comparison lisp/games/blackbox.el @ 0:376386a54a3c r19-14

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1 ;;; blackbox.el --- blackbox game in Emacs Lisp
2
3 ;; Copyright (C) 1985, 1986, 1987, 1992 Free Software Foundation, Inc.
4
5 ;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
6 ;; Adapted-By: ESR
7 ;; Keywords: games
8
9 ;; This file is part of XEmacs.
10
11 ;; XEmacs is free software; you can redistribute it and/or modify it
12 ;; under the terms of the GNU General Public License as published by
13 ;; the Free Software Foundation; either version 2, or (at your option)
14 ;; any later version.
15
16 ;; XEmacs is distributed in the hope that it will be useful, but
17 ;; WITHOUT ANY WARRANTY; without even the implied warranty of
18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
19 ;; General Public License for more details.
20
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
23 ;; Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA.
24
25 ;;; Synched up with: FSF 19.28.
26
27 ;;; Commentary:
28
29 ; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
30 ; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89
31 ; interface improvements by ESR, Dec 5 1991.
32
33 ; The object of the game is to find four hidden balls by shooting rays
34 ; into the black box. There are four possibilities: 1) the ray will
35 ; pass thru the box undisturbed, 2) it will hit a ball and be absorbed,
36 ; 3) it will be deflected and exit the box, or 4) be deflected immediately,
37 ; not even being allowed entry into the box.
38 ;
39 ; The strange part is the method of deflection. It seems that rays will
40 ; not pass next to a ball, and change direction at right angles to avoid it.
41 ;
42 ; R 3
43 ; 1 - - - - - - - - 1
44 ; - - - - - - - -
45 ; - O - - - - - - 3
46 ; 2 - - - - O - O -
47 ; 4 - - - - - - - -
48 ; 5 - - - - - - - - 5
49 ; - - - - - - - - R
50 ; H - - - - - - - O
51 ; 2 H 4 H
52 ;
53 ; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass
54 ; thru the box undisturbed. Ray 2 is deflected by the northwesternmost
55 ; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are
56 ; marked with H. The bottom of the left and the right of the bottom hit
57 ; the southeastern ball directly. Rays may also hit balls after being
58 ; reflected. Consider the H on the bottom next to the 4. It bounces off
59 ; the NW-ern most ball and hits the central ball. A ray shot from above
60 ; the right side 5 would hit the SE-ern most ball. The R beneath the 5
61 ; is because the ball is returned instantly. It is not allowed into
62 ; the box if it would reflect immediately. The R on the top is a more
63 ; leisurely return. Both central balls would tend to deflect it east
64 ; or west, but it cannot go either way, so it just retreats.
65 ;
66 ; At the end of the game, if you've placed guesses for as many balls as
67 ; there are in the box, the true board position will be revealed. Each
68 ; `x' is an incorrect guess of yours; `o' is the true location of a ball.
69
70 ;;; Code:
71
72 (defvar blackbox-mode-map nil "")
73
74 (if blackbox-mode-map
75 ()
76 (setq blackbox-mode-map (make-keymap))
77 (suppress-keymap blackbox-mode-map t)
78 (define-key blackbox-mode-map "\C-f" 'bb-right)
79 (define-key blackbox-mode-map [right] 'bb-right)
80 (define-key blackbox-mode-map "\C-b" 'bb-left)
81 (define-key blackbox-mode-map [left] 'bb-left)
82 (define-key blackbox-mode-map "\C-p" 'bb-up)
83 (define-key blackbox-mode-map [up] 'bb-up)
84 (define-key blackbox-mode-map "\C-n" 'bb-down)
85 (define-key blackbox-mode-map [down] 'bb-down)
86 (define-key blackbox-mode-map "\C-e" 'bb-eol)
87 (define-key blackbox-mode-map "\C-a" 'bb-bol)
88 (define-key blackbox-mode-map " " 'bb-romp)
89 (define-key blackbox-mode-map [insert] 'bb-romp)
90 (define-key blackbox-mode-map "\C-m" 'bb-done)
91 (define-key blackbox-mode-map [kp_enter] 'bb-done))
92
93 ;; Blackbox mode is suitable only for specially formatted data.
