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#!/usr/bin/env newlisp
;; @module reversi.lsp
;; @description a simple version of Reversi: you as white against newLISP as black
;; @version 0.1 alpha August 2007
;; @author cormullion
;; 2008-10-08 21:46:54
;; updated for newLISP version 10. (changed nth-set to setf)
;; this now does not work with newLISP version 9!
;; This is my first attempt at writing a simple application using newLISP-GS.
;; The game algorithms are basically by
;; Peter Norvig
;; and all I've done is translate to newLISP and add the interface...
;; To-Do: work out how to handle the end of the game properly...
;; To-Do: complete newlispdoc for the functions
(constant 'empty 0)
(constant 'black 1)
(constant 'white 2)
(constant 'outer 3) ; squares outside the 8x8 board
(set '*board* '()) ; the master board is a 100 element list
(set '*moves* '()) ; list of moves made
; these are the 8 different directions from a square on the board
(set 'all-directions '(-11 -10 -9 -1 1 9 10 11))
; return a list of all the playable squares (the 8 by 8 grid inside the 10by10
(define (all-squares)
(local (result)
(for (square 11 88)
(if (<= 1 (mod square 10) 8)
(push square result -1)))
; make a board
(define (make-board)
(set '*board* (dup outer 100))
(dolist (s (all-squares))
(setf (*board* s) empty)))
; for testing and working at a terminal
(define (print-board)
(print { })
(for (c 1 8)
(print c))
(set 'c 0)
(for (i 0 99)
((= (*board* i) 0) (print {.}))
((= (*board* i) 1) (print {b}))
((= (*board* i) 2) (print {w})))
(if (and (<= i 88) (= (mod (+ i 1) 10) 0)) ; newline
(print "\n" (inc c))))
(println "\n"))
; the initial starting pattern
(define (initial-board)
(setf (*board* 44) white)
(setf (*board* 55) white)
(setf (*board* 45) black)
(setf (*board* 54) black))
(define (opponent player)
(if (= player black) white black))
(define (player-name player)
(if (= player white) "white" "black"))
(define (valid-move? move)
(integer? move)
(<= 11 move 88)
(<= 1 (mod move 10) 8)))
(define (empty-square? square)
(valid-move? square)
(= (*board* square) empty)))
; test whether a move is legal. The square must be empty
; and it must flip at least one of the opponent's piece
(define (legal-move? move player)
(empty-square? move)
(exists (fn (dir) (would-flip? move player dir)) all-directions)))
; would this move by player result in any flips in the given direction?
; if so, return the number of the 'opposite' (bracketing) piece's square
(define (would-flip? move player dir)
((c (+ move dir)))
(= (*board* c) (opponent player))
(find-bracketing-piece (+ c dir) player dir))))
(define (find-bracketing-piece square player dir)
; return the square of the bracketing piece, if any
((= (*board* square) player) square)
((= (*board* square) (opponent player))
(find-bracketing-piece (+ square dir) player dir))
(true nil)))
(define (make-flips move player dir)
((bracketer (would-flip? move player dir))
(c (+ move dir)))
(if bracketer
(do-until (= c bracketer)
(setf (*board* c) player)
(push c *flips* -1)
(inc c dir)))))
; make the move on the master game board, not yet visually
(define (make-move move player)
(setf (*board* move) player)
(push move *moves* -1)
(set '*flips* '()) ; we're going to keep a record of the flips made
(dolist (dir all-directions)
(make-flips move player dir)))
(define (next-to-play previous-player)
(let ((opp (opponent previous-player)))
((any-legal-move? opp) opp)
((any-legal-move? previous-player)
(println (player-name opp) " has no moves")
(true nil))))
; are there any legal moves (returns first) for this player?
(define (any-legal-move? player)
(exists (fn (move) (legal-move? move player))
; a list of all legal moves might be useful
(define (legal-moves player)
(let ((result '()))
(dolist (move (all-squares))
(if (legal-move? move player)
(push move result)))
(unique result)))
; define any number of strategies that can be called on to calculate
; the next computer move. This is the only one I've done... - make
; any legal move at random!
