Mercurial > emacs
annotate lisp/play/gomoku.el @ 5020:94de08fd8a7c
(Fnext_single_property_change): Fix missing \n\.
| author | Richard M. Stallman <rms@gnu.org> |
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| date | Mon, 15 Nov 1993 06:41:45 +0000 |
| parents | 3cd121df96c8 |
| children | db219f81f5de |
| rev | line source |
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1 ;;; gomoku.el --- Gomoku game between you and Emacs |
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3 ;; Copyright (C) 1988 Free Software Foundation, Inc. |
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5 ;; Author: Phillippe Schnoebelen <phs@lifia.imag.fr> |
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6 ;; Adapted-By: ESR |
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7 ;; Keywords: games |
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| 36 | 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 | |
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13 ;; the Free Software Foundation; either version 2, or (at your option) |
| 36 | 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 | |
| 23 ;; the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. | |
| 24 | |
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25 ;;; Commentary: |
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26 |
| 36 | 27 ;;; Gomoku game between you and GNU Emacs. Last modified on 13 Sep 1988 |
| 28 ;;; | |
| 29 ;;; Written by Ph. Schnoebelen (phs@lifia.imag.fr), 1987, 1988 | |
| 30 ;;; with precious advices from J.-F. Rit. | |
| 31 ;;; This has been tested with GNU Emacs 18.50. | |
| 32 | |
| 33 ;; RULES: | |
| 34 ;; | |
| 35 ;; Gomoku is a game played between two players on a rectangular board. Each | |
| 36 ;; player, in turn, marks a free square of its choice. The winner is the first | |
| 37 ;; one to mark five contiguous squares in any direction (horizontally, | |
| 38 ;; vertically or diagonally). | |
| 39 ;; | |
| 40 ;; I have been told that, in "The TRUE Gomoku", some restrictions are made | |
| 41 ;; about the squares where one may play, or else there is a known forced win | |
| 42 ;; for the first player. This program has no such restriction, but it does not | |
| 43 ;; know about the forced win, nor do I. Furthermore, you probably do not know | |
| 44 ;; it yourself :-). | |
| 45 | |
| 46 | |
| 47 ;; There are two main places where you may want to customize the program: key | |
| 48 ;; bindings and board display. These features are commented in the code. Go | |
| 49 ;; and see. | |
| 50 | |
| 51 | |
| 52 ;; HOW TO USE: | |
| 53 ;; | |
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54 ;; The command "M-x gomoku" displays a |
| 36 | 55 ;; board, the size of which depends on the size of the current window. The |
| 56 ;; size of the board is easily modified by giving numeric arguments to the | |
| 57 ;; gomoku command and/or by customizing the displaying parameters. | |
| 58 ;; | |
| 59 ;; Emacs plays when it is its turn. When it is your turn, just put the cursor | |
| 60 ;; on the square where you want to play and hit RET, or X, or whatever key you | |
| 61 ;; bind to the command gomoku-human-plays. When it is your turn, Emacs is | |
| 62 ;; idle: you may switch buffers, read your mail, ... Just come back to the | |
| 63 ;; *Gomoku* buffer and resume play. | |
| 64 | |
| 65 | |
| 66 ;; ALGORITHM: | |
| 67 ;; | |
| 68 ;; The algorithm is briefly described in section "THE SCORE TABLE". Some | |
| 69 ;; parameters may be modified if you want to change the style exhibited by the | |
| 70 ;; program. | |
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72 ;;; Code: |
| 36 | 73 |
| 74 ;;; | |
| 75 ;;; GOMOKU MODE AND KEYMAP. | |
| 76 ;;; | |
| 77 (defvar gomoku-mode-hook nil | |
| 78 "If non-nil, its value is called on entry to Gomoku mode.") | |
| 79 | |
| 80 (defvar gomoku-mode-map nil | |
| 81 "Local keymap to use in Gomoku mode.") | |
| 82 | |
| 83 (if gomoku-mode-map nil | |
| 84 (setq gomoku-mode-map (make-sparse-keymap)) | |
| 85 | |
| 86 ;; Key bindings for cursor motion. Arrow keys are just "function" | |
| 87 ;; keys, see below. | |
| 88 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; Y | |
| 89 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; U | |
| 90 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; B | |
| 91 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; N | |
| 92 (define-key gomoku-mode-map "h" 'gomoku-move-left) ; H | |
| 93 (define-key gomoku-mode-map "l" 'gomoku-move-right) ; L | |
| 94 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; J | |
| 95 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; K | |
| 96 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-N | |
| 97 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-P | |
| 98 (define-key gomoku-mode-map "\C-f" 'gomoku-move-right) ; C-F | |
| 99 (define-key gomoku-mode-map "\C-b" 'gomoku-move-left) ; C-B | |
| 100 | |
| 101 ;; Key bindings for entering Human moves. | |
| 102 ;; If you have a mouse, you may also bind some mouse click ... | |
| 103 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X | |
| 104 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x | |
| 105 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET | |
| 106 (define-key gomoku-mode-map "\C-cp" 'gomoku-human-plays) ; C-C P | |
| 107 (define-key gomoku-mode-map "\C-cb" 'gomoku-human-takes-back) ; C-C B | |
| 108 (define-key gomoku-mode-map "\C-cr" 'gomoku-human-resigns) ; C-C R | |
| 109 (define-key gomoku-mode-map "\C-ce" 'gomoku-emacs-plays) ; C-C E | |
| 110 | |
| 923 | 111 (define-key gomoku-mode-map [up] 'gomoku-move-up) |
| 112 (define-key gomoku-mode-map [down] 'gomoku-move-down) | |
| 113 (define-key gomoku-mode-map [left] 'gomoku-move-left) | |
| 114 (define-key gomoku-mode-map [right] 'gomoku-move-right) | |
| 115 (define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays) | |
| 116 (define-key gomoku-mode-map [insert] 'gomoku-human-plays)) | |
| 36 | 117 |
| 118 (defun gomoku-mode () | |
| 119 "Major mode for playing Gomoku against Emacs. | |
| 207 | 120 You and Emacs play in turn by marking a free square. You mark it with X |
| 121 and Emacs marks it with O. The winner is the first to get five contiguous | |
| 36 | 122 marks horizontally, vertically or in diagonal. |
| 207 | 123 |
