
1102 (or (gomoku-check-filled-qtuple square value 1 0)
1103 (gomoku-check-filled-qtuple square value 0 1)
1104 (gomoku-check-filled-qtuple square value 1 1)
1105 (gomoku-check-filled-qtuple square value -1 1)))
1106
1107 (defun gomoku-check-filled-qtuple (square value dx dy)
1108 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
1109 (let ((a 0) (b 0)
1110 (left square) (right square)
1111 (depl (gomoku-xy-to-index dx dy)))
1112 (while (and (> a -4) ; stretch tuple left
1113 (= value (aref gomoku-board (setq left (- left depl)))))
1114 (setq a (1- a)))
1115 (while (and (< b (+ a 4)) ; stretch tuple right
1116 (= value (aref gomoku-board (setq right (+ right depl)))))
1117 (setq b (1+ b)))
1118 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1119 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1120 dx dy)
1121 t))))
1122
1123 (defun gomoku-cross-qtuple (square1 square2 dx dy)
1124 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1125 (save-excursion ; Not moving point from last square
1126 (let ((depl (gomoku-xy-to-index dx dy))
1127 (inhibit-read-only t)
1128 (inhibit-point-motion-hooks t))
1129 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1130 (while (/= square1 square2)
1131 (gomoku-goto-square square1)
1132 (setq square1 (+ square1 depl))
1133 (cond
1134 ((= dy 0) ; Horizontal
1135 (forward-char 1)
1136 (insert-char ?- (1- gomoku-square-width) t)
1137 (delete-region (point) (progn
1138 (skip-chars-forward " \t")
1139 (point))))
1140 ((= dx 0) ; Vertical
1141 (let ((n 1)
1142 (column (current-column)))
1143 (while (< n gomoku-square-height)
1144 (setq n (1+ n))
1145 (forward-line 1)
1146 (indent-to column)
1147 (insert-and-inherit ?|))))
1148 ((= dx -1) ; 1st Diagonal
1149 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2))
1150 (forward-line (/ gomoku-square-height 2))))
1151 (insert-and-inherit ?/))
1152 (t ; 2nd Diagonal
1153 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2))
1154 (forward-line (/ gomoku-square-height 2))))
1155 (insert-and-inherit ?\\))))))
1156 (sit-for 0)) ; Display NOW
1157 \f
1158 ;;;
1159 ;;; CURSOR MOTION.
1160 ;;;
1161 ;; previous-line and next-line don't work right with intangible newlines
1162 (defun gomoku-move-down ()
1163 "Move point down one row on the Gomoku board."
1164 (interactive)
1165 (if (< (gomoku-point-y) gomoku-board-height)
1166 (let ((column (current-column)))
1167 (forward-line gomoku-square-height)
1168 (move-to-column column))))
1169
1170 (defun gomoku-move-up ()
1171 "Move point up one row on the Gomoku board."
1172 (interactive)
1173 (if (> (gomoku-point-y) 1)
1174 (let ((column (current-column)))
1175 (forward-line (- 1 gomoku-square-height))
1176 (move-to-column column))))
1177
1178 (defun gomoku-move-ne ()
1179 "Move point North East on the Gomoku board."
1180 (interactive)
1181 (gomoku-move-up)
1182 (forward-char))
1183
1184 (defun gomoku-move-se ()
1185 "Move point South East on the Gomoku board."
1186 (interactive)
1187 (gomoku-move-down)
1188 (forward-char))
1189
1190 (defun gomoku-move-nw ()
1191 "Move point North West on the Gomoku board."
1192 (interactive)
1193 (gomoku-move-up)
1194 (backward-char))
1195
1196 (defun gomoku-move-sw ()
1197 "Move point South West on the Gomoku board."
1198 (interactive)
1199 (gomoku-move-down)
1200 (backward-char))
1201
1202 (defun gomoku-beginning-of-line ()
1203 "Move point to first square on the Gomoku board row."
1204 (interactive)
1205 (move-to-column gomoku-x-offset))
1206
1207 (defun gomoku-end-of-line ()
1208 "Move point to last square on the Gomoku board row."
1209 (interactive)
1210 (move-to-column (+ gomoku-x-offset
1211 (* gomoku-square-width (1- gomoku-board-width)))))
1212
1213 (provide 'gomoku)
1214
1215 ;;; arch-tag: b1b8205e-77fc-4597-b373-3ea2c04311eb
1216 ;;; gomoku.el ends here