Mercurial > emacs
annotate lisp/play/gomoku.el @ 44728:7a3ac6c387fe
CC Mode update to version 5.29. This is for testing; it's not a released
version.
author | Martin Stjernholm <mast@lysator.liu.se> |
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date | Mon, 22 Apr 2002 00:35:36 +0000 |
parents | 55e461345aba |
children | 8fbfc7c3386c |
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 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 (substitute-key-definition 'previous-line 'gomoku-move-up |
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151 gomoku-mode-map (current-global-map)) |
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152 (substitute-key-definition 'next-line 'gomoku-move-down |
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153 gomoku-mode-map (current-global-map)) |
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154 (substitute-key-definition 'beginning-of-line 'gomoku-beginning-of-line |
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155 gomoku-mode-map (current-global-map)) |
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156 (substitute-key-definition 'end-of-line 'gomoku-end-of-line |
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157 gomoku-mode-map (current-global-map)) |
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158 (substitute-key-definition 'undo 'gomoku-human-takes-back |
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159 gomoku-mode-map (current-global-map)) |
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160 (substitute-key-definition 'advertised-undo 'gomoku-human-takes-back |
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161 gomoku-mode-map (current-global-map))) |
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162 |
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163 (defvar gomoku-emacs-won () |
21363 | 164 "For making font-lock use the winner's face for the line.") |
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165 |
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166 (defface gomoku-font-lock-O-face |
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167 '((((class color)) (:foreground "red" :weight bold))) |
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168 "Face to use for Emacs' O." |
21363 | 169 :group 'gomoku) |
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170 |
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171 (defface gomoku-font-lock-X-face |
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172 '((((class color)) (:foreground "green" :weight bold))) |
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173 "Face to use for your X." |
21363 | 174 :group 'gomoku) |
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175 |
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176 (defvar gomoku-font-lock-keywords |
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177 '(("O" . 'gomoku-font-lock-O-face) |
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178 ("X" . 'gomoku-font-lock-X-face) |
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179 ("[-|/\\]" 0 (if gomoku-emacs-won |
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180 'gomoku-font-lock-O-face |
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181 'gomoku-font-lock-X-face))) |
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182 "*Font lock rules for Gomoku.") |
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183 |
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184 (put 'gomoku-mode 'front-sticky |
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185 (put 'gomoku-mode 'rear-nonsticky '(intangible))) |
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186 (put 'gomoku-mode 'intangible 1) |
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187 ;; This one is for when they set view-read-only to t: Gomoku cannot |
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188 ;; allow View Mode to be activated in its buffer. |
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189 (put 'gomoku-mode 'mode-class 'special) |
36 | 190 |
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191 (defun gomoku-mode () |
36 | 192 "Major mode for playing Gomoku against Emacs. |
207 | 193 You and Emacs play in turn by marking a free square. You mark it with X |
194 and Emacs marks it with O. The winner is the first to get five contiguous | |
36 | 195 marks horizontally, vertically or in diagonal. |
207 | 196 |
197 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays]. | |
36 | 198 |
199 Other useful commands: | |
200 \\{gomoku-mode-map} | |
207 | 201 Entry to this mode calls the value of `gomoku-mode-hook' if that value |
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202 is non-nil. One interesting value is `turn-on-font-lock'." |
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203 (interactive) |
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204 (setq major-mode 'gomoku-mode |
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205 mode-name "Gomoku") |
36 | 206 (gomoku-display-statistics) |
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207 (use-local-map gomoku-mode-map) |
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208 (make-local-variable 'font-lock-defaults) |
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209 (setq font-lock-defaults '(gomoku-font-lock-keywords t)) |
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210 (toggle-read-only t) |
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211 (run-hooks 'gomoku-mode-hook)) |
36 | 212 |
213 ;;; | |
214 ;;; THE BOARD. | |
215 ;;; | |
216 | |
217 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1 | |
218 ;; and O's with 6. The rectangle is recorded in a one dimensional vector | |
219 ;; containing padding squares (coded with -1). These squares allow us to | |
220 ;; detect when we are trying to move out of the board. We denote a square by | |
221 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The | |
222 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2. | |
223 ;; Similarly, vectors between squares may be given by two DX, DY coords or by | |
224 ;; one DEPL (the difference between indexes). | |
225 | |
226 (defvar gomoku-board-width nil | |
227 "Number of columns on the Gomoku board.") | |
228 | |
229 (defvar gomoku-board-height nil | |
230 "Number of lines on the Gomoku board.") | |
231 | |
232 (defvar gomoku-board nil | |
233 "Vector recording the actual state of the Gomoku board.") | |
234 | |
235 (defvar gomoku-vector-length nil | |
236 "Length of gomoku-board vector.") | |
237 | |
238 (defvar gomoku-draw-limit nil | |
239 ;; This is usually set to 70% of the number of squares. | |
207 | 240 "After how many moves will Emacs offer a draw?") |
36 | 241 |
242 | |
243 (defun gomoku-xy-to-index (x y) | |
244 "Translate X, Y cartesian coords into the corresponding board index." | |
245 (+ (* y gomoku-board-width) x y)) | |
246 | |
247 (defun gomoku-index-to-x (index) | |
248 "Return corresponding x-coord of board INDEX." | |
249 (% index (1+ gomoku-board-width))) | |
250 | |
251 (defun gomoku-index-to-y (index) | |
252 "Return corresponding y-coord of board INDEX." | |
253 (/ index (1+ gomoku-board-width))) | |
254 | |
255 (defun gomoku-init-board () | |
256 "Create the gomoku-board vector and fill it with initial values." | |
257 (setq gomoku-board (make-vector gomoku-vector-length 0)) | |
258 ;; Every square is 0 (i.e. empty) except padding squares: | |
259 (let ((i 0) (ii (1- gomoku-vector-length))) | |
