Mercurial > emacs
annotate lisp/play/gomoku.el @ 49934:2d6097436427
(inhibit-startup-hooks): New variable.
(normal-top-level): Obey that variable.
(command-line-1): Run emacs-startup-hook before term-setup-hook.
Set inhibit-startup-hooks too.
author | Richard M. Stallman <rms@gnu.org> |
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date | Sun, 23 Feb 2003 15:16:29 +0000 |
parents | 0d8b17d428b5 |
children | 23dfa4b79c21 d7ddb3e565de |
rev | line source |
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1 ;;; gomoku.el --- Gomoku game between you and Emacs |
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2 |
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3 ;; Copyright (C) 1988, 1994, 1996, 2001, 2003 Free Software Foundation, Inc. |
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4 |
19963 | 5 ;; Author: Philippe Schnoebelen <phs@lsv.ens-cachan.fr> |
40788 | 6 ;; Maintainer: FSF |
23869 | 7 ;; Adapted-By: ESR, Daniel Pfeiffer <occitan@esperanto.org> |
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8 ;; Keywords: games |
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9 |
36 | 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 | |
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14 ;; the Free Software Foundation; either version 2, or (at your option) |
36 | 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 | |
14169 | 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. | |
36 | 26 |
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27 ;;; Commentary: |
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28 |
36 | 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 | |
40788 | 39 ;; know about the forced win, nor do I. |
40 ;; See http://renju.nu/r1rulhis.htm for more information. | |
36 | 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 ;; | |
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50 ;; The command "M-x gomoku" displays a |
36 | 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. | |
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67 |
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68 ;;; Code: |
36 | 69 |
21363 | 70 (defgroup gomoku nil |
71 "Gomoku game between you and Emacs." | |
72 :prefix "gomoku-" | |
73 :group 'games) | |
36 | 74 ;;; |
75 ;;; GOMOKU MODE AND KEYMAP. | |
76 ;;; | |
21363 | 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) | |
36 | 82 |
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83 ;;; |
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84 ;;; CONSTANTS FOR BOARD |
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85 ;;; |
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86 |
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87 ;; You may change these values if you have a small screen or if the squares |
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88 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1). |
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89 |
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90 (defconst gomoku-square-width 4 |
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91 "*Horizontal spacing between squares on the Gomoku board.") |
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92 |
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93 (defconst gomoku-square-height 2 |
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94 "*Vertical spacing between squares on the Gomoku board.") |
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95 |
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96 (defconst gomoku-x-offset 3 |
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97 "*Number of columns between the Gomoku board and the side of the window.") |
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98 |
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99 (defconst gomoku-y-offset 1 |
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100 "*Number of lines between the Gomoku board and the top of the window.") |
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101 |
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102 |
36 | 103 (defvar gomoku-mode-map nil |
104 "Local keymap to use in Gomoku mode.") | |
105 | |
106 (if gomoku-mode-map nil | |
107 (setq gomoku-mode-map (make-sparse-keymap)) | |
108 | |
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109 ;; Key bindings for cursor motion. |
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110 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; y |
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111 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; u |
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112 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; b |
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113 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; n |
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114 (define-key gomoku-mode-map "h" 'backward-char) ; h |
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115 (define-key gomoku-mode-map "l" 'forward-char) ; l |
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116 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; j |
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117 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; k |
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118 |
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119 (define-key gomoku-mode-map [kp-7] 'gomoku-move-nw) |
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120 (define-key gomoku-mode-map [kp-9] 'gomoku-move-ne) |
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121 (define-key gomoku-mode-map [kp-1] 'gomoku-move-sw) |
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122 (define-key gomoku-mode-map [kp-3] 'gomoku-move-se) |
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123 (define-key gomoku-mode-map [kp-4] 'backward-char) |
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124 (define-key gomoku-mode-map [kp-6] 'forward-char) |
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125 (define-key gomoku-mode-map [kp-2] 'gomoku-move-down) |
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126 (define-key gomoku-mode-map [kp-8] 'gomoku-move-up) |
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127 |
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128 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-n |
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129 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-p |
36 | 130 |
131 ;; Key bindings for entering Human moves. | |
132 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X | |
133 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x | |
14873 | 134 (define-key gomoku-mode-map " " 'gomoku-human-plays) ; SPC |
36 | 135 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET |
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136 (define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p |
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137 (define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b |
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138 (define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r |
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139 (define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e |
36 | 140 |
923 | 141 (define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays) |
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142 (define-key gomoku-mode-map [insert] 'gomoku-human-plays) |
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143 (define-key gomoku-mode-map [down-mouse-1] 'gomoku-click) |
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144 (define-key gomoku-mode-map [drag-mouse-1] 'gomoku-click) |
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145 (define-key gomoku-mode-map [mouse-1] 'gomoku-click) |
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146 (define-key gomoku-mode-map [down-mouse-2] 'gomoku-click) |
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147 (define-key gomoku-mode-map [mouse-2] 'gomoku-mouse-play) |
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148 (define-key gomoku-mode-map [drag-mouse-2] 'gomoku-mouse-play) |
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149 |
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150 (define-key gomoku-mode-map [remap previous-line] 'gomoku-move-up) |
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151 (define-key gomoku-mode-map [remap next-line] 'gomoku-move-down) |
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152 (define-key gomoku-mode-map [remap beginning-of-line] 'gomoku-beginning-of-line) |
