Mercurial > emacs
annotate lisp/play/gametree.el @ 33672:a94852aef620
Don't try to include termcap.h; see comment there.
author | Gerd Moellmann <gerd@gnu.org> |
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date | Tue, 21 Nov 2000 12:04:32 +0000 |
parents | b7d8faf8cca0 |
children | 0d8b17d428b5 |
rev | line source |
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20782 | 1 ;;; gametree.el --- manage game analysis trees in Emacs |
2 | |
3 ;; Copyright (C) 1997 Free Software Foundation, Inc | |
4 | |
5 ;; Author: Ian T Zimmerman <itz@rahul.net> | |
6 ;; Created: Wed Dec 10 07:41:46 PST 1997 | |
7 ;; Keywords: games | |
8 | |
9 ;; This file is part of GNU Emacs. | |
10 | |
11 ;; GNU Emacs is free software; you can redistribute it and/or modify | |
12 ;; it under the terms of the GNU General Public License as published by | |
13 ;; the Free Software Foundation; either version 2, or (at your option) | |
14 ;; any later version. | |
15 | |
16 ;; GNU Emacs is distributed in the hope that it will be useful, | |
17 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of | |
18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
19 ;; GNU General Public License for more details. | |
20 | |
21 ;; You should have received a copy of the GNU General Public License | |
22 ;; along with GNU Emacs; see the file COPYING. If not, write to the | |
23 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330, | |
24 ;; Boston, MA 02111-1307, USA. | |
25 | |
26 ;;; Commentary: | |
27 | |
28 ;; This little hack has enabled me to keep track of my email chess | |
29 ;; games in Emacs. For a long time I dreamt about writing a real, | |
30 ;; graphical tree editor; but, then the idea struck me, why do it | |
31 ;; graphically, when it can be done in Emacs? :-) And in fact Emacs | |
32 ;; almost had what I needed out of the box, namely the powerful | |
33 ;; Outline mode. This code is built entirely on Outline mode, it | |
34 ;; only adds two commands that I found indispensable when dealing | |
35 ;; with the special kind of trees that analysis trees comprise. | |
36 | |
37 ;; The built-in documentation should be enough to explain the use, | |
38 ;; along with the following example (yes, this is a real game). | |
39 | |
40 ;; *** 23. f4 ef 24. Nf3 Rf3 -/+ | |
41 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
42 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
43 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
44 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
45 | |
46 ;; Place the preceding in a scratch buffer, load this code, and do | |
47 ;; M-x gametree-mode. Now place the cursor just after the `Nf3' and | |
48 ;; before the `Rf3' on the first line, and do C-c C-j. The result is | |
49 | |
50 ;; *** 23. f4 ef 24. Nf3 | |
51 ;; ****** 24: Rf3 -/+ | |
52 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
53 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
54 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
55 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
56 | |
57 ;; Now you can add another subvariation on Black's 24th move: with | |
58 ;; the cursor still on the first line, do C-c C-v, and voila | |
59 | |
60 ;; *** 23. f4 ef 24. Nf3 | |
61 ;; 24: | |
62 ;; ****** 24: Rf3 -/+ | |
63 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+ | |
64 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+ | |
65 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+ | |
66 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+ | |
67 | |
68 ;; and the cursor is positioned on the new line just after the move | |
69 ;; number, so you can start typing the new analysis. That's it, | |
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70 ;; quite simple. |
20782 | 71 |
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72 ;; As of version 1.1, a simple score reducer has been implemented. |
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73 ;; As you type in leaf variations, you can add a numerical score tag |
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74 ;; to them with C-c ; . Then, with the cursor on a variation higher |
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75 ;; up in the tree, you can do C-c ^ and the program will compute the |
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76 ;; reduced score of the internal variation based on the scores of its |
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77 ;; children (which are recursively computed). You can use any range |
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78 ;; of numbers you wish as scores, maybe -1000 to 1000 or 0 to 100, |
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79 ;; all that matters to the program is that higher means better for |
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80 ;; White, lower means better for Black. |
20782 | 81 |
82 ;;; Code: | |
83 | |
84 (require 'derived) | |
85 (require 'outline) | |
86 | |