260 (while (<= i gomoku-board-width) ; The squares in [0..width] and in | |
261 (aset gomoku-board i -1) ; [length - width - 1..length - 1] | |
262 (aset gomoku-board ii -1) ; are padding squares. | |
263 (setq i (1+ i) | |
264 ii (1- ii)))) | |
265 (let ((i 0)) | |
266 (while (< i gomoku-vector-length) | |
267 (aset gomoku-board i -1) ; and also all k*(width+1) | |
268 (setq i (+ i gomoku-board-width 1))))) | |
269 | |
270 ;;; | |
271 ;;; THE SCORE TABLE. | |
272 ;;; | |
273 | |
274 ;; Every (free) square has a score associated to it, recorded in the | |
275 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having | |
276 ;; the highest score. | |
277 | |
278 (defvar gomoku-score-table nil | |
279 "Vector recording the actual score of the free squares.") | |
280 | |
281 | |
282 ;; The key point point about the algorithm is that, rather than considering | |
283 ;; the board as just a set of squares, we prefer to see it as a "space" of | |
284 ;; internested 5-tuples of contiguous squares (called qtuples). | |
285 ;; | |
286 ;; The aim of the program is to fill one qtuple with its O's while preventing | |
287 ;; you from filling another one with your X's. To that effect, it computes a | |
288 ;; score for every qtuple, with better qtuples having better scores. Of | |
289 ;; course, the score of a qtuple (taken in isolation) is just determined by | |
290 ;; its contents as a set, i.e. not considering the order of its elements. The | |
291 ;; highest score is given to the "OOOO" qtuples because playing in such a | |
292 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because | |
293 ;; not playing in it is just loosing the game, and so on. Note that a | |
294 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O, | |
295 ;; has score zero because there is no more any point in playing in it, from | |
296 ;; both an attacking and a defending point of view. | |
297 ;; | |
298 ;; Given the score of every qtuple, the score of a given free square on the | |
299 ;; board is just the sum of the scores of all the qtuples to which it belongs, | |
300 ;; because playing in that square is playing in all its containing qtuples at | |
301 ;; once. And it is that function which takes into account the internesting of | |
302 ;; the qtuples. | |
303 ;; | |
304 ;; This algorithm is rather simple but anyway it gives a not so dumb level of | |
305 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not | |
306 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !) | |
307 ;; should be preferred. | |
308 | |
309 | |
310 ;; Here are the scores of the nine "non-polluted" configurations. Tuning | |
311 ;; these values will change (hopefully improve) the strength of the program | |
312 ;; and may change its style (rather aggressive here). | |
313 | |
314 (defconst nil-score 7 "Score of an empty qtuple.") | |
315 (defconst Xscore 15 "Score of a qtuple containing one X.") | |
316 (defconst XXscore 400 "Score of a qtuple containing two X's.") | |
317 (defconst XXXscore 1800 "Score of a qtuple containing three X's.") | |
318 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.") | |
319 (defconst Oscore 35 "Score of a qtuple containing one O.") | |
320 (defconst OOscore 800 "Score of a qtuple containing two O's.") | |
321 (defconst OOOscore 15000 "Score of a qtuple containing three O's.") | |
322 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.") | |
323 | |
324 ;; These values are not just random: if, given the following situation: | |
325 ;; | |
326 ;; . . . . . . . O . | |
327 ;; . X X a . . . X . | |
328 ;; . . . X . . . X . | |
329 ;; . . . X . . . X . | |
330 ;; . . . . . . . b . | |
331 ;; | |
332 ;; you want Emacs to play in "a" and not in "b", then the parameters must | |
333 ;; satisfy the inequality: | |
334 ;; | |
335 ;; 6 * XXscore > XXXscore + XXscore | |
336 ;; | |
337 ;; because "a" mainly belongs to six "XX" qtuples (the others are less | |
338 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other | |
339 ;; conditions are required to obtain sensible moves, but the previous example | |
340 ;; should illustrate the point. If you manage to improve on these values, | |
341 ;; please send me a note. Thanks. | |
342 | |
343 | |
14040 | 344 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the |
345 ;; contents of a qtuple are uniquely determined by the sum of its elements and | |
36 | 346 ;; we just have to set up a translation table. |
347 | |
348 (defconst gomoku-score-trans-table | |
349 (vector nil-score Xscore XXscore XXXscore XXXXscore 0 | |
350 Oscore 0 0 0 0 0 | |
351 OOscore 0 0 0 0 0 | |
352 OOOscore 0 0 0 0 0 | |
353 OOOOscore 0 0 0 0 0 | |
354 0) | |
355 "Vector associating qtuple contents to their score.") | |
356 | |
357 | |
358 ;; If you do not modify drastically the previous constants, the only way for a | |
359 ;; square to have a score higher than OOOOscore is to belong to a "OOOO" | |
360 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to | |
361 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX" | |
362 ;; qtuple. We may use these considerations to detect when a given move is | |
363 ;; winning or loosing. | |
364 | |
365 (defconst gomoku-winning-threshold OOOOscore | |
207 | 366 "Threshold score beyond which an Emacs move is winning.") |
36 | 367 |
368 (defconst gomoku-loosing-threshold XXXXscore | |
369 "Threshold score beyond which a human move is winning.") | |
370 | |
371 | |
372 (defun gomoku-strongest-square () | |
373 "Compute index of free square with highest score, or nil if none." | |
374 ;; We just have to loop other all squares. However there are two problems: | |
375 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed | |
376 ;; up future searches, we set the score of padding or occupied squares | |
377 ;; to -1 whenever we meet them. | |
378 ;; 2/ We want to choose randomly between equally good moves. | |
379 (let ((score-max 0) | |
380 (count 0) ; Number of equally good moves | |
381 (square (gomoku-xy-to-index 1 1)) ; First square | |
382 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height)) | |
383 best-square score) | |
384 (while (<= square end) | |
385 (cond | |
386 ;; If score is lower (i.e. most of the time), skip to next: | |
387 ((< (aref gomoku-score-table square) score-max)) | |
388 ;; If score is better, beware of non free squares: | |
389 ((> (setq score (aref gomoku-score-table square)) score-max) | |
390 (if (zerop (aref gomoku-board square)) ; is it free ? | |
391 (setq count 1 ; yes: take it ! | |
392 best-square square | |
393 score-max score) | |
394 (aset gomoku-score-table square -1))) ; no: kill it ! | |
395 ;; If score is equally good, choose randomly. But first check freeness: | |
396 ((not (zerop (aref gomoku-board square))) | |
397 (aset gomoku-score-table square -1)) | |
4402 | 398 ((zerop (random (setq count (1+ count)))) |
36 | 399 (setq best-square square |
400 score-max score))) | |
401 (setq square (1+ square))) ; try next square | |
402 best-square)) | |
403 | |
404 ;;; | |
405 ;;; INITIALIZING THE SCORE TABLE. | |
406 ;;; | |
407 | |
408 ;; At initialization the board is empty so that every qtuple amounts for | |
409 ;; nil-score. Therefore, the score of any square is nil-score times the number | |
410 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you | |
411 ;; are sufficiently far from the sides. As computing the number is time | |
412 ;; consuming, we initialize every square with 20*nil-score and then only | |