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153 (define-key gomoku-mode-map [remap end-of-line] 'gomoku-end-of-line) |
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154 (define-key gomoku-mode-map [remap undo] 'gomoku-human-takes-back) |
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155 (define-key gomoku-mode-map [remap advertised-undo] 'gomoku-human-takes-back)) |
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156 |
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157 (defvar gomoku-emacs-won () |
21363 | 158 "For making font-lock use the winner's face for the line.") |
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159 |
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160 (defface gomoku-font-lock-O-face |
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161 '((((class color)) (:foreground "red" :weight bold))) |
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162 "Face to use for Emacs' O." |
21363 | 163 :group 'gomoku) |
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164 |
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165 (defface gomoku-font-lock-X-face |
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166 '((((class color)) (:foreground "green" :weight bold))) |
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167 "Face to use for your X." |
21363 | 168 :group 'gomoku) |
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169 |
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170 (defvar gomoku-font-lock-keywords |
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171 '(("O" . 'gomoku-font-lock-O-face) |
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172 ("X" . 'gomoku-font-lock-X-face) |
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173 ("[-|/\\]" 0 (if gomoku-emacs-won |
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174 'gomoku-font-lock-O-face |
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175 'gomoku-font-lock-X-face))) |
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176 "*Font lock rules for Gomoku.") |
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177 |
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178 (put 'gomoku-mode 'front-sticky |
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179 (put 'gomoku-mode 'rear-nonsticky '(intangible))) |
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180 (put 'gomoku-mode 'intangible 1) |
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181 ;; This one is for when they set view-read-only to t: Gomoku cannot |
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182 ;; allow View Mode to be activated in its buffer. |
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183 (put 'gomoku-mode 'mode-class 'special) |
36 | 184 |
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185 (defun gomoku-mode () |
36 | 186 "Major mode for playing Gomoku against Emacs. |
207 | 187 You and Emacs play in turn by marking a free square. You mark it with X |
188 and Emacs marks it with O. The winner is the first to get five contiguous | |
36 | 189 marks horizontally, vertically or in diagonal. |
207 | 190 |
191 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays]. | |
36 | 192 |
193 Other useful commands: | |
194 \\{gomoku-mode-map} | |
207 | 195 Entry to this mode calls the value of `gomoku-mode-hook' if that value |
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196 is non-nil. One interesting value is `turn-on-font-lock'." |
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197 (interactive) |
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198 (setq major-mode 'gomoku-mode |
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199 mode-name "Gomoku") |
36 | 200 (gomoku-display-statistics) |
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201 (use-local-map gomoku-mode-map) |
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202 (make-local-variable 'font-lock-defaults) |
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203 (setq font-lock-defaults '(gomoku-font-lock-keywords t)) |
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204 (toggle-read-only t) |
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205 (run-hooks 'gomoku-mode-hook)) |
36 | 206 |
207 ;;; | |
208 ;;; THE BOARD. | |
209 ;;; | |
210 | |
211 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1 | |
212 ;; and O's with 6. The rectangle is recorded in a one dimensional vector | |
213 ;; containing padding squares (coded with -1). These squares allow us to | |
214 ;; detect when we are trying to move out of the board. We denote a square by | |
215 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The | |
216 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2. | |
217 ;; Similarly, vectors between squares may be given by two DX, DY coords or by | |
218 ;; one DEPL (the difference between indexes). | |
219 | |
220 (defvar gomoku-board-width nil | |
221 "Number of columns on the Gomoku board.") | |
222 | |
223 (defvar gomoku-board-height nil | |
224 "Number of lines on the Gomoku board.") | |
225 | |
226 (defvar gomoku-board nil | |
227 "Vector recording the actual state of the Gomoku board.") | |
228 | |
229 (defvar gomoku-vector-length nil | |
230 "Length of gomoku-board vector.") | |
231 | |
232 (defvar gomoku-draw-limit nil | |
233 ;; This is usually set to 70% of the number of squares. | |
207 | 234 "After how many moves will Emacs offer a draw?") |
36 | 235 |
236 | |
237 (defun gomoku-xy-to-index (x y) | |
238 "Translate X, Y cartesian coords into the corresponding board index." | |
239 (+ (* y gomoku-board-width) x y)) | |
240 | |
241 (defun gomoku-index-to-x (index) | |
242 "Return corresponding x-coord of board INDEX." | |
243 (% index (1+ gomoku-board-width))) | |
244 | |
245 (defun gomoku-index-to-y (index) | |
246 "Return corresponding y-coord of board INDEX." | |
247 (/ index (1+ gomoku-board-width))) | |
248 | |
249 (defun gomoku-init-board () | |
250 "Create the gomoku-board vector and fill it with initial values." | |
251 (setq gomoku-board (make-vector gomoku-vector-length 0)) | |
252 ;; Every square is 0 (i.e. empty) except padding squares: | |
253 (let ((i 0) (ii (1- gomoku-vector-length))) | |
254 (while (<= i gomoku-board-width) ; The squares in [0..width] and in | |
255 (aset gomoku-board i -1) ; [length - width - 1..length - 1] | |
256 (aset gomoku-board ii -1) ; are padding squares. | |
257 (setq i (1+ i) | |
258 ii (1- ii)))) | |
259 (let ((i 0)) | |
260 (while (< i gomoku-vector-length) | |
261 (aset gomoku-board i -1) ; and also all k*(width+1) | |
262 (setq i (+ i gomoku-board-width 1))))) | |
263 | |
264 ;;; | |
265 ;;; THE SCORE TABLE. | |
266 ;;; | |
267 | |
268 ;; Every (free) square has a score associated to it, recorded in the | |
269 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having | |
270 ;; the highest score. | |
271 | |
272 (defvar gomoku-score-table nil | |
273 "Vector recording the actual score of the free squares.") | |
274 | |
275 | |
276 ;; The key point point about the algorithm is that, rather than considering | |
277 ;; the board as just a set of squares, we prefer to see it as a "space" of | |
278 ;; internested 5-tuples of contiguous squares (called qtuples). | |
279 ;; | |
280 ;; The aim of the program is to fill one qtuple with its O's while preventing | |
281 ;; you from filling another one with your X's. To that effect, it computes a | |
282 ;; score for every qtuple, with better qtuples having better scores. Of | |
283 ;; course, the score of a qtuple (taken in isolation) is just determined by | |
284 ;; its contents as a set, i.e. not considering the order of its elements. The | |
285 ;; highest score is given to the "OOOO" qtuples because playing in such a | |
286 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because | |
287 ;; not playing in it is just loosing the game, and so on. Note that a | |
288 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O, | |
289 ;; has score zero because there is no more any point in playing in it, from | |
290 ;; both an attacking and a defending point of view. | |
291 ;; | |
292 ;; Given the score of every qtuple, the score of a given free square on the | |
293 ;; board is just the sum of the scores of all the qtuples to which it belongs, | |
294 ;; because playing in that square is playing in all its containing qtuples at | |
295 ;; once. And it is that function which takes into account the internesting of | |
296 ;; the qtuples. | |
297 ;; | |
298 ;; This algorithm is rather simple but anyway it gives a not so dumb level of | |
299 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not | |
