comparison lisp/games/blackbox.el @ 70:131b0175ea99 r20-0b30

Import from CVS: tag r20-0b30
author cvs
date Mon, 13 Aug 2007 09:02:59 +0200
parents 461c7ba8286a
children b9518feda344
comparison
equal deleted inserted replaced
69:804d1389bcd6 70:131b0175ea99
17 ;; WITHOUT ANY WARRANTY; without even the implied warranty of 17 ;; WITHOUT ANY WARRANTY; without even the implied warranty of
18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU 18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 ;; General Public License for more details. 19 ;; General Public License for more details.
20 20
21 ;; You should have received a copy of the GNU General Public License 21 ;; You should have received a copy of the GNU General Public License
22 ;; along with XEmacs; see the file COPYING. If not, write to the Free 22 ;; along with XEmacs; see the file COPYING. If not, write to the
23 ;; Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 23 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
24 ;; 02111-1307, USA. 24 ;; Boston, MA 02111-1307, USA.
25 25
26 ;;; Synched up with: FSF 19.34. 26 ;;; Synched up with: FSF 19.28.
27 27
28 ;;; Commentary: 28 ;;; Commentary:
29 29
30 ;; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> 30 ; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
31 ;; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89 31 ; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89
32 ;; interface improvements by ESR, Dec 5 1991. 32 ; interface improvements by ESR, Dec 5 1991.
33 33
34 ;; The object of the game is to find four hidden balls by shooting rays 34 ; The object of the game is to find four hidden balls by shooting rays
35 ;; into the black box. There are four possibilities: 1) the ray will 35 ; into the black box. There are four possibilities: 1) the ray will
36 ;; pass thru the box undisturbed, 2) it will hit a ball and be absorbed, 36 ; pass thru the box undisturbed, 2) it will hit a ball and be absorbed,
37 ;; 3) it will be deflected and exit the box, or 4) be deflected immediately, 37 ; 3) it will be deflected and exit the box, or 4) be deflected immediately,
38 ;; not even being allowed entry into the box. 38 ; not even being allowed entry into the box.
39 39 ;
40 ;; The strange part is the method of deflection. It seems that rays will 40 ; The strange part is the method of deflection. It seems that rays will
41 ;; not pass next to a ball, and change direction at right angles to avoid it. 41 ; not pass next to a ball, and change direction at right angles to avoid it.
42 ;; 42 ;
43 ;; R 3 43 ; R 3
44 ;; 1 - - - - - - - - 1 44 ; 1 - - - - - - - - 1
45 ;; - - - - - - - - 45 ; - - - - - - - -
46 ;; - O - - - - - - 3 46 ; - O - - - - - - 3
47 ;; 2 - - - - O - O - 47 ; 2 - - - - O - O -
48 ;; 4 - - - - - - - - 48 ; 4 - - - - - - - -
49 ;; 5 - - - - - - - - 5 49 ; 5 - - - - - - - - 5
50 ;; - - - - - - - - R 50 ; - - - - - - - - R
51 ;; H - - - - - - - O 51 ; H - - - - - - - O
52 ;; 2 H 4 H 52 ; 2 H 4 H
53 ;; 53 ;
54 ;; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass 54 ; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass
55 ;; thru the box undisturbed. Ray 2 is deflected by the northwesternmost 55 ; thru the box undisturbed. Ray 2 is deflected by the northwesternmost
56 ;; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are 56 ; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are
57 ;; marked with H. The bottom of the left and the right of the bottom hit 57 ; marked with H. The bottom of the left and the right of the bottom hit
58 ;; the southeastern ball directly. Rays may also hit balls after being 58 ; the southeastern ball directly. Rays may also hit balls after being
59 ;; reflected. Consider the H on the bottom next to the 4. It bounces off 59 ; reflected. Consider the H on the bottom next to the 4. It bounces off
60 ;; the NW-ern most ball and hits the central ball. A ray shot from above 60 ; the NW-ern most ball and hits the central ball. A ray shot from above
61 ;; the right side 5 would hit the SE-ern most ball. The R beneath the 5 61 ; the right side 5 would hit the SE-ern most ball. The R beneath the 5
62 ;; is because the ball is returned instantly. It is not allowed into 62 ; is because the ball is returned instantly. It is not allowed into
63 ;; the box if it would reflect immediately. The R on the top is a more 63 ; the box if it would reflect immediately. The R on the top is a more
64 ;; leisurely return. Both central balls would tend to deflect it east 64 ; leisurely return. Both central balls would tend to deflect it east
65 ;; or west, but it cannot go either way, so it just retreats. 65 ; or west, but it cannot go either way, so it just retreats.
