Mercurial > hg > xemacs-beta
diff 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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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/lisp/games/auto-autoloads.el Mon Aug 13 09:43:35 2007 +0200 @@ -0,0 +1,322 @@ +;;; DO NOT MODIFY THIS FILE +(if (not (featurep 'games-autoloads)) + (progn + +;;;### (autoloads (blackbox) "blackbox" "games/blackbox.el") + +(autoload 'blackbox "blackbox" "\ +Play blackbox. Optional prefix argument is the number of balls; +the default is 4. + +What is blackbox? + +Blackbox is a game of hide and seek played on an 8 by 8 grid (the +Blackbox). Your opponent (Emacs, in this case) has hidden several +balls (usually 4) within this box. By shooting rays into the box and +observing where they emerge it is possible to deduce the positions of +the hidden balls. The fewer rays you use to find the balls, the lower +your score. + +Overview of play: + +\\<blackbox-mode-map>To play blackbox, type \\[blackbox]. An optional prefix argument +specifies the number of balls to be hidden in the box; the default is +four. + +The cursor can be moved around the box with the standard cursor +movement keys. + +To shoot a ray, move the cursor to the edge of the box and press SPC. +The result will be determined and the playfield updated. + +You may place or remove balls in the box by moving the cursor into the +box and pressing \\[bb-romp]. + +When you think the configuration of balls you have placed is correct, +press \\[bb-done]. You will be informed whether you are correct or +not, and be given your score. Your score is the number of letters and +numbers around the outside of the box plus five for each incorrectly +placed ball. If you placed any balls incorrectly, they will be +indicated with `x', and their actual positions indicated with `o'. + +Details: + +There are three possible outcomes for each ray you send into the box: + + Detour: the ray is deflected and emerges somewhere other than + where you sent it in. On the playfield, detours are + denoted by matching pairs of numbers -- one where the + ray went in, and the other where it came out. + + Reflection: the ray is reflected and emerges in the same place + it was sent in. On the playfield, reflections are + denoted by the letter `R'. + + Hit: the ray strikes a ball directly and is absorbed. It does + not emerge from the box. On the playfield, hits are + denoted by the letter `H'. + +The rules for how balls deflect rays are simple and are best shown by +example. + +As a ray approaches a ball it is deflected ninety degrees. Rays can +be deflected multiple times. In the diagrams below, the dashes +represent empty box locations and the letter `O' represents a ball. +The entrance and exit points of each ray are marked with numbers as +described under \"Detour\" above. Note that the entrance and exit +points are always interchangeable. `*' denotes the path taken by the +ray. + +Note carefully the relative positions of the ball and the ninety +degree deflection it causes. + + 1 + - * - - - - - - - - - - - - - - - - - - - - - - + - * - - - - - - - - - - - - - - - - - - - - - - +1 * * - - - - - - - - - - - - - - - O - - - - O - + - - O - - - - - - - O - - - - - - - * * * * - - + - - - - - - - - - - - * * * * * 2 3 * * * - - * - - + - - - - - - - - - - - * - - - - - - - O - * - - + - - - - - - - - - - - * - - - - - - - - * * - - + - - - - - - - - - - - * - - - - - - - - * - O - + 2 3 + +As mentioned above, a reflection occurs when a ray emerges from the same point +it was sent in. This can happen in several ways: + + + - - - - - - - - - - - - - - - - - - - - - - - - + - - - - O - - - - - O - O - - - - - - - - - - - +R * * * * - - - - - - - * - - - - O - - - - - - - + - - - - O - - - - - - * - - - - R - - - - - - - - + - - - - - - - - - - - * - - - - - - - - - - - - + - - - - - - - - - - - * - - - - - - - - - - - - + - - - - - - - - R * * * * - - - - - - - - - - - - + - - - - - - - - - - - - O - - - - - - - - - - - + +In the first example, the ray is deflected downwards