87 ;;;; Configuration variables | |
88 | |
21363 | 89 (defgroup gametree nil |
90 "Manage game analysis trees in Emacs." | |
91 :prefix "gametree-" | |
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92 :group 'games |
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93 :version "20.3") |
21363 | 94 |
95 (defcustom gametree-half-ply-regexp (regexp-quote ":") | |
20782 | 96 "*Matches ends of numbers of moves by the \"second\" player. |
97 For instance, it is an almost universal convention in chess to postfix | |
98 numbers of moves by Black (if considered in isolation) by the ellipsis | |
99 \"...\". This is NOT a good choice for this program, though, because it | |
100 conflicts with the use of ellipsis by Outline mode to denote collapsed | |
101 subtrees. The author uses \":\" because it agrees nicely with a set of | |
21363 | 102 LaTeX macros he uses for typesetting annotated games." |
103 :type 'regexp | |
104 :group 'gametree) | |
20782 | 105 |
21363 | 106 (defcustom gametree-full-ply-regexp (regexp-quote ".") |
20782 | 107 "*Matches ends of numbers of moves by the \"first\" player. |
108 For instance, it is an almost universal convention in chess to postfix | |
21363 | 109 numbers of moves by White (if considered in isolation) by the dot \".\"." |
110 :type 'regexp | |
111 :group 'gametree) | |
20782 | 112 |
21363 | 113 (defcustom gametree-half-ply-format "%d:" |
114 "*Output format for move numbers of moves by the \"second\" player. | |
115 Has to contain \"%d\" to output the actual number." | |
116 :type 'string | |
117 :group 'gametree) | |
118 | |
119 (defcustom gametree-full-ply-format "%d." | |
20782 | 120 "*Output format for move numbers of moves by the \"first\" player. |
21363 | 121 Has to contain \"%d\" to output the actual number." |
122 :type 'string | |
123 :group 'gametree) | |
20782 | 124 |
21363 | 125 (defcustom gametree-make-heading-function |
20782 | 126 (function (lambda (level) |
127 (insert (make-string level ?*)))) | |
128 "A function of one numeric argument, LEVEL, to insert a heading at point. | |
21363 | 129 You should change this if you change `outline-regexp'." |
130 :type 'function | |
131 :group 'gametree) | |
20782 | 132 |
133 (defvar gametree-local-layout nil | |
134 "A list encoding the layout (i.e. the show or hide state) of the file. | |
135 If Emacs notices a local variable specification of this variable in | |
136 the first line of the buffer while saving the buffer to the visited | |
137 file, the local value will be saved there and restored the next time | |
138 the file is visited (subject to the usual restriction via | |
139 `enable-local-variables'), and the layout will be set accordingly.") | |
140 | |
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141 (defcustom gametree-score-opener "{score=" |
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142 "*The string which opens a score tag, and precedes the actual score." |
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143 :type 'string |
24227 | 144 :group 'gametree) |
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145 |
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146 (defcustom gametree-score-manual-flag "!" |
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147 "*String marking the line as manually (as opposed to automatically) scored." |
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148 :type 'string |
24227 | 149 :group 'gametree) |
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150 |
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151 (defcustom gametree-score-closer "}" |
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152 "*The string which closes a score tag, and follows the actual score." |
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153 :type 'string |
24227 | 154 :group 'gametree) |
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155 |
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156 (defcustom gametree-score-regexp |
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157 (concat "[^\n\^M]*\\(" |
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158 (regexp-quote gametree-score-opener) |
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159 "[ ]*\\(" |
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160 (regexp-quote gametree-score-manual-flag) |
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161 "[ ]*\\)?\\([-+]?[0-9]+\\)" |
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162 (regexp-quote gametree-score-closer) |
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163 "[ ]*\\)[\n\^M]") |
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164 "*Regular expression matching lines that guide the program in scoring. |
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165 Its third parenthetical group should match the actual score. Its |
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166 first parenthetical group should match the entire score tag. Its |
