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authorGlenn Morris2010-11-02 20:33:24 -0700
committerGlenn Morris2010-11-02 20:33:24 -0700
commitcd32f8a9a090943cc94048a2cceac74984154fbb (patch)
tree64b50a96e6ccd8c33618c54d15c15618c9fecd49
parent033862d125d7cda856d4450228a3b28121eecc87 (diff)
downloademacs-cd32f8a9a090943cc94048a2cceac74984154fbb.tar.gz
emacs-cd32f8a9a090943cc94048a2cceac74984154fbb.zip
Fix the most annoying typo in the world.
* lisp/play/gomoku.el (gomoku-loosing-threshold): Correct spelling. (gomoku-human-plays): Use new name.
-rw-r--r--lisp/ChangeLog3
-rw-r--r--lisp/play/gomoku.el8
2 files changed, 7 insertions, 4 deletions
diff --git a/lisp/ChangeLog b/lisp/ChangeLog
index f72a5040edf..29a898f6994 100644
--- a/lisp/ChangeLog
+++ b/lisp/ChangeLog
@@ -1,5 +1,8 @@
12010-11-03 Glenn Morris <rgm@gnu.org> 12010-11-03 Glenn Morris <rgm@gnu.org>
2 2
3 * play/gomoku.el (gomoku-loosing-threshold): Correct spelling.
4 (gomoku-human-plays): Use new name.
5
3 * play/gomoku.el (nil-score, Xscore, XXscore, XXXscore, XXXXscore) 6 * play/gomoku.el (nil-score, Xscore, XXscore, XXXscore, XXXXscore)
4 (Oscore, OOscore, OOOscore, OOOOscore): Rename with gomoku- prefix. 7 (Oscore, OOscore, OOOscore, OOOOscore): Rename with gomoku- prefix.
5 (gomoku-score-trans-table, gomoku-winning-threshold) 8 (gomoku-score-trans-table, gomoku-winning-threshold)
diff --git a/lisp/play/gomoku.el b/lisp/play/gomoku.el
index c6d66bb1774..81046c7c4c9 100644
--- a/lisp/play/gomoku.el
+++ b/lisp/play/gomoku.el
@@ -278,7 +278,7 @@ Other useful commands:\n
278;; its contents as a set, i.e. not considering the order of its elements. The 278;; its contents as a set, i.e. not considering the order of its elements. The
279;; highest score is given to the "OOOO" qtuples because playing in such a 279;; highest score is given to the "OOOO" qtuples because playing in such a
280;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because 280;; qtuple is winning the game. Just after this comes the "XXXX" qtuple because
281;; not playing in it is just loosing the game, and so on. Note that a 281;; not playing in it is just losing the game, and so on. Note that a
282;; "polluted" qtuple, i.e. one containing at least one X and at least one O, 282;; "polluted" qtuple, i.e. one containing at least one X and at least one O,
283;; has score zero because there is no more any point in playing in it, from 283;; has score zero because there is no more any point in playing in it, from
284;; both an attacking and a defending point of view. 284;; both an attacking and a defending point of view.
@@ -348,12 +348,12 @@ Other useful commands:\n
348;; qtuple, thus to be a winning move. Similarly, the only way for a square to 348;; qtuple, thus to be a winning move. Similarly, the only way for a square to
349;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX" 349;; have a score between gomoku-XXXXscore and gomoku-OOOOscore is to belong to a "XXXX"
350;; qtuple. We may use these considerations to detect when a given move is 350;; qtuple. We may use these considerations to detect when a given move is
351;; winning or loosing. 351;; winning or losing.
352 352
353(defconst gomoku-winning-threshold gomoku-OOOOscore 353(defconst gomoku-winning-threshold gomoku-OOOOscore
354 "Threshold score beyond which an Emacs move is winning.") 354 "Threshold score beyond which an Emacs move is winning.")
355 355
356(defconst gomoku-loosing-threshold gomoku-XXXXscore 356(defconst gomoku-losing-threshold gomoku-XXXXscore
357 "Threshold score beyond which a human move is winning.") 357 "Threshold score beyond which a human move is winning.")
358 358
359 359
@@ -872,7 +872,7 @@ If the game is finished, this command requests for another game."
872 (t 872 (t
873 (setq score (aref gomoku-score-table square)) 873 (setq score (aref gomoku-score-table square))
874 (gomoku-play-move square 1) 874 (gomoku-play-move square 1)
875 (cond ((and (>= score gomoku-loosing-threshold) 875 (cond ((and (>= score gomoku-losing-threshold)
876 ;; Just testing SCORE > THRESHOLD is not enough for 876 ;; Just testing SCORE > THRESHOLD is not enough for
877 ;; detecting wins, it just gives an indication that 877 ;; detecting wins, it just gives an indication that
878 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE. 878 ;; we confirm with GOMOKU-FIND-FILLED-QTUPLE.