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747c1a5e RS |
1 | ;;; gametree.el --- manage game analysis trees in Emacs |
2 | ||
3 | ;; Copyright (C) 1997 Free Software Foundation, Inc | |
4 | ||
5 | ;; Author: Ian T Zimmerman <itz@rahul.net> | |
6 | ;; Created: Wed Dec 10 07:41:46 PST 1997 | |
7 | ;; Keywords: games | |
8 | ||
9 | ;; This file is part of GNU Emacs. | |
10 | ||
11 | ;; GNU Emacs is free software; you can redistribute it and/or modify | |
12 | ;; it under the terms of the GNU General Public License as published by | |
13 | ;; the Free Software Foundation; either version 2, or (at your option) | |
14 | ;; any later version. | |
15 | ||
16 | ;; GNU Emacs is distributed in the hope that it will be useful, | |
17 | ;; but WITHOUT ANY WARRANTY; without even the implied warranty of | |
18 | ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
19 | ;; GNU General Public License for more details. | |
20 | ||
21 | ;; You should have received a copy of the GNU General Public License | |
22 | ;; along with GNU Emacs; see the file COPYING. If not, write to the | |
23 | ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330, | |
24 | ;; Boston, MA 02111-1307, USA. | |
25 | ||
26 | ;;; Commentary: | |
27 | ||
28 | ;; This little hack has enabled me to keep track of my email chess | |
29 | ;; games in Emacs. For a long time I dreamt about writing a real, | |
30 | ;; graphical tree editor; but, then the idea struck me, why do it | |
31 | ;; graphically, when it can be done in Emacs? :-) And in fact Emacs | |
32 | ;; almost had what I needed out of the box, namely the powerful | |
33 | ;; Outline mode. This code is built entirely on Outline mode, it | |
34 | ;; only adds two commands that I found indispensable when dealing | |
35 | ;; with the special kind of trees that analysis trees comprise. | |
36 | ||
37 | ;; The built-in documentation should be enough to explain the use, | |
38 | ;; along with the following example (yes, this is a real game). | |
39 | ||
40 | ;; *** 23. f4 ef 24. Nf3 Rf3 -/+ | |
41 | ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
42 | ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
43 | ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
44 | ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
45 | ||
46 | ;; Place the preceding in a scratch buffer, load this code, and do | |
47 | ;; M-x gametree-mode. Now place the cursor just after the `Nf3' and | |
48 | ;; before the `Rf3' on the first line, and do C-c C-j. The result is | |
49 | ||
50 | ;; *** 23. f4 ef 24. Nf3 | |
51 | ;; ****** 24: Rf3 -/+ | |
52 | ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
53 | ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
54 | ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
55 | ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
56 | ||
57 | ;; Now you can add another subvariation on Black's 24th move: with | |
58 | ;; the cursor still on the first line, do C-c C-v, and voila | |
59 | ||
60 | ;; *** 23. f4 ef 24. Nf3 | |
61 | ;; 24: | |
62 | ;; ****** 24: Rf3 -/+ | |
63 | ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
64 | ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
65 | ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
66 | ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
67 | ||
68 | ;; and the cursor is positioned on the new line just after the move | |
69 | ;; number, so you can start typing the new analysis. That's it, | |
70 | ;; quite simple. If you want more, read on. | |
71 | ||
72 | ;;; ToDo: | |
73 | ||
74 | ;; BIG: automatic score reducer. It should be possible to label the | |
75 | ;; leaf variations with numeric scores (instead of the Informant-like | |
76 | ;; symbols used in the example) and have the program apply the | |
77 | ;; min-max algorithm to score the internal nodes. That's about as | |
78 | ;; far as one can go in a postal game while honestly claiming not to | |
79 | ;; use computer analysis. | |
80 | ||
81 | ;; I'd definitely like to hear from you if you use this, and even | |
82 | ;; more if you have suggestions for improvement, ranging from bug | |
83 | ;; reports to feature requests. (But be warned that I am a fan of | |
84 | ;; simplicity and orthogonality). | |
85 | ||
86 | ;;; Code: | |
