Check for krb and des libraries.
[emacs.git] / lisp / play / gomoku.el
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1 ;;; gomoku.el --- Gomoku game between you and Emacs
3 ;; Copyright (C) 1988, 1994, 1996 Free Software Foundation, Inc.
5 ;; Author: Philippe Schnoebelen <phs@lifia.imag.fr>
6 ;; Adapted-By: ESR, Daniel.Pfeiffer@Informatik.START.dbp.de
7 ;; Keywords: games
9 ;; This file is part of GNU Emacs.
11 ;; GNU Emacs is free software; you can redistribute it and/or modify
12 ;; it under the terms of the GNU General Public License as published by
13 ;; the Free Software Foundation; either version 2, or (at your option)
14 ;; any later version.
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.
21 ;; You should have received a copy of the GNU General Public License
22 ;; along with GNU Emacs; see the file COPYING. If not, write to the
23 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
24 ;; Boston, MA 02111-1307, USA.
26 ;;; Commentary:
28 ;; RULES:
30 ;; Gomoku is a game played between two players on a rectangular board. Each
31 ;; player, in turn, marks a free square of its choice. The winner is the first
32 ;; one to mark five contiguous squares in any direction (horizontally,
33 ;; vertically or diagonally).
35 ;; I have been told that, in "The TRUE Gomoku", some restrictions are made
36 ;; about the squares where one may play, or else there is a known forced win
37 ;; for the first player. This program has no such restriction, but it does not
38 ;; know about the forced win, nor do I. Furthermore, you probably do not know
39 ;; it yourself :-).
42 ;; There are two main places where you may want to customize the program: key
43 ;; bindings and board display. These features are commented in the code. Go
44 ;; and see.
47 ;; HOW TO USE:
49 ;; The command "M-x gomoku" displays a
50 ;; board, the size of which depends on the size of the current window. The
51 ;; size of the board is easily modified by giving numeric arguments to the
52 ;; gomoku command and/or by customizing the displaying parameters.
54 ;; Emacs plays when it is its turn. When it is your turn, just put the cursor
55 ;; on the square where you want to play and hit RET, or X, or whatever key you
56 ;; bind to the command gomoku-human-plays. When it is your turn, Emacs is
57 ;; idle: you may switch buffers, read your mail, ... Just come back to the
58 ;; *Gomoku* buffer and resume play.
61 ;; ALGORITHM:
63 ;; The algorithm is briefly described in section "THE SCORE TABLE". Some
64 ;; parameters may be modified if you want to change the style exhibited by the
65 ;; program.
67 ;;; Code:
69 ;;;
70 ;;; GOMOKU MODE AND KEYMAP.
71 ;;;
72 (defvar gomoku-mode-hook nil
73 "If non-nil, its value is called on entry to Gomoku mode.")
75 (defvar gomoku-mode-map nil
76 "Local keymap to use in Gomoku mode.")
78 (if gomoku-mode-map nil
79 (setq gomoku-mode-map (make-sparse-keymap))
81 ;; Key bindings for cursor motion.
82 (define-key gomoku-mode-map "y" 'gomoku-move-nw) ; y
83 (define-key gomoku-mode-map "u" 'gomoku-move-ne) ; u
84 (define-key gomoku-mode-map "b" 'gomoku-move-sw) ; b
85 (define-key gomoku-mode-map "n" 'gomoku-move-se) ; n
86 (define-key gomoku-mode-map "h" 'backward-char) ; h
87 (define-key gomoku-mode-map "l" 'forward-char) ; l
88 (define-key gomoku-mode-map "j" 'gomoku-move-down) ; j
89 (define-key gomoku-mode-map "k" 'gomoku-move-up) ; k
91 (define-key gomoku-mode-map [kp-7] 'gomoku-move-nw)
92 (define-key gomoku-mode-map [kp-9] 'gomoku-move-ne)
93 (define-key gomoku-mode-map [kp-1] 'gomoku-move-sw)
94 (define-key gomoku-mode-map [kp-3] 'gomoku-move-se)
95 (define-key gomoku-mode-map [kp-4] 'backward-char)
96 (define-key gomoku-mode-map [kp-6] 'forward-char)
97 (define-key gomoku-mode-map [kp-2] 'gomoku-move-down)
98 (define-key gomoku-mode-map [kp-8] 'gomoku-move-up)
100 (define-key gomoku-mode-map "\C-n" 'gomoku-move-down) ; C-n
101 (define-key gomoku-mode-map "\C-p" 'gomoku-move-up) ; C-p
103 ;; Key bindings for entering Human moves.
104 (define-key gomoku-mode-map "X" 'gomoku-human-plays) ; X
105 (define-key gomoku-mode-map "x" 'gomoku-human-plays) ; x
106 (define-key gomoku-mode-map " " 'gomoku-human-plays) ; SPC
107 (define-key gomoku-mode-map "\C-m" 'gomoku-human-plays) ; RET
108 (define-key gomoku-mode-map "\C-c\C-p" 'gomoku-human-plays) ; C-c C-p
109 (define-key gomoku-mode-map "\C-c\C-b" 'gomoku-human-takes-back) ; C-c C-b
110 (define-key gomoku-mode-map "\C-c\C-r" 'gomoku-human-resigns) ; C-c C-r
111 (define-key gomoku-mode-map "\C-c\C-e" 'gomoku-emacs-plays) ; C-c C-e
113 (define-key gomoku-mode-map [kp-enter] 'gomoku-human-plays)
114 (define-key gomoku-mode-map [insert] 'gomoku-human-plays)
115 (define-key gomoku-mode-map [down-mouse-1] 'gomoku-click)
116 (define-key gomoku-mode-map [drag-mouse-1] 'gomoku-click)
117 (define-key gomoku-mode-map [mouse-1] 'gomoku-click)
118 (define-key gomoku-mode-map [down-mouse-2] 'gomoku-click)
119 (define-key gomoku-mode-map [mouse-2] 'gomoku-mouse-play)
120 (define-key gomoku-mode-map [drag-mouse-2] 'gomoku-mouse-play)
122 (substitute-key-definition 'previous-line 'gomoku-move-up
123 gomoku-mode-map (current-global-map))
124 (substitute-key-definition 'next-line 'gomoku-move-down
125 gomoku-mode-map (current-global-map))
126 (substitute-key-definition 'beginning-of-line 'gomoku-beginning-of-line
127 gomoku-mode-map (current-global-map))
128 (substitute-key-definition 'end-of-line 'gomoku-end-of-line
129 gomoku-mode-map (current-global-map))
130 (substitute-key-definition 'undo 'gomoku-human-takes-back
131 gomoku-mode-map (current-global-map))
132 (substitute-key-definition 'advertised-undo 'gomoku-human-takes-back
133 gomoku-mode-map (current-global-map)))
135 (defvar gomoku-emacs-won ()
136 "*For making font-lock use the winner's face for the line.")