| 124 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays]. | |
| 36 | 125 |
| 126 Other useful commands: | |
| 127 \\{gomoku-mode-map} | |
| 207 | 128 Entry to this mode calls the value of `gomoku-mode-hook' if that value |
| 129 is non-nil." | |
| 36 | 130 (interactive) |
| 131 (setq major-mode 'gomoku-mode | |
| 132 mode-name "Gomoku") | |
| 133 (gomoku-display-statistics) | |
| 134 (use-local-map gomoku-mode-map) | |
| 135 (run-hooks 'gomoku-mode-hook)) | |
| 136 | |
| 137 ;;; | |
| 138 ;;; THE BOARD. | |
| 139 ;;; | |
| 140 | |
| 141 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1 | |
| 142 ;; and O's with 6. The rectangle is recorded in a one dimensional vector | |
| 143 ;; containing padding squares (coded with -1). These squares allow us to | |
| 144 ;; detect when we are trying to move out of the board. We denote a square by | |
| 145 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The | |
| 146 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2. | |
| 147 ;; Similarly, vectors between squares may be given by two DX, DY coords or by | |
| 148 ;; one DEPL (the difference between indexes). | |
| 149 | |
| 150 (defvar gomoku-board-width nil | |
| 151 "Number of columns on the Gomoku board.") | |
| 152 | |
| 153 (defvar gomoku-board-height nil | |
| 154 "Number of lines on the Gomoku board.") | |
| 155 | |
| 156 (defvar gomoku-board nil | |
| 157 "Vector recording the actual state of the Gomoku board.") | |
| 158 | |
| 159 (defvar gomoku-vector-length nil | |
| 160 "Length of gomoku-board vector.") | |
| 161 | |
| 162 (defvar gomoku-draw-limit nil | |
| 163 ;; This is usually set to 70% of the number of squares. | |
| 207 | 164 "After how many moves will Emacs offer a draw?") |
| 36 | 165 |
| 166 | |
| 167 (defun gomoku-xy-to-index (x y) | |
| 168 "Translate X, Y cartesian coords into the corresponding board index." | |
| 169 (+ (* y gomoku-board-width) x y)) | |
| 170 | |
| 171 (defun gomoku-index-to-x (index) | |
| 172 "Return corresponding x-coord of board INDEX." | |
| 173 (% index (1+ gomoku-board-width))) | |
| 174 | |
| 175 (defun gomoku-index-to-y (index) | |
| 176 "Return corresponding y-coord of board INDEX." | |
| 177 (/ index (1+ gomoku-board-width))) | |
| 178 | |
| 179 (defun gomoku-init-board () | |
| 180 "Create the gomoku-board vector and fill it with initial values." | |
| 181 (setq gomoku-board (make-vector gomoku-vector-length 0)) | |
| 182 ;; Every square is 0 (i.e. empty) except padding squares: | |
| 183 (let ((i 0) (ii (1- gomoku-vector-length))) | |
| 184 (while (<= i gomoku-board-width) ; The squares in [0..width] and in | |
| 185 (aset gomoku-board i -1) ; [length - width - 1..length - 1] | |
| 186 (aset gomoku-board ii -1) ; are padding squares. | |
| 187 (setq i (1+ i) | |
| 188 ii (1- ii)))) | |
| 189 (let ((i 0)) | |
| 190 (while (< i gomoku-vector-length) | |
| 191 (aset gomoku-board i -1) ; and also all k*(width+1) | |
| 192 (setq i (+ i gomoku-board-width 1))))) | |
| 193 | |
| 194 ;;; | |
| 195 ;;; THE SCORE TABLE. | |
| 196 ;;; | |
| 197 | |
| 198 ;; Every (free) square has a score associated to it, recorded in the | |
| 199 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having | |
| 200 ;; the highest score. | |
| 201 | |
| 202 (defvar gomoku-score-table nil | |
| 203 "Vector recording the actual score of the free squares.") | |
| 204 | |
| 205 | |
| 206 ;; The key point point about the algorithm is that, rather than considering | |
| 207 ;; the board as just a set of squares, we prefer to see it as a "space" of | |
| 208 ;; internested 5-tuples of contiguous squares (called qtuples). | |
| 209 ;; | |
| 210 ;; The aim of the program is to fill one qtuple with its O's while preventing | |
| 211 ;; you from filling another one with your X's. To that effect, it computes a | |
| 212 ;; score for every qtuple, with better qtuples having better scores. Of | |
| 213 ;; course, the score of a qtuple (taken in isolation) is just determined by | |
| 214 ;; its contents as a set, i.e. not considering the order of its elements. The | |
| 215 ;; highest score is given to the "OOOO" qtuples because playing in such a | |
| 216 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because | |
| 217 ;; not playing in it is just loosing the game, and so on. Note that a | |
| 218 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O, | |
| 219 ;; has score zero because there is no more any point in playing in it, from | |
| 220 ;; both an attacking and a defending point of view. | |
| 221 ;; | |
| 222 ;; Given the score of every qtuple, the score of a given free square on the | |
| 223 ;; board is just the sum of the scores of all the qtuples to which it belongs, | |
| 224 ;; because playing in that square is playing in all its containing qtuples at | |
| 225 ;; once. And it is that function which takes into account the internesting of | |
| 226 ;; the qtuples. | |
| 227 ;; | |
| 228 ;; This algorithm is rather simple but anyway it gives a not so dumb level of | |
| 229 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not | |
| 230 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !) | |
| 231 ;; should be preferred. | |
| 232 | |
| 233 | |
| 234 ;; Here are the scores of the nine "non-polluted" configurations. Tuning | |
| 235 ;; these values will change (hopefully improve) the strength of the program | |
| 236 ;; and may change its style (rather aggressive here). | |
| 237 | |
| 238 (defconst nil-score 7 "Score of an empty qtuple.") | |
| 239 (defconst Xscore 15 "Score of a qtuple containing one X.") | |
| 240 (defconst XXscore 400 "Score of a qtuple containing two X's.") | |
| 241 (defconst XXXscore 1800 "Score of a qtuple containing three X's.") | |
| 242 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.") | |
| 243 (defconst Oscore 35 "Score of a qtuple containing one O.") | |
| 244 (defconst OOscore 800 "Score of a qtuple containing two O's.") | |
| 245 (defconst OOOscore 15000 "Score of a qtuple containing three O's.") | |
| 246 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.") | |
| 247 | |
| 248 ;; These values are not just random: if, given the following situation: | |
| 249 ;; | |
| 250 ;; . . . . . . . O . | |
| 251 ;; . X X a . . . X . | |
| 252 ;; . . . X . . . X . | |
| 253 ;; . . . X . . . X . | |
| 254 ;; . . . . . . . b . | |
| 255 ;; | |
