Mercurial > emacs
annotate lisp/play/blackbox.el @ 5020:94de08fd8a7c
(Fnext_single_property_change): Fix missing \n\.
| author | Richard M. Stallman <rms@gnu.org> |
|---|---|
| date | Mon, 15 Nov 1993 06:41:45 +0000 |
| parents | 77f1058e7499 |
| children | 83f275dcd93a |
| rev | line source |
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1 ;;; blackbox.el --- blackbox game in Emacs Lisp |
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| 845 | 3 ;; Copyright (C) 1985, 1986, 1987, 1992 Free Software Foundation, Inc. |
| 4 | |
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5 ;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> |
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6 ;; Adapted-By: ESR |
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7 ;; Keywords: games |
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| 473 | 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 | |
| 727 | 13 ;; the Free Software Foundation; either version 2, or (at your option) |
| 473 | 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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| 473 | 27 ; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> |
| 28 ; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89 | |
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29 ; interface improvements by ESR, Dec 5 1991. |
| 473 | 30 |
| 31 ; The object of the game is to find four hidden balls by shooting rays | |
| 32 ; into the black box. There are four possibilities: 1) the ray will | |
| 33 ; pass thru the box undisturbed, 2) it will hit a ball and be absorbed, | |
| 34 ; 3) it will be deflected and exit the box, or 4) be deflected immediately, | |
| 35 ; not even being allowed entry into the box. | |
| 36 ; | |
| 37 ; The strange part is the method of deflection. It seems that rays will | |
| 38 ; not pass next to a ball, and change direction at right angles to avoid it. | |
| 39 ; | |
| 40 ; R 3 | |
| 41 ; 1 - - - - - - - - 1 | |
| 42 ; - - - - - - - - | |
| 43 ; - O - - - - - - 3 | |
| 44 ; 2 - - - - O - O - | |
| 45 ; 4 - - - - - - - - | |
| 46 ; 5 - - - - - - - - 5 | |
| 47 ; - - - - - - - - R | |
| 48 ; H - - - - - - - O | |
| 49 ; 2 H 4 H | |
| 50 ; | |
| 51 ; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass | |
| 52 ; thru the box undisturbed. Ray 2 is deflected by the northwesternmost | |
| 53 ; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are | |
| 54 ; marked with H. The bottom of the left and the right of the bottom hit | |
| 55 ; the southeastern ball directly. Rays may also hit balls after being | |
| 56 ; reflected. Consider the H on the bottom next to the 4. It bounces off | |
| 57 ; the NW-ern most ball and hits the central ball. A ray shot from above | |
| 58 ; the right side 5 would hit the SE-ern most ball. The R beneath the 5 | |
| 59 ; is because the ball is returned instantly. It is not allowed into | |
| 60 ; the box if it would reflect immediately. The R on the top is a more | |
| 61 ; leisurely return. Both central balls would tend to deflect it east | |
| 62 ; or west, but it cannot go either way, so it just retreats. | |
| 63 ; | |
| 64 ; At the end of the game, if you've placed guesses for as many balls as | |
| 65 ; there are in the box, the true board position will be revealed. Each | |
| 66 ; `x' is an incorrect guess of yours; `o' is the true location of a ball. | |
| 67 | |
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68 ;;; Code: |
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69 |