138 (defvar gomoku-font-lock-O-face
139 (if window-system
140 (list (facemenu-get-face 'fg:red) 'bold))
141 "*Face to use for Emacs' O.")
143 (defvar gomoku-font-lock-X-face
144 (if window-system
145 (list (facemenu-get-face 'fg:green) 'bold))
146 "*Face to use for your X.")
148 (defvar gomoku-font-lock-keywords
149 '(("O" . gomoku-font-lock-O-face)
150 ("X" . gomoku-font-lock-X-face)
151 ("[-|/\\]" 0 (if gomoku-emacs-won
152 gomoku-font-lock-O-face
153 gomoku-font-lock-X-face)))
154 "*Font lock rules for Gomoku.")
156 (put 'gomoku-mode 'front-sticky
157 (put 'gomoku-mode 'rear-nonsticky '(intangible)))
158 (put 'gomoku-mode 'intangible 1)
160 (defun gomoku-mode ()
161 "Major mode for playing Gomoku against Emacs.
162 You and Emacs play in turn by marking a free square. You mark it with X
163 and Emacs marks it with O. The winner is the first to get five contiguous
164 marks horizontally, vertically or in diagonal.
166 You play by moving the cursor over the square you choose and hitting \\[gomoku-human-plays].
168 Other useful commands:
169 \\{gomoku-mode-map}
170 Entry to this mode calls the value of `gomoku-mode-hook' if that value
171 is non-nil. One interesting value is `turn-on-font-lock'."
172 (interactive)
173 (setq major-mode 'gomoku-mode
174 mode-name "Gomoku")
175 (gomoku-display-statistics)
176 (use-local-map gomoku-mode-map)
177 (make-local-variable 'font-lock-defaults)
178 (setq font-lock-defaults '(gomoku-font-lock-keywords t))
179 (toggle-read-only t)
180 (run-hooks 'gomoku-mode-hook))
183 ;;; THE BOARD.
186 ;; The board is a rectangular grid. We code empty squares with 0, X's with 1
187 ;; and O's with 6. The rectangle is recorded in a one dimensional vector
188 ;; containing padding squares (coded with -1). These squares allow us to
189 ;; detect when we are trying to move out of the board. We denote a square by
190 ;; its (X,Y) coords, or by the INDEX corresponding to them in the vector. The
191 ;; leftmost topmost square has coords (1,1) and index gomoku-board-width + 2.
192 ;; Similarly, vectors between squares may be given by two DX, DY coords or by
193 ;; one DEPL (the difference between indexes).
195 (defvar gomoku-board-width nil
196 "Number of columns on the Gomoku board.")
198 (defvar gomoku-board-height nil
199 "Number of lines on the Gomoku board.")
201 (defvar gomoku-board nil
202 "Vector recording the actual state of the Gomoku board.")
204 (defvar gomoku-vector-length nil
205 "Length of gomoku-board vector.")
207 (defvar gomoku-draw-limit nil
208 ;; This is usually set to 70% of the number of squares.
209 "After how many moves will Emacs offer a draw?")
212 (defun gomoku-xy-to-index (x y)
213 "Translate X, Y cartesian coords into the corresponding board index."
214 (+ (* y gomoku-board-width) x y))
216 (defun gomoku-index-to-x (index)
217 "Return corresponding x-coord of board INDEX."
218 (% index (1+ gomoku-board-width)))
220 (defun gomoku-index-to-y (index)
221 "Return corresponding y-coord of board INDEX."
222 (/ index (1+ gomoku-board-width)))
224 (defun gomoku-init-board ()
225 "Create the gomoku-board vector and fill it with initial values."
226 (setq gomoku-board (make-vector gomoku-vector-length 0))
227 ;; Every square is 0 (i.e. empty) except padding squares:
228 (let ((i 0) (ii (1- gomoku-vector-length)))
229 (while (<= i gomoku-board-width) ; The squares in [0..width] and in
230 (aset gomoku-board i -1) ; [length - width - 1..length - 1]
231 (aset gomoku-board ii -1) ; are padding squares.
232 (setq i (1+ i)
233 ii (1- ii))))
234 (let ((i 0))
235 (while (< i gomoku-vector-length)
236 (aset gomoku-board i -1) ; and also all k*(width+1)
237 (setq i (+ i gomoku-board-width 1)))))
240 ;;; THE SCORE TABLE.
243 ;; Every (free) square has a score associated to it, recorded in the
244 ;; GOMOKU-SCORE-TABLE vector. The program always plays in the square having
245 ;; the highest score.
247 (defvar gomoku-score-table nil
248 "Vector recording the actual score of the free squares.")
251 ;; The key point point about the algorithm is that, rather than considering
252 ;; the board as just a set of squares, we prefer to see it as a "space" of
253 ;; internested 5-tuples of contiguous squares (called qtuples).
255 ;; The aim of the program is to fill one qtuple with its O's while preventing
256 ;; you from filling another one with your X's. To that effect, it computes a
257 ;; score for every qtuple, with better qtuples having better scores. Of
258 ;; course, the score of a qtuple (taken in isolation) is just determined by
259 ;; its contents as a set, i.e. not considering the order of its elements. The
260 ;; highest score is given to the "OOOO" qtuples because playing in such a
261 ;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
262 ;; not playing in it is just loosing the game, and so on. Note that a
263 ;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
264 ;; has score zero because there is no more any point in playing in it, from
265 ;; both an attacking and a defending point of view.
267 ;; Given the score of every qtuple, the score of a given free square on the
268 ;; board is just the sum of the scores of all the qtuples to which it belongs,
269 ;; because playing in that square is playing in all its containing qtuples at
270 ;; once. And it is that function which takes into account the internesting of
271 ;; the qtuples.
273 ;; This algorithm is rather simple but anyway it gives a not so dumb level of
274 ;; play. It easily extends to "n-dimensional Gomoku", where a win should not
275 ;; be obtained with as few as 5 contiguous marks: 6 or 7 (depending on n !)
