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1 ;;; DO NOT MODIFY THIS FILE
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2 (if (not (featurep 'games-autoloads))
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3 (progn
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4
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5 ;;;### (autoloads (blackbox) "blackbox" "games/blackbox.el")
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6
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7 (autoload 'blackbox "blackbox" "\
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8 Play blackbox. Optional prefix argument is the number of balls;
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9 the default is 4.
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10
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11 What is blackbox?
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12
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13 Blackbox is a game of hide and seek played on an 8 by 8 grid (the
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14 Blackbox). Your opponent (Emacs, in this case) has hidden several
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15 balls (usually 4) within this box. By shooting rays into the box and
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16 observing where they emerge it is possible to deduce the positions of
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17 the hidden balls. The fewer rays you use to find the balls, the lower
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18 your score.
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19
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20 Overview of play:
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21
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22 \\<blackbox-mode-map>To play blackbox, type \\[blackbox]. An optional prefix argument
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23 specifies the number of balls to be hidden in the box; the default is
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24 four.
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25
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26 The cursor can be moved around the box with the standard cursor
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27 movement keys.
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28
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29 To shoot a ray, move the cursor to the edge of the box and press SPC.
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30 The result will be determined and the playfield updated.
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31
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32 You may place or remove balls in the box by moving the cursor into the
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33 box and pressing \\[bb-romp].
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34
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35 When you think the configuration of balls you have placed is correct,
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36 press \\[bb-done]. You will be informed whether you are correct or
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37 not, and be given your score. Your score is the number of letters and
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38 numbers around the outside of the box plus five for each incorrectly
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39 placed ball. If you placed any balls incorrectly, they will be
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40 indicated with `x', and their actual positions indicated with `o'.
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41
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42 Details:
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43
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44 There are three possible outcomes for each ray you send into the box:
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45
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46 Detour: the ray is deflected and emerges somewhere other than
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47 where you sent it in. On the playfield, detours are
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48 denoted by matching pairs of numbers -- one where the
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49 ray went in, and the other where it came out.
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50
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51 Reflection: the ray is reflected and emerges in the same place
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52 it was sent in. On the playfield, reflections are
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53 denoted by the letter `R'.
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54
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55 Hit: the ray strikes a ball directly and is absorbed. It does
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56 not emerge from the box. On the playfield, hits are
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57 denoted by the letter `H'.
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58
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59 The rules for how balls deflect rays are simple and are best shown by
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60 example.
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61
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62 As a ray approaches a ball it is deflected ninety degrees. Rays can
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63 be deflected multiple times. In the diagrams below, the dashes
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64 represent empty box locations and the letter `O' represents a ball.
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65 The entrance and exit points of each ray are marked with numbers as
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66 described under \"Detour\" above. Note that the entrance and exit
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67 points are always interchangeable. `*' denotes the path taken by the
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68 ray.
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69
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70 Note carefully the relative positions of the ball and the ninety
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71 degree deflection it causes.
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72
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73 1
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74 - * - - - - - - - - - - - - - - - - - - - - - -
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75 - * - - - - - - - - - - - - - - - - - - - - - -
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76 1 * * - - - - - - - - - - - - - - - O - - - - O -
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77 - - O - - - - - - - O - - - - - - - * * * * - -
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78 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
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79 - - - - - - - - - - - * - - - - - - - O - * - -
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80 - - - - - - - - - - - * - - - - - - - - * * - -
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81 - - - - - - - - - - - * - - - - - - - - * - O -
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82 2 3
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83
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84 As mentioned above, a reflection occurs when a ray emerges from the same point
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85 it was sent in. This can happen in several ways:
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86
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87
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88 - - - - - - - - - - - - - - - - - - - - - - - -
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89 - - - - O - - - - - O - O - - - - - - - - - - -
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90 R * * * * - - - - - - - * - - - - O - - - - - - -
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91 - - - - O - - - - - - * - - - - R - - - - - - - -
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92 - - - - - - - - - - - * - - - - - - - - - - - -
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93 - - - - - - - - - - - * - - - - - - - - - - - -
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94 - - - - - - - - R * * * * - - - - - - - - - - - -
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95 - - - - - - - - - - - - O - - - - - - - - - - -
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96
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97 In the first example, the ray is deflected downwards by the upper
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98 ball, then left by the lower ball, and finally retraces its path to
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99 its point of origin. The second example is similar. The third
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100 example is a bit anomalous but can be rationalized by realizing the
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101 ray never gets a chance to get into the box. Alternatively, the ray
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102 can be thought of as being deflected downwards and immediately
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103 emerging from the box.
