20782
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1 ;;; gametree.el --- manage game analysis trees in Emacs
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2
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3 ;; Copyright (C) 1997 Free Software Foundation, Inc
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4
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5 ;; Author: Ian T Zimmerman <itz@rahul.net>
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6 ;; Created: Wed Dec 10 07:41:46 PST 1997
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7 ;; Keywords: games
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8
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9 ;; This file is part of GNU Emacs.
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10
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11 ;; GNU Emacs is free software; you can redistribute it and/or modify
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12 ;; it under the terms of the GNU General Public License as published by
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13 ;; the Free Software Foundation; either version 2, or (at your option)
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14 ;; any later version.
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15
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16 ;; GNU Emacs is distributed in the hope that it will be useful,
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17 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
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18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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19 ;; GNU General Public License for more details.
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20
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21 ;; You should have received a copy of the GNU General Public License
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22 ;; along with GNU Emacs; see the file COPYING. If not, write to the
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23 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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24 ;; Boston, MA 02111-1307, USA.
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25
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26 ;;; Commentary:
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27
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28 ;; This little hack has enabled me to keep track of my email chess
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29 ;; games in Emacs. For a long time I dreamt about writing a real,
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30 ;; graphical tree editor; but, then the idea struck me, why do it
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31 ;; graphically, when it can be done in Emacs? :-) And in fact Emacs
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32 ;; almost had what I needed out of the box, namely the powerful
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33 ;; Outline mode. This code is built entirely on Outline mode, it
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34 ;; only adds two commands that I found indispensable when dealing
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35 ;; with the special kind of trees that analysis trees comprise.
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36
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37 ;; The built-in documentation should be enough to explain the use,
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38 ;; along with the following example (yes, this is a real game).
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39
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40 ;; *** 23. f4 ef 24. Nf3 Rf3 -/+
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41 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
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42 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
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43 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
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44 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
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45
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46 ;; Place the preceding in a scratch buffer, load this code, and do
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47 ;; M-x gametree-mode. Now place the cursor just after the `Nf3' and
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48 ;; before the `Rf3' on the first line, and do C-c C-j. The result is
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49
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50 ;; *** 23. f4 ef 24. Nf3
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51 ;; ****** 24: Rf3 -/+
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52 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
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53 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
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54 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
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55 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
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56
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57 ;; Now you can add another subvariation on Black's 24th move: with
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58 ;; the cursor still on the first line, do C-c C-v, and voila
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59
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60 ;; *** 23. f4 ef 24. Nf3
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61 ;; 24:
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62 ;; ****** 24: Rf3 -/+
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63 ;; 25. Rf3 Qh2 26. Kh1 Qh1 27. Ke2 Qg2 -+
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64 ;; ******* 25. gf3 Nce3 26. Qe2 Nf1 -/+
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65 ;; 27. Qe5 Ne5 28. Kf1 Nf3 -/+
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66 ;; 27. Kf1 Nh2 28. Kf2 Ng4 29. fg4 Rf8 30. Ke1 Qg3 31. Kd1 Rf2 -+
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67
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68 ;; and the cursor is positioned on the new line just after the move
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69 ;; number, so you can start typing the new analysis. That's it,
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70 ;; quite simple. If you want more, read on.
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71
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72 ;;; ToDo:
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73
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74 ;; BIG: automatic score reducer. It should be possible to label the
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75 ;; leaf variations with numeric scores (instead of the Informant-like
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76 ;; symbols used in the example) and have the program apply the
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77 ;; min-max algorithm to score the internal nodes. That's about as
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78 ;; far as one can go in a postal game while honestly claiming not to
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79 ;; use computer analysis.
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80
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81 ;; I'd definitely like to hear from you if you use this, and even
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82 ;; more if you have suggestions for improvement, ranging from bug
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83 ;; reports to feature requests. (But be warned that I am a fan of
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84 ;; simplicity and orthogonality).
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85
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86 ;;; Code:
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87
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88 (require 'derived)
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89 (require 'outline)
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90
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91 ;;;; Configuration variables
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92
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93 (defvar gametree-half-ply-regexp (regexp-quote ":")
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94 "*Matches ends of numbers of moves by the \"second\" player.