94 (put 'blackbox-mode 'mode-class 'special)
95
96 (defvar bb-board)
97 (defvar bb-balls-placed)
98 (defvar bb-x)
99 (defvar bb-y)
100 (defvar bb-score)
101 (defvar bb-detour-count)
102
103 (defun blackbox-mode ()
104 "Major mode for playing blackbox. To learn how to play blackbox,
105 see the documentation for function `blackbox'.
106
107 The usual mnemonic keys move the cursor around the box.
108 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively.
109
110 \\[bb-romp] -- send in a ray from point, or toggle a ball at point
111 \\[bb-done] -- end game and get score
112 "
113 (interactive)
114 (kill-all-local-variables)
115 (use-local-map blackbox-mode-map)
116 (setq truncate-lines t)
117 (setq major-mode 'blackbox-mode)
118 (setq mode-name "Blackbox"))
119
120 ;;;###autoload
121 (defun blackbox (num)
122 "Play blackbox. Optional prefix argument is the number of balls;
123 the default is 4.
124
125 What is blackbox?
126
127 Blackbox is a game of hide and seek played on an 8 by 8 grid (the
128 Blackbox). Your opponent (Emacs, in this case) has hidden several
129 balls (usually 4) within this box. By shooting rays into the box and
130 observing where they emerge it is possible to deduce the positions of
131 the hidden balls. The fewer rays you use to find the balls, the lower
132 your score.
133
134 Overview of play:
135
136 \\<blackbox-mode-map>\
137 To play blackbox, type \\[blackbox]. An optional prefix argument
138 specifies the number of balls to be hidden in the box; the default is
139 four.
140
141 The cursor can be moved around the box with the standard cursor
142 movement keys.
143
144 To shoot a ray, move the cursor to the edge of the box and press SPC.
145 The result will be determined and the playfield updated.
146
147 You may place or remove balls in the box by moving the cursor into the
148 box and pressing \\[bb-romp].
149
150 When you think the configuration of balls you have placed is correct,
151 press \\[bb-done]. You will be informed whether you are correct or
152 not, and be given your score. Your score is the number of letters and
153 numbers around the outside of the box plus five for each incorrectly
154 placed ball. If you placed any balls incorrectly, they will be
155 indicated with `x', and their actual positions indicated with `o'.
156
157 Details:
158
159 There are three possible outcomes for each ray you send into the box:
160
161 Detour: the ray is deflected and emerges somewhere other than
162 where you sent it in. On the playfield, detours are
163 denoted by matching pairs of numbers -- one where the
164 ray went in, and the other where it came out.
165
166 Reflection: the ray is reflected and emerges in the same place
167 it was sent in. On the playfield, reflections are
168 denoted by the letter `R'.
169
170 Hit: the ray strikes a ball directly and is absorbed. It does
171 not emerge from the box. On the playfield, hits are
172 denoted by the letter `H'.
173
174 The rules for how balls deflect rays are simple and are best shown by
175 example.
176
177 As a ray approaches a ball it is deflected ninety degrees. Rays can
178 be deflected multiple times. In the diagrams below, the dashes
179 represent empty box locations and the letter `O' represents a ball.
180 The entrance and exit points of each ray are marked with numbers as
181 described under \"Detour\" above. Note that the entrance and exit
182 points are always interchangeable. `*' denotes the path taken by the
183 ray.
184
185 Note carefully the relative positions of the ball and the ninety
186 degree deflection it causes.
187
188 1
189 - * - - - - - - - - - - - - - - - - - - - - - -
190 - * - - - - - - - - - - - - - - - - - - - - - -
191 1 * * - - - - - - - - - - - - - - - O - - - - O -
192 - - O - - - - - - - O - - - - - - - * * * * - -
193 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
194 - - - - - - - - - - - * - - - - - - - O - * - -
195 - - - - - - - - - - - * - - - - - - - - * * - -
196 - - - - - - - - - - - * - - - - - - - - * - O -
197 2 3
198
199 As mentioned above, a reflection occurs when a ray emerges from the same point
200 it was sent in. This can happen in several ways:
201
202
203 - - - - - - - - - - - - - - - - - - - - - - - -
204 - - - - O - - - - - O - O - - - - - - - - - - -
205 R * * * * - - - - - - - * - - - - O - - - - - - -
206 - - - - O - - - - - - * - - - - R - - - - - - - -
207 - - - - - - - - - - - * - - - - - - - - - - - -
208 - - - - - - - - - - - * - - - - - - - - - - - -
209 - - - - - - - - R * * * * - - - - - - - - - - - -
210 - - - - - - - - - - - - O - - - - - - - - - - -
211
212 In the first example, the ray is deflected downwards by the upper
213 ball, then left by the lower ball, and finally retraces its path to
214 its point of origin. The second example is similar. The third
215 example is a bit anomalous but can be rationalized by realizing the
216 ray never gets a chance to get into the box. Alternatively, the ray
217 can be thought of as being deflected downwards and immediately
218 emerging from the box.