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167 second parenthetical group should be an optional flag that marks the |
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168 line as *manually* (as opposed to automatically) scored, which |
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169 prevents the program from recursively applying the scoring algorithm |
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170 on the subtree headed by the marked line, and makes it use the manual |
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171 score instead." |
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172 :type 'regexp |
24227 | 173 :group 'gametree) |
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174 |
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175 (defcustom gametree-default-score 0 |
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176 "*Score to assume for branches lacking score tags." |
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177 :type 'integer |
24227 | 178 :group 'gametree) |
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179 |
20782 | 180 ;;;; Helper functions |
181 | |
182 (defun gametree-prettify-heading () | |
183 "Insert/delete space between leading asterisks and heading text. | |
184 If the current variation is an internal node (i.e. starts with one or | |
185 more asterisks), ensure there's at least one space between the | |
186 asterisks and the text. If on the other hand this is a leaf, there | |
187 should be no leading white space." | |
188 (save-excursion | |
189 (beginning-of-line 1) | |
190 (if (re-search-forward (concat "\\=" outline-regexp) nil t) | |
191 (if (not (looking-at "[ \t]+")) (insert " ")) | |
192 (delete-char (save-excursion (skip-chars-forward " \t")))) | |
193 (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\(" | |
194 gametree-full-ply-regexp "\\|" | |
195 gametree-half-ply-regexp "\\)") nil t) | |
196 (if (not (looking-at "[ \t]+")) (insert " ") | |
197 (delete-char (1- (save-excursion (skip-chars-forward " \t")))))))) | |
198 | |
199 (defun gametree-looking-at-ply () | |
200 "Read and return the number of the ply under point." | |
201 (if (eobp) 0 | |
202 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\(" | |
203 gametree-full-ply-regexp "\\|" | |
204 gametree-half-ply-regexp "\\)")) | |
205 (limit (save-excursion (beginning-of-line 1) (point)))) | |
206 (if (looking-at boundary) | |
207 (+ (* 2 (string-to-int (match-string 1))) | |
208 (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0)) | |
209 (save-excursion | |
210 (re-search-backward boundary limit) | |
211 (skip-chars-backward "0123456789") | |
212 (1+ (* 2 (string-to-int | |
213 (buffer-substring (point) (match-end 1)))))))))) | |
214 | |
215 (defun gametree-current-branch-ply () | |
216 "Return the ply number of the first move of the current variation." | |
217 (save-excursion | |
218 (beginning-of-line 1) | |
219 (re-search-forward (concat "\\=" outline-regexp) nil t) | |
220 (gametree-looking-at-ply))) | |
221 | |
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222 (defsubst gametree-forward-line () |
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223 (re-search-forward "[\n\^M]" nil 'move)) |
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224 |
20782 | 225 (defun gametree-current-branch-depth () |
226 "Return the depth of the current variation in the analysis tree. | |
227 This value is simply the outline heading level of the current line." | |
228 (save-excursion | |
229 (beginning-of-line 1) | |
230 (if (looking-at outline-regexp) | |
231 (outline-level) 0))) | |
232 | |
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233 (defun gametree-transpose-following-leaves () |
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234 "Move the current leaf variation behind all others on the same level." |
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235 (let ((following-leaves |
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236 (save-excursion |
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237 (gametree-forward-line) |
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238 (let ((p (point))) |
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239 (while (and (not (eobp)) |
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240 (= 0 (gametree-current-branch-depth))) |
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241 (gametree-forward-line)) |
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242 (prog1 (buffer-substring p (point)) |
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243 (delete-region p (point))))))) |
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244 (save-excursion |
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245 (beginning-of-line 1) |
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246 (insert following-leaves)))) |
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247 |
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248 |