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95 For instance, it is an almost universal convention in chess to postfix
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96 numbers of moves by Black (if considered in isolation) by the ellipsis
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97 \"...\". This is NOT a good choice for this program, though, because it
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98 conflicts with the use of ellipsis by Outline mode to denote collapsed
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99 subtrees. The author uses \":\" because it agrees nicely with a set of
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100 LaTeX macros he uses for typesetting annotated games.")
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101
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102 (defvar gametree-full-ply-regexp (regexp-quote ".")
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103 "*Matches ends of numbers of moves by the \"first\" player.
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104 For instance, it is an almost universal convention in chess to postfix
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105 numbers of moves by White (if considered in isolation) by the dot \".\".")
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106
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107 (defvar gametree-half-ply-format "%d:"
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108 "*Output format for move numbers of moves by the \"second\" player.
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109 Has to contain \"%d\" to output the actual number.")
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110
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111 (defvar gametree-full-ply-format "%d."
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112 "*Output format for move numbers of moves by the \"first\" player.
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113 Has to contain \"%d\" to output the actual number.")
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114
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115 (defvar gametree-make-heading-function
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116 (function (lambda (level)
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117 (insert (make-string level ?*))))
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118 "A function of one numeric argument, LEVEL, to insert a heading at point.
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119 You should change this if you change `outline-regexp'.")
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120
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121 (defvar gametree-local-layout nil
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122 "A list encoding the layout (i.e. the show or hide state) of the file.
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123 If Emacs notices a local variable specification of this variable in
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124 the first line of the buffer while saving the buffer to the visited
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125 file, the local value will be saved there and restored the next time
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126 the file is visited (subject to the usual restriction via
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127 `enable-local-variables'), and the layout will be set accordingly.")
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128
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129 ;;;; Helper functions
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130
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131 (defun gametree-prettify-heading ()
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132 "Insert/delete space between leading asterisks and heading text.
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133 If the current variation is an internal node (i.e. starts with one or
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134 more asterisks), ensure there's at least one space between the
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135 asterisks and the text. If on the other hand this is a leaf, there
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136 should be no leading white space."
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137 (save-excursion
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138 (beginning-of-line 1)
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139 (if (re-search-forward (concat "\\=" outline-regexp) nil t)
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140 (if (not (looking-at "[ \t]+")) (insert " "))
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141 (delete-char (save-excursion (skip-chars-forward " \t"))))
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142 (if (re-search-forward (concat "\\=[ \t]*[1-9][0-9]*\\("
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143 gametree-full-ply-regexp "\\|"
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144 gametree-half-ply-regexp "\\)") nil t)
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145 (if (not (looking-at "[ \t]+")) (insert " ")
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146 (delete-char (1- (save-excursion (skip-chars-forward " \t"))))))))
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147
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148 (defun gametree-looking-at-ply ()
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149 "Read and return the number of the ply under point."
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150 (if (eobp) 0
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151 (let ((boundary (concat "[ \t]*\\([1-9][0-9]*\\)\\("
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152 gametree-full-ply-regexp "\\|"
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153 gametree-half-ply-regexp "\\)"))
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154 (limit (save-excursion (beginning-of-line 1) (point))))
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155 (if (looking-at boundary)
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156 (+ (* 2 (string-to-int (match-string 1)))
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157 (if (string-match gametree-half-ply-regexp (match-string 2)) 1 0))
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158 (save-excursion
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159 (re-search-backward boundary limit)
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160 (skip-chars-backward "0123456789")
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161 (1+ (* 2 (string-to-int
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162 (buffer-substring (point) (match-end 1))))))))))
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163
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164 (defun gametree-current-branch-ply ()
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165 "Return the ply number of the first move of the current variation."
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166 (save-excursion
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167 (beginning-of-line 1)
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168 (re-search-forward (concat "\\=" outline-regexp) nil t)
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169 (gametree-looking-at-ply)))
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170
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171 (defun gametree-current-branch-depth ()
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172 "Return the depth of the current variation in the analysis tree.
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173 This value is simply the outline heading level of the current line."