87 | ||
88 | (require 'derived) | |
89 | (require 'outline) | |
90 | ||
91 | ;;;; Configuration variables | |
92 | ||
323f7c49 SE |
93 | (defgroup gametree nil |
94 | "Manage game analysis trees in Emacs." | |
95 | :prefix "gametree-" | |
42dfe0ad DN |
96 | :group 'games |
97 | :version "20.3") | |
323f7c49 SE |
98 | |
99 | (defcustom gametree-half-ply-regexp (regexp-quote ":") | |
747c1a5e RS |
100 | "*Matches ends of numbers of moves by the \"second\" player. |
101 | For instance, it is an almost universal convention in chess to postfix | |
102 | numbers of moves by Black (if considered in isolation) by the ellipsis | |
103 | \"...\". This is NOT a good choice for this program, though, because it | |
104 | conflicts with the use of ellipsis by Outline mode to denote collapsed | |
105 | subtrees. The author uses \":\" because it agrees nicely with a set of | |
323f7c49 SE |
106 | LaTeX macros he uses for typesetting annotated games." |
107 | :type 'regexp | |
108 | :group 'gametree) | |
747c1a5e | 109 | |
323f7c49 | 110 | (defcustom gametree-full-ply-regexp (regexp-quote ".") |
747c1a5e RS |
111 | "*Matches ends of numbers of moves by the \"first\" player. |
112 | For instance, it is an almost universal convention in chess to postfix | |
323f7c49 SE |
113 | numbers of moves by White (if considered in isolation) by the dot \".\"." |
114 | :type 'regexp | |
115 | :group 'gametree) | |
747c1a5e | 116 | |
323f7c49 | 117 | (defcustom gametree-half-ply-format "%d:" |
747c1a5e | 118 | "*Output format for move numbers of moves by the \"second\" player. |
323f7c49 SE |
119 | Has to contain \"%d\" to output the actual number." |
120 | :type 'string | |
121 | :group 'gametree) | |
747c1a5e | 122 | |
323f7c49 | 123 | (defcustom gametree-full-ply-format "%d." |
747c1a5e | 124 | "*Output format for move numbers of moves by the \"first\" player. |
323f7c49 SE |
125 | Has to contain \"%d\" to output the actual number." |
126 | :type 'string | |
127 | :group 'gametree) | |
747c1a5e | 128 | |
323f7c49 | 129 | (defcustom gametree-make-heading-function |
747c1a5e RS |
130 | (function (lambda (level) |
131 | (insert (make-string level ?*)))) | |
132 | "A function of one numeric argument, LEVEL, to insert a heading at point. | |
323f7c49 SE |
133 | You should change this if you change `outline-regexp'." |
134 | :type 'function | |
135 | :group 'gametree) | |
747c1a5e RS |
136 | |
137 | (defvar gametree-local-layout nil | |
138 | "A list encoding the layout (i.e. the show or hide state) of the file. | |
139 | If Emacs notices a local variable specification of this variable in | |
140 | the first line of the buffer while saving the buffer to the visited | |
141 | file, the local value will be saved there and restored the next time | |
142 | the file is visited (subject to the usual restriction via | |
143 | `enable-local-variables'), and the layout will be set accordingly.") | |
144 | ||
145 | ;;;; Helper functions | |
146 | ||
147 | (defun gametree-prettify-heading () | |
148 | "Insert/delete space between leading asterisks and heading text. | |
149 | If the current variation is an internal node (i.e. starts with one or | |
150 | more asterisks), ensure there's at least one space between the | |
151 | asterisks and the text. If on the other hand this is a leaf, there | |
152 | should be no leading white space." | |
153 | (save-excursion | |
154 | (beginning-of-line 1) | |
155 | (if (re-search-forward (concat "\\=" outline-regexp) nil t) | |
156 | (if (not (looking-at "[ \t]+")) (insert " ")) | |
157 | (delete-char (save-excursion (skip-chars-forward " \t")))) | |
158 | (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\(" | |
159 | gametree-full-ply-regexp "\\|" | |
160 | gametree-half-ply-regexp "\\)") nil t) | |
161 | (if (not (looking-at "[ \t]+")) (insert " ") | |
162 | (delete-char (1- (save-excursion (skip-chars-forward " \t")))))))) | |
163 | ||
164 | (defun gametree-looking-at-ply () | |
165 | "Read and return the number of the ply under point." | |
166 | (if (eobp) 0 | |
167 | (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\(" | |
168 | gametree-full-ply-regexp "\\|" | |
169 | gametree-half-ply-regexp "\\)")) | |
170 | (limit (save-excursion (beginning-of-line 1) (point)))) | |
171 | (if (looking-at boundary) | |
