Mercurial > hg > xemacs-beta
comparison lisp/games/auto-autoloads.el @ 163:0132846995bd r20-3b8
Import from CVS: tag r20-3b8
author | cvs |
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date | Mon, 13 Aug 2007 09:43:35 +0200 |
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children | e121b013d1f0 |
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1 ;;; DO NOT MODIFY THIS FILE | |
2 (if (not (featurep 'games-autoloads)) | |
3 (progn | |
4 | |
5 ;;;### (autoloads (blackbox) "blackbox" "games/blackbox.el") | |
6 | |
7 (autoload 'blackbox "blackbox" "\ | |
8 Play blackbox. Optional prefix argument is the number of balls; | |
9 the default is 4. | |
10 | |
11 What is blackbox? | |
12 | |
13 Blackbox is a game of hide and seek played on an 8 by 8 grid (the | |
14 Blackbox). Your opponent (Emacs, in this case) has hidden several | |
15 balls (usually 4) within this box. By shooting rays into the box and | |
16 observing where they emerge it is possible to deduce the positions of | |
17 the hidden balls. The fewer rays you use to find the balls, the lower | |
18 your score. | |
19 | |
20 Overview of play: | |
21 | |
22 \\<blackbox-mode-map>To play blackbox, type \\[blackbox]. An optional prefix argument | |
23 specifies the number of balls to be hidden in the box; the default is | |
24 four. | |
25 | |
26 The cursor can be moved around the box with the standard cursor | |
27 movement keys. | |
28 | |
29 To shoot a ray, move the cursor to the edge of the box and press SPC. | |
30 The result will be determined and the playfield updated. | |
31 | |
32 You may place or remove balls in the box by moving the cursor into the | |
33 box and pressing \\[bb-romp]. | |
34 | |
35 When you think the configuration of balls you have placed is correct, | |
36 press \\[bb-done]. You will be informed whether you are correct or | |
37 not, and be given your score. Your score is the number of letters and | |
38 numbers around the outside of the box plus five for each incorrectly | |
39 placed ball. If you placed any balls incorrectly, they will be | |
40 indicated with `x', and their actual positions indicated with `o'. | |
41 | |
42 Details: | |
43 | |
44 There are three possible outcomes for each ray you send into the box: | |
45 | |
46 Detour: the ray is deflected and emerges somewhere other than | |
47 where you sent it in. On the playfield, detours are | |
48 denoted by matching pairs of numbers -- one where the | |
49 ray went in, and the other where it came out. | |
50 | |
51 Reflection: the ray is reflected and emerges in the same place | |
52 it was sent in. On the playfield, reflections are | |
53 denoted by the letter `R'. | |
54 | |
55 Hit: the ray strikes a ball directly and is absorbed. It does | |
56 not emerge from the box. On the playfield, hits are | |
57 denoted by the letter `H'. | |
58 | |
59 The rules for how balls deflect rays are simple and are best shown by | |
60 example. | |
61 | |
62 As a ray approaches a ball it is deflected ninety degrees. Rays can | |
63 be deflected multiple times. In the diagrams below, the dashes | |
64 represent empty box locations and the letter `O' represents a ball. | |
65 The entrance and exit points of each ray are marked with numbers as | |
66 described under \"Detour\" above. Note that the entrance and exit | |
67 points are always interchangeable. `*' denotes the path taken by the | |
68 ray. | |
69 | |
70 Note carefully the relative positions of the ball and the ninety | |
71 degree deflection it causes. | |
72 | |
73 1 | |