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174 (save-excursion
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175 (beginning-of-line 1)
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176 (if (looking-at outline-regexp)
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177 (outline-level) 0)))
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178
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179 ;;;; Functions related to the task of saving and restoring current
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180 ;;;; outline layout
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181
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182 (defun gametree-show-children-and-entry ()
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183 (show-children)
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184 (show-entry))
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185
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186 (defun gametree-entry-shown-p ()
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187 (save-excursion
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188 (forward-line 1)
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189 (and (bolp) (not (eobp)) (not (looking-at outline-regexp)))))
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190
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191 (defun gametree-children-shown-p ()
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192 (save-excursion
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193 (condition-case nil
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194 (let ((depth (gametree-current-branch-depth)))
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195 (outline-next-visible-heading 1)
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196 (< depth (gametree-current-branch-depth)))
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197 (error nil))))
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198
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199 (defun gametree-current-layout (depth &optional top-level)
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200 (let ((layout nil) (first-time t))
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201 (while (save-excursion
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202 (condition-case nil
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203 (progn
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204 (or (and first-time top-level
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205 (bolp) (looking-at outline-regexp))
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206 (setq first-time nil)
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207 (outline-next-visible-heading 1))
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208 (< depth (gametree-current-branch-depth)))
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209 (error nil)))
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210 (if (not first-time)
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211 (outline-next-visible-heading 1))
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212 (setq first-time nil)
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213 (if (not (gametree-children-shown-p))
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214 (setq layout
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215 (nconc layout
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216 (if (gametree-entry-shown-p)
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217 (list 'show-entry)
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218 (list nil))))
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219 (setq layout (nconc layout (if (gametree-entry-shown-p)
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220 (list 'gametree-show-children-and-entry)
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221 (list 'show-children))))
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222 (let ((sub-layout
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223 (gametree-current-layout (gametree-current-branch-depth))))
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224 (setq layout (nconc layout (list sub-layout))))))
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225 layout))
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226
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227 (defun gametree-save-layout ()
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228 (save-excursion
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229 (goto-char (point-min))
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230 (setq gametree-local-layout (gametree-current-layout 0 t))))
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231
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232 (defun gametree-apply-layout (layout depth &optional top-level)
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233 (let ((first-time t))
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234 (while (and layout
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235 (save-excursion
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236 (condition-case nil
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237 (progn
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238 (or (and first-time top-level
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239 (bolp) (looking-at outline-regexp))
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240 (setq first-time nil)
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241 (outline-next-visible-heading 1))
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242 (< depth (gametree-current-branch-depth)))
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243 (error nil))))
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244 (if (not first-time)
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245 (outline-next-visible-heading 1))
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246 (setq first-time nil)
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247 (hide-subtree)
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248 (if (nth 0 layout)
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249 (funcall (nth 0 layout)))
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250 (if (not (and (nth 1 layout) (listp (nth 1 layout))))
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251 (setq layout (cdr layout))
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252 (gametree-apply-layout (nth 1 layout)
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253 (gametree-current-branch-depth))
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254 (setq layout (cdr (cdr layout)))))))
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255
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256 (defun gametree-restore-layout ()
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257 (save-excursion
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258 (goto-char (point-min))
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259 (gametree-apply-layout gametree-local-layout 0 t)))
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260
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261 (defun gametree-hack-file-layout ()
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262 (save-excursion
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263 (goto-char (point-min))
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264 (if (looking-at "[^\n]*-\*-[^\n]*gametree-local-layout: \\([^;\n]*\\);")
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265 (progn
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266 (goto-char (match-beginning 1))
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267 (delete-region (point) (match-end 1))
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268 (let ((standard-output (current-buffer)))
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269 (princ gametree-local-layout))))))
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270
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271 ;;;; Commands
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272
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273 (defun gametree-insert-new-leaf (&optional at-depth)
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274 "Start a new leaf variation under the current branching point.
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275 The new variation can later be split to be a branching point itself,
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276 with \\[gametree-break-line-here]. If the point is currently on a
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277 leaf variation, this command won't work; use \\[gametree-break-line-here]
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278 on the current line first.
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279
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280 With a numeric arg AT-DEPTH, first go up the tree until a node of
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281 depth AT-DEPTH or smaller is found."