172 | (+ (* 2 (string-to-int (match-string 1))) | |
173 | (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0)) | |
174 | (save-excursion | |
175 | (re-search-backward boundary limit) | |
176 | (skip-chars-backward "0123456789") | |
177 | (1+ (* 2 (string-to-int | |
178 | (buffer-substring (point) (match-end 1)))))))))) | |
179 | ||
180 | (defun gametree-current-branch-ply () | |
181 | "Return the ply number of the first move of the current variation." | |
182 | (save-excursion | |
183 | (beginning-of-line 1) | |
184 | (re-search-forward (concat "\\=" outline-regexp) nil t) | |
185 | (gametree-looking-at-ply))) | |
186 | ||
187 | (defun gametree-current-branch-depth () | |
188 | "Return the depth of the current variation in the analysis tree. | |
189 | This value is simply the outline heading level of the current line." | |
190 | (save-excursion | |
191 | (beginning-of-line 1) | |
192 | (if (looking-at outline-regexp) | |
193 | (outline-level) 0))) | |
194 | ||
195 | ;;;; Functions related to the task of saving and restoring current | |
196 | ;;;; outline layout | |
197 | ||
198 | (defun gametree-show-children-and-entry () | |
199 | (show-children) | |
200 | (show-entry)) | |
201 | ||
202 | (defun gametree-entry-shown-p () | |
203 | (save-excursion | |
204 | (forward-line 1) | |
205 | (and (bolp) (not (eobp)) (not (looking-at outline-regexp))))) | |
206 | ||
207 | (defun gametree-children-shown-p () | |
208 | (save-excursion | |
209 | (condition-case nil | |
210 | (let ((depth (gametree-current-branch-depth))) | |
211 | (outline-next-visible-heading 1) | |
212 | (< depth (gametree-current-branch-depth))) | |
213 | (error nil)))) | |
214 | ||
215 | (defun gametree-current-layout (depth &optional top-level) | |
216 | (let ((layout nil) (first-time t)) | |
217 | (while (save-excursion | |
218 | (condition-case nil | |
219 | (progn | |
220 | (or (and first-time top-level | |
221 | (bolp) (looking-at outline-regexp)) | |
222 | (setq first-time nil) | |
223 | (outline-next-visible-heading 1)) | |
224 | (< depth (gametree-current-branch-depth))) | |
225 | (error nil))) | |
226 | (if (not first-time) | |
227 | (outline-next-visible-heading 1)) | |
228 | (setq first-time nil) | |
229 | (if (not (gametree-children-shown-p)) | |
230 | (setq layout | |
231 | (nconc layout | |
232 | (if (gametree-entry-shown-p) | |
233 | (list 'show-entry) | |
234 | (list nil)))) | |
235 | (setq layout (nconc layout (if (gametree-entry-shown-p) | |
236 | (list 'gametree-show-children-and-entry) | |
237 | (list 'show-children)))) | |
238 | (let ((sub-layout | |
239 | (gametree-current-layout (gametree-current-branch-depth)))) | |
240 | (setq layout (nconc layout (list sub-layout)))))) | |
241 | layout)) | |
242 | ||
243 | (defun gametree-save-layout () | |
244 | (save-excursion | |
245 | (goto-char (point-min)) | |
246 | (setq gametree-local-layout (gametree-current-layout 0 t)))) | |
247 | ||
248 | (defun gametree-apply-layout (layout depth &optional top-level) | |
249 | (let ((first-time t)) | |
250 | (while (and layout | |
251 | (save-excursion | |
252 | (condition-case nil | |
253 | (progn | |
254 | (or (and first-time top-level | |
255 | (bolp) (looking-at outline-regexp)) | |
256 | (setq first-time nil) | |
257 | (outline-next-visible-heading 1)) | |
258 | (< depth (gametree-current-branch-depth))) | |
259 | (error nil)))) | |
260 | (if (not first-time) | |
261 | (outline-next-visible-heading 1)) | |
262 | (setq first-time nil) | |
263 | (hide-subtree) | |
264 | (if (nth 0 layout) | |
265 | (funcall (nth 0 layout))) | |
266 | (if (not (and (nth 1 layout) (listp (nth 1 layout)))) | |
267 | (setq layout (cdr layout)) | |
268 | (gametree-apply-layout (nth 1 layout) | |
269 | (gametree-current-branch-depth)) | |
270 | (setq layout (cdr (cdr layout))))))) | |
271 | ||
272 | (defun gametree-restore-layout () | |
273 | (save-excursion | |
274 | (goto-char (point-min)) | |
275 | (gametree-apply-layout gametree-local-layout 0 t))) | |
276 | ||
277 | (defun gametree-hack-file-layout () | |
278 | (save-excursion | |
279 | (goto-char (point-min)) | |
280 | (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);") | |
281 | (progn | |
282 | (goto-char (match-beginning 1)) | |
283 | (delete-region (point) (match-end 1)) | |