| 473 | 70 (defvar blackbox-mode-map nil "") |
| 71 | |
| 72 (if blackbox-mode-map | |
| 73 () | |
| 74 (setq blackbox-mode-map (make-keymap)) | |
| 75 (suppress-keymap blackbox-mode-map t) | |
| 76 (define-key blackbox-mode-map "\C-f" 'bb-right) | |
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77 (define-key blackbox-mode-map [right] 'bb-right) |
| 473 | 78 (define-key blackbox-mode-map "\C-b" 'bb-left) |
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79 (define-key blackbox-mode-map [left] 'bb-left) |
| 473 | 80 (define-key blackbox-mode-map "\C-p" 'bb-up) |
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81 (define-key blackbox-mode-map [up] 'bb-up) |
| 473 | 82 (define-key blackbox-mode-map "\C-n" 'bb-down) |
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83 (define-key blackbox-mode-map [down] 'bb-down) |
| 473 | 84 (define-key blackbox-mode-map "\C-e" 'bb-eol) |
| 85 (define-key blackbox-mode-map "\C-a" 'bb-bol) | |
| 86 (define-key blackbox-mode-map " " 'bb-romp) | |
| 826 | 87 (define-key blackbox-mode-map [insert] 'bb-romp) |
| 473 | 88 (define-key blackbox-mode-map "\C-m" 'bb-done) |
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89 (define-key blackbox-mode-map [kp-enter] 'bb-done)) |
| 473 | 90 |
| 91 ;; Blackbox mode is suitable only for specially formatted data. | |
| 92 (put 'blackbox-mode 'mode-class 'special) | |
| 93 | |
| 94 (defun blackbox-mode () | |
| 95 "Major mode for playing blackbox. To learn how to play blackbox, | |
| 96 see the documentation for function `blackbox'. | |
| 97 | |
| 98 The usual mnemonic keys move the cursor around the box. | |
| 99 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively. | |
| 100 | |
| 101 \\[bb-romp] -- send in a ray from point, or toggle a ball at point | |
| 102 \\[bb-done] -- end game and get score | |
| 103 " | |
| 104 (interactive) | |
| 105 (kill-all-local-variables) | |
| 106 (use-local-map blackbox-mode-map) | |
| 107 (setq truncate-lines t) | |
| 108 (setq major-mode 'blackbox-mode) | |
| 109 (setq mode-name "Blackbox")) | |
| 110 | |
| 727 | 111 ;;;###autoload |
| 473 | 112 (defun blackbox (num) |
| 113 "Play blackbox. Optional prefix argument is the number of balls; | |
| 114 the default is 4. | |
| 115 | |
| 116 What is blackbox? | |
| 117 | |
| 118 Blackbox is a game of hide and seek played on an 8 by 8 grid (the | |
| 119 Blackbox). Your opponent (Emacs, in this case) has hidden several | |
| 120 balls (usually 4) within this box. By shooting rays into the box and | |
| 121 observing where they emerge it is possible to deduce the positions of | |
| 122 the hidden balls. The fewer rays you use to find the balls, the lower | |
| 123 your score. | |
| 124 | |
| 125 Overview of play: | |
| 126 | |
| 826 | 127 \\<blackbox-mode-map>\ |
| 128 To play blackbox, type \\[blackbox]. An optional prefix argument | |
| 129 specifies the number of balls to be hidden in the box; the default is | |
| 130 four. | |
| 473 | 131 |
| 132 The cursor can be moved around the box with the standard cursor | |
| 133 movement keys. | |
| 134 | |
| 135 To shoot a ray, move the cursor to the edge of the box and press SPC. | |
| 136 The result will be determined and the playfield updated. | |
| 137 | |
| 138 You may place or remove balls in the box by moving the cursor into the | |
| 826 | 139 box and pressing \\[bb-romp]. |
| 473 | 140 |
| 141 When you think the configuration of balls you have placed is correct, | |