413 ;; consider squares at less than 5 squares from one side. We speed this up by | |
414 ;; taking symmetry into account. | |
415 ;; Also, as it is likely that successive games will be played on a board with | |
416 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration. | |
417 | |
418 (defvar gomoku-saved-score-table nil | |
419 "Recorded initial value of previous score table.") | |
420 | |
421 (defvar gomoku-saved-board-width nil | |
422 "Recorded value of previous board width.") | |
423 | |
424 (defvar gomoku-saved-board-height nil | |
425 "Recorded value of previous board height.") | |
426 | |
427 | |
428 (defun gomoku-init-score-table () | |
429 "Create the score table vector and fill it with initial values." | |
430 (if (and gomoku-saved-score-table ; Has it been stored last time ? | |
431 (= gomoku-board-width gomoku-saved-board-width) | |
432 (= gomoku-board-height gomoku-saved-board-height)) | |
433 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table)) | |
434 ;; No, compute it: | |
435 (setq gomoku-score-table | |
436 (make-vector gomoku-vector-length (* 20 nil-score))) | |
437 (let (i j maxi maxj maxi2 maxj2) | |
438 (setq maxi (/ (1+ gomoku-board-width) 2) | |
439 maxj (/ (1+ gomoku-board-height) 2) | |
440 maxi2 (min 4 maxi) | |
441 maxj2 (min 4 maxj)) | |
442 ;; We took symmetry into account and could use it more if the board | |
443 ;; would have been square and not rectangular ! | |
444 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U | |
445 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the | |
446 ;; board may well be less than 8 by 8 ! | |
447 (setq i 1) | |
448 (while (<= i maxi2) | |
449 (setq j 1) | |
450 (while (<= j maxj) | |
451 (gomoku-init-square-score i j) | |
452 (setq j (1+ j))) | |
453 (setq i (1+ i))) | |
454 (while (<= i maxi) | |
455 (setq j 1) | |
456 (while (<= j maxj2) | |
457 (gomoku-init-square-score i j) | |
458 (setq j (1+ j))) | |
459 (setq i (1+ i)))) | |
460 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table) | |
461 gomoku-saved-board-width gomoku-board-width | |
462 gomoku-saved-board-height gomoku-board-height))) | |
463 | |
464 (defun gomoku-nb-qtuples (i j) | |
465 "Return the number of qtuples containing square I,J." | |
207 | 466 ;; This function is complicated because we have to deal |
36 | 467 ;; with ugly cases like 3 by 6 boards, but it works. |
468 ;; If you have a simpler (and correct) solution, send it to me. Thanks ! | |
469 (let ((left (min 4 (1- i))) | |
470 (right (min 4 (- gomoku-board-width i))) | |
471 (up (min 4 (1- j))) | |
472 (down (min 4 (- gomoku-board-height j)))) | |
473 (+ -12 | |
474 (min (max (+ left right) 3) 8) | |
475 (min (max (+ up down) 3) 8) | |
476 (min (max (+ (min left up) (min right down)) 3) 8) | |
477 (min (max (+ (min right up) (min left down)) 3) 8)))) | |
478 | |
479 (defun gomoku-init-square-score (i j) | |
480 "Give initial score to square I,J and to its mirror images." | |
481 (let ((ii (1+ (- gomoku-board-width i))) | |
482 (jj (1+ (- gomoku-board-height j))) | |
483 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0)))) | |
484 (aset gomoku-score-table (gomoku-xy-to-index i j) sc) | |
485 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc) | |
486 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc) | |
487 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc))) | |
488 | |
489 ;;; | |
490 ;;; MAINTAINING THE SCORE TABLE. | |
491 ;;; | |
492 | |
493 ;; We do not provide functions for computing the SCORE-TABLE given the | |
494 ;; contents of the BOARD. This would involve heavy nested loops, with time | |
495 ;; proportional to the size of the board. It is better to update the | |
496 ;; SCORE-TABLE after each move. Updating needs not modify more than 36 | |
497 ;; squares: it is done in constant time. | |
498 | |
499 (defun gomoku-update-score-table (square dval) | |
500 "Update score table after SQUARE received a DVAL increment." | |
501 ;; The board has already been updated when this function is called. | |
502 ;; Updating scores is done by looking for qtuples boundaries in all four | |
503 ;; directions and then calling update-score-in-direction. | |
504 ;; Finally all squares received the right increment, and then are up to | |
505 ;; date, except possibly for SQUARE itself if we are taking a move back for | |
506 ;; its score had been set to -1 at the time. | |
507 (let* ((x (gomoku-index-to-x square)) | |
508 (y (gomoku-index-to-y square)) | |
509 (imin (max -4 (- 1 x))) | |
510 (jmin (max -4 (- 1 y))) | |
511 (imax (min 0 (- gomoku-board-width x 4))) | |
512 (jmax (min 0 (- gomoku-board-height y 4)))) | |
513 (gomoku-update-score-in-direction imin imax | |
514 square 1 0 dval) | |
515 (gomoku-update-score-in-direction jmin jmax | |
516 square 0 1 dval) | |
517 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax) | |
518 square 1 1 dval) | |
519 (gomoku-update-score-in-direction (max (- 1 y) -4 | |
520 (- x gomoku-board-width)) | |
521 (min 0 (- x 5) | |
522 (- gomoku-board-height y 4)) | |
523 square -1 1 dval))) | |
524 | |
525 (defun gomoku-update-score-in-direction (left right square dx dy dval) | |
526 "Update scores for all squares in the qtuples starting between the LEFTth | |
527 square and the RIGHTth after SQUARE, along the DX, DY direction, considering | |
528 that DVAL has been added on SQUARE." | |
529 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well | |
530 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that | |
531 ;; DX,DY direction. | |
532 (cond | |
533 ((> left right)) ; Quit | |
534 (t ; Else .. | |
535 (let (depl square0 square1 square2 count delta) | |
536 (setq depl (gomoku-xy-to-index dx dy) | |
537 square0 (+ square (* left depl)) | |
538 square1 (+ square (* right depl)) | |
539 square2 (+ square0 (* 4 depl))) | |
540 ;; Compute the contents of the first qtuple: | |
541 (setq square square0 | |
542 count 0) | |
543 (while (<= square square2) | |
544 (setq count (+ count (aref gomoku-board square)) | |
545 square (+ square depl))) | |
546 (while (<= square0 square1) | |
547 ;; Update the squares of the qtuple beginning in SQUARE0 and ending | |
548 ;; in SQUARE2. | |
549 (setq delta (- (aref gomoku-score-trans-table count) | |
550 (aref gomoku-score-trans-table (- count dval)))) | |
551 (cond ((not (zerop delta)) ; or else nothing to update | |
552 (setq square square0) | |
553 (while (<= square square2) | |
554 (if (zerop (aref gomoku-board square)) ; only for free squares | |
555 (aset gomoku-score-table square | |
556 (+ (aref gomoku-score-table square) delta))) | |
557 (setq square (+ square depl))))) | |
558 ;; Then shift the qtuple one square along DEPL, this only requires | |
559 ;; modifying SQUARE0 and SQUARE2. | |
560 (setq square2 (+ square2 depl) | |
561 count (+ count (- (aref gomoku-board square0)) | |
562 (aref gomoku-board square2)) | |
563 square0 (+ square0 depl))))))) | |
564 | |
565 ;;; | |
566 ;;; GAME CONTROL. | |
567 ;;; | |
568 | |
569 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the | |
570 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back | |
571 ;; (anti-updating the score table) and to compute the table from scratch in | |
572 ;; case of an interruption. | |
573 | |
574 (defvar gomoku-game-in-progress nil | |
575 "Non-nil if a game is in progress.") | |
576 | |
577 (defvar gomoku-game-history nil | |
578 "A record of all moves that have been played during current game.") | |
579 | |
580 (defvar gomoku-number-of-moves nil | |
581 "Number of moves already played in current game.") | |