74 - * - - - - - - - - - - - - - - - - - - - - - - | |
75 - * - - - - - - - - - - - - - - - - - - - - - - | |
76 1 * * - - - - - - - - - - - - - - - O - - - - O - | |
77 - - O - - - - - - - O - - - - - - - * * * * - - | |
78 - - - - - - - - - - - * * * * * 2 3 * * * - - * - - | |
79 - - - - - - - - - - - * - - - - - - - O - * - - | |
80 - - - - - - - - - - - * - - - - - - - - * * - - | |
81 - - - - - - - - - - - * - - - - - - - - * - O - | |
82 2 3 | |
83 | |
84 As mentioned above, a reflection occurs when a ray emerges from the same point | |
85 it was sent in. This can happen in several ways: | |
86 | |
87 | |
88 - - - - - - - - - - - - - - - - - - - - - - - - | |
89 - - - - O - - - - - O - O - - - - - - - - - - - | |
90 R * * * * - - - - - - - * - - - - O - - - - - - - | |
91 - - - - O - - - - - - * - - - - R - - - - - - - - | |
92 - - - - - - - - - - - * - - - - - - - - - - - - | |
93 - - - - - - - - - - - * - - - - - - - - - - - - | |
94 - - - - - - - - R * * * * - - - - - - - - - - - - | |
95 - - - - - - - - - - - - O - - - - - - - - - - - | |
96 | |
97 In the first example, the ray is deflected downwards by the upper | |
98 ball, then left by the lower ball, and finally retraces its path to | |
99 its point of origin. The second example is similar. The third | |
100 example is a bit anomalous but can be rationalized by realizing the | |
101 ray never gets a chance to get into the box. Alternatively, the ray | |
102 can be thought of as being deflected downwards and immediately | |
103 emerging from the box. | |
104 | |
105 A hit occurs when a ray runs straight into a ball: | |
106 | |
107 - - - - - - - - - - - - - - - - - - - - - - - - | |
108 - - - - - - - - - - - - - - - - - - - - O - - - | |
109 - - - - - - - - - - - - O - - - H * * * * - - - - | |
110 - - - - - - - - H * * * * O - - - - - - * - - - - | |
111 - - - - - - - - - - - - O - - - - - - O - - - - | |
112 H * * * O - - - - - - - - - - - - - - - - - - - - | |
113 - - - - - - - - - - - - - - - - - - - - - - - - | |
114 - - - - - - - - - - - - - - - - - - - - - - - - | |
115 | |
116 Be sure to compare the second example of a hit with the first example of | |
117 a reflection." t nil) | |
118 | |
119 ;;;*** | |
120 | |
121 ;;;### (autoloads (conx-load conx conx-region conx-buffer) "conx" "games/conx.el") | |
122 | |
123 (autoload 'conx-buffer "conx" "\ | |
124 Absorb the text in the current buffer into the tree." t nil) | |
125 | |
126 (autoload 'conx-region "conx" "\ | |
127 Absorb the text in the current region into the tree." t nil) | |
128 | |
129 (autoload 'conx "conx" "\ | |
130 Generate some random sentences in the *conx* buffer." t nil) | |
131 | |
132 (autoload 'conx-load "conx" "\ | |
133 Load in a CONX database written by the \\[conx-save] command. | |
134 This clears the database currently in memory." t nil) | |
135 | |
136 ;;;*** | |
137 | |
138 ;;;### (autoloads (shuffle-vector cookie-snarf cookie-insert cookie) "cookie1" "games/cookie1.el") | |
139 | |
140 (autoload 'cookie "cookie1" "\ | |
141 Return a random phrase from PHRASE-FILE. When the phrase file | |
142 is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil) | |
143 | |
144 (autoload 'cookie-insert "cookie1" "\ | |
145 Insert random phrases from PHRASE-FILE; COUNT of them. When the phrase file | |
146 is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil) | |
147 | |
148 (autoload 'cookie-snarf "cookie1" "\ | |
149 Reads in the PHRASE-FILE, returns it as a vector of strings. | |
150 Emit STARTMSG and ENDMSG before and after. Caches the result; second | |