| 826 | 142 press \\[bb-done]. You will be informed whether you are correct or |
| 143 not, and be given your score. Your score is the number of letters and | |
| 144 numbers around the outside of the box plus five for each incorrectly | |
| 145 placed ball. If you placed any balls incorrectly, they will be | |
| 146 indicated with `x', and their actual positions indicated with `o'. | |
| 473 | 147 |
| 148 Details: | |
| 149 | |
| 150 There are three possible outcomes for each ray you send into the box: | |
| 151 | |
| 152 Detour: the ray is deflected and emerges somewhere other than | |
| 153 where you sent it in. On the playfield, detours are | |
| 154 denoted by matching pairs of numbers -- one where the | |
| 155 ray went in, and the other where it came out. | |
| 156 | |
| 157 Reflection: the ray is reflected and emerges in the same place | |
| 158 it was sent in. On the playfield, reflections are | |
| 159 denoted by the letter `R'. | |
| 160 | |
| 161 Hit: the ray strikes a ball directly and is absorbed. It does | |
| 162 not emerge from the box. On the playfield, hits are | |
| 163 denoted by the letter `H'. | |
| 164 | |
| 165 The rules for how balls deflect rays are simple and are best shown by | |
| 166 example. | |
| 167 | |
| 168 As a ray approaches a ball it is deflected ninety degrees. Rays can | |
| 169 be deflected multiple times. In the diagrams below, the dashes | |
| 170 represent empty box locations and the letter `O' represents a ball. | |
| 171 The entrance and exit points of each ray are marked with numbers as | |
| 172 described under \"Detour\" above. Note that the entrance and exit | |
| 173 points are always interchangeable. `*' denotes the path taken by the | |
| 174 ray. | |
| 175 | |
| 176 Note carefully the relative positions of the ball and the ninety | |
| 177 degree deflection it causes. | |
| 178 | |
| 179 1 | |
| 180 - * - - - - - - - - - - - - - - - - - - - - - - | |
| 181 - * - - - - - - - - - - - - - - - - - - - - - - | |
| 182 1 * * - - - - - - - - - - - - - - - O - - - - O - | |
| 183 - - O - - - - - - - O - - - - - - - * * * * - - | |
| 184 - - - - - - - - - - - * * * * * 2 3 * * * - - * - - | |
| 185 - - - - - - - - - - - * - - - - - - - O - * - - | |
| 186 - - - - - - - - - - - * - - - - - - - - * * - - | |
| 187 - - - - - - - - - - - * - - - - - - - - * - O - | |
| 188 2 3 | |
| 189 | |
| 190 As mentioned above, a reflection occurs when a ray emerges from the same point | |
| 191 it was sent in. This can happen in several ways: | |
| 192 | |
| 193 | |
| 194 - - - - - - - - - - - - - - - - - - - - - - - - | |
| 195 - - - - O - - - - - O - O - - - - - - - - - - - | |
| 196 R * * * * - - - - - - - * - - - - O - - - - - - - | |
| 197 - - - - O - - - - - - * - - - - R - - - - - - - - | |
| 198 - - - - - - - - - - - * - - - - - - - - - - - - | |
| 199 - - - - - - - - - - - * - - - - - - - - - - - - | |
| 200 - - - - - - - - R * * * * - - - - - - - - - - - - | |
| 201 - - - - - - - - - - - - O - - - - - - - - - - - | |
| 202 | |
| 203 In the first example, the ray is deflected downwards by the upper | |
| 204 ball, then left by the lower ball, and finally retraces its path to | |
| 205 its point of origin. The second example is similar. The third | |
| 206 example is a bit anomalous but can be rationalized by realizing the | |
| 207 ray never gets a chance to get into the box. Alternatively, the ray | |
| 208 can be thought of as being deflected downwards and immediately | |
| 209 emerging from the box. | |
| 210 | |