582 | |
583 (defvar gomoku-number-of-human-moves nil | |
584 "Number of moves already played by human in current game.") | |
585 | |
586 (defvar gomoku-emacs-played-first nil | |
587 "Non-nil if Emacs played first.") | |
588 | |
589 (defvar gomoku-human-took-back nil | |
590 "Non-nil if Human took back a move during the game.") | |
591 | |
592 (defvar gomoku-human-refused-draw nil | |
593 "Non-nil if Human refused Emacs offer of a draw.") | |
594 | |
595 (defvar gomoku-emacs-is-computing nil | |
596 ;; This is used to detect interruptions. Hopefully, it should not be needed. | |
597 "Non-nil if Emacs is in the middle of a computation.") | |
598 | |
599 | |
600 (defun gomoku-start-game (n m) | |
601 "Initialize a new game on an N by M board." | |
602 (setq gomoku-emacs-is-computing t) ; Raise flag | |
603 (setq gomoku-game-in-progress t) | |
604 (setq gomoku-board-width n | |
605 gomoku-board-height m | |
606 gomoku-vector-length (1+ (* (+ m 2) (1+ n))) | |
607 gomoku-draw-limit (/ (* 7 n m) 10)) | |
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608 (setq gomoku-emacs-won nil |
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609 gomoku-game-history nil |
36 | 610 gomoku-number-of-moves 0 |
611 gomoku-number-of-human-moves 0 | |
612 gomoku-emacs-played-first nil | |
613 gomoku-human-took-back nil | |
614 gomoku-human-refused-draw nil) | |
615 (gomoku-init-display n m) ; Display first: the rest takes time | |
616 (gomoku-init-score-table) ; INIT-BOARD requires that the score | |
617 (gomoku-init-board) ; table be already created. | |
618 (setq gomoku-emacs-is-computing nil)) | |
619 | |
620 (defun gomoku-play-move (square val &optional dont-update-score) | |
621 "Go to SQUARE, play VAL and update everything." | |
622 (setq gomoku-emacs-is-computing t) ; Raise flag | |
623 (cond ((= 1 val) ; a Human move | |
624 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves))) | |
625 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ? | |
626 (setq gomoku-emacs-played-first t))) | |
627 (setq gomoku-game-history | |
628 (cons (cons square (aref gomoku-score-table square)) | |
629 gomoku-game-history) | |
630 gomoku-number-of-moves (1+ gomoku-number-of-moves)) | |
631 (gomoku-plot-square square val) | |
632 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE ! | |
633 (if dont-update-score nil | |
634 (gomoku-update-score-table square val) ; previous val was 0: dval = val | |
635 (aset gomoku-score-table square -1)) | |
636 (setq gomoku-emacs-is-computing nil)) | |
637 | |
638 (defun gomoku-take-back () | |
639 "Take back last move and update everything." | |
640 (setq gomoku-emacs-is-computing t) | |
641 (let* ((last-move (car gomoku-game-history)) | |
642 (square (car last-move)) | |
643 (oldval (aref gomoku-board square))) | |
644 (if (= 1 oldval) | |
645 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves))) | |
646 (setq gomoku-game-history (cdr gomoku-game-history) | |
647 gomoku-number-of-moves (1- gomoku-number-of-moves)) | |
648 (gomoku-plot-square square 0) | |
649 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE ! | |
650 (gomoku-update-score-table square (- oldval)) | |
651 (aset gomoku-score-table square (cdr last-move))) | |
652 (setq gomoku-emacs-is-computing nil)) | |
653 | |
654 ;;; | |
655 ;;; SESSION CONTROL. | |
656 ;;; | |
657 | |
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658 (defvar gomoku-number-of-emacs-wins 0 |
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659 "Number of games Emacs won in this session.") |
36 | 660 |
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661 (defvar gomoku-number-of-human-wins 0 |
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662 "Number of games you won in this session.") |
36 | 663 |
664 (defvar gomoku-number-of-draws 0 | |
665 "Number of games already drawn in this session.") | |
666 | |
667 | |
668 (defun gomoku-terminate-game (result) | |
669 "Terminate the current game with RESULT." | |
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670 (message |
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671 (cond |
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672 ((eq result 'emacs-won) |
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673 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) |
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674 (cond ((< gomoku-number-of-moves 20) |
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675 "This was a REALLY QUICK win.") |
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676 (gomoku-human-refused-draw |
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677 "I won... Too bad you refused my offer of a draw !") |
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678 (gomoku-human-took-back |
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679 "I won... Taking moves back will not help you !") |
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680 ((not gomoku-emacs-played-first) |
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681 "I won... Playing first did not help you much !") |
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682 ((and (zerop gomoku-number-of-human-wins) |
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683 (zerop gomoku-number-of-draws) |
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684 (> gomoku-number-of-emacs-wins 1)) |
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685 "I'm becoming tired of winning...") |
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686 ("I won."))) |
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687 ((eq result 'human-won) |
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688 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins)) |
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689 (concat "OK, you won this one." |
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690 (cond |
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691 (gomoku-human-took-back |
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692 " I, for one, never take my moves back...") |
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693 (gomoku-emacs-played-first |
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694 ".. so what ?") |
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695 (" Now, let me play first just once.")))) |
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696 ((eq result 'human-resigned) |
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697 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins)) |
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698 "So you resign. That's just one more win for me.") |
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699 ((eq result 'nobody-won) |
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700 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) |
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701 (concat "This is a draw. " |
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702 (cond |
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703 (gomoku-human-took-back |
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704 "I, for one, never take my moves back...") |
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705 (gomoku-emacs-played-first |
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706 "Just chance, I guess.") |
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707 ("Now, let me play first just once.")))) |
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708 ((eq result 'draw-agreed) |