300 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !) | |
301 ;; should be preferred. | |
302 | |
303 | |
304 ;; Here are the scores of the nine "non-polluted" configurations. Tuning | |
305 ;; these values will change (hopefully improve) the strength of the program | |
306 ;; and may change its style (rather aggressive here). | |
307 | |
308 (defconst nil-score 7 "Score of an empty qtuple.") | |
309 (defconst Xscore 15 "Score of a qtuple containing one X.") | |
310 (defconst XXscore 400 "Score of a qtuple containing two X's.") | |
311 (defconst XXXscore 1800 "Score of a qtuple containing three X's.") | |
312 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.") | |
313 (defconst Oscore 35 "Score of a qtuple containing one O.") | |
314 (defconst OOscore 800 "Score of a qtuple containing two O's.") | |
315 (defconst OOOscore 15000 "Score of a qtuple containing three O's.") | |
316 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.") | |
317 | |
318 ;; These values are not just random: if, given the following situation: | |
319 ;; | |
320 ;; . . . . . . . O . | |
321 ;; . X X a . . . X . | |
322 ;; . . . X . . . X . | |
323 ;; . . . X . . . X . | |
324 ;; . . . . . . . b . | |
325 ;; | |
326 ;; you want Emacs to play in "a" and not in "b", then the parameters must | |
327 ;; satisfy the inequality: | |
328 ;; | |
329 ;; 6 * XXscore > XXXscore + XXscore | |
330 ;; | |
331 ;; because "a" mainly belongs to six "XX" qtuples (the others are less | |
332 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other | |
333 ;; conditions are required to obtain sensible moves, but the previous example | |
334 ;; should illustrate the point. If you manage to improve on these values, | |
335 ;; please send me a note. Thanks. | |
336 | |
337 | |
14040 | 338 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the |
339 ;; contents of a qtuple are uniquely determined by the sum of its elements and | |
36 | 340 ;; we just have to set up a translation table. |
341 | |
342 (defconst gomoku-score-trans-table | |
343 (vector nil-score Xscore XXscore XXXscore XXXXscore 0 | |
344 Oscore 0 0 0 0 0 | |
345 OOscore 0 0 0 0 0 | |
346 OOOscore 0 0 0 0 0 | |
347 OOOOscore 0 0 0 0 0 | |
348 0) | |
349 "Vector associating qtuple contents to their score.") | |
350 | |
351 | |
352 ;; If you do not modify drastically the previous constants, the only way for a | |
353 ;; square to have a score higher than OOOOscore is to belong to a "OOOO" | |
354 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to | |
355 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX" | |
356 ;; qtuple. We may use these considerations to detect when a given move is | |
357 ;; winning or loosing. | |
358 | |
359 (defconst gomoku-winning-threshold OOOOscore | |
207 | 360 "Threshold score beyond which an Emacs move is winning.") |
36 | 361 |
362 (defconst gomoku-loosing-threshold XXXXscore | |
363 "Threshold score beyond which a human move is winning.") | |
364 | |
365 | |
366 (defun gomoku-strongest-square () | |
367 "Compute index of free square with highest score, or nil if none." | |
368 ;; We just have to loop other all squares. However there are two problems: | |
369 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed | |
370 ;; up future searches, we set the score of padding or occupied squares | |
371 ;; to -1 whenever we meet them. | |
372 ;; 2/ We want to choose randomly between equally good moves. | |
373 (let ((score-max 0) | |
374 (count 0) ; Number of equally good moves | |
375 (square (gomoku-xy-to-index 1 1)) ; First square | |
376 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height)) | |
377 best-square score) | |
378 (while (<= square end) | |
379 (cond | |
380 ;; If score is lower (i.e. most of the time), skip to next: | |
381 ((< (aref gomoku-score-table square) score-max)) | |
382 ;; If score is better, beware of non free squares: | |
383 ((> (setq score (aref gomoku-score-table square)) score-max) | |
384 (if (zerop (aref gomoku-board square)) ; is it free ? | |
385 (setq count 1 ; yes: take it ! | |
386 best-square square | |
387 score-max score) | |
388 (aset gomoku-score-table square -1))) ; no: kill it ! | |
389 ;; If score is equally good, choose randomly. But first check freeness: | |
390 ((not (zerop (aref gomoku-board square))) | |
391 (aset gomoku-score-table square -1)) | |
4402 | 392 ((zerop (random (setq count (1+ count)))) |
36 | 393 (setq best-square square |
394 score-max score))) | |
395 (setq square (1+ square))) ; try next square | |
396 best-square)) | |
397 | |
398 ;;; | |
399 ;;; INITIALIZING THE SCORE TABLE. | |
400 ;;; | |
401 | |
402 ;; At initialization the board is empty so that every qtuple amounts for | |
403 ;; nil-score. Therefore, the score of any square is nil-score times the number | |
404 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you | |
405 ;; are sufficiently far from the sides. As computing the number is time | |
406 ;; consuming, we initialize every square with 20*nil-score and then only | |
407 ;; consider squares at less than 5 squares from one side. We speed this up by | |
408 ;; taking symmetry into account. | |
409 ;; Also, as it is likely that successive games will be played on a board with | |
410 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration. | |
411 | |
412 (defvar gomoku-saved-score-table nil | |
413 "Recorded initial value of previous score table.") | |
414 | |
415 (defvar gomoku-saved-board-width nil | |
416 "Recorded value of previous board width.") | |
417 | |
418 (defvar gomoku-saved-board-height nil | |
419 "Recorded value of previous board height.") | |
420 | |
421 | |
422 (defun gomoku-init-score-table () | |
423 "Create the score table vector and fill it with initial values." | |
424 (if (and gomoku-saved-score-table ; Has it been stored last time ? | |
425 (= gomoku-board-width gomoku-saved-board-width) | |
426 (= gomoku-board-height gomoku-saved-board-height)) | |
427 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table)) | |
428 ;; No, compute it: | |
429 (setq gomoku-score-table | |
430 (make-vector gomoku-vector-length (* 20 nil-score))) | |
431 (let (i j maxi maxj maxi2 maxj2) | |
432 (setq maxi (/ (1+ gomoku-board-width) 2) | |
433 maxj (/ (1+ gomoku-board-height) 2) | |
434 maxi2 (min 4 maxi) | |
435 maxj2 (min 4 maxj)) | |
436 ;; We took symmetry into account and could use it more if the board | |
437 ;; would have been square and not rectangular ! | |
438 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U | |
439 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the | |
440 ;; board may well be less than 8 by 8 ! | |
441 (setq i 1) | |
442 (while (<= i maxi2) | |
443 (setq j 1) | |
444 (while (<= j maxj) | |
445 (gomoku-init-square-score i j) | |
446 (setq j (1+ j))) | |
447 (setq i (1+ i))) | |
448 (while (<= i maxi) | |
449 (setq j 1) | |
450 (while (<= j maxj2) | |
451 (gomoku-init-square-score i j) | |
452 (setq j (1+ j))) | |
453 (setq i (1+ i)))) | |
454 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table) | |
455 gomoku-saved-board-width gomoku-board-width | |
456 gomoku-saved-board-height gomoku-board-height))) | |
457 | |
458 (defun gomoku-nb-qtuples (i j) | |
459 "Return the number of qtuples containing square I,J." | |
207 | 460 ;; This function is complicated because we have to deal |
36 | 461 ;; with ugly cases like 3 by 6 boards, but it works. |
462 ;; If you have a simpler (and correct) solution, send it to me. Thanks ! | |
463 (let ((left (min 4 (1- i))) | |
464 (right (min 4 (- gomoku-board-width i))) | |
465 (up (min 4 (1- j))) | |
466 (down (min 4 (- gomoku-board-height j)))) | |
467 (+ -12 | |
468 (min (max (+ left right) 3) 8) | |
469 (min (max (+ up down) 3) 8) | |
470 (min (max (+ (min left up) (min right down)) 3) 8) | |
471 (min (max (+ (min right up) (min left down)) 3) 8)))) | |
472 | |
473 (defun gomoku-init-square-score (i j) | |
474 "Give initial score to square I,J and to its mirror images." | |
475 (let ((ii (1+ (- gomoku-board-width i))) | |
476 (jj (1+ (- gomoku-board-height j))) | |
477 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0)))) | |
478 (aset gomoku-score-table (gomoku-xy-to-index i j) sc) | |
479 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc) | |
480 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc) | |
481 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc))) | |
482 | |
483 ;;; | |
484 ;;; MAINTAINING THE SCORE TABLE. | |
485 ;;; | |
486 | |
487 ;; We do not provide functions for computing the SCORE-TABLE given the | |
488 ;; contents of the BOARD. This would involve heavy nested loops, with time | |