| 256 ;; you want Emacs to play in "a" and not in "b", then the parameters must | |
| 257 ;; satisfy the inequality: | |
| 258 ;; | |
| 259 ;; 6 * XXscore > XXXscore + XXscore | |
| 260 ;; | |
| 261 ;; because "a" mainly belongs to six "XX" qtuples (the others are less | |
| 262 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other | |
| 263 ;; conditions are required to obtain sensible moves, but the previous example | |
| 264 ;; should illustrate the point. If you manage to improve on these values, | |
| 265 ;; please send me a note. Thanks. | |
| 266 | |
| 267 | |
| 268 ;; As we choosed values 0, 1 and 6 to denote empty, X and O squares, the | |
| 269 ;; contents of a qtuple is uniquely determined by the sum of its elements and | |
| 270 ;; we just have to set up a translation table. | |
| 271 | |
| 272 (defconst gomoku-score-trans-table | |
| 273 (vector nil-score Xscore XXscore XXXscore XXXXscore 0 | |
| 274 Oscore 0 0 0 0 0 | |
| 275 OOscore 0 0 0 0 0 | |
| 276 OOOscore 0 0 0 0 0 | |
| 277 OOOOscore 0 0 0 0 0 | |
| 278 0) | |
| 279 "Vector associating qtuple contents to their score.") | |
| 280 | |
| 281 | |
| 282 ;; If you do not modify drastically the previous constants, the only way for a | |
| 283 ;; square to have a score higher than OOOOscore is to belong to a "OOOO" | |
| 284 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to | |
| 285 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX" | |
| 286 ;; qtuple. We may use these considerations to detect when a given move is | |
| 287 ;; winning or loosing. | |
| 288 | |
| 289 (defconst gomoku-winning-threshold OOOOscore | |
| 207 | 290 "Threshold score beyond which an Emacs move is winning.") |
| 36 | 291 |
| 292 (defconst gomoku-loosing-threshold XXXXscore | |
| 293 "Threshold score beyond which a human move is winning.") | |
| 294 | |
| 295 | |
| 296 (defun gomoku-strongest-square () | |
| 297 "Compute index of free square with highest score, or nil if none." | |
| 298 ;; We just have to loop other all squares. However there are two problems: | |
| 299 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed | |
| 300 ;; up future searches, we set the score of padding or occupied squares | |
| 301 ;; to -1 whenever we meet them. | |
| 302 ;; 2/ We want to choose randomly between equally good moves. | |
| 303 (let ((score-max 0) | |
| 304 (count 0) ; Number of equally good moves | |
| 305 (square (gomoku-xy-to-index 1 1)) ; First square | |
| 306 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height)) | |
| 307 best-square score) | |
| 308 (while (<= square end) | |
| 309 (cond | |
| 310 ;; If score is lower (i.e. most of the time), skip to next: | |
| 311 ((< (aref gomoku-score-table square) score-max)) | |
| 312 ;; If score is better, beware of non free squares: | |
| 313 ((> (setq score (aref gomoku-score-table square)) score-max) | |
| 314 (if (zerop (aref gomoku-board square)) ; is it free ? | |
| 315 (setq count 1 ; yes: take it ! | |
| 316 best-square square | |
| 317 score-max score) | |
| 318 (aset gomoku-score-table square -1))) ; no: kill it ! | |
| 319 ;; If score is equally good, choose randomly. But first check freeness: | |
| 320 ((not (zerop (aref gomoku-board square))) | |
| 321 (aset gomoku-score-table square -1)) | |
| 4402 | 322 ((zerop (random (setq count (1+ count)))) |
| 36 | 323 (setq best-square square |
| 324 score-max score))) | |
| 325 (setq square (1+ square))) ; try next square | |
| 326 best-square)) | |
| 327 | |
| 328 ;;; | |
| 329 ;;; INITIALIZING THE SCORE TABLE. | |
| 330 ;;; | |
| 331 | |
| 332 ;; At initialization the board is empty so that every qtuple amounts for | |
| 333 ;; nil-score. Therefore, the score of any square is nil-score times the number | |
| 334 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you | |
| 335 ;; are sufficiently far from the sides. As computing the number is time | |
| 336 ;; consuming, we initialize every square with 20*nil-score and then only | |
| 337 ;; consider squares at less than 5 squares from one side. We speed this up by | |
| 338 ;; taking symmetry into account. | |
| 339 ;; Also, as it is likely that successive games will be played on a board with | |
| 340 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration. | |
| 341 | |
| 342 (defvar gomoku-saved-score-table nil | |
| 343 "Recorded initial value of previous score table.") | |
| 344 | |
| 345 (defvar gomoku-saved-board-width nil | |
| 346 "Recorded value of previous board width.") | |
| 347 | |
| 348 (defvar gomoku-saved-board-height nil | |
| 349 "Recorded value of previous board height.") | |
| 350 | |
| 351 | |
| 352 (defun gomoku-init-score-table () | |
| 353 "Create the score table vector and fill it with initial values." | |
| 354 (if (and gomoku-saved-score-table ; Has it been stored last time ? | |
| 355 (= gomoku-board-width gomoku-saved-board-width) | |
| 356 (= gomoku-board-height gomoku-saved-board-height)) | |
| 357 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table)) | |
| 358 ;; No, compute it: | |
| 359 (setq gomoku-score-table | |
| 360 (make-vector gomoku-vector-length (* 20 nil-score))) | |
| 361 (let (i j maxi maxj maxi2 maxj2) | |
| 362 (setq maxi (/ (1+ gomoku-board-width) 2) | |
| 363 maxj (/ (1+ gomoku-board-height) 2) | |
| 364 maxi2 (min 4 maxi) | |
| 365 maxj2 (min 4 maxj)) | |
| 366 ;; We took symmetry into account and could use it more if the board | |
| 367 ;; would have been square and not rectangular ! | |
| 368 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U | |
| 369 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the | |
| 370 ;; board may well be less than 8 by 8 ! | |
| 371 (setq i 1) | |
| 372 (while (<= i maxi2) | |
| 373 (setq j 1) | |
| 374 (while (<= j maxj) | |
| 375 (gomoku-init-square-score i j) | |
| 376 (setq j (1+ j))) | |
| 377 (setq i (1+ i))) | |
| 378 (while (<= i maxi) | |
| 379 (setq j 1) | |
| 380 (while (<= j maxj2) | |
| 381 (gomoku-init-square-score i j) | |
| 382 (setq j (1+ j))) | |
| 383 (setq i (1+ i)))) | |
| 384 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table) | |
| 385 gomoku-saved-board-width gomoku-board-width | |
| 386 gomoku-saved-board-height gomoku-board-height))) | |
| 387 | |
| 388 (defun gomoku-nb-qtuples (i j) | |
| 389 "Return the number of qtuples containing square I,J." | |
| 207 | 390 ;; This function is complicated because we have to deal |