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709 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) |
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710 (concat "Draw agreed. " |
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711 (cond |
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712 (gomoku-human-took-back |
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713 "I, for one, never take my moves back...") |
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714 (gomoku-emacs-played-first |
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715 "You were lucky.") |
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716 ("Now, let me play first just once.")))) |
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717 ((eq result 'crash-game) |
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718 "Sorry, I have been interrupted and cannot resume that game..."))) |
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719 (gomoku-display-statistics) |
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720 ;;(ding) |
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721 (setq gomoku-game-in-progress nil)) |
36 | 722 |
723 (defun gomoku-crash-game () | |
724 "What to do when Emacs detects it has been interrupted." | |
725 (setq gomoku-emacs-is-computing nil) | |
726 (gomoku-terminate-game 'crash-game) | |
727 (sit-for 4) ; Let's see the message | |
728 (gomoku-prompt-for-other-game)) | |
729 | |
730 ;;; | |
731 ;;; INTERACTIVE COMMANDS. | |
732 ;;; | |
733 | |
1221
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734 ;;;###autoload |
36 | 735 (defun gomoku (&optional n m) |
736 "Start a Gomoku game between you and Emacs. | |
40788 | 737 |
36 | 738 If a game is in progress, this command allow you to resume it. |
739 If optional arguments N and M are given, an N by M board is used. | |
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740 If prefix arg is given for N, M is prompted for. |
36 | 741 |
207 | 742 You and Emacs play in turn by marking a free square. You mark it with X |
36 | 743 and Emacs marks it with O. The winner is the first to get five contiguous |
744 marks horizontally, vertically or in diagonal. | |
207 | 745 |
746 You play by moving the cursor over the square you choose and hitting | |
747 \\<gomoku-mode-map>\\[gomoku-human-plays]. | |
40788 | 748 |
749 This program actually plays a simplified or archaic version of the | |
750 Gomoku game, and ought to be upgraded to use the full modern rules. | |
751 | |
207 | 752 Use \\[describe-mode] for more info." |
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753 (interactive (if current-prefix-arg |
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754 (list (prefix-numeric-value current-prefix-arg) |
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755 (eval (read-minibuffer "Height: "))))) |
36 | 756 (gomoku-switch-to-window) |
757 (cond | |
758 (gomoku-emacs-is-computing | |
759 (gomoku-crash-game)) | |
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760 ((or (not gomoku-game-in-progress) |
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761 (<= gomoku-number-of-moves 2)) |
36 | 762 (let ((max-width (gomoku-max-width)) |
763 (max-height (gomoku-max-height))) | |
764 (or n (setq n max-width)) | |
765 (or m (setq m max-height)) | |
766 (cond ((< n 1) | |
767 (error "I need at least 1 column")) | |
768 ((< m 1) | |
769 (error "I need at least 1 row")) | |
770 ((> n max-width) | |
771 (error "I cannot display %d columns in that window" n))) | |
772 (if (and (> m max-height) | |
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773 (not (eq m gomoku-saved-board-height)) |
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774 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil |
36 | 775 (not (y-or-n-p (format "Do you really want %d rows " m)))) |
776 (setq m max-height))) | |
777 (message "One moment, please...") | |
778 (gomoku-start-game n m) | |
779 (if (y-or-n-p "Do you allow me to play first ") | |
780 (gomoku-emacs-plays) | |
781 (gomoku-prompt-for-move))) | |
782 ((y-or-n-p "Shall we continue our game ") | |
783 (gomoku-prompt-for-move)) | |
784 (t | |
785 (gomoku-human-resigns)))) | |
786 | |
787 (defun gomoku-emacs-plays () | |
788 "Compute Emacs next move and play it." | |
789 (interactive) | |
790 (gomoku-switch-to-window) | |
791 (cond | |
792 (gomoku-emacs-is-computing | |
793 (gomoku-crash-game)) | |
794 ((not gomoku-game-in-progress) | |
795 (gomoku-prompt-for-other-game)) | |
796 (t | |
797 (message "Let me think...") | |
798 (let (square score) | |
799 (setq square (gomoku-strongest-square)) | |
800 (cond ((null square) | |
801 (gomoku-terminate-game 'nobody-won)) | |
802 (t | |
803 (setq score (aref gomoku-score-table square)) | |
804 (gomoku-play-move square 6) | |
805 (cond ((>= score gomoku-winning-threshold) | |
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806 (setq gomoku-emacs-won t) ; for font-lock |
36 | 807 (gomoku-find-filled-qtuple square 6) |
808 (gomoku-terminate-game 'emacs-won)) | |
809 ((zerop score) | |
810 (gomoku-terminate-game 'nobody-won)) | |
811 ((and (> gomoku-number-of-moves gomoku-draw-limit) | |
812 (not gomoku-human-refused-draw) | |
813 (gomoku-offer-a-draw)) | |
814 (gomoku-terminate-game 'draw-agreed)) | |
815 (t | |
816 (gomoku-prompt-for-move))))))))) | |
817 | |
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818 ;; For small square dimensions this is approximate, since though measured in |
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819 ;; pixels, event's (X . Y) is a character's top-left corner. |
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820 (defun gomoku-click (click) |
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821 "Position at the square where you click." |
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822 (interactive "e") |
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823 (and (windowp (posn-window (setq click (event-end click)))) |
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824 (numberp (posn-point click)) |
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825 (select-window (posn-window click)) |
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826 (setq click (posn-col-row click)) |
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827 (gomoku-goto-xy |
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828 (min (max (/ (+ (- (car click) |
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829 gomoku-x-offset |
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830 1) |
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831 (window-hscroll) |
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832 gomoku-square-width |
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833 (% gomoku-square-width 2) |
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834 (/ gomoku-square-width 2)) |
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835 gomoku-square-width) |
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836 1) |
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837 gomoku-board-width) |
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838 (min (max (/ (+ (- (cdr click) |
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|
839 gomoku-y-offset |
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840 1) |
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841 (let ((inhibit-point-motion-hooks t)) |