284 | (let ((standard-output (current-buffer))) | |
285 | (princ gametree-local-layout)))))) | |
286 | ||
287 | ;;;; Commands | |
288 | ||
289 | (defun gametree-insert-new-leaf (&optional at-depth) | |
290 | "Start a new leaf variation under the current branching point. | |
291 | The new variation can later be split to be a branching point itself, | |
292 | with \\[gametree-break-line-here]. If the point is currently on a | |
293 | leaf variation, this command won't work; use \\[gametree-break-line-here] | |
294 | on the current line first. | |
295 | ||
296 | With a numeric arg AT-DEPTH, first go up the tree until a node of | |
297 | depth AT-DEPTH or smaller is found." | |
298 | (interactive "P") | |
299 | (if (zerop (gametree-current-branch-depth)) | |
300 | (outline-up-heading 0)) | |
301 | (if at-depth | |
302 | (while (> (gametree-current-branch-depth) | |
303 | (prefix-numeric-value at-depth)) | |
304 | (outline-up-heading 1))) | |
305 | (beginning-of-line 1) | |
306 | (let ((parent-depth (gametree-current-branch-depth))) | |
307 | (show-entry) | |
308 | (condition-case nil | |
309 | (outline-next-visible-heading 1) | |
310 | (error | |
311 | (goto-char (point-max)) | |
312 | (if (not (bolp)) (insert "\n")))) | |
313 | (let ((starting-plys | |
314 | (if (> (gametree-current-branch-depth) parent-depth) | |
315 | (gametree-current-branch-ply) | |
316 | (save-excursion (forward-line -1) | |
317 | (gametree-current-branch-ply))))) | |
318 | (goto-char (1- (point))) | |
319 | (insert "\n") | |
320 | (insert (format (if (= 0 (mod starting-plys 2)) | |
321 | gametree-full-ply-format | |
322 | gametree-half-ply-format) | |
323 | (/ starting-plys 2)))))) | |
324 | ||
325 | (defun gametree-break-line-here (&optional at-move) | |
326 | "Split the variation node at the point position. | |
327 | This command works whether the current variation node is a leaf, or is | |
328 | already branching at its end. The new node is created at a level that | |
329 | reflects the number of game plys between the beginning of the current | |
330 | variation and the breaking point. | |
331 | ||
332 | With a numerical argument AT-MOVE, split the variation before | |
333 | White's AT-MOVEth move, or Black's if negative. The last option will | |
334 | only work of Black's moves are explicitly numbered, for instance | |
335 | `1. e4 1: e5'." | |
336 | (interactive "P") | |
337 | (if at-move (progn | |
338 | (end-of-line 1) | |
339 | (let ((limit (point))) | |
340 | (beginning-of-line 1) | |
341 | (re-search-forward | |
342 | (concat | |
343 | (regexp-quote | |
344 | (int-to-string (abs (prefix-numeric-value at-move)))) | |
345 | (if (> at-move 0) gametree-full-ply-regexp | |
346 | gametree-half-ply-regexp)) limit)) | |
347 | (goto-char (match-beginning 0)))) | |
348 | (let* ((pt (set-marker (make-marker) (point))) | |
349 | (plys (gametree-current-branch-ply)) | |
350 | (depth (gametree-current-branch-depth)) | |
351 | (old-depth depth)) | |
352 | (if (= depth 0) | |
353 | (progn | |
354 | (save-excursion | |
355 | (outline-previous-visible-heading 1) | |
356 | (setq depth | |
357 | (let ((old-branch-ply | |
358 | (condition-case nil | |
359 | (gametree-current-branch-ply) | |
360 | (error 0)))) | |
361 | (if (zerop old-branch-ply) | |
362 | (1+ (gametree-current-branch-depth)) | |
363 | (+ (gametree-current-branch-depth) | |
364 | (- plys old-branch-ply)))))) | |
365 | (save-excursion | |
366 | (beginning-of-line 1) | |
367 | (funcall gametree-make-heading-function depth) | |
368 | (gametree-prettify-heading)))) | |
369 | (save-excursion | |
370 | (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\(" | |
371 | gametree-full-ply-regexp "\\|" | |
372 | gametree-half-ply-regexp "\\)"))) | |
373 | (progn | |
374 | (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2)) | |
375 | gametree-full-ply-format | |
376 | gametree-half-ply-format) | |
377 | (/ (gametree-looking-at-ply) 2))) | |
378 | (gametree-prettify-heading) | |
379 | (beginning-of-line 1))) | |
380 | (goto-char pt) | |
381 | (insert "\n") | |
382 | (if (not (= 0 old-depth)) | |
383 | (funcall gametree-make-heading-function | |
384 | (+ depth (- (gametree-current-branch-ply) plys)))) | |
385 | (gametree-prettify-heading)))) | |
386 | ||
387 | (defun gametree-merge-line () | |