489 ;; proportional to the size of the board. It is better to update the | |
490 ;; SCORE-TABLE after each move. Updating needs not modify more than 36 | |
491 ;; squares: it is done in constant time. | |
492 | |
493 (defun gomoku-update-score-table (square dval) | |
494 "Update score table after SQUARE received a DVAL increment." | |
495 ;; The board has already been updated when this function is called. | |
496 ;; Updating scores is done by looking for qtuples boundaries in all four | |
497 ;; directions and then calling update-score-in-direction. | |
498 ;; Finally all squares received the right increment, and then are up to | |
499 ;; date, except possibly for SQUARE itself if we are taking a move back for | |
500 ;; its score had been set to -1 at the time. | |
501 (let* ((x (gomoku-index-to-x square)) | |
502 (y (gomoku-index-to-y square)) | |
503 (imin (max -4 (- 1 x))) | |
504 (jmin (max -4 (- 1 y))) | |
505 (imax (min 0 (- gomoku-board-width x 4))) | |
506 (jmax (min 0 (- gomoku-board-height y 4)))) | |
507 (gomoku-update-score-in-direction imin imax | |
508 square 1 0 dval) | |
509 (gomoku-update-score-in-direction jmin jmax | |
510 square 0 1 dval) | |
511 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax) | |
512 square 1 1 dval) | |
513 (gomoku-update-score-in-direction (max (- 1 y) -4 | |
514 (- x gomoku-board-width)) | |
515 (min 0 (- x 5) | |
516 (- gomoku-board-height y 4)) | |
517 square -1 1 dval))) | |
518 | |
519 (defun gomoku-update-score-in-direction (left right square dx dy dval) | |
520 "Update scores for all squares in the qtuples starting between the LEFTth | |
521 square and the RIGHTth after SQUARE, along the DX, DY direction, considering | |
522 that DVAL has been added on SQUARE." | |
523 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well | |
524 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that | |
525 ;; DX,DY direction. | |
526 (cond | |
527 ((> left right)) ; Quit | |
528 (t ; Else .. | |
529 (let (depl square0 square1 square2 count delta) | |
530 (setq depl (gomoku-xy-to-index dx dy) | |
531 square0 (+ square (* left depl)) | |
532 square1 (+ square (* right depl)) | |
533 square2 (+ square0 (* 4 depl))) | |
534 ;; Compute the contents of the first qtuple: | |
535 (setq square square0 | |
536 count 0) | |
537 (while (<= square square2) | |
538 (setq count (+ count (aref gomoku-board square)) | |
539 square (+ square depl))) | |
540 (while (<= square0 square1) | |
541 ;; Update the squares of the qtuple beginning in SQUARE0 and ending | |
542 ;; in SQUARE2. | |
543 (setq delta (- (aref gomoku-score-trans-table count) | |
544 (aref gomoku-score-trans-table (- count dval)))) | |
545 (cond ((not (zerop delta)) ; or else nothing to update | |
546 (setq square square0) | |
547 (while (<= square square2) | |
548 (if (zerop (aref gomoku-board square)) ; only for free squares | |
549 (aset gomoku-score-table square | |
550 (+ (aref gomoku-score-table square) delta))) | |
551 (setq square (+ square depl))))) | |
552 ;; Then shift the qtuple one square along DEPL, this only requires | |
553 ;; modifying SQUARE0 and SQUARE2. | |
554 (setq square2 (+ square2 depl) | |
555 count (+ count (- (aref gomoku-board square0)) | |
556 (aref gomoku-board square2)) | |
557 square0 (+ square0 depl))))))) | |
558 | |
559 ;;; | |
560 ;;; GAME CONTROL. | |
561 ;;; | |
562 | |
563 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the | |
564 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back | |
565 ;; (anti-updating the score table) and to compute the table from scratch in | |
566 ;; case of an interruption. | |
567 | |
568 (defvar gomoku-game-in-progress nil | |
569 "Non-nil if a game is in progress.") | |
570 | |
571 (defvar gomoku-game-history nil | |
572 "A record of all moves that have been played during current game.") | |
573 | |
574 (defvar gomoku-number-of-moves nil | |
575 "Number of moves already played in current game.") | |
576 | |
577 (defvar gomoku-number-of-human-moves nil | |
578 "Number of moves already played by human in current game.") | |
579 | |
580 (defvar gomoku-emacs-played-first nil | |
581 "Non-nil if Emacs played first.") | |
582 | |
583 (defvar gomoku-human-took-back nil | |
584 "Non-nil if Human took back a move during the game.") | |
585 | |
586 (defvar gomoku-human-refused-draw nil | |
587 "Non-nil if Human refused Emacs offer of a draw.") | |
588 | |
589 (defvar gomoku-emacs-is-computing nil | |
590 ;; This is used to detect interruptions. Hopefully, it should not be needed. | |
591 "Non-nil if Emacs is in the middle of a computation.") | |
592 | |
593 | |
594 (defun gomoku-start-game (n m) | |
595 "Initialize a new game on an N by M board." | |
596 (setq gomoku-emacs-is-computing t) ; Raise flag | |
597 (setq gomoku-game-in-progress t) | |
598 (setq gomoku-board-width n | |
599 gomoku-board-height m | |
600 gomoku-vector-length (1+ (* (+ m 2) (1+ n))) | |
601 gomoku-draw-limit (/ (* 7 n m) 10)) | |
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602 (setq gomoku-emacs-won nil |
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603 gomoku-game-history nil |
36 | 604 gomoku-number-of-moves 0 |
605 gomoku-number-of-human-moves 0 | |
606 gomoku-emacs-played-first nil | |
607 gomoku-human-took-back nil | |
608 gomoku-human-refused-draw nil) | |
609 (gomoku-init-display n m) ; Display first: the rest takes time | |
610 (gomoku-init-score-table) ; INIT-BOARD requires that the score | |
611 (gomoku-init-board) ; table be already created. | |
612 (setq gomoku-emacs-is-computing nil)) | |
613 | |
614 (defun gomoku-play-move (square val &optional dont-update-score) | |
615 "Go to SQUARE, play VAL and update everything." | |
616 (setq gomoku-emacs-is-computing t) ; Raise flag | |
617 (cond ((= 1 val) ; a Human move | |
618 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves))) | |
619 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ? | |
620 (setq gomoku-emacs-played-first t))) | |
621 (setq gomoku-game-history | |
622 (cons (cons square (aref gomoku-score-table square)) | |
623 gomoku-game-history) | |
624 gomoku-number-of-moves (1+ gomoku-number-of-moves)) | |
625 (gomoku-plot-square square val) | |
626 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE ! | |
627 (if dont-update-score nil | |
628 (gomoku-update-score-table square val) ; previous val was 0: dval = val | |
629 (aset gomoku-score-table square -1)) | |
630 (setq gomoku-emacs-is-computing nil)) | |
631 | |
632 (defun gomoku-take-back () | |
633 "Take back last move and update everything." | |
634 (setq gomoku-emacs-is-computing t) | |
635 (let* ((last-move (car gomoku-game-history)) | |
636 (square (car last-move)) | |
637 (oldval (aref gomoku-board square))) | |
638 (if (= 1 oldval) | |
639 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves))) | |
640 (setq gomoku-game-history (cdr gomoku-game-history) | |
641 gomoku-number-of-moves (1- gomoku-number-of-moves)) | |
642 (gomoku-plot-square square 0) | |
643 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE ! | |
644 (gomoku-update-score-table square (- oldval)) | |
645 (aset gomoku-score-table square (cdr last-move))) | |
646 (setq gomoku-emacs-is-computing nil)) | |
647 | |
648 ;;; | |
649 ;;; SESSION CONTROL. | |
650 ;;; | |
651 | |
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652 (defvar gomoku-number-of-emacs-wins 0 |
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653 "Number of games Emacs won in this session.") |
36 | 654 |
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655 (defvar gomoku-number-of-human-wins 0 |
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656 "Number of games you won in this session.") |
36 | 657 |
658 (defvar gomoku-number-of-draws 0 | |
659 "Number of games already drawn in this session.") | |
660 | |
661 | |
662 (defun gomoku-terminate-game (result) | |
663 "Terminate the current game with RESULT." | |
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664 (message |
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665 (cond |
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666 ((eq result 'emacs-won) |
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667 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) |
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668 (cond ((< gomoku-number-of-moves 20) |
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669 "This was a REALLY QUICK win.") |
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670 (gomoku-human-refused-draw |
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671 "I won... Too bad you refused my offer of a draw !") |
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672 (gomoku-human-took-back |