151 and subsequent calls on the same file won't go to disk." nil nil) | |
152 | |
153 (autoload 'shuffle-vector "cookie1" "\ | |
154 Randomly permute the elements of VECTOR (all permutations equally likely)" nil nil) | |
155 | |
156 ;;;*** | |
157 | |
158 ;;;### (autoloads (decipher-mode decipher) "decipher" "games/decipher.el") | |
159 | |
160 (autoload 'decipher "decipher" "\ | |
161 Format a buffer of ciphertext for cryptanalysis and enter Decipher mode." t nil) | |
162 | |
163 (autoload 'decipher-mode "decipher" "\ | |
164 Major mode for decrypting monoalphabetic substitution ciphers. | |
165 Lower-case letters enter plaintext. | |
166 Upper-case letters are commands. | |
167 | |
168 The buffer is made read-only so that normal Emacs commands cannot | |
169 modify it. | |
170 | |
171 The most useful commands are: | |
172 \\<decipher-mode-map> | |
173 \\[decipher-digram-list] Display a list of all digrams & their frequency | |
174 \\[decipher-frequency-count] Display the frequency of each ciphertext letter | |
175 \\[decipher-adjacency-list] Show adjacency list for current letter (lists letters appearing next to it) | |
176 \\[decipher-make-checkpoint] Save the current cipher alphabet (checkpoint) | |
177 \\[decipher-restore-checkpoint] Restore a saved cipher alphabet (checkpoint)" t nil) | |
178 | |
179 ;;;*** | |
180 | |
181 ;;;### (autoloads (dissociated-press) "dissociate" "games/dissociate.el") | |
182 | |
183 (autoload 'dissociated-press "dissociate" "\ | |
184 Dissociate the text of the current buffer. | |
185 Output goes in buffer named *Dissociation*, | |
186 which is redisplayed each time text is added to it. | |
187 Every so often the user must say whether to continue. | |
188 If ARG is positive, require ARG chars of continuity. | |
189 If ARG is negative, require -ARG words of continuity. | |
190 Default is 2." t nil) | |
191 | |
192 ;;;*** | |
193 | |
194 ;;;### (autoloads (doctor) "doctor" "games/doctor.el") | |
195 | |
196 (autoload 'doctor "doctor" "\ | |
197 Switch to *doctor* buffer and start giving psychotherapy." t nil) | |
198 | |
199 ;;;*** | |
200 | |
201 ;;;### (autoloads (dunnet) "dunnet" "games/dunnet.el") | |
202 | |
203 (autoload 'dunnet "dunnet" "\ | |
204 Switch to *dungeon* buffer and start game." t nil) | |
205 | |
206 ;;;*** | |
207 | |
208 ;;;### (autoloads (flame) "flame" "games/flame.el") | |
209 | |
210 (autoload 'flame "flame" "\ | |
211 Generate ARG (default 1) sentences of half-crazed gibberish." t nil) | |
212 | |
213 ;;;*** | |
214 | |
215 ;;;### (autoloads (gomoku) "gomoku" "games/gomoku.el") | |
216 | |
217 (autoload 'gomoku "gomoku" "\ | |
218 Start a Gomoku game between you and Emacs. | |
219 If a game is in progress, this command allow you to resume it. | |
220 If optional arguments N and M are given, an N by M board is used. | |
221 | |
222 You and Emacs play in turn by marking a free square. You mark it with X | |
223 and Emacs marks it with O. The winner is the first to get five contiguous | |
224 marks horizontally, vertically or in diagonal. | |
225 You play by moving the cursor over the square you choose and hitting | |
226 \\<gomoku-mode-map>\\[gomoku-human-plays]. | |
227 Use \\[describe-mode] for more info." t nil) | |
228 | |
229 ;;;*** | |
230 | |
231 ;;;### (autoloads (hanoi) "hanoi" "games/hanoi.el") | |
232 | |
233 (autoload 'hanoi "hanoi" "\ | |
234 Towers of Hanoi diversion. Argument is number of rings." t nil) | |
235 | |
236 ;;;*** | |
237 | |
238 ;;;### (autoloads (life) "life" "games/life.el") | |
239 | |
240 (autoload 'life "life" "\ | |