| 36 | 391 ;; with ugly cases like 3 by 6 boards, but it works. |
| 392 ;; If you have a simpler (and correct) solution, send it to me. Thanks ! | |
| 393 (let ((left (min 4 (1- i))) | |
| 394 (right (min 4 (- gomoku-board-width i))) | |
| 395 (up (min 4 (1- j))) | |
| 396 (down (min 4 (- gomoku-board-height j)))) | |
| 397 (+ -12 | |
| 398 (min (max (+ left right) 3) 8) | |
| 399 (min (max (+ up down) 3) 8) | |
| 400 (min (max (+ (min left up) (min right down)) 3) 8) | |
| 401 (min (max (+ (min right up) (min left down)) 3) 8)))) | |
| 402 | |
| 403 (defun gomoku-init-square-score (i j) | |
| 404 "Give initial score to square I,J and to its mirror images." | |
| 405 (let ((ii (1+ (- gomoku-board-width i))) | |
| 406 (jj (1+ (- gomoku-board-height j))) | |
| 407 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0)))) | |
| 408 (aset gomoku-score-table (gomoku-xy-to-index i j) sc) | |
| 409 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc) | |
| 410 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc) | |
| 411 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc))) | |
| 412 | |
| 413 ;;; | |
| 414 ;;; MAINTAINING THE SCORE TABLE. | |
| 415 ;;; | |
| 416 | |
| 417 ;; We do not provide functions for computing the SCORE-TABLE given the | |
| 418 ;; contents of the BOARD. This would involve heavy nested loops, with time | |
| 419 ;; proportional to the size of the board. It is better to update the | |
| 420 ;; SCORE-TABLE after each move. Updating needs not modify more than 36 | |
| 421 ;; squares: it is done in constant time. | |
| 422 | |
| 423 (defun gomoku-update-score-table (square dval) | |
| 424 "Update score table after SQUARE received a DVAL increment." | |
| 425 ;; The board has already been updated when this function is called. | |
| 426 ;; Updating scores is done by looking for qtuples boundaries in all four | |
| 427 ;; directions and then calling update-score-in-direction. | |
| 428 ;; Finally all squares received the right increment, and then are up to | |
| 429 ;; date, except possibly for SQUARE itself if we are taking a move back for | |
| 430 ;; its score had been set to -1 at the time. | |
| 431 (let* ((x (gomoku-index-to-x square)) | |
| 432 (y (gomoku-index-to-y square)) | |
| 433 (imin (max -4 (- 1 x))) | |
| 434 (jmin (max -4 (- 1 y))) | |
| 435 (imax (min 0 (- gomoku-board-width x 4))) | |
| 436 (jmax (min 0 (- gomoku-board-height y 4)))) | |
| 437 (gomoku-update-score-in-direction imin imax | |
| 438 square 1 0 dval) | |
| 439 (gomoku-update-score-in-direction jmin jmax | |
| 440 square 0 1 dval) | |
| 441 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax) | |
| 442 square 1 1 dval) | |
| 443 (gomoku-update-score-in-direction (max (- 1 y) -4 | |
| 444 (- x gomoku-board-width)) | |
| 445 (min 0 (- x 5) | |
| 446 (- gomoku-board-height y 4)) | |
| 447 square -1 1 dval))) | |
| 448 | |
| 449 (defun gomoku-update-score-in-direction (left right square dx dy dval) | |
| 450 "Update scores for all squares in the qtuples starting between the LEFTth | |
| 451 square and the RIGHTth after SQUARE, along the DX, DY direction, considering | |
| 452 that DVAL has been added on SQUARE." | |
| 453 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well | |
| 454 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that | |
| 455 ;; DX,DY direction. | |
| 456 (cond | |
| 457 ((> left right)) ; Quit | |
| 458 (t ; Else .. | |
| 459 (let (depl square0 square1 square2 count delta) | |
| 460 (setq depl (gomoku-xy-to-index dx dy) | |
| 461 square0 (+ square (* left depl)) | |
| 462 square1 (+ square (* right depl)) | |
| 463 square2 (+ square0 (* 4 depl))) | |
| 464 ;; Compute the contents of the first qtuple: | |
| 465 (setq square square0 | |
| 466 count 0) | |
| 467 (while (<= square square2) | |
| 468 (setq count (+ count (aref gomoku-board square)) | |
| 469 square (+ square depl))) | |
| 470 (while (<= square0 square1) | |
| 471 ;; Update the squares of the qtuple beginning in SQUARE0 and ending | |
| 472 ;; in SQUARE2. | |
| 473 (setq delta (- (aref gomoku-score-trans-table count) | |
| 474 (aref gomoku-score-trans-table (- count dval)))) | |
| 475 (cond ((not (zerop delta)) ; or else nothing to update | |
| 476 (setq square square0) | |
| 477 (while (<= square square2) | |
| 478 (if (zerop (aref gomoku-board square)) ; only for free squares | |
| 479 (aset gomoku-score-table square | |
| 480 (+ (aref gomoku-score-table square) delta))) | |
| 481 (setq square (+ square depl))))) | |
| 482 ;; Then shift the qtuple one square along DEPL, this only requires | |
| 483 ;; modifying SQUARE0 and SQUARE2. | |
| 484 (setq square2 (+ square2 depl) | |
| 485 count (+ count (- (aref gomoku-board square0)) | |
| 486 (aref gomoku-board square2)) | |
| 487 square0 (+ square0 depl))))))) | |
| 488 | |
| 489 ;;; | |
| 490 ;;; GAME CONTROL. | |
| 491 ;;; | |
| 492 | |
| 493 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the | |
| 494 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back | |
| 495 ;; (anti-updating the score table) and to compute the table from scratch in | |
| 496 ;; case of an interruption. | |
| 497 | |
| 498 (defvar gomoku-game-in-progress nil | |
| 499 "Non-nil if a game is in progress.") | |
| 500 | |
| 501 (defvar gomoku-game-history nil | |
| 502 "A record of all moves that have been played during current game.") | |
| 503 | |
| 504 (defvar gomoku-number-of-moves nil | |
| 505 "Number of moves already played in current game.") | |
| 506 | |
| 507 (defvar gomoku-number-of-human-moves nil | |
| 508 "Number of moves already played by human in current game.") | |
| 509 | |
| 510 (defvar gomoku-emacs-played-first nil | |
| 511 "Non-nil if Emacs played first.") | |
| 512 | |
| 513 (defvar gomoku-human-took-back nil | |
| 514 "Non-nil if Human took back a move during the game.") | |
| 515 | |
| 516 (defvar gomoku-human-refused-draw nil | |
| 517 "Non-nil if Human refused Emacs offer of a draw.") | |
| 518 | |
| 519 (defvar gomoku-emacs-is-computing nil | |
| 520 ;; This is used to detect interruptions. Hopefully, it should not be needed. | |
| 521 "Non-nil if Emacs is in the middle of a computation.") | |
| 522 | |
| 523 | |
| 524 (defun gomoku-start-game (n m) | |
| 525 "Initialize a new game on an N by M board." | |
| 526 (setq gomoku-emacs-is-computing t) ; Raise flag | |