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673 "I won... Taking moves back will not help you !") |
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674 ((not gomoku-emacs-played-first) |
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675 "I won... Playing first did not help you much !") |
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676 ((and (zerop gomoku-number-of-human-wins) |
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677 (zerop gomoku-number-of-draws) |
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678 (> gomoku-number-of-emacs-wins 1)) |
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679 "I'm becoming tired of winning...") |
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680 ("I won."))) |
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681 ((eq result 'human-won) |
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682 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins)) |
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683 (concat "OK, you won this one." |
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684 (cond |
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685 (gomoku-human-took-back |
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686 " I, for one, never take my moves back...") |
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687 (gomoku-emacs-played-first |
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688 ".. so what ?") |
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689 (" Now, let me play first just once.")))) |
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690 ((eq result 'human-resigned) |
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691 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) |
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692 "So you resign. That's just one more win for me.") |
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693 ((eq result 'nobody-won) |
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694 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) |
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695 (concat "This is a draw. " |
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696 (cond |
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697 (gomoku-human-took-back |
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698 "I, for one, never take my moves back...") |
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699 (gomoku-emacs-played-first |
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700 "Just chance, I guess.") |
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701 ("Now, let me play first just once.")))) |
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702 ((eq result 'draw-agreed) |
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703 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) |
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704 (concat "Draw agreed. " |
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705 (cond |
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706 (gomoku-human-took-back |
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707 "I, for one, never take my moves back...") |
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708 (gomoku-emacs-played-first |
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709 "You were lucky.") |
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710 ("Now, let me play first just once.")))) |
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711 ((eq result 'crash-game) |
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712 "Sorry, I have been interrupted and cannot resume that game..."))) |
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713 (gomoku-display-statistics) |
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714 ;;(ding) |
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715 (setq gomoku-game-in-progress nil)) |
36 | 716 |
717 (defun gomoku-crash-game () | |
718 "What to do when Emacs detects it has been interrupted." | |
719 (setq gomoku-emacs-is-computing nil) | |
720 (gomoku-terminate-game 'crash-game) | |
721 (sit-for 4) ; Let's see the message | |
722 (gomoku-prompt-for-other-game)) | |
723 | |
724 ;;; | |
725 ;;; INTERACTIVE COMMANDS. | |
726 ;;; | |
727 | |
1221
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728 ;;;###autoload |
36 | 729 (defun gomoku (&optional n m) |
730 "Start a Gomoku game between you and Emacs. | |
40788 | 731 |
36 | 732 If a game is in progress, this command allow you to resume it. |
733 If optional arguments N and M are given, an N by M board is used. | |
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734 If prefix arg is given for N, M is prompted for. |
36 | 735 |
207 | 736 You and Emacs play in turn by marking a free square. You mark it with X |
36 | 737 and Emacs marks it with O. The winner is the first to get five contiguous |
738 marks horizontally, vertically or in diagonal. | |
207 | 739 |
740 You play by moving the cursor over the square you choose and hitting | |
741 \\<gomoku-mode-map>\\[gomoku-human-plays]. | |
40788 | 742 |
743 This program actually plays a simplified or archaic version of the | |
744 Gomoku game, and ought to be upgraded to use the full modern rules. | |
745 | |
207 | 746 Use \\[describe-mode] for more info." |
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747 (interactive (if current-prefix-arg |
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748 (list (prefix-numeric-value current-prefix-arg) |
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749 (eval (read-minibuffer "Height: "))))) |
36 | 750 (gomoku-switch-to-window) |
751 (cond | |
752 (gomoku-emacs-is-computing | |
753 (gomoku-crash-game)) | |
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754 ((or (not gomoku-game-in-progress) |
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755 (<= gomoku-number-of-moves 2)) |
36 | 756 (let ((max-width (gomoku-max-width)) |
757 (max-height (gomoku-max-height))) | |
758 (or n (setq n max-width)) | |
759 (or m (setq m max-height)) | |
760 (cond ((< n 1) | |
761 (error "I need at least 1 column")) | |
762 ((< m 1) | |
763 (error "I need at least 1 row")) | |
764 ((> n max-width) | |
765 (error "I cannot display %d columns in that window" n))) | |
766 (if (and (> m max-height) | |
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767 (not (eq m gomoku-saved-board-height)) |
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768 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil |
36 | 769 (not (y-or-n-p (format "Do you really want %d rows " m)))) |
770 (setq m max-height))) | |
771 (message "One moment, please...") | |
772 (gomoku-start-game n m) | |
773 (if (y-or-n-p "Do you allow me to play first ") | |
774 (gomoku-emacs-plays) | |
775 (gomoku-prompt-for-move))) | |
776 ((y-or-n-p "Shall we continue our game ") | |
777 (gomoku-prompt-for-move)) | |
778 (t | |
779 (gomoku-human-resigns)))) | |
780 | |
781 (defun gomoku-emacs-plays () | |
782 "Compute Emacs next move and play it." | |
783 (interactive) | |
784 (gomoku-switch-to-window) | |
785 (cond | |
786 (gomoku-emacs-is-computing | |
787 (gomoku-crash-game)) | |
788 ((not gomoku-game-in-progress) | |
789 (gomoku-prompt-for-other-game)) | |
790 (t | |
791 (message "Let me think...") | |
792 (let (square score) | |
793 (setq square (gomoku-strongest-square)) | |
794 (cond ((null square) | |
795 (gomoku-terminate-game 'nobody-won)) | |
796 (t | |
797 (setq score (aref gomoku-score-table square)) | |
798 (gomoku-play-move square 6) | |
799 (cond ((>= score gomoku-winning-threshold) | |
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800 (setq gomoku-emacs-won t) ; for font-lock |
36 | 801 (gomoku-find-filled-qtuple square 6) |
802 (gomoku-terminate-game 'emacs-won)) | |
803 ((zerop score) | |
804 (gomoku-terminate-game 'nobody-won)) | |
805 ((and (> gomoku-number-of-moves gomoku-draw-limit) | |
806 (not gomoku-human-refused-draw) | |
807 (gomoku-offer-a-draw)) | |
808 (gomoku-terminate-game 'draw-agreed)) | |
809 (t | |
810 (gomoku-prompt-for-move))))))))) | |
811 | |
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812 ;; For small square dimensions this is approximate, since though measured in |
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813 ;; pixels, event's (X . Y) is a character's top-left corner. |
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814 (defun gomoku-click (click) |
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815 "Position at the square where you click." |
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816 (interactive "e") |