276 ;; should be preferred.
279 ;; Here are the scores of the nine "non-polluted" configurations. Tuning
280 ;; these values will change (hopefully improve) the strength of the program
281 ;; and may change its style (rather aggressive here).
283 (defconst nil-score 7 "Score of an empty qtuple.")
284 (defconst Xscore 15 "Score of a qtuple containing one X.")
285 (defconst XXscore 400 "Score of a qtuple containing two X's.")
286 (defconst XXXscore 1800 "Score of a qtuple containing three X's.")
287 (defconst XXXXscore 100000 "Score of a qtuple containing four X's.")
288 (defconst Oscore 35 "Score of a qtuple containing one O.")
289 (defconst OOscore 800 "Score of a qtuple containing two O's.")
290 (defconst OOOscore 15000 "Score of a qtuple containing three O's.")
291 (defconst OOOOscore 800000 "Score of a qtuple containing four O's.")
293 ;; These values are not just random: if, given the following situation:
295 ;; . . . . . . . O .
296 ;; . X X a . . . X .
297 ;; . . . X . . . X .
298 ;; . . . X . . . X .
299 ;; . . . . . . . b .
301 ;; you want Emacs to play in "a" and not in "b", then the parameters must
302 ;; satisfy the inequality:
304 ;; 6 * XXscore > XXXscore + XXscore
306 ;; because "a" mainly belongs to six "XX" qtuples (the others are less
307 ;; important) while "b" belongs to one "XXX" and one "XX" qtuples. Other
308 ;; conditions are required to obtain sensible moves, but the previous example
309 ;; should illustrate the point. If you manage to improve on these values,
310 ;; please send me a note. Thanks.
313 ;; As we chose values 0, 1 and 6 to denote empty, X and O squares, the
314 ;; contents of a qtuple are uniquely determined by the sum of its elements and
315 ;; we just have to set up a translation table.
317 (defconst gomoku-score-trans-table
318 (vector nil-score Xscore XXscore XXXscore XXXXscore 0
319 Oscore 0 0 0 0 0
320 OOscore 0 0 0 0 0
321 OOOscore 0 0 0 0 0
322 OOOOscore 0 0 0 0 0
324 "Vector associating qtuple contents to their score.")
327 ;; If you do not modify drastically the previous constants, the only way for a
328 ;; square to have a score higher than OOOOscore is to belong to a "OOOO"
329 ;; qtuple, thus to be a winning move. Similarly, the only way for a square to
330 ;; have a score between XXXXscore and OOOOscore is to belong to a "XXXX"
331 ;; qtuple. We may use these considerations to detect when a given move is
332 ;; winning or loosing.
334 (defconst gomoku-winning-threshold OOOOscore
335 "Threshold score beyond which an Emacs move is winning.")
337 (defconst gomoku-loosing-threshold XXXXscore
338 "Threshold score beyond which a human move is winning.")
341 (defun gomoku-strongest-square ()
342 "Compute index of free square with highest score, or nil if none."
343 ;; We just have to loop other all squares. However there are two problems:
344 ;; 1/ The SCORE-TABLE only gives correct scores to free squares. To speed
345 ;; up future searches, we set the score of padding or occupied squares
346 ;; to -1 whenever we meet them.
347 ;; 2/ We want to choose randomly between equally good moves.
348 (let ((score-max 0)
349 (count 0) ; Number of equally good moves
350 (square (gomoku-xy-to-index 1 1)) ; First square
351 (end (gomoku-xy-to-index gomoku-board-width gomoku-board-height))
352 best-square score)
353 (while (<= square end)
354 (cond
355 ;; If score is lower (i.e. most of the time), skip to next:
356 ((< (aref gomoku-score-table square) score-max))
357 ;; If score is better, beware of non free squares:
358 ((> (setq score (aref gomoku-score-table square)) score-max)
359 (if (zerop (aref gomoku-board square)) ; is it free ?
360 (setq count 1 ; yes: take it !
361 best-square square
362 score-max score)
363 (aset gomoku-score-table square -1))) ; no: kill it !
364 ;; If score is equally good, choose randomly. But first check freeness:
365 ((not (zerop (aref gomoku-board square)))
366 (aset gomoku-score-table square -1))
367 ((zerop (random (setq count (1+ count))))
368 (setq best-square square
369 score-max score)))
370 (setq square (1+ square))) ; try next square
371 best-square))
374 ;;; INITIALIZING THE SCORE TABLE.
377 ;; At initialization the board is empty so that every qtuple amounts for
378 ;; nil-score. Therefore, the score of any square is nil-score times the number
379 ;; of qtuples that pass through it. This number is 3 in a corner and 20 if you
380 ;; are sufficiently far from the sides. As computing the number is time
381 ;; consuming, we initialize every square with 20*nil-score and then only
382 ;; consider squares at less than 5 squares from one side. We speed this up by
383 ;; taking symmetry into account.
384 ;; Also, as it is likely that successive games will be played on a board with
385 ;; same size, it is a good idea to save the initial SCORE-TABLE configuration.
387 (defvar gomoku-saved-score-table nil
388 "Recorded initial value of previous score table.")
390 (defvar gomoku-saved-board-width nil
391 "Recorded value of previous board width.")
393 (defvar gomoku-saved-board-height nil
394 "Recorded value of previous board height.")
397 (defun gomoku-init-score-table ()
398 "Create the score table vector and fill it with initial values."
399 (if (and gomoku-saved-score-table ; Has it been stored last time ?
400 (= gomoku-board-width gomoku-saved-board-width)
401 (= gomoku-board-height gomoku-saved-board-height))
402 (setq gomoku-score-table (copy-sequence gomoku-saved-score-table))
403 ;; No, compute it:
404 (setq gomoku-score-table
405 (make-vector gomoku-vector-length (* 20 nil-score)))
406 (let (i j maxi maxj maxi2 maxj2)
407 (setq maxi (/ (1+ gomoku-board-width) 2)
408 maxj (/ (1+ gomoku-board-height) 2)
409 maxi2 (min 4 maxi)
410 maxj2 (min 4 maxj))
411 ;; We took symmetry into account and could use it more if the board
412 ;; would have been square and not rectangular !
413 ;; In our case we deal with all (i,j) in the set [1..maxi2]*[1..maxj] U
414 ;; [maxi2+1..maxi]*[1..maxj2]. Maxi2 and maxj2 are used because the
415 ;; board may well be less than 8 by 8 !