| 527 (setq gomoku-game-in-progress t) | |
| 528 (setq gomoku-board-width n | |
| 529 gomoku-board-height m | |
| 530 gomoku-vector-length (1+ (* (+ m 2) (1+ n))) | |
| 531 gomoku-draw-limit (/ (* 7 n m) 10)) | |
| 532 (setq gomoku-game-history nil | |
| 533 gomoku-number-of-moves 0 | |
| 534 gomoku-number-of-human-moves 0 | |
| 535 gomoku-emacs-played-first nil | |
| 536 gomoku-human-took-back nil | |
| 537 gomoku-human-refused-draw nil) | |
| 538 (gomoku-init-display n m) ; Display first: the rest takes time | |
| 539 (gomoku-init-score-table) ; INIT-BOARD requires that the score | |
| 540 (gomoku-init-board) ; table be already created. | |
| 541 (setq gomoku-emacs-is-computing nil)) | |
| 542 | |
| 543 (defun gomoku-play-move (square val &optional dont-update-score) | |
| 544 "Go to SQUARE, play VAL and update everything." | |
| 545 (setq gomoku-emacs-is-computing t) ; Raise flag | |
| 546 (cond ((= 1 val) ; a Human move | |
| 547 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves))) | |
| 548 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ? | |
| 549 (setq gomoku-emacs-played-first t))) | |
| 550 (setq gomoku-game-history | |
| 551 (cons (cons square (aref gomoku-score-table square)) | |
| 552 gomoku-game-history) | |
| 553 gomoku-number-of-moves (1+ gomoku-number-of-moves)) | |
| 554 (gomoku-plot-square square val) | |
| 555 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE ! | |
| 556 (if dont-update-score nil | |
| 557 (gomoku-update-score-table square val) ; previous val was 0: dval = val | |
| 558 (aset gomoku-score-table square -1)) | |
| 559 (setq gomoku-emacs-is-computing nil)) | |
| 560 | |
| 561 (defun gomoku-take-back () | |
| 562 "Take back last move and update everything." | |
| 563 (setq gomoku-emacs-is-computing t) | |
| 564 (let* ((last-move (car gomoku-game-history)) | |
| 565 (square (car last-move)) | |
| 566 (oldval (aref gomoku-board square))) | |
| 567 (if (= 1 oldval) | |
| 568 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves))) | |
| 569 (setq gomoku-game-history (cdr gomoku-game-history) | |
| 570 gomoku-number-of-moves (1- gomoku-number-of-moves)) | |
| 571 (gomoku-plot-square square 0) | |
| 572 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE ! | |
| 573 (gomoku-update-score-table square (- oldval)) | |
| 574 (aset gomoku-score-table square (cdr last-move))) | |
| 575 (setq gomoku-emacs-is-computing nil)) | |
| 576 | |
| 577 ;;; | |
| 578 ;;; SESSION CONTROL. | |
| 579 ;;; | |
| 580 | |
| 581 (defvar gomoku-number-of-wins 0 | |
| 582 "Number of games already won in this session.") | |
| 583 | |
| 584 (defvar gomoku-number-of-losses 0 | |
| 585 "Number of games already lost in this session.") | |
| 586 | |
| 587 (defvar gomoku-number-of-draws 0 | |
| 588 "Number of games already drawn in this session.") | |
| 589 | |
| 590 | |
| 591 (defun gomoku-terminate-game (result) | |
| 592 "Terminate the current game with RESULT." | |
| 593 (let (message) | |
| 594 (cond | |
| 595 ((eq result 'emacs-won) | |
| 596 (setq gomoku-number-of-wins (1+ gomoku-number-of-wins)) | |
| 597 (setq message | |
| 598 (cond ((< gomoku-number-of-moves 20) | |
| 599 "This was a REALLY QUICK win.") | |
| 600 (gomoku-human-refused-draw | |
| 601 "I won... Too bad you refused my offer of a draw !") | |
| 602 (gomoku-human-took-back | |
| 603 "I won... Taking moves back will not help you !") | |
| 604 ((not gomoku-emacs-played-first) | |
| 605 "I won... Playing first did not help you much !") | |
| 606 ((and (zerop gomoku-number-of-losses) | |
| 607 (zerop gomoku-number-of-draws) | |
| 608 (> gomoku-number-of-wins 1)) | |
| 609 "I'm becoming tired of winning...") | |
| 610 (t | |
| 611 "I won.")))) | |
| 612 ((eq result 'human-won) | |
| 613 (setq gomoku-number-of-losses (1+ gomoku-number-of-losses)) | |
| 614 (setq message | |
| 615 (cond | |
| 616 (gomoku-human-took-back | |
| 207 | 617 "OK, you won this one. I, for one, never take my moves back...") |
| 36 | 618 (gomoku-emacs-played-first |
| 619 "OK, you won this one... so what ?") | |
| 620 (t | |
| 207 | 621 "OK, you won this one. Now, let me play first just once.")))) |
| 36 | 622 ((eq result 'human-resigned) |
| 623 (setq gomoku-number-of-wins (1+ gomoku-number-of-wins)) | |
| 207 | 624 (setq message "So you resign. That's just one more win for me.")) |
| 36 | 625 ((eq result 'nobody-won) |
| 626 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) | |
| 627 (setq message | |
| 628 (cond | |
| 629 (gomoku-human-took-back | |
| 207 | 630 "This is a draw. I, for one, never take my moves back...") |
| 36 | 631 (gomoku-emacs-played-first |
| 207 | 632 "This is a draw. Just chance, I guess.") |
| 36 | 633 (t |
| 207 | 634 "This is a draw. Now, let me play first just once.")))) |
| 36 | 635 ((eq result 'draw-agreed) |
| 636 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws)) | |
| 637 (setq message | |
| 638 (cond | |
| 639 (gomoku-human-took-back | |
| 207 | 640 "Draw agreed. I, for one, never take my moves back...") |
| 36 | 641 (gomoku-emacs-played-first |
| 207 | 642 "Draw agreed. You were lucky.") |
| 36 | 643 (t |
| 207 | 644 "Draw agreed. Now, let me play first just once.")))) |
| 36 | 645 ((eq result 'crash-game) |
| 646 (setq message | |
| 647 "Sorry, I have been interrupted and cannot resume that game..."))) | |
| 648 | |
| 649 (gomoku-display-statistics) | |
| 650 (if message (message message)) | |
| 651 (ding) | |
| 652 (setq gomoku-game-in-progress nil))) | |
| 653 | |
| 654 (defun gomoku-crash-game () | |
| 655 "What to do when Emacs detects it has been interrupted." | |
| 656 (setq gomoku-emacs-is-computing nil) | |
| 657 (gomoku-terminate-game 'crash-game) | |
| 658 (sit-for 4) ; Let's see the message | |
| 659 (gomoku-prompt-for-other-game)) | |
| 660 | |
| 661 ;;; | |
| 662 ;;; INTERACTIVE COMMANDS. | |
| 663 ;;; | |
| 664 | |
|
1221
d5f91623a2cb
(gomoku): Make it autoload.
Richard M. Stallman <rms@gnu.org>
parents:
923
diff
changeset
|
665 ;;;###autoload |
| 36 | 666 (defun gomoku (&optional n m) |
| 667 "Start a Gomoku game between you and Emacs. | |
| 668 If a game is in progress, this command allow you to resume it. | |
| 669 If optional arguments N and M are given, an N by M board is used. | |
| 670 | |
| 207 | 671 You and Emacs play in turn by marking a free square. You mark it with X |
