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

Import from CVS: tag r20-3b8
author cvs
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)
+))