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842 (count-lines 1 (window-start))) |
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843 gomoku-square-height |
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844 (% gomoku-square-height 2) |
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845 (/ gomoku-square-height 2)) |
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846 gomoku-square-height) |
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847 1) |
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848 gomoku-board-height)))) |
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849 |
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850 (defun gomoku-mouse-play (click) |
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851 "Play at the square where you click." |
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852 (interactive "e") |
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853 (if (gomoku-click click) |
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854 (gomoku-human-plays))) |
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855 |
36 | 856 (defun gomoku-human-plays () |
857 "Signal to the Gomoku program that you have played. | |
858 You must have put the cursor on the square where you want to play. | |
859 If the game is finished, this command requests for another game." | |
860 (interactive) | |
861 (gomoku-switch-to-window) | |
862 (cond | |
863 (gomoku-emacs-is-computing | |
864 (gomoku-crash-game)) | |
865 ((not gomoku-game-in-progress) | |
866 (gomoku-prompt-for-other-game)) | |
867 (t | |
868 (let (square score) | |
869 (setq square (gomoku-point-square)) | |
870 (cond ((null square) | |
871 (error "Your point is not on a square. Retry !")) | |
872 ((not (zerop (aref gomoku-board square))) | |
873 (error "Your point is not on a free square. Retry !")) | |
874 (t | |
875 (setq score (aref gomoku-score-table square)) | |
876 (gomoku-play-move square 1) | |
877 (cond ((and (>= score gomoku-loosing-threshold) | |
878 ;; Just testing SCORE > THRESHOLD is not enough for | |
879 ;; detecting wins, it just gives an indication that | |
880 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE. | |
881 (gomoku-find-filled-qtuple square 1)) | |
882 (gomoku-terminate-game 'human-won)) | |
883 (t | |
884 (gomoku-emacs-plays))))))))) | |
885 | |
886 (defun gomoku-human-takes-back () | |
887 "Signal to the Gomoku program that you wish to take back your last move." | |
888 (interactive) | |
889 (gomoku-switch-to-window) | |
890 (cond | |
891 (gomoku-emacs-is-computing | |
892 (gomoku-crash-game)) | |
893 ((not gomoku-game-in-progress) | |
894 (message "Too late for taking back...") | |
895 (sit-for 4) | |
896 (gomoku-prompt-for-other-game)) | |
897 ((zerop gomoku-number-of-human-moves) | |
898 (message "You have not played yet... Your move ?")) | |
899 (t | |
900 (message "One moment, please...") | |
901 ;; It is possible for the user to let Emacs play several consecutive | |
902 ;; moves, so that the best way to know when to stop taking back moves is | |
903 ;; to count the number of human moves: | |
904 (setq gomoku-human-took-back t) | |
905 (let ((number gomoku-number-of-human-moves)) | |
906 (while (= number gomoku-number-of-human-moves) | |
907 (gomoku-take-back))) | |
908 (gomoku-prompt-for-move)))) | |
909 | |
910 (defun gomoku-human-resigns () | |
911 "Signal to the Gomoku program that you may want to resign." | |
912 (interactive) | |
913 (gomoku-switch-to-window) | |
914 (cond | |
915 (gomoku-emacs-is-computing | |
916 (gomoku-crash-game)) | |
917 ((not gomoku-game-in-progress) | |
918 (message "There is no game in progress")) | |
919 ((y-or-n-p "You mean, you resign ") | |
920 (gomoku-terminate-game 'human-resigned)) | |
921 ((y-or-n-p "You mean, we continue ") | |
922 (gomoku-prompt-for-move)) | |
923 (t | |
924 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it | |
925 | |
926 ;;; | |
927 ;;; PROMPTING THE HUMAN PLAYER. | |
928 ;;; | |
929 | |
930 (defun gomoku-prompt-for-move () | |
931 "Display a message asking for Human's move." | |
932 (message (if (zerop gomoku-number-of-human-moves) | |
933 "Your move ? (move to a free square and hit X, RET ...)" | |
934 "Your move ?")) | |
935 ;; This may seem silly, but if one omits the following line (or a similar | |
936 ;; one), the cursor may very well go to some place where POINT is not. | |
937 (save-excursion (set-buffer (other-buffer)))) | |
938 | |
939 (defun gomoku-prompt-for-other-game () | |
940 "Ask for another game, and start it." | |
941 (if (y-or-n-p "Another game ") | |
942 (gomoku gomoku-board-width gomoku-board-height) | |
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943 (message "Chicken !"))) |
36 | 944 |
945 (defun gomoku-offer-a-draw () | |
42205 | 946 "Offer a draw and return t if Human accepted it." |
36 | 947 (or (y-or-n-p "I offer you a draw. Do you accept it ") |
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948 (not (setq gomoku-human-refused-draw t)))) |
36 | 949 |
950 ;;; | |
951 ;;; DISPLAYING THE BOARD. | |
952 ;;; | |
953 | |
954 (defun gomoku-max-width () | |
955 "Largest possible board width for the current window." | |
956 (1+ (/ (- (window-width (selected-window)) | |
957 gomoku-x-offset gomoku-x-offset 1) | |
958 gomoku-square-width))) | |
959 | |
960 (defun gomoku-max-height () | |
961 "Largest possible board height for the current window." | |
962 (1+ (/ (- (window-height (selected-window)) | |
963 gomoku-y-offset gomoku-y-offset 2) | |
964 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line ! | |
965 gomoku-square-height))) | |
966 | |
967 (defun gomoku-point-y () | |
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968 "Return the board row where point is." |
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969 (let ((inhibit-point-motion-hooks t)) |
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970 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1)) |
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971 gomoku-square-height)))) |
36 | 972 |
973 (defun gomoku-point-square () | |
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974 "Return the index of the square point is on." |
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975 (let ((inhibit-point-motion-hooks t)) |
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976 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset) |
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|
977 gomoku-square-width)) |
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978 (gomoku-point-y)))) |
36 | 979 |
980 (defun gomoku-goto-square (index) | |
981 "Move point to square number INDEX." | |
982 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index))) | |
983 | |
984 (defun gomoku-goto-xy (x y) | |
985 "Move point to square at X, Y coords." | |
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986 (let ((inhibit-point-motion-hooks t)) |
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987 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y))))) |
36 | 988 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x))))) |
989 | |
990 (defun gomoku-plot-square (square value) | |
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991 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there." |
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992 (or (= value 1) |
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993 (gomoku-goto-square square)) |
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994 (let ((inhibit-read-only t) |