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282 (interactive "P")
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283 (if (zerop (gametree-current-branch-depth))
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284 (outline-up-heading 0))
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285 (if at-depth
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286 (while (> (gametree-current-branch-depth)
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287 (prefix-numeric-value at-depth))
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288 (outline-up-heading 1)))
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289 (beginning-of-line 1)
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290 (let ((parent-depth (gametree-current-branch-depth)))
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291 (show-entry)
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292 (condition-case nil
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293 (outline-next-visible-heading 1)
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294 (error
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295 (goto-char (point-max))
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296 (if (not (bolp)) (insert "\n"))))
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297 (let ((starting-plys
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298 (if (> (gametree-current-branch-depth) parent-depth)
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299 (gametree-current-branch-ply)
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300 (save-excursion (forward-line -1)
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301 (gametree-current-branch-ply)))))
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302 (goto-char (1- (point)))
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303 (insert "\n")
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304 (insert (format (if (= 0 (mod starting-plys 2))
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305 gametree-full-ply-format
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306 gametree-half-ply-format)
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307 (/ starting-plys 2))))))
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308
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309 (defun gametree-break-line-here (&optional at-move)
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310 "Split the variation node at the point position.
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311 This command works whether the current variation node is a leaf, or is
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312 already branching at its end. The new node is created at a level that
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313 reflects the number of game plys between the beginning of the current
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314 variation and the breaking point.
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315
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316 With a numerical argument AT-MOVE, split the variation before
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317 White's AT-MOVEth move, or Black's if negative. The last option will
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318 only work of Black's moves are explicitly numbered, for instance
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319 `1. e4 1: e5'."
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320 (interactive "P")
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321 (if at-move (progn
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322 (end-of-line 1)
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323 (let ((limit (point)))
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324 (beginning-of-line 1)
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325 (re-search-forward
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326 (concat
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327 (regexp-quote
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328 (int-to-string (abs (prefix-numeric-value at-move))))
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329 (if (> at-move 0) gametree-full-ply-regexp
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330 gametree-half-ply-regexp)) limit))
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331 (goto-char (match-beginning 0))))
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332 (let* ((pt (set-marker (make-marker) (point)))
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333 (plys (gametree-current-branch-ply))
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334 (depth (gametree-current-branch-depth))
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335 (old-depth depth))
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336 (if (= depth 0)
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337 (progn
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338 (save-excursion
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339 (outline-previous-visible-heading 1)
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340 (setq depth
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341 (let ((old-branch-ply
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342 (condition-case nil
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343 (gametree-current-branch-ply)
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344 (error 0))))
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345 (if (zerop old-branch-ply)
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346 (1+ (gametree-current-branch-depth))
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347 (+ (gametree-current-branch-depth)
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348 (- plys old-branch-ply))))))
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349 (save-excursion
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350 (beginning-of-line 1)
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351 (funcall gametree-make-heading-function depth)
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352 (gametree-prettify-heading))))
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353 (save-excursion
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354 (if (not (looking-at (concat "[ \t]*[1-9][0-9]*\\("
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355 gametree-full-ply-regexp "\\|"
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356 gametree-half-ply-regexp "\\)")))
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357 (progn
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358 (insert (format (if (= 0 (mod (gametree-looking-at-ply) 2))
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359 gametree-full-ply-format
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360 gametree-half-ply-format)
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361 (/ (gametree-looking-at-ply) 2)))
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362 (gametree-prettify-heading)
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363 (beginning-of-line 1)))
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364 (goto-char pt)
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365 (insert "\n")
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366 (if (not (= 0 old-depth))
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367 (funcall gametree-make-heading-function
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368 (+ depth (- (gametree-current-branch-ply) plys))))
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369 (gametree-prettify-heading))))
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370
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371 (defun gametree-merge-line ()
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372 "Merges a variation with its only child.
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373 Does *not* check if the variation has in fact a unique child; users beware."