by the upper +ball, then left by the lower ball, and finally retraces its path to +its point of origin. The second example is similar. The third +example is a bit anomalous but can be rationalized by realizing the +ray never gets a chance to get into the box. Alternatively, the ray +can be thought of as being deflected downwards and immediately +emerging from the box. + +A hit occurs when a ray runs straight into a ball: + + - - - - - - - - - - - - - - - - - - - - - - - - + - - - - - - - - - - - - - - - - - - - - O - - - + - - - - - - - - - - - - O - - - H * * * * - - - - + - - - - - - - - H * * * * O - - - - - - * - - - - + - - - - - - - - - - - - O - - - - - - O - - - - +H * * * O - - - - - - - - - - - - - - - - - - - - + - - - - - - - - - - - - - - - - - - - - - - - - + - - - - - - - - - - - - - - - - - - - - - - - - + +Be sure to compare the second example of a hit with the first example of +a reflection." t nil) + +;;;*** + +;;;### (autoloads (conx-load conx conx-region conx-buffer) "conx" "games/conx.el") + +(autoload 'conx-buffer "conx" "\ +Absorb the text in the current buffer into the tree." t nil) + +(autoload 'conx-region "conx" "\ +Absorb the text in the current region into the tree." t nil) + +(autoload 'conx "conx" "\ +Generate some random sentences in the *conx* buffer." t nil) + +(autoload 'conx-load "conx" "\ +Load in a CONX database written by the \\[conx-save] command. +This clears the database currently in memory." t nil) + +;;;*** + +;;;### (autoloads (shuffle-vector cookie-snarf cookie-insert cookie) "cookie1" "games/cookie1.el") + +(autoload 'cookie "cookie1" "\ +Return a random phrase from PHRASE-FILE. When the phrase file +is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil) + +(autoload 'cookie-insert "cookie1" "\ +Insert random phrases from PHRASE-FILE; COUNT of them. When the phrase file +is read in, display STARTMSG at beginning of load, ENDMSG at end." nil nil) + +(autoload 'cookie-snarf "cookie1" "\ +Reads in the PHRASE-FILE, returns it as a vector of strings. +Emit STARTMSG and ENDMSG before and after. Caches the result; second +and subsequent calls on the same file won't go to disk." nil nil) + +(autoload 'shuffle-vector "cookie1" "\ +Randomly permute the elements of VECTOR (all permutations equally likely)" nil nil) + +;;;*** + +;;;### (autoloads (decipher-mode decipher) "decipher" "games/decipher.el") + +(autoload 'decipher "decipher" "\ +Format a buffer of ciphertext for cryptanalysis and enter Decipher mode." t nil) + +(autoload 'decipher-mode "decipher" "\ +Major mode for decrypting monoalphabetic substitution ciphers. +Lower-case letters enter plaintext. +Upper-case letters are commands. + +The buffer is made read-only so that normal Emacs commands cannot +modify it. + +The most useful commands are: +\\<decipher-mode-map> +\\[decipher-digram-list] Display a list of all digrams & their frequency +\\[decipher-frequency-count] Display the frequency of each ciphertext letter +\\[decipher-adjacency-list] Show adjacency list for current letter (lists letters appearing next to it) +\\[decipher-make-checkpoint] Save the current cipher alphabet (checkpoint) +\\[decipher-restore-checkpoint] Restore a saved cipher alphabet (checkpoint)" t nil) + +;;;*** + +;;;### (autoloads (dissociated-press) "dissociate" "games/dissociate.el") + +(autoload 'dissociated-press "dissociate" "\ +Dissociate the text of the current buffer. +Output goes in buffer named *Dissociation*, +which is redisplayed each time text is added to it. +Every so often the user must say whether to continue. +If ARG is positive, require ARG chars of continuity. +If ARG is negative, require -ARG words of continuity. +Default is 2." t nil) + +;;;*** + +;;;### (autoloads (doctor) "doctor" "games/doctor.el") + +(autoload 'doctor "doctor" "\ +Switch to *doctor* buffer and start giving psychotherapy." t nil) + +;;;*** + +;;;### (autoloads (dunnet) "dunnet" "games/dunnet.el") + +(autoload 'dunnet "dunnet" "\ +Switch to *dungeon* buffer and start game." t nil) + +;;;*** + +;;;### (autoloads (flame) "flame" "games/flame.el") + +(autoload 'flame "flame" "\ +Generate ARG (default 1) sentences of half-crazed gibberish." t nil) + +;;;*** + +;;;### (autoloads (gomoku) "gomoku" "games/gomoku.el") + +(autoload 'gomoku "gomoku" "\ +Start a Gomoku game between you and Emacs. +If a game is in progress, this command allow you to resume it. +If optional arguments N and M are given, an N by M board is used. + +You and Emacs play in turn by marking a free square. You mark it with X +and Emacs marks it with O. The winner is the first to get five contiguous +marks horizontally, vertically or in diagonal. +You play by moving the cursor over the square you choose and hitting +\\<gomoku-mode-map>\\[gomoku-human-plays]. +Use \\[describe-mode] for more info." t nil) + +;;;*** + +;;;### (autoloads (hanoi) "hanoi" "games/hanoi.el") + +(autoload 'hanoi "hanoi" "\ +Towers of Hanoi diversion. Argument is number of rings." t nil) + +;;;*** + +;;;### (autoloads (life) "life" "games/life.el") + +(autoload 'life "life" "\ +Run Conway's Life simulation. +The starting pattern is randomly selected. Prefix arg (optional first +arg non-nil from a program) is the number of seconds to sleep between +generations (this defaults to 1)." t nil) + +;;;*** + +;;;### (autoloads (mpuz) "mpuz" "games/mpuz.el") + +(autoload 'mpuz "mpuz" "\ +Multiplication puzzle with GNU Emacs." t nil) + +;;;*** + +;;;### (autoloads (snarf-spooks spook) "spook" "games/spook.el") + +(autoload 'spook "spook" "\ +Adds that special touch of class to your outgoing mail." t nil) + +(autoload 'snarf-spooks "spook" "\ +Return a vector containing the lines from `spook-phrases-file'." nil nil) + +;;;*** + +;;;### (autoloads (xmine-mode) "xmine" "games/xmine.el") + +(autoload 'xmine-mode "xmine" "\ +A mode for playing the well known mine searching game. + + `\\<annotation-local-map-default>\\[xmine-activate-function-button1]' or `\\<xmine-keymap>\\[xmine-key-action1]' unhides a tile, + `\\<annotation-local-map-default>\\[xmine-activate-function-button2]' or `\\<xmine-keymap>\\[xmine-key-action2]' unhides all neighbours of a tile, + `\\<annotation-local-map-default>\\[xmine-activate-function-button3]' or `\\<xmine-keymap>\\[xmine-key-action3]' (un)flagges a tile to hold a mine. + + `\\[xmine-key-new]' starts a new game. + `\\[xmine-key-quit]' ends a game. + +All keybindings (with alternatives) currently in effect: + \\{xmine-keymap} + +The rules are quite easy: You start by unhiding (random) tiles. An unhidden +tile showing a number tells you something about the number of mines in it's +neighborhood, where the neighborhood are all 8 tiles (or less if it's +at a border) around the tile. + +E.g. a \"1\" shows you that there is only one mine in the neighborhood of +this tile. Empty tiles have no mines around them, and empty tiles in +the neighborhood of another empty tile are all automatically unhidden +if you unhide one of them. You need to find a strategy to use the +information you have from the numbers to \"flag\" the tiles with mines +under them and unhide all other tiles. If you correctly made this +without accidently unhiding a mine, you've won. + +If you are sure you have correctly flagged all mines around a unhidden tile, +you can use Button-2 or \\[xmine-key-action2] on it to unhide all it's +neighbors. But beware: If you made a mistake by flagging the wrong mines, +you'll blow up! + +Have Fun." t nil) + +(fset 'xmine 'xmine-mode) + +;;;*** + +;;;### (autoloads (psychoanalyze-pinhead apropos-zippy insert-zippyism yow) "yow" "games/yow.el") + +(autoload 'yow "yow" "\ +Return or display a random Zippy quotation. With prefix arg, insert it." t nil) + +(autoload 'insert-zippyism "yow" "\ +Prompt with completion for a known Zippy quotation, and insert it at point." t nil) + +(autoload 'apropos-zippy "yow" "\ +Return a list of all Zippy quotes matching REGEXP. +If called interactively, display a list of matches." t nil) + +(autoload 'psychoanalyze-pinhead "yow" "\ +Zippy goes to the analyst." t nil) + +;;;*** + +(provide 'games-autoloads) +))