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817 (and (windowp (posn-window (setq click (event-end click)))) |
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818 (numberp (posn-point click)) |
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|
819 (select-window (posn-window click)) |
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820 (setq click (posn-col-row click)) |
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|
821 (gomoku-goto-xy |
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|
822 (min (max (/ (+ (- (car click) |
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|
823 gomoku-x-offset |
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|
824 1) |
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|
825 (window-hscroll) |
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|
826 gomoku-square-width |
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|
827 (% gomoku-square-width 2) |
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|
828 (/ gomoku-square-width 2)) |
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|
829 gomoku-square-width) |
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|
830 1) |
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|
831 gomoku-board-width) |
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|
832 (min (max (/ (+ (- (cdr click) |
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|
833 gomoku-y-offset |
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|
834 1) |
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|
835 (let ((inhibit-point-motion-hooks t)) |
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|
836 (count-lines 1 (window-start))) |
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|
837 gomoku-square-height |
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|
838 (% gomoku-square-height 2) |
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|
839 (/ gomoku-square-height 2)) |
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|
840 gomoku-square-height) |
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|
841 1) |
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|
842 gomoku-board-height)))) |
49598
0d8b17d428b5
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|
843 |
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|
844 (defun gomoku-mouse-play (click) |
10026
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(gomoku-click): New function.
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|
845 "Play at the square where you click." |
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|
846 (interactive "e") |
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|
847 (if (gomoku-click click) |
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|
848 (gomoku-human-plays))) |
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849 |
36 | 850 (defun gomoku-human-plays () |
851 "Signal to the Gomoku program that you have played. | |
852 You must have put the cursor on the square where you want to play. | |
853 If the game is finished, this command requests for another game." | |
854 (interactive) | |
855 (gomoku-switch-to-window) | |
856 (cond | |
857 (gomoku-emacs-is-computing | |
858 (gomoku-crash-game)) | |
859 ((not gomoku-game-in-progress) | |
860 (gomoku-prompt-for-other-game)) | |
861 (t | |
862 (let (square score) | |
863 (setq square (gomoku-point-square)) | |
864 (cond ((null square) | |
865 (error "Your point is not on a square. Retry !")) | |
866 ((not (zerop (aref gomoku-board square))) | |
867 (error "Your point is not on a free square. Retry !")) | |
868 (t | |
869 (setq score (aref gomoku-score-table square)) | |
870 (gomoku-play-move square 1) | |
871 (cond ((and (>= score gomoku-loosing-threshold) | |
872 ;; Just testing SCORE > THRESHOLD is not enough for | |
873 ;; detecting wins, it just gives an indication that | |
874 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE. | |
875 (gomoku-find-filled-qtuple square 1)) | |
876 (gomoku-terminate-game 'human-won)) | |
877 (t | |
878 (gomoku-emacs-plays))))))))) | |
879 | |
880 (defun gomoku-human-takes-back () | |
881 "Signal to the Gomoku program that you wish to take back your last move." | |
882 (interactive) | |
883 (gomoku-switch-to-window) | |
884 (cond | |
885 (gomoku-emacs-is-computing | |
886 (gomoku-crash-game)) | |
887 ((not gomoku-game-in-progress) | |
888 (message "Too late for taking back...") | |
889 (sit-for 4) | |
890 (gomoku-prompt-for-other-game)) | |
891 ((zerop gomoku-number-of-human-moves) | |
892 (message "You have not played yet... Your move ?")) | |
893 (t | |
894 (message "One moment, please...") | |
895 ;; It is possible for the user to let Emacs play several consecutive | |
896 ;; moves, so that the best way to know when to stop taking back moves is | |
897 ;; to count the number of human moves: | |
898 (setq gomoku-human-took-back t) | |
899 (let ((number gomoku-number-of-human-moves)) | |
900 (while (= number gomoku-number-of-human-moves) | |
901 (gomoku-take-back))) | |
902 (gomoku-prompt-for-move)))) | |
903 | |
904 (defun gomoku-human-resigns () | |
905 "Signal to the Gomoku program that you may want to resign." | |
906 (interactive) | |
907 (gomoku-switch-to-window) | |
908 (cond | |
909 (gomoku-emacs-is-computing | |
910 (gomoku-crash-game)) | |
911 ((not gomoku-game-in-progress) | |
912 (message "There is no game in progress")) | |
913 ((y-or-n-p "You mean, you resign ") | |
914 (gomoku-terminate-game 'human-resigned)) | |
915 ((y-or-n-p "You mean, we continue ") | |
916 (gomoku-prompt-for-move)) | |
917 (t | |
918 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it | |
919 | |
920 ;;; | |
921 ;;; PROMPTING THE HUMAN PLAYER. | |
922 ;;; | |
923 | |
924 (defun gomoku-prompt-for-move () | |
925 "Display a message asking for Human's move." | |
926 (message (if (zerop gomoku-number-of-human-moves) | |
927 "Your move ? (move to a free square and hit X, RET ...)" | |
928 "Your move ?")) | |
929 ;; This may seem silly, but if one omits the following line (or a similar | |
930 ;; one), the cursor may very well go to some place where POINT is not. | |
931 (save-excursion (set-buffer (other-buffer)))) | |
932 | |
933 (defun gomoku-prompt-for-other-game () | |
934 "Ask for another game, and start it." | |
935 (if (y-or-n-p "Another game ") | |
936 (gomoku gomoku-board-width gomoku-board-height) | |
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937 (message "Chicken !"))) |
36 | 938 |
939 (defun gomoku-offer-a-draw () | |
42205 | 940 "Offer a draw and return t if Human accepted it." |
36 | 941 (or (y-or-n-p "I offer you a draw. Do you accept it ") |
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942 (not (setq gomoku-human-refused-draw t)))) |
36 | 943 |
944 ;;; | |
945 ;;; DISPLAYING THE BOARD. | |
946 ;;; | |
947 | |
948 (defun gomoku-max-width () | |
949 "Largest possible board width for the current window." | |
950 (1+ (/ (- (window-width (selected-window)) | |
951 gomoku-x-offset gomoku-x-offset 1) | |
952 gomoku-square-width))) | |
953 | |
954 (defun gomoku-max-height () | |
955 "Largest possible board height for the current window." | |
956 (1+ (/ (- (window-height (selected-window)) | |
957 gomoku-y-offset gomoku-y-offset 2) | |
958 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line ! | |
959 gomoku-square-height))) | |
960 | |
961 (defun gomoku-point-y () | |
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962 "Return the board row where point is." |
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963 (let ((inhibit-point-motion-hooks t)) |
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964 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1)) |
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965 gomoku-square-height)))) |
36 | 966 |
967 (defun gomoku-point-square () | |
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968 "Return the index of the square point is on." |
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969 (let ((inhibit-point-motion-hooks t)) |
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970 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset) |
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971 gomoku-square-width)) |
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972 (gomoku-point-y)))) |
36 | 973 |
974 (defun gomoku-goto-square (index) | |
975 "Move point to square number INDEX." | |
976 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index))) | |
977 | |
978 (defun gomoku-goto-xy (x y) | |
979 "Move point to square at X, Y coords." | |
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980 (let ((inhibit-point-motion-hooks t)) |