416 (setq i 1)
417 (while (<= i maxi2)
418 (setq j 1)
419 (while (<= j maxj)
420 (gomoku-init-square-score i j)
421 (setq j (1+ j)))
422 (setq i (1+ i)))
423 (while (<= i maxi)
424 (setq j 1)
425 (while (<= j maxj2)
426 (gomoku-init-square-score i j)
427 (setq j (1+ j)))
428 (setq i (1+ i))))
429 (setq gomoku-saved-score-table (copy-sequence gomoku-score-table)
430 gomoku-saved-board-width gomoku-board-width
431 gomoku-saved-board-height gomoku-board-height)))
433 (defun gomoku-nb-qtuples (i j)
434 "Return the number of qtuples containing square I,J."
435 ;; This function is complicated because we have to deal
436 ;; with ugly cases like 3 by 6 boards, but it works.
437 ;; If you have a simpler (and correct) solution, send it to me. Thanks !
438 (let ((left (min 4 (1- i)))
439 (right (min 4 (- gomoku-board-width i)))
440 (up (min 4 (1- j)))
441 (down (min 4 (- gomoku-board-height j))))
442 (+ -12
443 (min (max (+ left right) 3) 8)
444 (min (max (+ up down) 3) 8)
445 (min (max (+ (min left up) (min right down)) 3) 8)
446 (min (max (+ (min right up) (min left down)) 3) 8))))
448 (defun gomoku-init-square-score (i j)
449 "Give initial score to square I,J and to its mirror images."
450 (let ((ii (1+ (- gomoku-board-width i)))
451 (jj (1+ (- gomoku-board-height j)))
452 (sc (* (gomoku-nb-qtuples i j) (aref gomoku-score-trans-table 0))))
453 (aset gomoku-score-table (gomoku-xy-to-index i j) sc)
454 (aset gomoku-score-table (gomoku-xy-to-index ii j) sc)
455 (aset gomoku-score-table (gomoku-xy-to-index i jj) sc)
456 (aset gomoku-score-table (gomoku-xy-to-index ii jj) sc)))
459 ;;; MAINTAINING THE SCORE TABLE.
462 ;; We do not provide functions for computing the SCORE-TABLE given the
463 ;; contents of the BOARD. This would involve heavy nested loops, with time
464 ;; proportional to the size of the board. It is better to update the
465 ;; SCORE-TABLE after each move. Updating needs not modify more than 36
466 ;; squares: it is done in constant time.
468 (defun gomoku-update-score-table (square dval)
469 "Update score table after SQUARE received a DVAL increment."
470 ;; The board has already been updated when this function is called.
471 ;; Updating scores is done by looking for qtuples boundaries in all four
472 ;; directions and then calling update-score-in-direction.
473 ;; Finally all squares received the right increment, and then are up to
474 ;; date, except possibly for SQUARE itself if we are taking a move back for
475 ;; its score had been set to -1 at the time.
476 (let* ((x (gomoku-index-to-x square))
477 (y (gomoku-index-to-y square))
478 (imin (max -4 (- 1 x)))
479 (jmin (max -4 (- 1 y)))
480 (imax (min 0 (- gomoku-board-width x 4)))
481 (jmax (min 0 (- gomoku-board-height y 4))))
482 (gomoku-update-score-in-direction imin imax
483 square 1 0 dval)
484 (gomoku-update-score-in-direction jmin jmax
485 square 0 1 dval)
486 (gomoku-update-score-in-direction (max imin jmin) (min imax jmax)
487 square 1 1 dval)
488 (gomoku-update-score-in-direction (max (- 1 y) -4
489 (- x gomoku-board-width))
490 (min 0 (- x 5)
491 (- gomoku-board-height y 4))
492 square -1 1 dval)))
494 (defun gomoku-update-score-in-direction (left right square dx dy dval)
495 "Update scores for all squares in the qtuples starting between the LEFTth
496 square and the RIGHTth after SQUARE, along the DX, DY direction, considering
497 that DVAL has been added on SQUARE."
498 ;; We always have LEFT <= 0, RIGHT <= 0 and DEPL > 0 but we may very well
499 ;; have LEFT > RIGHT, indicating that no qtuple contains SQUARE along that
500 ;; DX,DY direction.
501 (cond
502 ((> left right)) ; Quit
503 (t ; Else ..
504 (let (depl square0 square1 square2 count delta)
505 (setq depl (gomoku-xy-to-index dx dy)
506 square0 (+ square (* left depl))
507 square1 (+ square (* right depl))
508 square2 (+ square0 (* 4 depl)))
509 ;; Compute the contents of the first qtuple:
510 (setq square square0
511 count 0)
512 (while (<= square square2)
513 (setq count (+ count (aref gomoku-board square))
514 square (+ square depl)))
515 (while (<= square0 square1)
516 ;; Update the squares of the qtuple beginning in SQUARE0 and ending
517 ;; in SQUARE2.
518 (setq delta (- (aref gomoku-score-trans-table count)
519 (aref gomoku-score-trans-table (- count dval))))
520 (cond ((not (zerop delta)) ; or else nothing to update
521 (setq square square0)
522 (while (<= square square2)
523 (if (zerop (aref gomoku-board square)) ; only for free squares
524 (aset gomoku-score-table square
525 (+ (aref gomoku-score-table square) delta)))
526 (setq square (+ square depl)))))
527 ;; Then shift the qtuple one square along DEPL, this only requires
528 ;; modifying SQUARE0 and SQUARE2.
529 (setq square2 (+ square2 depl)
530 count (+ count (- (aref gomoku-board square0))
531 (aref gomoku-board square2))
532 square0 (+ square0 depl)))))))
535 ;;; GAME CONTROL.
538 ;; Several variables are used to monitor a game, including a GAME-HISTORY (the
539 ;; list of all (SQUARE . PREVSCORE) played) that allows to take moves back
540 ;; (anti-updating the score table) and to compute the table from scratch in
541 ;; case of an interruption.
543 (defvar gomoku-game-in-progress nil
544 "Non-nil if a game is in progress.")
546 (defvar gomoku-game-history nil
547 "A record of all moves that have been played during current game.")
549 (defvar gomoku-number-of-moves nil
550 "Number of moves already played in current game.")
552 (defvar gomoku-number-of-human-moves nil
553 "Number of moves already played by human in current game.")