241 Run Conway's Life simulation. | |
242 The starting pattern is randomly selected. Prefix arg (optional first | |
243 arg non-nil from a program) is the number of seconds to sleep between | |
244 generations (this defaults to 1)." t nil) | |
245 | |
246 ;;;*** | |
247 | |
248 ;;;### (autoloads (mpuz) "mpuz" "games/mpuz.el") | |
249 | |
250 (autoload 'mpuz "mpuz" "\ | |
251 Multiplication puzzle with GNU Emacs." t nil) | |
252 | |
253 ;;;*** | |
254 | |
255 ;;;### (autoloads (snarf-spooks spook) "spook" "games/spook.el") | |
256 | |
257 (autoload 'spook "spook" "\ | |
258 Adds that special touch of class to your outgoing mail." t nil) | |
259 | |
260 (autoload 'snarf-spooks "spook" "\ | |
261 Return a vector containing the lines from `spook-phrases-file'." nil nil) | |
262 | |
263 ;;;*** | |
264 | |
265 ;;;### (autoloads (xmine-mode) "xmine" "games/xmine.el") | |
266 | |
267 (autoload 'xmine-mode "xmine" "\ | |
268 A mode for playing the well known mine searching game. | |
269 | |
270 `\\<annotation-local-map-default>\\[xmine-activate-function-button1]' or `\\<xmine-keymap>\\[xmine-key-action1]' unhides a tile, | |
271 `\\<annotation-local-map-default>\\[xmine-activate-function-button2]' or `\\<xmine-keymap>\\[xmine-key-action2]' unhides all neighbours of a tile, | |
272 `\\<annotation-local-map-default>\\[xmine-activate-function-button3]' or `\\<xmine-keymap>\\[xmine-key-action3]' (un)flagges a tile to hold a mine. | |
273 | |
274 `\\[xmine-key-new]' starts a new game. | |
275 `\\[xmine-key-quit]' ends a game. | |
276 | |
277 All keybindings (with alternatives) currently in effect: | |
278 \\{xmine-keymap} | |
279 | |
280 The rules are quite easy: You start by unhiding (random) tiles. An unhidden | |
281 tile showing a number tells you something about the number of mines in it's | |
282 neighborhood, where the neighborhood are all 8 tiles (or less if it's | |
283 at a border) around the tile. | |
284 | |
285 E.g. a \"1\" shows you that there is only one mine in the neighborhood of | |
286 this tile. Empty tiles have no mines around them, and empty tiles in | |
287 the neighborhood of another empty tile are all automatically unhidden | |
288 if you unhide one of them. You need to find a strategy to use the | |
289 information you have from the numbers to \"flag\" the tiles with mines | |
290 under them and unhide all other tiles. If you correctly made this | |
291 without accidently unhiding a mine, you've won. | |
292 | |
293 If you are sure you have correctly flagged all mines around a unhidden tile, | |
294 you can use Button-2 or \\[xmine-key-action2] on it to unhide all it's | |
295 neighbors. But beware: If you made a mistake by flagging the wrong mines, | |
296 you'll blow up! | |
297 | |
298 Have Fun." t nil) | |
299 | |
300 (fset 'xmine 'xmine-mode) | |
301 | |
302 ;;;*** | |
303 | |
304 ;;;### (autoloads (psychoanalyze-pinhead apropos-zippy insert-zippyism yow) "yow" "games/yow.el") | |
305 | |
306 (autoload 'yow "yow" "\ | |
307 Return or display a random Zippy quotation. With prefix arg, insert it." t nil) | |
308 | |
309 (autoload 'insert-zippyism "yow" "\ | |
310 Prompt with completion for a known Zippy quotation, and insert it at point." t nil) | |
311 | |
312 (autoload 'apropos-zippy "yow" "\ | |
313 Return a list of all Zippy quotes matching REGEXP. | |
314 If called interactively, display a list of matches." t nil) | |
315 | |
316 (autoload 'psychoanalyze-pinhead "yow" "\ | |
317 Zippy goes to the analyst." t nil) | |
318 | |
319 ;;;*** | |
320 | |
321 (provide 'games-autoloads) | |
322 )) |