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374 (interactive)
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375 (if (zerop (gametree-current-branch-depth))
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376 (outline-up-heading 0))
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377 (end-of-line 1)
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378 (let ((prev-depth (save-excursion (forward-line 1)
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379 (gametree-current-branch-depth))))
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380 (delete-char (1+ prev-depth))
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381 (if (zerop prev-depth)
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382 (save-excursion
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383 (beginning-of-line 1)
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384 (delete-char (gametree-current-branch-depth))
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385 (gametree-prettify-heading)))))
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386
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387 (defun gametree-layout-to-register (register)
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388 "Store current tree layout in register REGISTER.
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389 Use \\[gametree-apply-register-layout] to restore that configuration.
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390 Argument is a character, naming the register."
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391 (interactive "cLayout to register: ")
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392 (save-excursion
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393 (goto-char (point-min))
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394 (set-register register
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395 (gametree-current-layout 0 t))))
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396
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397 (defun gametree-apply-register-layout (char)
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398 "Return to a tree layout stored in a register.
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399 Argument is a character, naming the register."
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400 (interactive "cApply layout from register: ")
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401 (save-excursion
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402 (goto-char (point-min))
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403 (gametree-apply-layout (get-register char) 0 t)))
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404
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405 (defun gametree-save-and-hack-layout ()
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406 "Save the current tree layout and hack the file local variable spec.
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407 This function saves the current layout in `gametree-local-layout' and,
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408 if a local file varible specification for this variable exists in the
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409 buffer, it is replaced by the new value. See the documentation for
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410 `gametree-local-layout' for more information."
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411 (interactive)
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412 (gametree-save-layout)
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413 (gametree-hack-file-layout)
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414 nil)
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415
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416 (define-derived-mode gametree-mode outline-mode "GameTree"
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417 "Major mode for managing game analysis trees.
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418 Useful to postal and email chess (and, it is hoped, also checkers, go,
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419 shogi, etc.) players, it is a slightly modified version of Outline mode.
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420
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421 \\{gametree-mode-map}"
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422 (auto-fill-mode 0)
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423 (make-variable-buffer-local 'write-contents-hooks)
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424 (add-hook 'write-contents-hooks 'gametree-save-and-hack-layout))
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425
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426 ;;;; Key bindings
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427
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428 (define-key gametree-mode-map "\C-c\C-j" 'gametree-break-line-here)
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429 (define-key gametree-mode-map "\C-c\C-v" 'gametree-insert-new-leaf)
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430 (define-key gametree-mode-map "\C-c\C-m" 'gametree-merge-line)
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431 (define-key gametree-mode-map "\C-c\C-r " 'gametree-layout-to-register)
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432 (define-key gametree-mode-map "\C-c\C-r/" 'gametree-layout-to-register)
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433 (define-key gametree-mode-map "\C-c\C-rj" 'gametree-apply-register-layout)
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434 (define-key gametree-mode-map "\C-c\C-y" 'gametree-save-and-hack-layout)
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435
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436 ;;;; Goodies for mousing users
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437 (and (fboundp 'track-mouse)
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438 (defun gametree-mouse-break-line-here (event)
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439 (interactive "e")
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440 (mouse-set-point event)
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441 (gametree-break-line-here))
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442 (defun gametree-mouse-show-children-and-entry (event)
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443 (interactive "e")
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444 (mouse-set-point event)
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445 (gametree-show-children-and-entry))
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446 (defun gametree-mouse-show-subtree (event)
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447 (interactive "e")
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448 (mouse-set-point event)
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449 (show-subtree))
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450 (defun gametree-mouse-hide-subtree (event)
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451 (interactive "e")
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452 (mouse-set-point event)
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453 (hide-subtree))
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454 (define-key gametree-mode-map [M-down-mouse-2 M-mouse-2]
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455 'gametree-mouse-break-line-here)
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456 (define-key gametree-mode-map [S-down-mouse-1 S-mouse-1]
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457 'gametree-mouse-show-children-and-entry)
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458 (define-key gametree-mode-map [S-down-mouse-2 S-mouse-2]
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459 'gametree-mouse-show-subtree)
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460 (define-key gametree-mode-map [S-down-mouse-3 S-mouse-3]
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461 'gametree-mouse-hide-subtree))
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462
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463 (provide 'gametree)
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464
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465 ;;; gametree.el ends here
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