555 (defvar gomoku-emacs-played-first nil
556 "Non-nil if Emacs played first.")
558 (defvar gomoku-human-took-back nil
559 "Non-nil if Human took back a move during the game.")
561 (defvar gomoku-human-refused-draw nil
562 "Non-nil if Human refused Emacs offer of a draw.")
564 (defvar gomoku-emacs-is-computing nil
565 ;; This is used to detect interruptions. Hopefully, it should not be needed.
566 "Non-nil if Emacs is in the middle of a computation.")
569 (defun gomoku-start-game (n m)
570 "Initialize a new game on an N by M board."
571 (setq gomoku-emacs-is-computing t) ; Raise flag
572 (setq gomoku-game-in-progress t)
573 (setq gomoku-board-width n
574 gomoku-board-height m
575 gomoku-vector-length (1+ (* (+ m 2) (1+ n)))
576 gomoku-draw-limit (/ (* 7 n m) 10))
577 (setq gomoku-emacs-won nil
578 gomoku-game-history nil
579 gomoku-number-of-moves 0
580 gomoku-number-of-human-moves 0
581 gomoku-emacs-played-first nil
582 gomoku-human-took-back nil
583 gomoku-human-refused-draw nil)
584 (gomoku-init-display n m) ; Display first: the rest takes time
585 (gomoku-init-score-table) ; INIT-BOARD requires that the score
586 (gomoku-init-board) ; table be already created.
587 (setq gomoku-emacs-is-computing nil))
589 (defun gomoku-play-move (square val &optional dont-update-score)
590 "Go to SQUARE, play VAL and update everything."
591 (setq gomoku-emacs-is-computing t) ; Raise flag
592 (cond ((= 1 val) ; a Human move
593 (setq gomoku-number-of-human-moves (1+ gomoku-number-of-human-moves)))
594 ((zerop gomoku-number-of-moves) ; an Emacs move. Is it first ?
595 (setq gomoku-emacs-played-first t)))
596 (setq gomoku-game-history
597 (cons (cons square (aref gomoku-score-table square))
598 gomoku-game-history)
599 gomoku-number-of-moves (1+ gomoku-number-of-moves))
600 (gomoku-plot-square square val)
601 (aset gomoku-board square val) ; *BEFORE* UPDATE-SCORE !
602 (if dont-update-score nil
603 (gomoku-update-score-table square val) ; previous val was 0: dval = val
604 (aset gomoku-score-table square -1))
605 (setq gomoku-emacs-is-computing nil))
607 (defun gomoku-take-back ()
608 "Take back last move and update everything."
609 (setq gomoku-emacs-is-computing t)
610 (let* ((last-move (car gomoku-game-history))
611 (square (car last-move))
612 (oldval (aref gomoku-board square)))
613 (if (= 1 oldval)
614 (setq gomoku-number-of-human-moves (1- gomoku-number-of-human-moves)))
615 (setq gomoku-game-history (cdr gomoku-game-history)
616 gomoku-number-of-moves (1- gomoku-number-of-moves))
617 (gomoku-plot-square square 0)
618 (aset gomoku-board square 0) ; *BEFORE* UPDATE-SCORE !
619 (gomoku-update-score-table square (- oldval))
620 (aset gomoku-score-table square (cdr last-move)))
621 (setq gomoku-emacs-is-computing nil))
624 ;;; SESSION CONTROL.
627 (defvar gomoku-number-of-emacs-wins 0
628 "Number of games Emacs won in this session.")
630 (defvar gomoku-number-of-human-wins 0
631 "Number of games you won in this session.")
633 (defvar gomoku-number-of-draws 0
634 "Number of games already drawn in this session.")
637 (defun gomoku-terminate-game (result)
638 "Terminate the current game with RESULT."
639 (message
640 (cond
641 ((eq result 'emacs-won)
642 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
643 (cond ((< gomoku-number-of-moves 20)
644 "This was a REALLY QUICK win.")
645 (gomoku-human-refused-draw
646 "I won... Too bad you refused my offer of a draw !")
647 (gomoku-human-took-back
648 "I won... Taking moves back will not help you !")
649 ((not gomoku-emacs-played-first)
650 "I won... Playing first did not help you much !")
651 ((and (zerop gomoku-number-of-human-wins)
652 (zerop gomoku-number-of-draws)
653 (> gomoku-number-of-emacs-wins 1))
654 "I'm becoming tired of winning...")
655 ("I won.")))
656 ((eq result 'human-won)
657 (setq gomoku-number-of-human-wins (1+ gomoku-number-of-human-wins))
658 (concat "OK, you won this one."
659 (cond
660 (gomoku-human-took-back
661 " I, for one, never take my moves back...")
662 (gomoku-emacs-played-first
663 ".. so what ?")
664 (" Now, let me play first just once."))))
665 ((eq result 'human-resigned)
666 (setq gomoku-number-of-emacs-wins (1+ gomoku-number-of-emacs-wins))
667 "So you resign. That's just one more win for me.")
668 ((eq result 'nobody-won)
669 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
670 (concat "This is a draw. "
671 (cond
672 (gomoku-human-took-back
673 "I, for one, never take my moves back...")
674 (gomoku-emacs-played-first
675 "Just chance, I guess.")
676 ("Now, let me play first just once."))))
677 ((eq result 'draw-agreed)
678 (setq gomoku-number-of-draws (1+ gomoku-number-of-draws))
679 (concat "Draw agreed. "
680 (cond
681 (gomoku-human-took-back
682 "I, for one, never take my moves back...")
683 (gomoku-emacs-played-first
684 "You were lucky.")
685 ("Now, let me play first just once."))))
686 ((eq result 'crash-game)
687 "Sorry, I have been interrupted and cannot resume that game...")))
688 (gomoku-display-statistics)
689 ;;(ding)
690 (setq gomoku-game-in-progress nil))
692 (defun gomoku-crash-game ()
693 "What to do when Emacs detects it has been interrupted."
694 (setq gomoku-emacs-is-computing nil)
695 (gomoku-terminate-game 'crash-game)
696 (sit-for 4) ; Let's see the message
697 (gomoku-prompt-for-other-game))
700 ;;; INTERACTIVE COMMANDS.
703 ;;;###autoload
704 (defun gomoku (&optional n m)
705 "Start a Gomoku game between you and Emacs.