| 36 | 672 and Emacs marks it with O. The winner is the first to get five contiguous |
| 673 marks horizontally, vertically or in diagonal. | |
| 207 | 674 |
| 675 You play by moving the cursor over the square you choose and hitting | |
| 676 \\<gomoku-mode-map>\\[gomoku-human-plays]. | |
| 677 Use \\[describe-mode] for more info." | |
| 36 | 678 (interactive) |
| 679 (gomoku-switch-to-window) | |
| 680 (cond | |
| 681 (gomoku-emacs-is-computing | |
| 682 (gomoku-crash-game)) | |
| 683 ((not gomoku-game-in-progress) | |
| 684 (let ((max-width (gomoku-max-width)) | |
| 685 (max-height (gomoku-max-height))) | |
| 686 (or n (setq n max-width)) | |
| 687 (or m (setq m max-height)) | |
| 688 (cond ((< n 1) | |
| 689 (error "I need at least 1 column")) | |
| 690 ((< m 1) | |
| 691 (error "I need at least 1 row")) | |
| 692 ((> n max-width) | |
| 693 (error "I cannot display %d columns in that window" n))) | |
| 694 (if (and (> m max-height) | |
| 695 (not (equal m gomoku-saved-board-height)) | |
| 696 ;; Use EQUAL because SAVED-BOARD-HEIGHT may be nil | |
| 697 (not (y-or-n-p (format "Do you really want %d rows " m)))) | |
| 698 (setq m max-height))) | |
| 699 (message "One moment, please...") | |
| 700 (gomoku-start-game n m) | |
| 701 (if (y-or-n-p "Do you allow me to play first ") | |
| 702 (gomoku-emacs-plays) | |
| 703 (gomoku-prompt-for-move))) | |
| 704 ((y-or-n-p "Shall we continue our game ") | |
| 705 (gomoku-prompt-for-move)) | |
| 706 (t | |
| 707 (gomoku-human-resigns)))) | |
| 708 | |
| 709 (defun gomoku-emacs-plays () | |
| 710 "Compute Emacs next move and play it." | |
| 711 (interactive) | |
| 712 (gomoku-switch-to-window) | |
| 713 (cond | |
| 714 (gomoku-emacs-is-computing | |
| 715 (gomoku-crash-game)) | |
| 716 ((not gomoku-game-in-progress) | |
| 717 (gomoku-prompt-for-other-game)) | |
| 718 (t | |
| 719 (message "Let me think...") | |
| 720 (let (square score) | |
| 721 (setq square (gomoku-strongest-square)) | |
| 722 (cond ((null square) | |
| 723 (gomoku-terminate-game 'nobody-won)) | |
| 724 (t | |
| 725 (setq score (aref gomoku-score-table square)) | |
| 726 (gomoku-play-move square 6) | |
| 727 (cond ((>= score gomoku-winning-threshold) | |
| 728 (gomoku-find-filled-qtuple square 6) | |
| 729 (gomoku-cross-winning-qtuple) | |
| 730 (gomoku-terminate-game 'emacs-won)) | |
| 731 ((zerop score) | |
| 732 (gomoku-terminate-game 'nobody-won)) | |
| 733 ((and (> gomoku-number-of-moves gomoku-draw-limit) | |
| 734 (not gomoku-human-refused-draw) | |
| 735 (gomoku-offer-a-draw)) | |
| 736 (gomoku-terminate-game 'draw-agreed)) | |
| 737 (t | |
| 738 (gomoku-prompt-for-move))))))))) | |
| 739 | |
| 740 (defun gomoku-human-plays () | |
| 741 "Signal to the Gomoku program that you have played. | |
| 742 You must have put the cursor on the square where you want to play. | |
| 743 If the game is finished, this command requests for another game." | |
| 744 (interactive) | |
| 745 (gomoku-switch-to-window) | |
| 746 (cond | |
| 747 (gomoku-emacs-is-computing | |
| 748 (gomoku-crash-game)) | |
| 749 ((not gomoku-game-in-progress) | |
| 750 (gomoku-prompt-for-other-game)) | |
| 751 (t | |
| 752 (let (square score) | |
| 753 (setq square (gomoku-point-square)) | |
| 754 (cond ((null square) | |
| 755 (error "Your point is not on a square. Retry !")) | |
| 756 ((not (zerop (aref gomoku-board square))) | |
| 757 (error "Your point is not on a free square. Retry !")) | |
| 758 (t | |
| 759 (setq score (aref gomoku-score-table square)) | |
| 760 (gomoku-play-move square 1) | |
| 761 (cond ((and (>= score gomoku-loosing-threshold) | |
| 762 ;; Just testing SCORE > THRESHOLD is not enough for | |
| 763 ;; detecting wins, it just gives an indication that | |
| 764 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE. | |
| 765 (gomoku-find-filled-qtuple square 1)) | |
| 766 (gomoku-cross-winning-qtuple) | |
| 767 (gomoku-terminate-game 'human-won)) | |
| 768 (t | |
| 769 (gomoku-emacs-plays))))))))) | |
| 770 | |
| 771 (defun gomoku-human-takes-back () | |
| 772 "Signal to the Gomoku program that you wish to take back your last move." | |
| 773 (interactive) | |
| 774 (gomoku-switch-to-window) | |
| 775 (cond | |
| 776 (gomoku-emacs-is-computing | |
| 777 (gomoku-crash-game)) | |
| 778 ((not gomoku-game-in-progress) | |
| 779 (message "Too late for taking back...") | |
| 780 (sit-for 4) | |
| 781 (gomoku-prompt-for-other-game)) | |
| 782 ((zerop gomoku-number-of-human-moves) | |
| 783 (message "You have not played yet... Your move ?")) | |
| 784 (t | |
| 785 (message "One moment, please...") | |
| 786 ;; It is possible for the user to let Emacs play several consecutive | |
| 787 ;; moves, so that the best way to know when to stop taking back moves is | |
| 788 ;; to count the number of human moves: | |
| 789 (setq gomoku-human-took-back t) | |
| 790 (let ((number gomoku-number-of-human-moves)) | |
| 791 (while (= number gomoku-number-of-human-moves) | |
| 792 (gomoku-take-back))) | |
| 793 (gomoku-prompt-for-move)))) | |
| 794 | |
| 795 (defun gomoku-human-resigns () | |
| 796 "Signal to the Gomoku program that you may want to resign." | |
| 797 (interactive) | |
| 798 (gomoku-switch-to-window) | |
| 799 (cond | |
| 800 (gomoku-emacs-is-computing | |
| 801 (gomoku-crash-game)) | |
| 802 ((not gomoku-game-in-progress) | |
| 803 (message "There is no game in progress")) | |
| 804 ((y-or-n-p "You mean, you resign ") | |
| 805 (gomoku-terminate-game 'human-resigned)) | |
| 806 ((y-or-n-p "You mean, we continue ") | |
| 807 (gomoku-prompt-for-move)) | |
| 808 (t | |
| 809 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it | |
| 810 | |
| 811 ;;; | |
| 812 ;;; PROMPTING THE HUMAN PLAYER. | |
| 813 ;;; | |
| 814 | |
| 815 (defun gomoku-prompt-for-move () | |
| 816 "Display a message asking for Human's move." | |
| 817 (message (if (zerop gomoku-number-of-human-moves) | |
| 818 "Your move ? (move to a free square and hit X, RET ...)" | |
| 819 "Your move ?")) | |
| 820 ;; This may seem silly, but if one omits the following line (or a similar | |
| 821 ;; one), the cursor may very well go to some place where POINT is not. | |
| 822 (save-excursion (set-buffer (other-buffer)))) | |
| 823 | |
| 824 (defun gomoku-prompt-for-other-game () | |
| 825 "Ask for another game, and start it." | |
| 826 (if (y-or-n-p "Another game ") | |
| 827 (gomoku gomoku-board-width gomoku-board-height) | |