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995 (inhibit-point-motion-hooks t)) |
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996 (insert-and-inherit (cond ((= value 1) ?X) |
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997 ((= value 6) ?O) |
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998 (?.))) |
30543
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(gomoku-font-lock-O-face, gomoku-font-lock-X-face)
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999 (and (zerop value) |
38075
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1000 (add-text-properties |
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1001 (1- (point)) (point) |
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1002 '(mouse-face highlight help-echo "mouse-2: play at this square"))) |
5822
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1003 (delete-char 1) |
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1004 (backward-char 1)) |
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1005 (sit-for 0)) ; Display NOW |
36 | 1006 |
1007 (defun gomoku-init-display (n m) | |
1008 "Display an N by M Gomoku board." | |
52 | 1009 (buffer-disable-undo (current-buffer)) |
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1010 (let ((inhibit-read-only t) |
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1011 (point 1) opoint |
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1012 (intangible t) |
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1013 (i m) j x) |
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1014 ;; Try to minimize number of chars (because of text properties) |
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1015 (setq tab-width |
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1016 (if (zerop (% gomoku-x-offset gomoku-square-width)) |
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1017 gomoku-square-width |
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1018 (max (/ (+ (% gomoku-x-offset gomoku-square-width) |
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1019 gomoku-square-width 1) 2) 2))) |
5822
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1020 (erase-buffer) |
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1021 (newline gomoku-y-offset) |
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1022 (while (progn |
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1023 (setq j n |
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1024 x (- gomoku-x-offset gomoku-square-width)) |
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1025 (while (>= (setq j (1- j)) 0) |
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1026 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width)) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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changeset
|
1027 (current-column)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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diff
changeset
|
1028 tab-width)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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diff
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|
1029 (insert-char ? (- x (current-column))) |
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 (if (setq intangible (not intangible)) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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diff
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|
1031 (put-text-property point (point) 'intangible 2)) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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diff
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|
1032 (and (zerop j) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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|
1033 (= i (- m 2)) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1034 (progn |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1035 (while (>= i 3) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1036 (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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|
1037 (setq i (- i 2))) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
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|
1038 (goto-char (point-max)))) |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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parents:
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|
1039 (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
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|
1040 (insert ?.) |
38075
437623e4fe1c
(gomoku-plot-square, gomoku-init-display): Add help-echo to mouse-highlighted
Eli Zaretskii <eliz@gnu.org>
parents:
30543
diff
changeset
|
1041 (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
|
1042 point (point) |
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
|
1043 '(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
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|
1044 help-echo "mouse-2: play at this square"))) |
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|
1045 (> (setq i (1- i)) 0)) |
14948
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1046 (if (= i (1- m)) |
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|
1047 (setq opoint point)) |
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|
1048 (insert-char ?\n gomoku-square-height)) |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1049 (or (eq (char-after 1) ?.) |
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|
1050 (put-text-property 1 2 'point-entered |
39866
a4570786d40d
Do not double variables in the lambda-list.
Pavel Janík <Pavel@Janik.cz>
parents:
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|
1051 (lambda (x y) (if (bobp) (forward-char))))) |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1052 (or intangible |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1053 (put-text-property point (point) 'intangible 2)) |
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|
1054 (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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|
1055 (lambda (x y) (if (eobp) (backward-char)))) |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1056 (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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|
1057 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board |
14860
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|
1058 (sit-for 0)) ; Display NOW |
36 | 1059 |
1060 (defun gomoku-display-statistics () | |
1061 "Obnoxiously display some statistics about previous games in mode line." | |
1062 ;; We store this string in the mode-line-process local variable. | |
1063 ;; This is certainly not the cleanest way out ... | |
1064 (setq mode-line-process | |
14948
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|
1065 (format ": Won %d, lost %d%s" |
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|
1066 gomoku-number-of-human-wins |
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|
1067 gomoku-number-of-emacs-wins |
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|
1068 (if (zerop gomoku-number-of-draws) |
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|
1069 "" |
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1070 (format ", drew %d" gomoku-number-of-draws)))) |
11560
d90395d3b0ad
(gomoku-display-statistics): Use force-mode-line-update.