388 | "Merges a variation with its only child. | |
389 | Does *not* check if the variation has in fact a unique child; users beware." | |
390 | (interactive) | |
391 | (if (zerop (gametree-current-branch-depth)) | |
392 | (outline-up-heading 0)) | |
393 | (end-of-line 1) | |
394 | (let ((prev-depth (save-excursion (forward-line 1) | |
395 | (gametree-current-branch-depth)))) | |
396 | (delete-char (1+ prev-depth)) | |
397 | (if (zerop prev-depth) | |
398 | (save-excursion | |
399 | (beginning-of-line 1) | |
400 | (delete-char (gametree-current-branch-depth)) | |
401 | (gametree-prettify-heading))))) | |
402 | ||
403 | (defun gametree-layout-to-register (register) | |
404 | "Store current tree layout in register REGISTER. | |
405 | Use \\[gametree-apply-register-layout] to restore that configuration. | |
406 | Argument is a character, naming the register." | |
407 | (interactive "cLayout to register: ") | |
408 | (save-excursion | |
409 | (goto-char (point-min)) | |
410 | (set-register register | |
411 | (gametree-current-layout 0 t)))) | |
412 | ||
413 | (defun gametree-apply-register-layout (char) | |
414 | "Return to a tree layout stored in a register. | |
415 | Argument is a character, naming the register." | |
416 | (interactive "cApply layout from register: ") | |
417 | (save-excursion | |
418 | (goto-char (point-min)) | |
419 | (gametree-apply-layout (get-register char) 0 t))) | |
420 | ||
421 | (defun gametree-save-and-hack-layout () | |
422 | "Save the current tree layout and hack the file local variable spec. | |
423 | This function saves the current layout in `gametree-local-layout' and, | |
424 | if a local file varible specification for this variable exists in the | |
425 | buffer, it is replaced by the new value. See the documentation for | |
426 | `gametree-local-layout' for more information." | |
427 | (interactive) | |
428 | (gametree-save-layout) | |
429 | (gametree-hack-file-layout) | |
430 | nil) | |
431 | ||
432 | (define-derived-mode gametree-mode outline-mode "GameTree" | |
433 | "Major mode for managing game analysis trees. | |
434 | Useful to postal and email chess (and, it is hoped, also checkers, go, | |
435 | shogi, etc.) players, it is a slightly modified version of Outline mode. | |
436 | ||
437 | \\{gametree-mode-map}" | |
438 | (auto-fill-mode 0) | |
439 | (make-variable-buffer-local 'write-contents-hooks) | |
440 | (add-hook 'write-contents-hooks 'gametree-save-and-hack-layout)) | |
441 | ||
442 | ;;;; Key bindings | |
443 | ||
444 | (define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here) | |
445 | (define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf) | |
446 | (define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line) | |
447 | (define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register) | |
448 | (define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register) | |
449 | (define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout) | |
450 | (define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout) | |
451 | ||
452 | ;;;; Goodies for mousing users | |
453 | (and (fboundp 'track-mouse) | |
454 | (defun gametree-mouse-break-line-here (event) | |
455 | (interactive "e") | |
456 | (mouse-set-point event) | |
457 | (gametree-break-line-here)) | |
458 | (defun gametree-mouse-show-children-and-entry (event) | |
459 | (interactive "e") | |
460 | (mouse-set-point event) | |
461 | (gametree-show-children-and-entry)) | |
462 | (defun gametree-mouse-show-subtree (event) | |
463 | (interactive "e") | |
464 | (mouse-set-point event) | |
465 | (show-subtree)) | |
466 | (defun gametree-mouse-hide-subtree (event) | |
467 | (interactive "e") | |
468 | (mouse-set-point event) | |
469 | (hide-subtree)) | |
470 | (define-key gametree-mode-map [M-down-mouse-2 M-mouse-2] | |
471 | 'gametree-mouse-break-line-here) | |
472 | (define-key gametree-mode-map [S-down-mouse-1 S-mouse-1] | |
473 | 'gametree-mouse-show-children-and-entry) | |
474 | (define-key gametree-mode-map [S-down-mouse-2 S-mouse-2] | |
475 | 'gametree-mouse-show-subtree) | |
476 | (define-key gametree-mode-map [S-down-mouse-3 S-mouse-3] | |
477 | 'gametree-mouse-hide-subtree)) | |
478 | ||
479 | (provide 'gametree) | |
480 | ||
481 | ;;; gametree.el ends here |