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981 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y))))) |
36 | 982 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x))))) |
983 | |
984 (defun gomoku-plot-square (square value) | |
14948
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985 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there." |
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986 (or (= value 1) |
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987 (gomoku-goto-square square)) |
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988 (let ((inhibit-read-only t) |
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989 (inhibit-point-motion-hooks t)) |
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990 (insert-and-inherit (cond ((= value 1) ?X) |
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991 ((= value 6) ?O) |
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|
992 (?.))) |
30543
cae243d66bbe
(gomoku-font-lock-O-face, gomoku-font-lock-X-face)
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993 (and (zerop value) |
38075
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994 (add-text-properties |
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995 (1- (point)) (point) |
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996 '(mouse-face highlight help-echo "mouse-2: play at this square"))) |
5822
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997 (delete-char 1) |
14948
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998 (backward-char 1)) |
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999 (sit-for 0)) ; Display NOW |
36 | 1000 |
1001 (defun gomoku-init-display (n m) | |
1002 "Display an N by M Gomoku board." | |
52 | 1003 (buffer-disable-undo (current-buffer)) |
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1004 (let ((inhibit-read-only t) |
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|
1005 (point 1) opoint |
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1006 (intangible t) |
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1007 (i m) j x) |
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1008 ;; Try to minimize number of chars (because of text properties) |
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1009 (setq tab-width |
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1010 (if (zerop (% gomoku-x-offset gomoku-square-width)) |
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1011 gomoku-square-width |
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1012 (max (/ (+ (% gomoku-x-offset gomoku-square-width) |
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1013 gomoku-square-width 1) 2) 2))) |
5822
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1014 (erase-buffer) |
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1015 (newline gomoku-y-offset) |
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1016 (while (progn |
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|
1017 (setq j n |
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1018 x (- gomoku-x-offset gomoku-square-width)) |
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|
1019 (while (>= (setq j (1- j)) 0) |
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1020 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width)) |
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1021 (current-column)) |
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1022 tab-width)) |
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1023 (insert-char ? (- x (current-column))) |
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1024 (if (setq intangible (not intangible)) |
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Richard M. Stallman <rms@gnu.org>
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diff
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|
1025 (put-text-property point (point) 'intangible 2)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
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|
1026 (and (zerop j) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
changeset
|
1027 (= i (- m 2)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
changeset
|
1028 (progn |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
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|
1029 (while (>= i 3) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
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|
1030 (append-to-buffer (current-buffer) opoint (point)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
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|
1031 (setq i (- i 2))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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changeset
|
1032 (goto-char (point-max)))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
changeset
|
1033 (setq point (point)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
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diff
changeset
|
1034 (insert ?.) |
38075
437623e4fe1c
(gomoku-plot-square, gomoku-init-display): Add help-echo to mouse-highlighted
Eli Zaretskii <eliz@gnu.org>
parents:
30543
diff
changeset
|
1035 (add-text-properties |
437623e4fe1c
(gomoku-plot-square, gomoku-init-display): Add help-echo to mouse-highlighted
Eli Zaretskii <eliz@gnu.org>
parents:
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diff
changeset
|
1036 point (point) |
437623e4fe1c
(gomoku-plot-square, gomoku-init-display): Add help-echo to mouse-highlighted
Eli Zaretskii <eliz@gnu.org>
parents:
30543
diff
changeset
|
1037 '(mouse-face highlight |
437623e4fe1c
(gomoku-plot-square, gomoku-init-display): Add help-echo to mouse-highlighted
Eli Zaretskii <eliz@gnu.org>
parents:
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diff
changeset
|
1038 help-echo "mouse-2: play at this square"))) |
14860
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parents:
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|
1039 (> (setq i (1- i)) 0)) |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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diff
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|
1040 (if (= i (1- m)) |
044a7dcbeb06
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parents:
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|
1041 (setq opoint point)) |
14860
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|
1042 (insert-char ?\n gomoku-square-height)) |
14948
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1043 (or (eq (char-after 1) ?.) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1044 (put-text-property 1 2 'point-entered |
39866
a4570786d40d
Do not double variables in the lambda-list.
Pavel Janík <Pavel@Janik.cz>
parents:
38075
diff
changeset
|
1045 (lambda (x y) (if (bobp) (forward-char))))) |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1046 (or intangible |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1047 (put-text-property point (point) 'intangible 2)) |
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|
1048 (put-text-property point (point) 'point-entered |
39866
a4570786d40d
Do not double variables in the lambda-list.
Pavel Janík <Pavel@Janik.cz>
parents:
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changeset
|
1049 (lambda (x y) (if (eobp) (backward-char)))) |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
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|
1050 (put-text-property (point-min) (point) 'category 'gomoku-mode)) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1051 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board |
14860
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|
1052 (sit-for 0)) ; Display NOW |
36 | 1053 |
1054 (defun gomoku-display-statistics () | |
1055 "Obnoxiously display some statistics about previous games in mode line." | |
1056 ;; We store this string in the mode-line-process local variable. | |
1057 ;; This is certainly not the cleanest way out ... | |
1058 (setq mode-line-process | |
14948
044a7dcbeb06
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|
1059 (format ": Won %d, lost %d%s" |
044a7dcbeb06
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|
1060 gomoku-number-of-human-wins |
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|
1061 gomoku-number-of-emacs-wins |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1062 (if (zerop gomoku-number-of-draws) |
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|
1063 "" |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1064 (format ", drew %d" gomoku-number-of-draws)))) |
11560
d90395d3b0ad
(gomoku-display-statistics): Use force-mode-line-update.