20782 | 249 ;;;; Functions related to the task of saving and restoring current |
250 ;;;; outline layout | |
251 | |
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252 (defsubst gametree-show-children-and-entry () |
20782 | 253 (show-children) |
254 (show-entry)) | |
255 | |
256 (defun gametree-entry-shown-p () | |
257 (save-excursion | |
258 (forward-line 1) | |
259 (and (bolp) (not (eobp)) (not (looking-at outline-regexp))))) | |
260 | |
261 (defun gametree-children-shown-p () | |
262 (save-excursion | |
263 (condition-case nil | |
264 (let ((depth (gametree-current-branch-depth))) | |
265 (outline-next-visible-heading 1) | |
266 (< depth (gametree-current-branch-depth))) | |
267 (error nil)))) | |
268 | |
269 (defun gametree-current-layout (depth &optional top-level) | |
270 (let ((layout nil) (first-time t)) | |
271 (while (save-excursion | |
272 (condition-case nil | |
273 (progn | |
274 (or (and first-time top-level | |
275 (bolp) (looking-at outline-regexp)) | |
276 (setq first-time nil) | |
277 (outline-next-visible-heading 1)) | |
278 (< depth (gametree-current-branch-depth))) | |
279 (error nil))) | |
280 (if (not first-time) | |
281 (outline-next-visible-heading 1)) | |
282 (setq first-time nil) | |
283 (if (not (gametree-children-shown-p)) | |
284 (setq layout | |
285 (nconc layout | |
286 (if (gametree-entry-shown-p) | |
287 (list 'show-entry) | |
288 (list nil)))) | |
289 (setq layout (nconc layout (if (gametree-entry-shown-p) | |
290 (list 'gametree-show-children-and-entry) | |
291 (list 'show-children)))) | |
292 (let ((sub-layout | |
293 (gametree-current-layout (gametree-current-branch-depth)))) | |
294 (setq layout (nconc layout (list sub-layout)))))) | |
295 layout)) | |
296 | |
297 (defun gametree-save-layout () | |
298 (save-excursion | |
299 (goto-char (point-min)) | |
300 (setq gametree-local-layout (gametree-current-layout 0 t)))) | |
301 | |
302 (defun gametree-apply-layout (layout depth &optional top-level) | |
303 (let ((first-time t)) | |
304 (while (and layout | |
305 (save-excursion | |
306 (condition-case nil | |
307 (progn | |
308 (or (and first-time top-level | |
309 (bolp) (looking-at outline-regexp)) | |
310 (setq first-time nil) | |
311 (outline-next-visible-heading 1)) | |
312 (< depth (gametree-current-branch-depth))) | |
313 (error nil)))) | |
314 (if (not first-time) | |
315 (outline-next-visible-heading 1)) | |
316 (setq first-time nil) | |
317 (hide-subtree) | |
318 (if (nth 0 layout) | |
319 (funcall (nth 0 layout))) | |
320 (if (not (and (nth 1 layout) (listp (nth 1 layout)))) | |
321 (setq layout (cdr layout)) | |
322 (gametree-apply-layout (nth 1 layout) | |
323 (gametree-current-branch-depth)) | |
324 (setq layout (cdr (cdr layout))))))) | |
325 | |
326 (defun gametree-restore-layout () | |
327 (save-excursion | |
328 (goto-char (point-min)) | |
329 (gametree-apply-layout gametree-local-layout 0 t))) | |
330 | |
331 (defun gametree-hack-file-layout () | |
332 (save-excursion | |
333 (goto-char (point-min)) | |
334 (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);") | |
335 (progn | |
336 (goto-char (match-beginning 1)) | |
337 (delete-region (point) (match-end 1)) | |
338 (let ((standard-output (current-buffer))) | |
339 (princ gametree-local-layout)))))) | |
340 | |
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341 |
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342 ;;;; Scoring functions |
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343 |
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344 (defun gametree-current-branch-score () |
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345 "Return score of current variation according to its score tag. |
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346 When no score tag is present, use the value of `gametree-default-score'." |
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347 (if (looking-at gametree-score-regexp) |
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348 (string-to-int (match-string 3)) |
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349 gametree-default-score)) |
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350 |
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351 (defun gametree-compute-reduced-score () |
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352 "Return current internal node score computed recursively from subnodes. |
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353 Subnodes which have been manually scored are honored." |
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354 (if (or |
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355 (= 0 (gametree-current-branch-depth)) |
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356 (save-excursion (gametree-forward-line) (eobp)) |
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357 (and (looking-at gametree-score-regexp) |
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358 (not (null (match-string 2))))) |