| 211 A hit occurs when a ray runs straight into a ball: | |
| 212 | |
| 213 - - - - - - - - - - - - - - - - - - - - - - - - | |
| 214 - - - - - - - - - - - - - - - - - - - - O - - - | |
| 215 - - - - - - - - - - - - O - - - H * * * * - - - - | |
| 216 - - - - - - - - H * * * * O - - - - - - * - - - - | |
| 217 - - - - - - - - - - - - O - - - - - - O - - - - | |
| 218 H * * * O - - - - - - - - - - - - - - - - - - - - | |
| 219 - - - - - - - - - - - - - - - - - - - - - - - - | |
| 220 - - - - - - - - - - - - - - - - - - - - - - - - | |
| 221 | |
| 222 Be sure to compare the second example of a hit with the first example of | |
| 223 a reflection." | |
| 224 (interactive "P") | |
| 225 (switch-to-buffer "*Blackbox*") | |
| 226 (blackbox-mode) | |
| 227 (setq buffer-read-only t) | |
| 228 (buffer-disable-undo (current-buffer)) | |
| 229 (setq bb-board (bb-init-board (or num 4))) | |
| 230 (setq bb-balls-placed nil) | |
| 231 (setq bb-x -1) | |
| 232 (setq bb-y -1) | |
| 233 (setq bb-score 0) | |
| 234 (setq bb-detour-count 0) | |
| 235 (bb-insert-board) | |
| 236 (bb-goto (cons bb-x bb-y))) | |
| 237 | |
| 238 (defun bb-init-board (num-balls) | |
| 239 (random t) | |
| 240 (let (board pos) | |
| 241 (while (>= (setq num-balls (1- num-balls)) 0) | |
| 242 (while | |
| 243 (progn | |
| 244 (setq pos (cons (random 8) (random 8))) | |
| 245 (bb-member pos board))) | |
| 246 (setq board (cons pos board))) | |
| 247 board)) | |
| 248 | |
| 249 (defun bb-insert-board () | |
| 250 (let (i (buffer-read-only nil)) | |
| 251 (erase-buffer) | |
| 252 (insert " \n") | |
| 253 (setq i 8) | |
| 254 (while (>= (setq i (1- i)) 0) | |
| 255 (insert " - - - - - - - - \n")) | |
| 256 (insert " \n") | |
| 257 (insert (format "\nThere are %d balls in the box" (length bb-board))) | |
| 258 )) | |
| 259 | |
| 260 (defun bb-right () | |
| 261 (interactive) | |
| 262 (if (= bb-x 8) | |
| 263 () | |
| 264 (forward-char 2) | |
| 265 (setq bb-x (1+ bb-x)))) | |
| 266 | |
| 267 (defun bb-left () | |
| 268 (interactive) | |
| 269 (if (= bb-x -1) | |
| 270 () | |
| 271 (backward-char 2) | |
| 272 (setq bb-x (1- bb-x)))) | |
| 273 | |
| 274 (defun bb-up () | |
| 275 (interactive) | |
| 276 (if (= bb-y -1) | |
| 277 () | |
| 278 (previous-line 1) | |
| 279 (setq bb-y (1- bb-y)))) | |
| 280 | |
| 281 (defun bb-down () | |
| 282 (interactive) | |
| 283 (if (= bb-y 8) | |
| 284 () | |
| 285 (next-line 1) | |
| 286 (setq bb-y (1+ bb-y)))) | |
| 287 | |
| 288 (defun bb-eol () | |
| 289 (interactive) | |
| 290 (setq bb-x 8) | |
| 291 (bb-goto (cons bb-x bb-y))) | |
| 292 | |
| 293 (defun bb-bol () | |
| 294 (interactive) | |
| 295 (setq bb-x -1) | |
| 296 (bb-goto (cons bb-x bb-y))) | |
| 297 | |
| 298 (defun bb-romp () | |
| 299 (interactive) | |
| 300 (cond | |
| 301 ((and | |
| 302 (or (= bb-x -1) (= bb-x 8)) | |
| 303 (or (= bb-y -1) (= bb-y 8)))) | |
| 304 ((bb-outside-box bb-x bb-y) | |
| 305 (bb-trace-ray bb-x bb-y)) | |
| 306 (t | |
| 307 (bb-place-ball bb-x bb-y)))) | |
| 308 | |
| 309 (defun bb-place-ball (x y) | |
| 310 (let ((coord (cons x y))) | |
| 311 (cond | |
| 312 ((bb-member coord bb-balls-placed) | |
| 313 (setq bb-balls-placed (bb-delete coord bb-balls-placed)) | |
| 314 (bb-update-board "-")) | |
| 315 (t | |
| 316 (setq bb-balls-placed (cons coord bb-balls-placed)) | |
| 317 (bb-update-board "O"))))) | |
| 318 | |
| 319 (defun bb-trace-ray (x y) | |
| 320 (let ((result (bb-trace-ray-2 | |
| 321 t | |
| 322 x | |
| 323 (cond | |
| 324 ((= x -1) 1) | |
| 325 ((= x 8) -1) | |
| 326 (t 0)) | |
