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