Karl Heuer <kwzh@gnu.org>
parents:
10026
diff
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|
1065 (force-mode-line-update)) |
36 | 1066 |
1067 (defun gomoku-switch-to-window () | |
1068 "Find or create the Gomoku buffer, and display it." | |
1069 (interactive) | |
1070 (let ((buff (get-buffer "*Gomoku*"))) | |
1071 (if buff ; Buffer exists: | |
14948
044a7dcbeb06
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|
1072 (switch-to-buffer buff) ; no problem. |
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|
1073 (if gomoku-game-in-progress |
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|
1074 (gomoku-crash-game)) ; buffer has been killed or something |
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|
1075 (switch-to-buffer "*Gomoku*") ; Anyway, start anew. |
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|
1076 (gomoku-mode)))) |
36 | 1077 |
1078 ;;; | |
1079 ;;; CROSSING WINNING QTUPLES. | |
1080 ;;; | |
1081 | |
1082 ;; When someone succeeds in filling a qtuple, we draw a line over the five | |
1083 ;; corresponding squares. One problem is that the program does not know which | |
1084 ;; squares ! It only knows the square where the last move has been played and | |
1085 ;; who won. The solution is to scan the board along all four directions. | |
1086 | |
1087 (defun gomoku-find-filled-qtuple (square value) | |
42205 | 1088 "Return t if SQUARE belongs to a qtuple filled with VALUEs." |
36 | 1089 (or (gomoku-check-filled-qtuple square value 1 0) |
1090 (gomoku-check-filled-qtuple square value 0 1) | |
1091 (gomoku-check-filled-qtuple square value 1 1) | |
1092 (gomoku-check-filled-qtuple square value -1 1))) | |
1093 | |
1094 (defun gomoku-check-filled-qtuple (square value dx dy) | |
42205 | 1095 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY." |
36 | 1096 (let ((a 0) (b 0) |
1097 (left square) (right square) | |
14948
044a7dcbeb06
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parents:
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|
1098 (depl (gomoku-xy-to-index dx dy))) |
36 | 1099 (while (and (> a -4) ; stretch tuple left |
1100 (= value (aref gomoku-board (setq left (- left depl))))) | |
1101 (setq a (1- a))) | |
14948
044a7dcbeb06
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parents:
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|
1102 (while (and (< b (+ a 4)) ; stretch tuple right |
36 | 1103 (= value (aref gomoku-board (setq right (+ right depl))))) |
1104 (setq b (1+ b))) | |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1105 (cond ((= b (+ a 4)) ; tuple length = 5 ? |
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parents:
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|
1106 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl)) |
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parents:
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|
1107 dx dy) |
36 | 1108 t)))) |
1109 | |
1110 (defun gomoku-cross-qtuple (square1 square2 dx dy) | |
1111 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction." | |
1112 (save-excursion ; Not moving point from last square | |
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|
1113 (let ((depl (gomoku-xy-to-index dx dy)) |
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|
1114 (inhibit-read-only t) |
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|
1115 (inhibit-point-motion-hooks t)) |
36 | 1116 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1 |
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parents:
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|
1117 (while (/= square1 square2) |
36 | 1118 (gomoku-goto-square square1) |
1119 (setq square1 (+ square1 depl)) | |
1120 (cond | |
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|
1121 ((= dy 0) ; Horizontal |
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|
1122 (forward-char 1) |
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parents:
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|
1123 (insert-char ?- (1- gomoku-square-width) t) |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1124 (delete-region (point) (progn |
044a7dcbeb06
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parents:
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|
1125 (skip-chars-forward " \t") |
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|
1126 (point)))) |
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|
1127 ((= dx 0) ; Vertical |
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|
1128 (let ((n 1) |
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|
1129 (column (current-column))) |
36 | 1130 (while (< n gomoku-square-height) |
1131 (setq n (1+ n)) | |
14860
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|
1132 (forward-line 1) |
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|
1133 (indent-to column) |
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|
1134 (insert-and-inherit ?|)))) |
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parents:
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|
1135 ((= dx -1) ; 1st Diagonal |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1136 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2)) |
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|
1137 (forward-line (/ gomoku-square-height 2)))) |
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|
1138 (insert-and-inherit ?/)) |
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|
1139 (t ; 2nd Diagonal |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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|
1140 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2)) |
14860
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|
1141 (forward-line (/ gomoku-square-height 2)))) |
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|
1142 (insert-and-inherit ?\\)))))) |
36 | 1143 (sit-for 0)) ; Display NOW |
1144 | |
1145 ;;; | |
1146 ;;; CURSOR MOTION. | |
1147 ;;; | |
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|
1148 ;; previous-line and next-line don't work right with intangible newlines |
36 | 1149 (defun gomoku-move-down () |
1150 "Move point down one row on the Gomoku board." | |
1151 (interactive) | |
14948
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1152 (if (< (gomoku-point-y) gomoku-board-height) |
47508
8fbfc7c3386c
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|
1153 (let ((column (current-column))) |
8fbfc7c3386c
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|
1154 (forward-line gomoku-square-height) |
8fbfc7c3386c
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|
1155 (move-to-column column)))) |
36 | 1156 |
1157 (defun gomoku-move-up () | |
1158 "Move point up one row on the Gomoku board." | |
1159 (interactive) | |
14948
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|
1160 (if (> (gomoku-point-y) 1) |
47508
8fbfc7c3386c
(gomoku-move-up, gomoku-move-down):
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|
1161 (let ((column (current-column))) |
8fbfc7c3386c
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|
1162 (forward-line (- 1 gomoku-square-height)) |
8fbfc7c3386c
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|
1163 (move-to-column column)))) |
36 | 1164 |
1165 (defun gomoku-move-ne () | |
1166 "Move point North East on the Gomoku board." | |
1167 (interactive) | |
1168 (gomoku-move-up) | |
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1169 (forward-char)) |
36 | 1170 |
1171 (defun gomoku-move-se () | |
1172 "Move point South East on the Gomoku board." | |
1173 (interactive) | |
1174 (gomoku-move-down) | |
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1175 (forward-char)) |
36 | 1176 |
1177 (defun gomoku-move-nw () | |
1178 "Move point North West on the Gomoku board." | |
1179 (interactive) | |
1180 (gomoku-move-up) | |
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1181 (backward-char)) |
36 | 1182 |
1183 (defun gomoku-move-sw () | |
1184 "Move point South West on the Gomoku board." | |
1185 (interactive) | |
1186 (gomoku-move-down) | |
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1187 (backward-char)) |
36 | 1188 |
14948
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1189 (defun gomoku-beginning-of-line () |
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1190 "Move point to first square on the Gomoku board row." |
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1191 (interactive) |
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|
1192 (move-to-column gomoku-x-offset)) |
044a7dcbeb06
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|
1193 |
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|
1194 (defun gomoku-end-of-line () |
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|
1195 "Move point to last square on the Gomoku board row." |
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1196 (interactive) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
14873
diff
changeset
|
1197 (move-to-column (+ gomoku-x-offset |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
14873
diff
changeset
|
1198 (* gomoku-square-width (1- gomoku-board-width))))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
14873
diff
changeset
|
1199 |
584 | 1200 (provide 'gomoku) |
36 | 1201 |
660
08eb386dd0f3
*** empty log message ***
Eric S. Raymond <esr@snark.thyrsus.com>
parents:
584
diff
changeset
|
1202 ;;; gomoku.el ends here |