66 66 ;
67 ;; At the end of the game, if you've placed guesses for as many balls as 67 ; At the end of the game, if you've placed guesses for as many balls as
68 ;; there are in the box, the true board position will be revealed. Each 68 ; there are in the box, the true board position will be revealed. Each
69 ;; `x' is an incorrect guess of yours;; `o' is the true location of a ball. 69 ; `x' is an incorrect guess of yours; `o' is the true location of a ball.
70 70
71 ;;; Code: 71 ;;; Code:
72 72
73 (defvar blackbox-mode-map nil "") 73 (defvar blackbox-mode-map nil "")
74 74
87 (define-key blackbox-mode-map "\C-e" 'bb-eol) 87 (define-key blackbox-mode-map "\C-e" 'bb-eol)
88 (define-key blackbox-mode-map "\C-a" 'bb-bol) 88 (define-key blackbox-mode-map "\C-a" 'bb-bol)
89 (define-key blackbox-mode-map " " 'bb-romp) 89 (define-key blackbox-mode-map " " 'bb-romp)
90 (define-key blackbox-mode-map [insert] 'bb-romp) 90 (define-key blackbox-mode-map [insert] 'bb-romp)
91 (define-key blackbox-mode-map "\C-m" 'bb-done) 91 (define-key blackbox-mode-map "\C-m" 'bb-done)
92 (define-key blackbox-mode-map [kp-enter] 'bb-done)) 92 (define-key blackbox-mode-map [kp_enter] 'bb-done))
93 93
94 ;; Blackbox mode is suitable only for specially formatted data. 94 ;; Blackbox mode is suitable only for specially formatted data.
95 (put 'blackbox-mode 'mode-class 'special) 95 (put 'blackbox-mode 'mode-class 'special)
96 96
97 (defvar bb-board) 97 (defvar bb-board)
234 (interactive "P") 234 (interactive "P")
235 (switch-to-buffer "*Blackbox*") 235 (switch-to-buffer "*Blackbox*")
236 (blackbox-mode) 236 (blackbox-mode)
237 (setq buffer-read-only t) 237 (setq buffer-read-only t)
238 (buffer-disable-undo (current-buffer)) 238 (buffer-disable-undo (current-buffer))
239 ;; XEmacs makes some local variables here and FSF doesn't.
240 (make-local-variable 'bb-board) 239 (make-local-variable 'bb-board)
241 (setq bb-board (bb-init-board (or num 4))) 240 (setq bb-board (bb-init-board (or num 4)))
242 (make-local-variable 'bb-balls-placed) 241 (make-local-variable 'bb-balls-placed)
243 (setq bb-balls-placed nil) 242 (setq bb-balls-placed nil)
244 (make-local-variable 'bb-x) 243 (make-local-variable 'bb-x)
433 (cond 432 (cond
434 ((equal item (car list)) (cdr list)) 433 ((equal item (car list)) (cdr list))
435 (t (cons (car list) (bb-delete item (cdr list)))))) 434 (t (cons (car list) (bb-delete item (cdr list))))))
436 435
437 ;;; blackbox.el ends here 436 ;;; blackbox.el ends here
437
438