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359 (gametree-current-branch-score) |
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360 (let ((depth (gametree-current-branch-depth))) |
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361 (save-excursion |
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362 (gametree-forward-line) |
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363 ;; the case of a leaf node has already been handled, so here I |
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364 ;; know I am on the 1st line of the current subtree. This can |
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365 ;; be either a leaf child, or a subheading. |
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366 (let ((running gametree-default-score) |
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367 (minmax |
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368 (if (= 0 (mod (gametree-current-branch-ply) 2)) |
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369 'max 'min))) |
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370 (while (and (not (eobp)) |
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371 (= 0 (gametree-current-branch-depth))) ;handle leaves |
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372 (setq running (funcall minmax running |
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373 (gametree-current-branch-score))) |
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374 (gametree-forward-line)) |
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375 (let ((done (and (not (eobp)) |
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376 (< depth (gametree-current-branch-depth))))) |
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377 (while (not done) ;handle subheadings |
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378 (setq running (funcall minmax running |
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379 (gametree-compute-reduced-score))) |
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380 (setq done (condition-case nil |
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381 (outline-forward-same-level 1) |
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382 (error nil))))) |
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383 running))))) |
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384 |
20782 | 385 ;;;; Commands |
386 | |
387 (defun gametree-insert-new-leaf (&optional at-depth) | |
388 "Start a new leaf variation under the current branching point. | |
389 The new variation can later be split to be a branching point itself, | |
390 with \\[gametree-break-line-here]. If the point is currently on a | |
391 leaf variation, this command won't work; use \\[gametree-break-line-here] | |
392 on the current line first. | |
393 | |
394 With a numeric arg AT-DEPTH, first go up the tree until a node of | |
395 depth AT-DEPTH or smaller is found." | |
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396 (interactive "*P") |
20782 | 397 (if (zerop (gametree-current-branch-depth)) |
398 (outline-up-heading 0)) | |
399 (if at-depth | |
400 (while (> (gametree-current-branch-depth) | |
401 (prefix-numeric-value at-depth)) | |
402 (outline-up-heading 1))) | |
403 (beginning-of-line 1) | |
404 (let ((parent-depth (gametree-current-branch-depth))) | |
405 (show-entry) | |
406 (condition-case nil | |
407 (outline-next-visible-heading 1) | |
408 (error | |
409 (goto-char (point-max)) | |
410 (if (not (bolp)) (insert "\n")))) | |
411 (let ((starting-plys | |
412 (if (> (gametree-current-branch-depth) parent-depth) | |
413 (gametree-current-branch-ply) | |
414 (save-excursion (forward-line -1) | |
415 (gametree-current-branch-ply))))) | |
416 (goto-char (1- (point))) | |
417 (insert "\n") | |
418 (insert (format (if (= 0 (mod starting-plys 2)) | |
419 gametree-full-ply-format | |
420 gametree-half-ply-format) | |
421 (/ starting-plys 2)))))) | |
422 | |
423 (defun gametree-break-line-here (&optional at-move) | |
424 "Split the variation node at the point position. | |
425 This command works whether the current variation node is a leaf, or is | |
426 already branching at its end. The new node is created at a level that | |
427 reflects the number of game plys between the beginning of the current | |
428 variation and the breaking point. | |
429 | |
430 With a numerical argument AT-MOVE, split the variation before | |
431 White's AT-MOVEth move, or Black's if negative. The last option will | |
432 only work of Black's moves are explicitly numbered, for instance | |
433 `1. e4 1: e5'." | |
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434 (interactive "*P") |
20782 | 435 (if at-move (progn |
436 (end-of-line 1) | |
437 (let ((limit (point))) | |
438 (beginning-of-line 1) | |
439 (re-search-forward | |
440 (concat | |
441 (regexp-quote | |
442 (int-to-string (abs (prefix-numeric-value at-move)))) | |
443 (if (> at-move 0) gametree-full-ply-regexp | |