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104
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105 A hit occurs when a ray runs straight into a ball:
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106
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107 - - - - - - - - - - - - - - - - - - - - - - - -
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108 - - - - - - - - - - - - - - - - - - - - O - - -
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109 - - - - - - - - - - - - O - - - H * * * * - - - -
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110 - - - - - - - - H * * * * O - - - - - - * - - - -
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111 - - - - - - - - - - - - O - - - - - - O - - - -
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112 H * * * O - - - - - - - - - - - - - - - - - - - -
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113 - - - - - - - - - - - - - - - - - - - - - - - -
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114 - - - - - - - - - - - - - - - - - - - - - - - -
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115
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116 Be sure to compare the second example of a hit with the first example of
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117 a reflection." t nil)
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118
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119 ;;;***
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120
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121 ;;;### (autoloads (conx-load conx conx-region conx-buffer) "conx" "games/conx.el")
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122
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123 (autoload 'conx-buffer "conx" "\
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124 Absorb the text in the current buffer into the tree." t nil)
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125
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126 (autoload 'conx-region "conx" "\
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127 Absorb the text in the current region into the tree." t nil)
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128
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129 (autoload 'conx "conx" "\
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130 Generate some random sentences in the *conx* buffer." t nil)
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131
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132 (autoload 'conx-load "conx" "\
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133 Load in a CONX database written by the \\[conx-save] command.
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134 This clears the database currently in memory." t nil)
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135
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136 ;;;***
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137
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138 ;;;### (autoloads (shuffle-vector cookie-snarf cookie-insert cookie) "cookie1" "games/cookie1.el")
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139
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140 (autoload 'cookie "cookie1" "\
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141 Return a random phrase from PHRASE-FILE. When the phrase file
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142 is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil)
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143
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144 (autoload 'cookie-insert "cookie1" "\
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145 Insert random phrases from PHRASE-FILE; COUNT of them. When the phrase file
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146 is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil)
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147
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148 (autoload 'cookie-snarf "cookie1" "\
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149 Reads in the PHRASE-FILE, returns it as a vector of strings.
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150 Emit STARTMSG and ENDMSG before and after. Caches the result; second
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151 and subsequent calls on the same file won't go to disk." nil nil)
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152
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153 (autoload 'shuffle-vector "cookie1" "\
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154 Randomly permute the elements of VECTOR (all permutations equally likely)" nil nil)
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155
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156 ;;;***
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157
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158 ;;;### (autoloads (decipher-mode decipher) "decipher" "games/decipher.el")
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159
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160 (autoload 'decipher "decipher" "\
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161 Format a buffer of ciphertext for cryptanalysis and enter Decipher mode." t nil)
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162
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163 (autoload 'decipher-mode "decipher" "\
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164 Major mode for decrypting monoalphabetic substitution ciphers.
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165 Lower-case letters enter plaintext.
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166 Upper-case letters are commands.
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167
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168 The buffer is made read-only so that normal Emacs commands cannot
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169 modify it.
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170
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171 The most useful commands are:
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172 \\<decipher-mode-map>
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173 \\[decipher-digram-list] Display a list of all digrams & their frequency
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174 \\[decipher-frequency-count] Display the frequency of each ciphertext letter
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175 \\[decipher-adjacency-list] Show adjacency list for current letter (lists letters appearing next to it)
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176 \\[decipher-make-checkpoint] Save the current cipher alphabet (checkpoint)
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177 \\[decipher-restore-checkpoint] Restore a saved cipher alphabet (checkpoint)" t nil)
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178
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179 ;;;***
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180
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181 ;;;### (autoloads (dissociated-press) "dissociate" "games/dissociate.el")
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182
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183 (autoload 'dissociated-press "dissociate" "\
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184 Dissociate the text of the current buffer.
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185 Output goes in buffer named *Dissociation*,
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186 which is redisplayed each time text is added to it.
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187 Every so often the user must say whether to continue.
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188 If ARG is positive, require ARG chars of continuity.
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189 If ARG is negative, require -ARG words of continuity.
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190 Default is 2." t nil)
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191
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192 ;;;***
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193
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194 ;;;### (autoloads (doctor) "doctor" "games/doctor.el")
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195
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196 (autoload 'doctor "doctor" "\
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197 Switch to *doctor* buffer and start giving psychotherapy." t nil)
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198
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199 ;;;***
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200
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201 ;;;### (autoloads (dunnet) "dunnet" "games/dunnet.el")
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202
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203 (autoload 'dunnet "dunnet" "\
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204 Switch to *dungeon* buffer and start game." t nil)
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205
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206 ;;;***
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207
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208 ;;;### (autoloads (flame) "flame" "games/flame.el")
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209
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210 (autoload 'flame "flame" "\
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211 Generate ARG (default 1) sentences of half-crazed gibberish." t nil)
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212
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213 ;;;***
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214
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215 ;;;### (autoloads (gomoku) "gomoku" "games/gomoku.el")
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216
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217 (autoload 'gomoku "gomoku" "\
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218 Start a Gomoku game between you and Emacs.