219
220 A hit occurs when a ray runs straight into a ball:
221
222 - - - - - - - - - - - - - - - - - - - - - - - -
223 - - - - - - - - - - - - - - - - - - - - O - - -
224 - - - - - - - - - - - - O - - - H * * * * - - - -
225 - - - - - - - - H * * * * O - - - - - - * - - - -
226 - - - - - - - - - - - - O - - - - - - O - - - -
227 H * * * O - - - - - - - - - - - - - - - - - - - -
228 - - - - - - - - - - - - - - - - - - - - - - - -
229 - - - - - - - - - - - - - - - - - - - - - - - -
230
231 Be sure to compare the second example of a hit with the first example of
232 a reflection."
233 (interactive "P")
234 (switch-to-buffer "*Blackbox*")
235 (blackbox-mode)
236 (setq buffer-read-only t)
237 (buffer-disable-undo (current-buffer))
238 (make-local-variable 'bb-board)
239 (setq bb-board (bb-init-board (or num 4)))
240 (make-local-variable 'bb-balls-placed)
241 (setq bb-balls-placed nil)
242 (make-local-variable 'bb-x)
243 (setq bb-x -1)
244 (make-local-variable 'bb-y)
245 (setq bb-y -1)
246 (make-local-variable 'bb-score)
247 (setq bb-score 0)
248 (make-local-variable 'bb-detour-count)
249 (setq bb-detour-count 0)
250 (bb-insert-board)
251 (bb-goto (cons bb-x bb-y)))
252
253 (defun bb-init-board (num-balls)
254 (random t)
255 (let (board pos)
256 (while (>= (setq num-balls (1- num-balls)) 0)
257 (while
258 (progn
259 (setq pos (cons (random 8) (random 8)))
260 (bb-member pos board)))
261 (setq board (cons pos board)))
262 board))
263
264 (defun bb-insert-board ()
265 (let (i (buffer-read-only nil))
266 (erase-buffer)
267 (insert " \n")
268 (setq i 8)
269 (while (>= (setq i (1- i)) 0)
270 (insert " - - - - - - - - \n"))
271 (insert " \n")
272 (insert (format "\nThere are %d balls in the box" (length bb-board)))
273 ))
274
275 (defun bb-right ()
276 (interactive)
277 (if (= bb-x 8)
278 ()
279 (forward-char 2)
280 (setq bb-x (1+ bb-x))))
281
282 (defun bb-left ()
283 (interactive)
284 (if (= bb-x -1)
285 ()
286 (backward-char 2)
287 (setq bb-x (1- bb-x))))
288
289 (defun bb-up ()
290 (interactive)
291 (if (= bb-y -1)
292 ()
293 (previous-line 1)
294 (setq bb-y (1- bb-y))))
295
296 (defun bb-down ()
297 (interactive)
298 (if (= bb-y 8)
299 ()
300 (next-line 1)
301 (setq bb-y (1+ bb-y))))
302
303 (defun bb-eol ()
304 (interactive)
305 (setq bb-x 8)
306 (bb-goto (cons bb-x bb-y)))
307
308 (defun bb-bol ()
309 (interactive)
310 (setq bb-x -1)
311 (bb-goto (cons bb-x bb-y)))
312
313 (defun bb-romp ()
314 (interactive)
315 (cond
316 ((and
317 (or (= bb-x -1) (= bb-x 8))
318 (or (= bb-y -1) (= bb-y 8))))
319 ((bb-outside-box bb-x bb-y)
320 (bb-trace-ray bb-x bb-y))
321 (t
322 (bb-place-ball bb-x bb-y))))
323
324 (defun bb-place-ball (x y)
325 (let ((coord (cons x y)))
326 (cond
327 ((bb-member coord bb-balls-placed)
328 (setq bb-balls-placed (bb-delete coord bb-balls-placed))
329 (bb-update-board "-"))
330 (t
331 (setq bb-balls-placed (cons coord bb-balls-placed))
332 (bb-update-board "O")))))
333