| 828 (message "Chicken !"))) | |
| 829 | |
| 830 (defun gomoku-offer-a-draw () | |
| 831 "Offer a draw and return T if Human accepted it." | |
| 832 (or (y-or-n-p "I offer you a draw. Do you accept it ") | |
| 833 (prog1 (setq gomoku-human-refused-draw t) | |
| 834 nil))) | |
| 835 | |
| 836 ;;; | |
| 837 ;;; DISPLAYING THE BOARD. | |
| 838 ;;; | |
| 839 | |
| 840 ;; You may change these values if you have a small screen or if the squares | |
| 841 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1). | |
| 842 | |
| 843 (defconst gomoku-square-width 4 | |
| 844 "*Horizontal spacing between squares on the Gomoku board.") | |
| 845 | |
| 846 (defconst gomoku-square-height 2 | |
| 847 "*Vertical spacing between squares on the Gomoku board.") | |
| 848 | |
| 849 (defconst gomoku-x-offset 3 | |
| 850 "*Number of columns between the Gomoku board and the side of the window.") | |
| 851 | |
| 852 (defconst gomoku-y-offset 1 | |
| 853 "*Number of lines between the Gomoku board and the top of the window.") | |
| 854 | |
| 855 | |
| 856 (defun gomoku-max-width () | |
| 857 "Largest possible board width for the current window." | |
| 858 (1+ (/ (- (window-width (selected-window)) | |
| 859 gomoku-x-offset gomoku-x-offset 1) | |
| 860 gomoku-square-width))) | |
| 861 | |
| 862 (defun gomoku-max-height () | |
| 863 "Largest possible board height for the current window." | |
| 864 (1+ (/ (- (window-height (selected-window)) | |
| 865 gomoku-y-offset gomoku-y-offset 2) | |
| 866 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line ! | |
| 867 gomoku-square-height))) | |
| 868 | |
| 869 (defun gomoku-point-x () | |
| 870 "Return the board column where point is, or nil if it is not a board column." | |
| 871 (let ((col (- (current-column) gomoku-x-offset))) | |
| 872 (if (and (>= col 0) | |
| 873 (zerop (% col gomoku-square-width)) | |
| 874 (<= (setq col (1+ (/ col gomoku-square-width))) | |
| 875 gomoku-board-width)) | |
| 876 col))) | |
| 877 | |
| 878 (defun gomoku-point-y () | |
| 879 "Return the board row where point is, or nil if it is not a board row." | |
| 880 (let ((row (- (count-lines 1 (point)) gomoku-y-offset 1))) | |
| 881 (if (and (>= row 0) | |
| 882 (zerop (% row gomoku-square-height)) | |
| 883 (<= (setq row (1+ (/ row gomoku-square-height))) | |
| 884 gomoku-board-height)) | |
| 885 row))) | |
| 886 | |
| 887 (defun gomoku-point-square () | |
| 888 "Return the index of the square point is on, or nil if not on the board." | |
| 889 (let (x y) | |
| 890 (and (setq x (gomoku-point-x)) | |
| 891 (setq y (gomoku-point-y)) | |
| 892 (gomoku-xy-to-index x y)))) | |
| 893 | |
| 894 (defun gomoku-goto-square (index) | |
| 895 "Move point to square number INDEX." | |
| 896 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index))) | |
| 897 | |
| 898 (defun gomoku-goto-xy (x y) | |
| 899 "Move point to square at X, Y coords." | |
| 900 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y)))) | |
| 901 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x))))) | |
| 902 | |
| 903 (defun gomoku-plot-square (square value) | |
| 904 "Draw 'X', 'O' or '.' on SQUARE (depending on VALUE), leave point there." | |
| 905 (gomoku-goto-square square) | |
| 906 (gomoku-put-char (cond ((= value 1) ?X) | |
| 907 ((= value 6) ?O) | |
| 908 (t ?.))) | |
| 909 (sit-for 0)) ; Display NOW | |
| 910 | |
| 911 (defun gomoku-put-char (char) | |
| 912 "Draw CHAR on the Gomoku screen." | |
| 913 (if buffer-read-only (toggle-read-only)) | |
| 914 (insert char) | |
| 915 (delete-char 1) | |
| 916 (backward-char 1) | |
| 917 (toggle-read-only)) | |
| 918 | |
| 919 (defun gomoku-init-display (n m) | |
| 920 "Display an N by M Gomoku board." | |
| 52 | 921 (buffer-disable-undo (current-buffer)) |
| 36 | 922 (if buffer-read-only (toggle-read-only)) |
| 923 (erase-buffer) | |
| 924 (let (string1 string2 string3 string4) | |
| 925 ;; We do not use gomoku-plot-square which would be too slow for | |
| 926 ;; initializing the display. Rather we build STRING1 for lines where | |
| 927 ;; board squares are to be found, and STRING2 for empty lines. STRING1 is | |
| 928 ;; like STRING2 except for dots every DX squares. Empty lines are filled | |
| 929 ;; with spaces so that cursor moving up and down remains on the same | |
| 930 ;; column. | |
| 931 (setq string1 (concat (make-string (1- gomoku-square-width) ? ) ".") | |
| 932 string1 (apply 'concat | |
| 933 (make-list (1- n) string1)) | |
| 934 string1 (concat (make-string gomoku-x-offset ? ) "." string1 "\n") | |
| 935 string2 (make-string (+ 1 gomoku-x-offset | |
| 936 (* (1- n) gomoku-square-width)) | |
| 937 ? ) | |
| 938 string2 (concat string2 "\n") | |
| 939 string3 (apply 'concat | |
| 940 (make-list (1- gomoku-square-height) string2)) | |
| 941 string3 (concat string3 string1) | |
| 942 string3 (apply 'concat | |
| 943 (make-list (1- m) string3)) | |
| 944 string4 (apply 'concat | |
| 945 (make-list gomoku-y-offset string2))) | |
| 946 (insert string4 string1 string3)) | |
| 947 (toggle-read-only) | |
| 948 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board | |
| 949 (sit-for 0)) ; Display NOW | |
| 950 | |
| 951 (defun gomoku-display-statistics () | |
| 952 "Obnoxiously display some statistics about previous games in mode line." | |
| 953 ;; We store this string in the mode-line-process local variable. | |
| 954 ;; This is certainly not the cleanest way out ... | |
| 955 (setq mode-line-process | |
| 956 (cond | |
| 957 ((not (zerop gomoku-number-of-draws)) | |
| 958 (format ": Won %d, lost %d, drew %d" | |
| 959 gomoku-number-of-wins | |
| 960 gomoku-number-of-losses | |
| 961 gomoku-number-of-draws)) | |
| 962 ((not (zerop gomoku-number-of-losses)) | |
| 963 (format ": Won %d, lost %d" | |
| 964 gomoku-number-of-wins | |
| 965 gomoku-number-of-losses)) | |
| 966 ((zerop gomoku-number-of-wins) | |
| 967 "") | |
| 968 ((= 1 gomoku-number-of-wins) | |
| 969 ": Already won one") | |
| 970 (t | |
| 971 (format ": Won %d in a row" | |
| 972 gomoku-number-of-wins)))) | |
| 973 ;; Then a (standard) kludgy line will force update of mode line. | |
| 974 (set-buffer-modified-p (buffer-modified-p))) | |
| 975 | |
| 976 (defun gomoku-switch-to-window () | |
| 977 "Find or create the Gomoku buffer, and display it." | |
| 978 (interactive) | |
| 979 (let ((buff (get-buffer "*Gomoku*"))) | |