706 If a game is in progress, this command allow you to resume it.
707 If optional arguments N and M are given, an N by M board is used.
708 If prefix arg is given for N, M is prompted for.
710 You and Emacs play in turn by marking a free square. You mark it with X
711 and Emacs marks it with O. The winner is the first to get five contiguous
712 marks horizontally, vertically or in diagonal.
714 You play by moving the cursor over the square you choose and hitting
715 \\<gomoku-mode-map>\\[gomoku-human-plays].
716 Use \\[describe-mode] for more info."
717 (interactive (if current-prefix-arg
718 (list (prefix-numeric-value current-prefix-arg)
719 (eval (read-minibuffer "Height: ")))))
720 (gomoku-switch-to-window)
721 (cond
722 (gomoku-emacs-is-computing
723 (gomoku-crash-game))
724 ((or (not gomoku-game-in-progress)
725 (<= gomoku-number-of-moves 2))
726 (let ((max-width (gomoku-max-width))
727 (max-height (gomoku-max-height)))
728 (or n (setq n max-width))
729 (or m (setq m max-height))
730 (cond ((< n 1)
731 (error "I need at least 1 column"))
732 ((< m 1)
733 (error "I need at least 1 row"))
734 ((> n max-width)
735 (error "I cannot display %d columns in that window" n)))
736 (if (and (> m max-height)
737 (not (eq m gomoku-saved-board-height))
738 ;; Use EQ because SAVED-BOARD-HEIGHT may be nil
739 (not (y-or-n-p (format "Do you really want %d rows " m))))
740 (setq m max-height)))
741 (message "One moment, please...")
742 (gomoku-start-game n m)
743 (if (y-or-n-p "Do you allow me to play first ")
744 (gomoku-emacs-plays)
745 (gomoku-prompt-for-move)))
746 ((y-or-n-p "Shall we continue our game ")
747 (gomoku-prompt-for-move))
749 (gomoku-human-resigns))))
751 (defun gomoku-emacs-plays ()
752 "Compute Emacs next move and play it."
753 (interactive)
754 (gomoku-switch-to-window)
755 (cond
756 (gomoku-emacs-is-computing
757 (gomoku-crash-game))
758 ((not gomoku-game-in-progress)
759 (gomoku-prompt-for-other-game))
761 (message "Let me think...")
762 (let (square score)
763 (setq square (gomoku-strongest-square))
764 (cond ((null square)
765 (gomoku-terminate-game 'nobody-won))
767 (setq score (aref gomoku-score-table square))
768 (gomoku-play-move square 6)
769 (cond ((>= score gomoku-winning-threshold)
770 (setq gomoku-emacs-won t) ; for font-lock
771 (gomoku-find-filled-qtuple square 6)
772 (gomoku-terminate-game 'emacs-won))
773 ((zerop score)
774 (gomoku-terminate-game 'nobody-won))
775 ((and (> gomoku-number-of-moves gomoku-draw-limit)
776 (not gomoku-human-refused-draw)
777 (gomoku-offer-a-draw))
778 (gomoku-terminate-game 'draw-agreed))
780 (gomoku-prompt-for-move)))))))))
782 ;; For small square dimensions this is approximate, since though measured in
783 ;; pixels, event's (X . Y) is a character's top-left corner.
784 (defun gomoku-click (click)
785 "Position at the square where you click."
786 (interactive "e")
787 (and (windowp (posn-window (setq click (event-end click))))
788 (numberp (posn-point click))
789 (select-window (posn-window click))
790 (setq click (posn-col-row click))
791 (gomoku-goto-xy
792 (min (max (/ (+ (- (car click)
793 gomoku-x-offset
795 (window-hscroll)
796 gomoku-square-width
797 (% gomoku-square-width 2)
798 (/ gomoku-square-width 2))
799 gomoku-square-width)
801 gomoku-board-width)
802 (min (max (/ (+ (- (cdr click)
803 gomoku-y-offset
805 (let ((inhibit-point-motion-hooks t))
806 (count-lines 1 (window-start)))
807 gomoku-square-height
808 (% gomoku-square-height 2)
809 (/ gomoku-square-height 2))
810 gomoku-square-height)
812 gomoku-board-height))))
814 (defun gomoku-mouse-play (click)
815 "Play at the square where you click."
816 (interactive "e")
817 (if (gomoku-click click)
818 (gomoku-human-plays)))
820 (defun gomoku-human-plays ()
821 "Signal to the Gomoku program that you have played.
822 You must have put the cursor on the square where you want to play.
823 If the game is finished, this command requests for another game."
824 (interactive)
825 (gomoku-switch-to-window)
826 (cond
827 (gomoku-emacs-is-computing
828 (gomoku-crash-game))
829 ((not gomoku-game-in-progress)
830 (gomoku-prompt-for-other-game))
832 (let (square score)
833 (setq square (gomoku-point-square))
834 (cond ((null square)
835 (error "Your point is not on a square. Retry !"))
836 ((not (zerop (aref gomoku-board square)))
837 (error "Your point is not on a free square. Retry !"))
839 (setq score (aref gomoku-score-table square))
840 (gomoku-play-move square 1)
841 (cond ((and (>= score gomoku-loosing-threshold)
842 ;; Just testing SCORE > THRESHOLD is not enough for
843 ;; detecting wins, it just gives an indication that
844 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.
845 (gomoku-find-filled-qtuple square 1))
846 (gomoku-terminate-game 'human-won))
848 (gomoku-emacs-plays)))))))))
850 (defun gomoku-human-takes-back ()
851 "Signal to the Gomoku program that you wish to take back your last move."
852 (interactive)
853 (gomoku-switch-to-window)
854 (cond
855 (gomoku-emacs-is-computing
856 (gomoku-crash-game))
857 ((not gomoku-game-in-progress)
858 (message "Too late for taking back...")
859 (sit-for 4)
860 (gomoku-prompt-for-other-game))
861 ((zerop gomoku-number-of-human-moves)
862 (message "You have not played yet... Your move ?"))
864 (message "One moment, please...")
865 ;; It is possible for the user to let Emacs play several consecutive
866 ;; moves, so that the best way to know when to stop taking back moves is
867 ;; to count the number of human moves:
868 (setq gomoku-human-took-back t)
869 (let ((number gomoku-number-of-human-moves))
870 (while (= number gomoku-number-of-human-moves)
871 (gomoku-take-back)))
872 (gomoku-prompt-for-move))))
874 (defun gomoku-human-resigns ()
875 "Signal to the Gomoku program that you may want to resign."