(define (random-strategy player)
(seed (date-value))
(apply amb (legal-moves player)))
; get the next move using a particular strategy
(define (get-move strategy player)
(let ((move (apply strategy (list player))))
(valid-move? move)
(legal-move? move player))
(make-move move player))
(println "no valid or legal move for " (player-name player) )
; that's about all the game algorithms for now
; now for the interface
(if (= ostype "Win32")
(load (string (env "PROGRAMFILES") "/newlisp/guiserver.lsp"))
(load "/usr/share/newlisp/guiserver.lsp")
(map set '(screen-width screen-height) (gs:get-screen))
(set 'board-width 540)
; center on screen
(gs:frame 'Reversi (- (/ screen-width 2) (/ board-width 2)) 60 board-width 660 "Reversi")
(gs:set-border-layout 'Reversi)
(gs:canvas 'MyCanvas 'Reversi)
(gs:set-background 'MyCanvas '(.8 .9 .7 .8))
(gs:mouse-released 'MyCanvas 'mouse-released-action true)
(gs:panel 'Controls)
(gs:button 'Start 'start-game "Start")
(gs:panel 'Lower)
(gs:label 'WhiteScore "")
(gs:label 'BlackScore "")
(gs:add-to 'Controls 'Start )
(gs:add-to 'Lower 'WhiteScore 'BlackScore)
(gs:add-to 'Reversi 'MyCanvas "center" 'Controls "north" 'Lower "south")
(gs:set-anti-aliasing true)
(gs:set-visible 'Reversi true)
; size of board square, and radius/width of counter
(set 'size 60 'width 30)
; initialize the master board
(define (initial-board)
(setf (*board* 44) white)
(setf (*board* 55) white)
(setf (*board* 45) black)
(setf (*board* 54) black)
; draw a graphical repesentation of the board
(define (draw-board)
(local (x y)
(dolist (i (all-squares))
(map set '(x y) (square-to-xy i))
(string x y)
(- (* y size) width ) ; !!!!!!
(- (* x size) width )
(* width 2)
(* width 2)
(define (draw-first-four-pieces)
(draw-piece 44 "white")
(draw-piece 55 "white")
(draw-piece 45 "black")
(draw-piece 54 "black"))
; this next function can mark the legal moves available to a player
(define (show-legal-moves player)
(local (legal-move-list x y)
(set 'legal-move-list (legal-moves player))
(dolist (m (all-squares))
(map set '(x y) (square-to-xy m))
(string x y)
(- (* y size) width ) ; !!!!!!
(- (* x size) width )
(* width 2)
(* width 2)
(if (find m legal-move-list) gs:blue gs:white)
; convert the number of a square on the master board to coordinates
(define (square-to-xy square)
(list (/ square 10) (mod square 10)))
; draw one of the pieces
(define (draw-piece square colour)
(local (x y)
(map set '(x y) (square-to-xy square))
((= colour "white")
(string x y)
(* y size) ; !!!!!!! y first, cos y is x ;-)
(* x size)
((= colour "black")
(string x y)
(* y size)
(* x size)
((= colour "empty")
(string x y)
(- (* y size) width )
(- (* x size) width )
(* width 2)
(* width 2)
; animate the pieces flipping
(define (flip-piece square player)
; flip by drawing thinner and fatter ellipses
; go from full disk in opposite colour to invisible
; then from invisible to full disk in true colour
(local (x y colour)
(map set '(x y) (square-to-xy square))
; delete original piece
(gs:delete-tag (string x y))
(set 'colour (if (= player 2) gs:black gs:white ))
(for (i width 1 -3)
(string x y {flip} i)
(* y size) ; y first :-) !!!
(* x size)
(sleep 20) ; this might need adjusting...
(gs:delete-tag (string x y {flip} i))
(set 'colour (if (= player 2) gs:white gs:black))
(for (i 1 width 3)
(string x y {flip} i)
(* y size) ; :-) !!!
(* x size)
(sleep 20)
(gs:delete-tag (string x y {flip} i))
; draw the piece again
(string x y)
(* y size)
(* x size)
(define (do-move move player)
; check if the move is good ...
((and (!= player nil)
(valid-move? move)
(legal-move? move player))
; ... play it
; make move on board
(make-move move player)
; and on screen
(draw-piece move (player-name player))
; do flipping stuff
; wait for a while
(sleep 1000)
; then do flipping
(dolist (f *flips*)
(flip-piece f player))
(inc *move-number*)
(draw-piece move (player-name player))
; update scores
(gs:set-text 'WhiteScore
(string "White: " (first (count (list white) *board*))))
(gs:set-text 'BlackScore
(string "Black: " (first (count (list black) *board*))))
; or return nil
; the game is driven by the mouse clicks of the user
; in reply, the computer plays a black piece
; premature clicking is possible and possibly a bad thing...
(define (mouse-released-action x y button modifiers tags)
; extract the tag of the clicked square
(set 'move (int (string (first tags)) 0 10))
(if (do-move move player)
(set 'player (next-to-play player))
; there is a training mode - legal squares are highlighted
; you can uncomment the next line...
; (show-legal-moves player)
; wait for black's reply
(gs:set-cursor 'Reversi "wait")
(gs:set-text 'Start "black's move - thinking...")
; give the illusion of Deep Thought...
(sleep 2000)
; black's reply
; currently only the random strategy has been defined...
(set 'strategy random-strategy)
(set 'move (apply strategy (list player)))
(do-move move player)
(set 'player (next-to-play player))
; (show-legal-moves player) ; to see black's moves
(gs:set-text 'Start "your move")
(gs:set-cursor 'Reversi "default")
(define (start-game)
(gs:set-text 'Start "Click a square to place a piece!")
(gs:disable 'Start)
(set 'player white))
(define (start)
(gs:set-text 'Start "Start")
(gs:enable 'Start)
(set '*move-number* 1
'*flips* '())
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