| 980 (if buff ; Buffer exists: | |
| 981 (switch-to-buffer buff) ; no problem. | |
| 982 (if gomoku-game-in-progress | |
| 983 (gomoku-crash-game)) ; buffer has been killed or something | |
| 984 (switch-to-buffer "*Gomoku*") ; Anyway, start anew. | |
| 985 (gomoku-mode)))) | |
| 986 | |
| 987 ;;; | |
| 988 ;;; CROSSING WINNING QTUPLES. | |
| 989 ;;; | |
| 990 | |
| 991 ;; When someone succeeds in filling a qtuple, we draw a line over the five | |
| 992 ;; corresponding squares. One problem is that the program does not know which | |
| 993 ;; squares ! It only knows the square where the last move has been played and | |
| 994 ;; who won. The solution is to scan the board along all four directions. | |
| 995 | |
| 996 (defvar gomoku-winning-qtuple-beg nil | |
| 997 "First square of the winning qtuple.") | |
| 998 | |
| 999 (defvar gomoku-winning-qtuple-end nil | |
| 1000 "Last square of the winning qtuple.") | |
| 1001 | |
| 1002 (defvar gomoku-winning-qtuple-dx nil | |
| 1003 "Direction of the winning qtuple (along the X axis).") | |
| 1004 | |
| 1005 (defvar gomoku-winning-qtuple-dy nil | |
| 1006 "Direction of the winning qtuple (along the Y axis).") | |
| 1007 | |
| 1008 | |
| 1009 (defun gomoku-find-filled-qtuple (square value) | |
| 1010 "Return T if SQUARE belongs to a qtuple filled with VALUEs." | |
| 1011 (or (gomoku-check-filled-qtuple square value 1 0) | |
| 1012 (gomoku-check-filled-qtuple square value 0 1) | |
| 1013 (gomoku-check-filled-qtuple square value 1 1) | |
| 1014 (gomoku-check-filled-qtuple square value -1 1))) | |
| 1015 | |
| 1016 (defun gomoku-check-filled-qtuple (square value dx dy) | |
| 1017 "Return T if SQUARE belongs to a qtuple filled with VALUEs along DX, DY." | |
| 1018 ;; And record it in the WINNING-QTUPLE-... variables. | |
| 1019 (let ((a 0) (b 0) | |
| 1020 (left square) (right square) | |
| 1021 (depl (gomoku-xy-to-index dx dy)) | |
| 1022 a+4) | |
| 1023 (while (and (> a -4) ; stretch tuple left | |
| 1024 (= value (aref gomoku-board (setq left (- left depl))))) | |
| 1025 (setq a (1- a))) | |
| 1026 (setq a+4 (+ a 4)) | |
| 1027 (while (and (< b a+4) ; stretch tuple right | |
| 1028 (= value (aref gomoku-board (setq right (+ right depl))))) | |
| 1029 (setq b (1+ b))) | |
| 1030 (cond ((= b a+4) ; tuple length = 5 ? | |
| 1031 (setq gomoku-winning-qtuple-beg (+ square (* a depl)) | |
| 1032 gomoku-winning-qtuple-end (+ square (* b depl)) | |
| 1033 gomoku-winning-qtuple-dx dx | |
| 1034 gomoku-winning-qtuple-dy dy) | |
| 1035 t)))) | |
| 1036 | |
| 1037 (defun gomoku-cross-winning-qtuple () | |
| 207 | 1038 "Cross winning qtuple, as found by `gomoku-find-filled-qtuple'." |
| 36 | 1039 (gomoku-cross-qtuple gomoku-winning-qtuple-beg |
| 1040 gomoku-winning-qtuple-end | |
| 1041 gomoku-winning-qtuple-dx | |
| 1042 gomoku-winning-qtuple-dy)) | |
| 1043 | |
| 1044 (defun gomoku-cross-qtuple (square1 square2 dx dy) | |
| 1045 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction." | |
| 1046 (save-excursion ; Not moving point from last square | |
| 1047 (let ((depl (gomoku-xy-to-index dx dy))) | |
| 1048 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1 | |
| 1049 (while (not (= square1 square2)) | |
| 1050 (gomoku-goto-square square1) | |
| 1051 (setq square1 (+ square1 depl)) | |
| 1052 (cond | |
| 1053 ((and (= dx 1) (= dy 0)) ; Horizontal | |
| 1054 (let ((n 1)) | |
| 1055 (while (< n gomoku-square-width) | |
| 1056 (setq n (1+ n)) | |
| 1057 (forward-char 1) | |
| 1058 (gomoku-put-char ?-)))) | |
| 1059 ((and (= dx 0) (= dy 1)) ; Vertical | |
| 1060 (let ((n 1)) | |
| 1061 (while (< n gomoku-square-height) | |
| 1062 (setq n (1+ n)) | |
| 1063 (next-line 1) | |
| 1064 (gomoku-put-char ?|)))) | |
| 1065 ((and (= dx -1) (= dy 1)) ; 1st Diagonal | |
| 1066 (backward-char (/ gomoku-square-width 2)) | |
| 1067 (next-line (/ gomoku-square-height 2)) | |
| 1068 (gomoku-put-char ?/)) | |
| 1069 ((and (= dx 1) (= dy 1)) ; 2nd Diagonal | |
| 1070 (forward-char (/ gomoku-square-width 2)) | |
| 1071 (next-line (/ gomoku-square-height 2)) | |
| 1072 (gomoku-put-char ?\\)))))) | |
| 1073 (sit-for 0)) ; Display NOW | |
| 1074 | |
| 1075 ;;; | |
| 1076 ;;; CURSOR MOTION. | |
| 1077 ;;; | |
| 1078 (defun gomoku-move-left () | |
| 1079 "Move point backward one column on the Gomoku board." | |
| 1080 (interactive) | |
| 1081 (let ((x (gomoku-point-x))) | |
| 1082 (backward-char (cond ((null x) 1) | |
| 1083 ((> x 1) gomoku-square-width) | |
| 1084 (t 0))))) | |
| 1085 | |
| 1086 (defun gomoku-move-right () | |
| 1087 "Move point forward one column on the Gomoku board." | |
| 1088 (interactive) | |
| 1089 (let ((x (gomoku-point-x))) | |
| 1090 (forward-char (cond ((null x) 1) | |
| 1091 ((< x gomoku-board-width) gomoku-square-width) | |
| 1092 (t 0))))) | |
| 1093 | |
| 1094 (defun gomoku-move-down () | |
| 1095 "Move point down one row on the Gomoku board." | |
| 1096 (interactive) | |
| 1097 (let ((y (gomoku-point-y))) | |
| 1098 (next-line (cond ((null y) 1) | |
| 1099 ((< y gomoku-board-height) gomoku-square-height) | |
| 1100 (t 0))))) | |
| 1101 | |
| 1102 (defun gomoku-move-up () | |
| 1103 "Move point up one row on the Gomoku board." | |
| 1104 (interactive) | |
| 1105 (let ((y (gomoku-point-y))) | |
| 1106 (previous-line (cond ((null y) 1) | |
| 1107 ((> y 1) gomoku-square-height) | |
| 1108 (t 0))))) | |
| 1109 | |
| 1110 (defun gomoku-move-ne () | |
| 1111 "Move point North East on the Gomoku board." | |
| 1112 (interactive) | |
| 1113 (gomoku-move-up) | |
| 1114 (gomoku-move-right)) | |
| 1115 | |
| 1116 (defun gomoku-move-se () | |
| 1117 "Move point South East on the Gomoku board." | |
| 1118 (interactive) | |
| 1119 (gomoku-move-down) | |
| 1120 (gomoku-move-right)) | |
| 1121 | |
| 1122 (defun gomoku-move-nw () | |
| 1123 "Move point North West on the Gomoku board." | |
| 1124 (interactive) | |
| 1125 (gomoku-move-up) | |
| 1126 (gomoku-move-left)) | |
| 1127 | |
| 1128 (defun gomoku-move-sw () | |
| 1129 "Move point South West on the Gomoku board." | |
| 1130 (interactive) | |
| 1131 (gomoku-move-down) | |
| 1132 (gomoku-move-left)) | |
| 1133 | |
| 584 | 1134 (provide 'gomoku) |
| 36 | 1135 |
|
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Eric S. Raymond <esr@snark.thyrsus.com>
parents:
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changeset
|
1136 ;;; gomoku.el ends here |