876 (interactive)
877 (gomoku-switch-to-window)
878 (cond
879 (gomoku-emacs-is-computing
880 (gomoku-crash-game))
881 ((not gomoku-game-in-progress)
882 (message "There is no game in progress"))
883 ((y-or-n-p "You mean, you resign ")
884 (gomoku-terminate-game 'human-resigned))
885 ((y-or-n-p "You mean, we continue ")
886 (gomoku-prompt-for-move))
888 (gomoku-terminate-game 'human-resigned)))) ; OK. Accept it
891 ;;; PROMPTING THE HUMAN PLAYER.
894 (defun gomoku-prompt-for-move ()
895 "Display a message asking for Human's move."
896 (message (if (zerop gomoku-number-of-human-moves)
897 "Your move ? (move to a free square and hit X, RET ...)"
898 "Your move ?"))
899 ;; This may seem silly, but if one omits the following line (or a similar
900 ;; one), the cursor may very well go to some place where POINT is not.
901 (save-excursion (set-buffer (other-buffer))))
903 (defun gomoku-prompt-for-other-game ()
904 "Ask for another game, and start it."
905 (if (y-or-n-p "Another game ")
906 (gomoku gomoku-board-width gomoku-board-height)
907 (message "Chicken !")))
909 (defun gomoku-offer-a-draw ()
910 "Offer a draw and return T if Human accepted it."
911 (or (y-or-n-p "I offer you a draw. Do you accept it ")
912 (not (setq gomoku-human-refused-draw t))))
915 ;;; DISPLAYING THE BOARD.
918 ;; You may change these values if you have a small screen or if the squares
919 ;; look rectangular, but spacings SHOULD be at least 2 (MUST BE at least 1).
921 (defconst gomoku-square-width 4
922 "*Horizontal spacing between squares on the Gomoku board.")
924 (defconst gomoku-square-height 2
925 "*Vertical spacing between squares on the Gomoku board.")
927 (defconst gomoku-x-offset 3
928 "*Number of columns between the Gomoku board and the side of the window.")
930 (defconst gomoku-y-offset 1
931 "*Number of lines between the Gomoku board and the top of the window.")
934 (defun gomoku-max-width ()
935 "Largest possible board width for the current window."
936 (1+ (/ (- (window-width (selected-window))
937 gomoku-x-offset gomoku-x-offset 1)
938 gomoku-square-width)))
940 (defun gomoku-max-height ()
941 "Largest possible board height for the current window."
942 (1+ (/ (- (window-height (selected-window))
943 gomoku-y-offset gomoku-y-offset 2)
944 ;; 2 instead of 1 because WINDOW-HEIGHT includes the mode line !
945 gomoku-square-height)))
947 (defun gomoku-point-y ()
948 "Return the board row where point is."
949 (let ((inhibit-point-motion-hooks t))
950 (1+ (/ (- (count-lines 1 (point)) gomoku-y-offset (if (bolp) 0 1))
951 gomoku-square-height))))
953 (defun gomoku-point-square ()
954 "Return the index of the square point is on."
955 (let ((inhibit-point-motion-hooks t))
956 (gomoku-xy-to-index (1+ (/ (- (current-column) gomoku-x-offset)
957 gomoku-square-width))
958 (gomoku-point-y))))
960 (defun gomoku-goto-square (index)
961 "Move point to square number INDEX."
962 (gomoku-goto-xy (gomoku-index-to-x index) (gomoku-index-to-y index)))
964 (defun gomoku-goto-xy (x y)
965 "Move point to square at X, Y coords."
966 (let ((inhibit-point-motion-hooks t))
967 (goto-line (+ 1 gomoku-y-offset (* gomoku-square-height (1- y)))))
968 (move-to-column (+ gomoku-x-offset (* gomoku-square-width (1- x)))))
970 (defun gomoku-plot-square (square value)
971 "Draw 'X', 'O' or '.' on SQUARE depending on VALUE, leave point there."
972 (or (= value 1)
973 (gomoku-goto-square square))
974 (let ((inhibit-read-only t)
975 (inhibit-point-motion-hooks t))
976 (insert-and-inherit (cond ((= value 1) ?X)
977 ((= value 6) ?O)
978 (?.)))
979 (and window-system
980 (zerop value)
981 (put-text-property (1- (point)) (point) 'mouse-face 'highlight))
982 (delete-char 1)
983 (backward-char 1))
984 (sit-for 0)) ; Display NOW
986 (defun gomoku-init-display (n m)
987 "Display an N by M Gomoku board."
988 (buffer-disable-undo (current-buffer))
989 (let ((inhibit-read-only t)
990 (point 1) opoint
991 (intangible t)
992 (i m) j x)
993 ;; Try to minimize number of chars (because of text properties)
994 (setq tab-width
995 (if (zerop (% gomoku-x-offset gomoku-square-width))
996 gomoku-square-width
997 (max (/ (+ (% gomoku-x-offset gomoku-square-width)
998 gomoku-square-width 1) 2) 2)))
999 (erase-buffer)
1000 (newline gomoku-y-offset)
1001 (while (progn
1002 (setq j n
1003 x (- gomoku-x-offset gomoku-square-width))
1004 (while (>= (setq j (1- j)) 0)
1005 (insert-char ?\t (/ (- (setq x (+ x gomoku-square-width))
1006 (current-column))
1007 tab-width))
1008 (insert-char ? (- x (current-column)))
1009 (if (setq intangible (not intangible))
1010 (put-text-property point (point) 'intangible 2))
1011 (and (zerop j)
1012 (= i (- m 2))
1013 (progn
1014 (while (>= i 3)
1015 (append-to-buffer (current-buffer) opoint (point))
1016 (setq i (- i 2)))
1017 (goto-char (point-max))))
1018 (setq point (point))
1019 (insert ?.)
1020 (if window-system
1021 (put-text-property point (point)
1022 'mouse-face 'highlight)))
1023 (> (setq i (1- i)) 0))
1024 (if (= i (1- m))
1025 (setq opoint point))
1026 (insert-char ?\n gomoku-square-height))
1027 (or (eq (char-after 1) ?.)