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219 If a game is in progress, this command allow you to resume it.
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220 If optional arguments N and M are given, an N by M board is used.
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221
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222 You and Emacs play in turn by marking a free square. You mark it with X
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223 and Emacs marks it with O. The winner is the first to get five contiguous
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224 marks horizontally, vertically or in diagonal.
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225 You play by moving the cursor over the square you choose and hitting
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226 \\<gomoku-mode-map>\\[gomoku-human-plays].
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227 Use \\[describe-mode] for more info." t nil)
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228
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229 ;;;***
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230
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231 ;;;### (autoloads (hanoi) "hanoi" "games/hanoi.el")
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232
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233 (autoload 'hanoi "hanoi" "\
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234 Towers of Hanoi diversion. Argument is number of rings." t nil)
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235
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236 ;;;***
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237
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238 ;;;### (autoloads (life) "life" "games/life.el")
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239
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240 (autoload 'life "life" "\
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241 Run Conway's Life simulation.
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242 The starting pattern is randomly selected. Prefix arg (optional first
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243 arg non-nil from a program) is the number of seconds to sleep between
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244 generations (this defaults to 1)." t nil)
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245
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246 ;;;***
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247
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248 ;;;### (autoloads (mpuz) "mpuz" "games/mpuz.el")
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249
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250 (autoload 'mpuz "mpuz" "\
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251 Multiplication puzzle with GNU Emacs." t nil)
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252
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253 ;;;***
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254
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255 ;;;### (autoloads (snarf-spooks spook) "spook" "games/spook.el")
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256
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257 (autoload 'spook "spook" "\
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258 Adds that special touch of class to your outgoing mail." t nil)
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259
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260 (autoload 'snarf-spooks "spook" "\
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261 Return a vector containing the lines from `spook-phrases-file'." nil nil)
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262
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263 ;;;***
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264
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265 ;;;### (autoloads (xmine-mode) "xmine" "games/xmine.el")
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266
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267 (autoload 'xmine-mode "xmine" "\
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268 A mode for playing the well known mine searching game.
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269
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270 `\\<annotation-local-map-default>\\[xmine-activate-function-button1]' or `\\<xmine-keymap>\\[xmine-key-action1]' unhides a tile,
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271 `\\<annotation-local-map-default>\\[xmine-activate-function-button2]' or `\\<xmine-keymap>\\[xmine-key-action2]' unhides all neighbours of a tile,
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272 `\\<annotation-local-map-default>\\[xmine-activate-function-button3]' or `\\<xmine-keymap>\\[xmine-key-action3]' (un)flagges a tile to hold a mine.
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273
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274 `\\[xmine-key-new]' starts a new game.
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275 `\\[xmine-key-quit]' ends a game.
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276
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277 All keybindings (with alternatives) currently in effect:
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278 \\{xmine-keymap}
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279
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280 The rules are quite easy: You start by unhiding (random) tiles. An unhidden
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281 tile showing a number tells you something about the number of mines in it's
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282 neighborhood, where the neighborhood are all 8 tiles (or less if it's
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283 at a border) around the tile.
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284
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285 E.g. a \"1\" shows you that there is only one mine in the neighborhood of
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286 this tile. Empty tiles have no mines around them, and empty tiles in
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287 the neighborhood of another empty tile are all automatically unhidden
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288 if you unhide one of them. You need to find a strategy to use the
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289 information you have from the numbers to \"flag\" the tiles with mines
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290 under them and unhide all other tiles. If you correctly made this
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291 without accidently unhiding a mine, you've won.
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292
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293 If you are sure you have correctly flagged all mines around a unhidden tile,
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294 you can use Button-2 or \\[xmine-key-action2] on it to unhide all it's
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295 neighbors. But beware: If you made a mistake by flagging the wrong mines,
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296 you'll blow up!
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297
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298 Have Fun." t nil)
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299
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300 (fset 'xmine 'xmine-mode)
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301
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302 ;;;***
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303
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304 ;;;### (autoloads (psychoanalyze-pinhead apropos-zippy insert-zippyism yow) "yow" "games/yow.el")
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305
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306 (autoload 'yow "yow" "\
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307 Return or display a random Zippy quotation. With prefix arg, insert it." t nil)
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308
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309 (autoload 'insert-zippyism "yow" "\
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310 Prompt with completion for a known Zippy quotation, and insert it at point." t nil)
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311
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312 (autoload 'apropos-zippy "yow" "\
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313 Return a list of all Zippy quotes matching REGEXP.
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314 If called interactively, display a list of matches." t nil)
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315
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316 (autoload 'psychoanalyze-pinhead "yow" "\
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317 Zippy goes to the analyst." t nil)
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318
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319 ;;;***
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320
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321 (provide 'games-autoloads)
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322 ))
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