444 gametree-half-ply-regexp)) limit)) | |
445 (goto-char (match-beginning 0)))) | |
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446 (gametree-transpose-following-leaves) |
20782 | 447 (let* ((pt (set-marker (make-marker) (point))) |
448 (plys (gametree-current-branch-ply)) | |
449 (depth (gametree-current-branch-depth)) | |
450 (old-depth depth)) | |
451 (if (= depth 0) | |
452 (progn | |
453 (save-excursion | |
454 (outline-previous-visible-heading 1) | |
455 (setq depth | |
456 (let ((old-branch-ply | |
457 (condition-case nil | |
458 (gametree-current-branch-ply) | |
459 (error 0)))) | |
460 (if (zerop old-branch-ply) | |
461 (1+ (gametree-current-branch-depth)) | |
462 (+ (gametree-current-branch-depth) | |
463 (- plys old-branch-ply)))))) | |
464 (save-excursion | |
465 (beginning-of-line 1) | |
466 (funcall gametree-make-heading-function depth) | |
467 (gametree-prettify-heading)))) | |
468 (save-excursion | |
469 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\(" | |
470 gametree-full-ply-regexp "\\|" | |
471 gametree-half-ply-regexp "\\)"))) | |
472 (progn | |
473 (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2)) | |
474 gametree-full-ply-format | |
475 gametree-half-ply-format) | |
476 (/ (gametree-looking-at-ply) 2))) | |
477 (gametree-prettify-heading) | |
478 (beginning-of-line 1))) | |
479 (goto-char pt) | |
480 (insert "\n") | |
481 (if (not (= 0 old-depth)) | |
482 (funcall gametree-make-heading-function | |
483 (+ depth (- (gametree-current-branch-ply) plys)))) | |
484 (gametree-prettify-heading)))) | |
485 | |
486 (defun gametree-merge-line () | |
487 "Merges a variation with its only child. | |
488 Does *not* check if the variation has in fact a unique child; users beware." | |
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489 (interactive "*") |
20782 | 490 (if (zerop (gametree-current-branch-depth)) |
491 (outline-up-heading 0)) | |
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492 (if (looking-at gametree-score-regexp) |
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493 (delete-region (match-beginning 1) (match-end 1))) |
20782 | 494 (end-of-line 1) |
495 (let ((prev-depth (save-excursion (forward-line 1) | |
496 (gametree-current-branch-depth)))) | |
497 (delete-char (1+ prev-depth)) | |
498 (if (zerop prev-depth) | |
499 (save-excursion | |
500 (beginning-of-line 1) | |
501 (delete-char (gametree-current-branch-depth)) | |
502 (gametree-prettify-heading))))) | |
503 | |
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504 (defun gametree-insert-score (score &optional auto) |
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505 "Insert a score tag with value SCORE at the end of the current line. |
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506 If this line already has a score tag, just jump to it and alter it. |
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507 When called from a program, optional AUTO flag tells if the score is |
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508 being entered automatically (and thus should lack the manual mark)." |
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509 (interactive "*P") |
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510 (beginning-of-line 1) |
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511 (if (looking-at gametree-score-regexp) |
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512 (progn |
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513 (goto-char (match-beginning 3)) |
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514 (if (and auto (not (null (match-string 2)))) |
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515 (delete-region (match-beginning 2) (match-end 2))) |
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516 (if (not (null score)) |
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517 (delete-region (match-beginning 3) (match-end 3))) |
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518 (if (and (not auto) (null (match-string 2))) |
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519 (insert gametree-score-manual-flag))) |
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520 (end-of-line 1) |
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521 (if (= 0 (save-excursion (skip-chars-backward " \t"))) |
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522 (insert " ")) |
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523 (insert gametree-score-opener) |
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524 (if (not auto) (insert gametree-score-manual-flag)) |
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525 (save-excursion (insert gametree-score-closer))) |
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526 (if (not (null score)) |
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527 (save-excursion |
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528 (insert (int-to-string (prefix-numeric-value score)))))) |