1028 (put-text-property 1 2 'point-entered
1029 (lambda (x x) (if (bobp) (forward-char)))))
1030 (or intangible
1031 (put-text-property point (point) 'intangible 2))
1032 (put-text-property point (point) 'point-entered
1033 (lambda (x x) (if (eobp) (backward-char))))
1034 (put-text-property (point-min) (point) 'category 'gomoku-mode))
1035 (gomoku-goto-xy (/ (1+ n) 2) (/ (1+ m) 2)) ; center of the board
1036 (sit-for 0)) ; Display NOW
1038 (defun gomoku-display-statistics ()
1039 "Obnoxiously display some statistics about previous games in mode line."
1040 ;; We store this string in the mode-line-process local variable.
1041 ;; This is certainly not the cleanest way out ...
1042 (setq mode-line-process
1043 (format ": Won %d, lost %d%s"
1044 gomoku-number-of-human-wins
1045 gomoku-number-of-emacs-wins
1046 (if (zerop gomoku-number-of-draws)
1048 (format ", drew %d" gomoku-number-of-draws))))
1049 (force-mode-line-update))
1051 (defun gomoku-switch-to-window ()
1052 "Find or create the Gomoku buffer, and display it."
1053 (interactive)
1054 (let ((buff (get-buffer "*Gomoku*")))
1055 (if buff ; Buffer exists:
1056 (switch-to-buffer buff) ; no problem.
1057 (if gomoku-game-in-progress
1058 (gomoku-crash-game)) ; buffer has been killed or something
1059 (switch-to-buffer "*Gomoku*") ; Anyway, start anew.
1060 (gomoku-mode))))
1063 ;;; CROSSING WINNING QTUPLES.
1066 ;; When someone succeeds in filling a qtuple, we draw a line over the five
1067 ;; corresponding squares. One problem is that the program does not know which
1068 ;; squares ! It only knows the square where the last move has been played and
1069 ;; who won. The solution is to scan the board along all four directions.
1071 (defun gomoku-find-filled-qtuple (square value)
1072 "Return T if SQUARE belongs to a qtuple filled with VALUEs."
1073 (or (gomoku-check-filled-qtuple square value 1 0)
1074 (gomoku-check-filled-qtuple square value 0 1)
1075 (gomoku-check-filled-qtuple square value 1 1)
1076 (gomoku-check-filled-qtuple square value -1 1)))
1078 (defun gomoku-check-filled-qtuple (square value dx dy)
1079 "Return T if SQUARE belongs to a qtuple filled with VALUEs along DX, DY."
1080 (let ((a 0) (b 0)
1081 (left square) (right square)
1082 (depl (gomoku-xy-to-index dx dy)))
1083 (while (and (> a -4) ; stretch tuple left
1084 (= value (aref gomoku-board (setq left (- left depl)))))
1085 (setq a (1- a)))
1086 (while (and (< b (+ a 4)) ; stretch tuple right
1087 (= value (aref gomoku-board (setq right (+ right depl)))))
1088 (setq b (1+ b)))
1089 (cond ((= b (+ a 4)) ; tuple length = 5 ?
1090 (gomoku-cross-qtuple (+ square (* a depl)) (+ square (* b depl))
1091 dx dy)
1092 t))))
1094 (defun gomoku-cross-qtuple (square1 square2 dx dy)
1095 "Cross every square between SQUARE1 and SQUARE2 in the DX, DY direction."
1096 (save-excursion ; Not moving point from last square
1097 (let ((depl (gomoku-xy-to-index dx dy))
1098 (inhibit-read-only t)
1099 (inhibit-point-motion-hooks t))
1100 ;; WARNING: this function assumes DEPL > 0 and SQUARE2 > SQUARE1
1101 (while (/= square1 square2)
1102 (gomoku-goto-square square1)
1103 (setq square1 (+ square1 depl))
1104 (cond
1105 ((= dy 0) ; Horizontal
1106 (forward-char 1)
1107 (insert-char ?- (1- gomoku-square-width) t)
1108 (delete-region (point) (progn
1109 (skip-chars-forward " \t")
1110 (point))))
1111 ((= dx 0) ; Vertical
1112 (let ((n 1)
1113 (column (current-column)))
1114 (while (< n gomoku-square-height)
1115 (setq n (1+ n))
1116 (forward-line 1)
1117 (indent-to column)
1118 (insert-and-inherit ?|))))
1119 ((= dx -1) ; 1st Diagonal
1120 (indent-to (prog1 (- (current-column) (/ gomoku-square-width 2))
1121 (forward-line (/ gomoku-square-height 2))))
1122 (insert-and-inherit ?/))
1123 (t ; 2nd Diagonal
1124 (indent-to (prog1 (+ (current-column) (/ gomoku-square-width 2))
1125 (forward-line (/ gomoku-square-height 2))))
1126 (insert-and-inherit ?\\))))))
1127 (sit-for 0)) ; Display NOW
1130 ;;; CURSOR MOTION.
1132 ;; previous-line and next-line don't work right with intangible newlines
1133 (defun gomoku-move-down ()
1134 "Move point down one row on the Gomoku board."
1135 (interactive)
1136 (if (< (gomoku-point-y) gomoku-board-height)
1137 (next-line gomoku-square-height)))
1139 (defun gomoku-move-up ()
1140 "Move point up one row on the Gomoku board."
1141 (interactive)
1142 (if (> (gomoku-point-y) 1)
1143 (previous-line gomoku-square-height)))
1145 (defun gomoku-move-ne ()
1146 "Move point North East on the Gomoku board."
1147 (interactive)
1148 (gomoku-move-up)
1149 (forward-char))
1151 (defun gomoku-move-se ()
1152 "Move point South East on the Gomoku board."
1153 (interactive)
1154 (gomoku-move-down)
1155 (forward-char))
1157 (defun gomoku-move-nw ()
1158 "Move point North West on the Gomoku board."
1159 (interactive)
1160 (gomoku-move-up)
1161 (backward-char))
1163 (defun gomoku-move-sw ()
1164 "Move point South West on the Gomoku board."
1165 (interactive)
1166 (gomoku-move-down)
1167 (backward-char))
1169 (defun gomoku-beginning-of-line ()
1170 "Move point to first square on the Gomoku board row."
1171 (interactive)
1172 (move-to-column gomoku-x-offset))
1174 (defun gomoku-end-of-line ()
1175 "Move point to last square on the Gomoku board row."
1176 (interactive)
1177 (move-to-column (+ gomoku-x-offset
1178 (* gomoku-square-width (1- gomoku-board-width)))))
1180 (provide 'gomoku)
1182 ;;; gomoku.el ends here