334 (defun bb-trace-ray (x y)
335 (let ((result (bb-trace-ray-2
336 t
337 x
338 (cond
339 ((= x -1) 1)
340 ((= x 8) -1)
341 (t 0))
342 y
343 (cond
344 ((= y -1) 1)
345 ((= y 8) -1)
346 (t 0)))))
347 (cond
348 ((eq result 'hit)
349 (bb-update-board "H")
350 (setq bb-score (1+ bb-score)))
351 ((equal result (cons x y))
352 (bb-update-board "R")
353 (setq bb-score (1+ bb-score)))
354 (t
355 (setq bb-detour-count (1+ bb-detour-count))
356 (bb-update-board (format "%d" bb-detour-count))
357 (save-excursion
358 (bb-goto result)
359 (bb-update-board (format "%d" bb-detour-count)))
360 (setq bb-score (+ bb-score 2))))))
361
362 (defun bb-trace-ray-2 (first x dx y dy)
363 (cond
364 ((and (not first)
365 (bb-outside-box x y))
366 (cons x y))
367 ((bb-member (cons (+ x dx) (+ y dy)) bb-board)
368 'hit)
369 ((bb-member (cons (+ x dx dy) (+ y dy dx)) bb-board)
370 (bb-trace-ray-2 nil x (- dy) y (- dx)))
371 ((bb-member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
372 (bb-trace-ray-2 nil x dy y dx))
373 (t
374 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
375
376 (defun bb-done ()
377 "Finish the game and report score."
378 (interactive)
379 (let (bogus-balls)
380 (cond
381 ((not (= (length bb-balls-placed) (length bb-board)))
382 (message "There %s %d hidden ball%s; you have placed %d."
383 (if (= (length bb-board) 1) "is" "are")
384 (length bb-board)
385 (if (= (length bb-board) 1) "" "s")
386 (length bb-balls-placed)))
387 (t
388 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
389 (if (= bogus-balls 0)
390 (message "Right! Your score is %d." bb-score)
391 (message "Oops! You missed %d ball%s. Your score is %d."
392 bogus-balls
393 (if (= bogus-balls 1) "" "s")
394 (+ bb-score (* 5 bogus-balls))))
395 (bb-goto '(-1 . -1))))))
396
397 (defun bb-show-bogus-balls (balls-placed board)
398 (bb-show-bogus-balls-2 balls-placed board "x")
399 (bb-show-bogus-balls-2 board balls-placed "o"))
400
401 (defun bb-show-bogus-balls-2 (list-1 list-2 c)
402 (cond
403 ((null list-1)
404 0)
405 ((bb-member (car list-1) list-2)
406 (bb-show-bogus-balls-2 (cdr list-1) list-2 c))
407 (t
408 (bb-goto (car list-1))
409 (bb-update-board c)
410 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
411
412 (defun bb-outside-box (x y)
413 (or (= x -1) (= x 8) (= y -1) (= y 8)))
414
415 (defun bb-goto (pos)
416 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
417
418 (defun bb-update-board (c)
419 (let ((buffer-read-only nil))
420 (backward-char (1- (length c)))
421 (delete-char (length c))
422 (insert c)
423 (backward-char 1)))
424
425 (defun bb-member (elt list)
426 "Returns non-nil if ELT is an element of LIST."
427 (eval (cons 'or (mapcar (function (lambda (x) (equal x elt))) list))))
428
429 (defun bb-delete (item list)
430 "Deletes ITEM from LIST and returns a copy."
431 (cond
432 ((equal item (car list)) (cdr list))
433 (t (cons (car list) (bb-delete item (cdr list))))))
434
435 ;;; blackbox.el ends here
436
437