comparison lisp/games/auto-autoloads.el @ 163:0132846995bd r20-3b8

Import from CVS: tag r20-3b8
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date Mon, 13 Aug 2007 09:43:35 +0200
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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 ))