| 327 y | |
| 328 (cond | |
| 329 ((= y -1) 1) | |
| 330 ((= y 8) -1) | |
| 331 (t 0))))) | |
| 332 (cond | |
| 333 ((eq result 'hit) | |
| 334 (bb-update-board "H") | |
| 335 (setq bb-score (1+ bb-score))) | |
| 336 ((equal result (cons x y)) | |
| 337 (bb-update-board "R") | |
| 338 (setq bb-score (1+ bb-score))) | |
| 339 (t | |
| 340 (setq bb-detour-count (1+ bb-detour-count)) | |
| 341 (bb-update-board (format "%d" bb-detour-count)) | |
| 342 (save-excursion | |
| 343 (bb-goto result) | |
| 344 (bb-update-board (format "%d" bb-detour-count))) | |
| 345 (setq bb-score (+ bb-score 2)))))) | |
| 346 | |
| 347 (defun bb-trace-ray-2 (first x dx y dy) | |
| 348 (cond | |
| 349 ((and (not first) | |
| 350 (bb-outside-box x y)) | |
| 351 (cons x y)) | |
| 352 ((bb-member (cons (+ x dx) (+ y dy)) bb-board) | |
| 353 'hit) | |
| 354 ((bb-member (cons (+ x dx dy) (+ y dy dx)) bb-board) | |
| 355 (bb-trace-ray-2 nil x (- dy) y (- dx))) | |
| 356 ((bb-member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board) | |
| 357 (bb-trace-ray-2 nil x dy y dx)) | |
| 358 (t | |
| 359 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy)))) | |
| 360 | |
| 361 (defun bb-done () | |
| 362 "Finish the game and report score." | |
| 363 (interactive) | |
| 364 (let (bogus-balls) | |
| 365 (cond | |
| 366 ((not (= (length bb-balls-placed) (length bb-board))) | |
| 367 (message "There %s %d hidden ball%s; you have placed %d." | |
| 368 (if (= (length bb-board) 1) "is" "are") | |
| 369 (length bb-board) | |
| 370 (if (= (length bb-board) 1) "" "s") | |
| 371 (length bb-balls-placed))) | |
| 372 (t | |
| 373 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board)) | |
| 374 (if (= bogus-balls 0) | |
| 375 (message "Right! Your score is %d." bb-score) | |
| 376 (message "Oops! You missed %d ball%s. Your score is %d." | |
| 377 bogus-balls | |
| 378 (if (= bogus-balls 1) "" "s") | |
| 379 (+ bb-score (* 5 bogus-balls)))) | |
| 380 (bb-goto '(-1 . -1)))))) | |
| 381 | |
| 382 (defun bb-show-bogus-balls (balls-placed board) | |
| 383 (bb-show-bogus-balls-2 balls-placed board "x") | |
| 384 (bb-show-bogus-balls-2 board balls-placed "o")) | |
| 385 | |
| 386 (defun bb-show-bogus-balls-2 (list-1 list-2 c) | |
| 387 (cond | |
| 388 ((null list-1) | |
| 389 0) | |
| 390 ((bb-member (car list-1) list-2) | |
| 391 (bb-show-bogus-balls-2 (cdr list-1) list-2 c)) | |
| 392 (t | |
| 393 (bb-goto (car list-1)) | |
| 394 (bb-update-board c) | |
| 395 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c))))) | |
| 396 | |
| 826 | 397 (defun bb-outside-box (x y) |
| 398 (or (= x -1) (= x 8) (= y -1) (= y 8))) | |
| 473 | 399 |
| 400 (defun bb-goto (pos) | |
| 401 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26))) | |
| 402 | |
| 403 (defun bb-update-board (c) | |
| 404 (let ((buffer-read-only nil)) | |
| 405 (backward-char (1- (length c))) | |
| 406 (delete-char (length c)) | |
| 407 (insert c) | |
| 408 (backward-char 1))) | |
| 409 | |
| 410 (defun bb-member (elt list) | |
| 411 "Returns non-nil if ELT is an element of LIST." | |
| 412 (eval (cons 'or (mapcar (function (lambda (x) (equal x elt))) list)))) | |
| 413 | |
| 414 (defun bb-delete (item list) | |
| 415 "Deletes ITEM from LIST and returns a copy." | |
| 416 (cond | |
| 417 ((equal item (car list)) (cdr list)) | |
| 418 (t (cons (car list) (bb-delete item (cdr list)))))) | |
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419 |
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420 ;;; blackbox.el ends here |