Karl Heuer <kwzh@gnu.org>
parents:
10026
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|
1071 (force-mode-line-update)) |
36 | 1072 |
1073 (defun gomoku-switch-to-window () | |
1074 "Find or create the Gomoku buffer, and display it." | |
1075 (interactive) | |
1076 (let ((buff (get-buffer "*Gomoku*"))) | |
1077 (if buff ; Buffer exists: | |
14948
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parents:
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|
1078 (switch-to-buffer buff) ; no problem. |
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|
1079 (if gomoku-game-in-progress |
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|
1080 (gomoku-crash-game)) ; buffer has been killed or something |
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|
1081 (switch-to-buffer "*Gomoku*") ; Anyway, start anew. |
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|
1082 (gomoku-mode)))) |
36 | 1083 |
1084 ;;; | |
1085 ;;; CROSSING WINNING QTUPLES. | |
1086 ;;; | |
1087 | |
1088 ;; When someone succeeds in filling a qtuple, we draw a line over the five | |
1089 ;; corresponding squares. One problem is that the program does not know which | |
1090 ;; squares ! It only knows the square where the last move has been played and | |
1091 ;; who won. The solution is to scan the board along all four directions. | |
1092 | |
1093 (defun gomoku-find-filled-qtuple (square value) | |
42205 | 1094 "Return t if SQUARE belongs to a qtuple filled with VALUEs." |
36 | 1095 (or (gomoku-check-filled-qtuple square value 1 0) |
1096 (gomoku-check-filled-qtuple square value 0 1) | |
1097 (gomoku-check-filled-qtuple square value 1 1) | |
1098 (gomoku-check-filled-qtuple square value -1 1))) | |
1099 | |
1100 (defun gomoku-check-filled-qtuple (square value dx dy) | |
42205 | 1101 "Return t if SQUARE belongs to a qtuple filled with VALUEs along DX, DY." |
36 | 1102 (let ((a 0) (b 0) |
1103 (left square) (right square) | |
14948
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parents:
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|
1104 (depl (gomoku-xy-to-index dx dy))) |
36 | 1105 (while (and (> a -4) ; stretch tuple left |
1106 (= value (aref gomoku-board (setq left (- left depl))))) | |
1107 (setq a (1- a))) | |
14948
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|
1108 (while (and (< b (+ a 4)) ; stretch tuple right |
36 | 1109 (= value (aref gomoku-board (setq right (+ right depl))))) |
1110 (setq b (1+ b))) | |
14948
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(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1111 (cond ((= b (+ a 4)) ; tuple length = 5 ? |
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parents:
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|
1112 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl)) |
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|
1113 dx dy) |
36 | 1114 t)))) |
1115 | |
1116 (defun gomoku-cross-qtuple (square1 square2 dx dy) | |
1117 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction." | |
1118 (save-excursion ; Not moving point from last square | |
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|
1119 (let ((depl (gomoku-xy-to-index dx dy)) |
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|
1120 (inhibit-read-only t) |
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|
1121 (inhibit-point-motion-hooks t)) |
36 | 1122 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1 |
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parents:
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|
1123 (while (/= square1 square2) |
36 | 1124 (gomoku-goto-square square1) |
1125 (setq square1 (+ square1 depl)) | |
1126 (cond | |
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|
1127 ((= dy 0) ; Horizontal |
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|
1128 (forward-char 1) |
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|
1129 (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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|
1130 (delete-region (point) (progn |
044a7dcbeb06
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parents:
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|
1131 (skip-chars-forward " \t") |
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|
1132 (point)))) |
14860
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|
1133 ((= dx 0) ; Vertical |
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|
1134 (let ((n 1) |
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|
1135 (column (current-column))) |
36 | 1136 (while (< n gomoku-square-height) |
1137 (setq n (1+ n)) | |
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|
1138 (forward-line 1) |
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|
1139 (indent-to column) |
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|
1140 (insert-and-inherit ?|)))) |
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parents:
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|
1141 ((= dx -1) ; 1st Diagonal |
14948
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|
1142 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2)) |
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|
1143 (forward-line (/ gomoku-square-height 2)))) |
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|
1144 (insert-and-inherit ?/)) |
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|
1145 (t ; 2nd Diagonal |
14948
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
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|
1146 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2)) |
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|
1147 (forward-line (/ gomoku-square-height 2)))) |
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|
1148 (insert-and-inherit ?\\)))))) |
36 | 1149 (sit-for 0)) ; Display NOW |
1150 | |
1151 ;;; | |
1152 ;;; CURSOR MOTION. | |
1153 ;;; | |
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|
1154 ;; previous-line and next-line don't work right with intangible newlines |
36 | 1155 (defun gomoku-move-down () |
1156 "Move point down one row on the Gomoku board." | |
1157 (interactive) | |
14948
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1158 (if (< (gomoku-point-y) gomoku-board-height) |
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|
1159 (next-line gomoku-square-height))) |
36 | 1160 |
1161 (defun gomoku-move-up () | |
1162 "Move point up one row on the Gomoku board." | |
1163 (interactive) | |
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1164 (if (> (gomoku-point-y) 1) |
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1165 (previous-line gomoku-square-height))) |
36 | 1166 |
1167 (defun gomoku-move-ne () | |
1168 "Move point North East on the Gomoku board." | |
1169 (interactive) | |
1170 (gomoku-move-up) | |
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1171 (forward-char)) |
36 | 1172 |
1173 (defun gomoku-move-se () | |
1174 "Move point South East on the Gomoku board." | |
1175 (interactive) | |
1176 (gomoku-move-down) | |
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1177 (forward-char)) |
36 | 1178 |
1179 (defun gomoku-move-nw () | |
1180 "Move point North West on the Gomoku board." | |
1181 (interactive) | |
1182 (gomoku-move-up) | |
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1183 (backward-char)) |
36 | 1184 |
1185 (defun gomoku-move-sw () | |
1186 "Move point South West on the Gomoku board." | |
1187 (interactive) | |
1188 (gomoku-move-down) | |
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1189 (backward-char)) |
36 | 1190 |
14948
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1191 (defun gomoku-beginning-of-line () |
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1192 "Move point to first square on the Gomoku board row." |
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1193 (interactive) |
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1194 (move-to-column gomoku-x-offset)) |
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1195 |
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1196 (defun gomoku-end-of-line () |
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1197 "Move point to last square on the Gomoku board row." |
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|
1198 (interactive) |
044a7dcbeb06
(gomoku-click): Position on nearest square. Adapt keymap accordingly.
Richard M. Stallman <rms@gnu.org>
parents:
14873
diff
changeset
|
1199 (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
|
1200 (* 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
|
1201 |
584 | 1202 (provide 'gomoku) |
36 | 1203 |
660
08eb386dd0f3
*** empty log message ***
Eric S. Raymond <esr@snark.thyrsus.com>
parents:
584
diff
changeset
|
1204 ;;; gomoku.el ends here |