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529 |
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530 (defun gametree-compute-and-insert-score () |
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531 "Compute current node score, maybe recursively from subnodes. Insert it. |
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532 Subnodes which have been manually scored are honored." |
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533 (interactive "*") |
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534 (let ((auto (not (and (looking-at gametree-score-regexp) |
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535 (not (null (match-string 2)))))) |
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536 (score (gametree-compute-reduced-score))) |
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537 (gametree-insert-score score auto))) |
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538 |
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539 |
20782 | 540 (defun gametree-layout-to-register (register) |
541 "Store current tree layout in register REGISTER. | |
542 Use \\[gametree-apply-register-layout] to restore that configuration. | |
543 Argument is a character, naming the register." | |
544 (interactive "cLayout to register: ") | |
545 (save-excursion | |
546 (goto-char (point-min)) | |
547 (set-register register | |
548 (gametree-current-layout 0 t)))) | |
549 | |
550 (defun gametree-apply-register-layout (char) | |
551 "Return to a tree layout stored in a register. | |
552 Argument is a character, naming the register." | |
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553 (interactive "*cApply layout from register: ") |
20782 | 554 (save-excursion |
555 (goto-char (point-min)) | |
556 (gametree-apply-layout (get-register char) 0 t))) | |
557 | |
558 (defun gametree-save-and-hack-layout () | |
559 "Save the current tree layout and hack the file local variable spec. | |
560 This function saves the current layout in `gametree-local-layout' and, | |
561 if a local file varible specification for this variable exists in the | |
562 buffer, it is replaced by the new value. See the documentation for | |
563 `gametree-local-layout' for more information." | |
564 (interactive) | |
565 (gametree-save-layout) | |
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566 (let ((inhibit-read-only t)) |
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567 (gametree-hack-file-layout)) |
20782 | 568 nil) |
569 | |
570 (define-derived-mode gametree-mode outline-mode "GameTree" | |
571 "Major mode for managing game analysis trees. | |
572 Useful to postal and email chess (and, it is hoped, also checkers, go, | |
573 shogi, etc.) players, it is a slightly modified version of Outline mode. | |
574 | |
575 \\{gametree-mode-map}" | |
576 (auto-fill-mode 0) | |
577 (make-variable-buffer-local 'write-contents-hooks) | |
578 (add-hook 'write-contents-hooks 'gametree-save-and-hack-layout)) | |
579 | |
580 ;;;; Key bindings | |
581 | |
582 (define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here) | |
583 (define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf) | |
584 (define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line) | |
585 (define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register) | |
586 (define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register) | |
587 (define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout) | |
588 (define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout) | |
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589 (define-key gametree-mode-map "\C-c;" 'gametree-insert-score) |
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590 (define-key gametree-mode-map "\C-c^" 'gametree-compute-and-insert-score) |
20782 | 591 |
592 ;;;; Goodies for mousing users | |
593 (and (fboundp 'track-mouse) | |
594 (defun gametree-mouse-break-line-here (event) | |
595 (interactive "e") | |
596 (mouse-set-point event) | |
597 (gametree-break-line-here)) | |
598 (defun gametree-mouse-show-children-and-entry (event) | |
599 (interactive "e") | |
600 (mouse-set-point event) | |
601 (gametree-show-children-and-entry)) | |
602 (defun gametree-mouse-show-subtree (event) | |
603 (interactive "e") | |
604 (mouse-set-point event) | |
605 (show-subtree)) | |
606 (defun gametree-mouse-hide-subtree (event) | |
607 (interactive "e") | |
608 (mouse-set-point event) | |
609 (hide-subtree)) | |
610 (define-key gametree-mode-map [M-down-mouse-2 M-mouse-2] | |
611 'gametree-mouse-break-line-here) | |
612 (define-key gametree-mode-map [S-down-mouse-1 S-mouse-1] | |
613 'gametree-mouse-show-children-and-entry) | |
614 (define-key gametree-mode-map [S-down-mouse-2 S-mouse-2] | |
615 'gametree-mouse-show-subtree) | |
616 (define-key gametree-mode-map [S-down-mouse-3 S-mouse-3] | |
617 'gametree-mouse-hide-subtree)) | |
618 | |
619 (provide 'gametree) | |
620 | |
621 ;;; gametree.el ends here |