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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 |