Mercurial > hg > xemacs-beta
diff lisp/games/blackbox.el @ 70:131b0175ea99 r20-0b30
Import from CVS: tag r20-0b30
author | cvs |
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date | Mon, 13 Aug 2007 09:02:59 +0200 |
parents | 461c7ba8286a |
children | b9518feda344 |
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--- a/lisp/games/blackbox.el Mon Aug 13 09:00:04 2007 +0200 +++ b/lisp/games/blackbox.el Mon Aug 13 09:02:59 2007 +0200 @@ -19,54 +19,54 @@ ;; General Public License for more details. ;; You should have received a copy of the GNU General Public License -;; along with XEmacs; see the file COPYING. If not, write to the Free -;; Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA -;; 02111-1307, USA. +;; along with XEmacs; see the file COPYING. If not, write to the +;; Free Software Foundation, Inc., 59 Temple Place - Suite 330, +;; Boston, MA 02111-1307, USA. -;;; Synched up with: FSF 19.34. +;;; Synched up with: FSF 19.28. ;;; Commentary: -;; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> -;; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89 -;; interface improvements by ESR, Dec 5 1991. - -;; The object of the game is to find four hidden balls by shooting rays -;; into the black box. There are four possibilities: 1) the ray will -;; pass thru the box undisturbed, 2) it will hit a ball and be absorbed, -;; 3) it will be deflected and exit the box, or 4) be deflected immediately, -;; not even being allowed entry into the box. +; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> +; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89 +; interface improvements by ESR, Dec 5 1991. -;; The strange part is the method of deflection. It seems that rays will -;; not pass next to a ball, and change direction at right angles to avoid it. -;; -;; R 3 -;; 1 - - - - - - - - 1 -;; - - - - - - - - -;; - O - - - - - - 3 -;; 2 - - - - O - O - -;; 4 - - - - - - - - -;; 5 - - - - - - - - 5 -;; - - - - - - - - R -;; H - - - - - - - O -;; 2 H 4 H -;; -;; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass -;; thru the box undisturbed. Ray 2 is deflected by the northwesternmost -;; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are -;; marked with H. The bottom of the left and the right of the bottom hit -;; the southeastern ball directly. Rays may also hit balls after being -;; reflected. Consider the H on the bottom next to the 4. It bounces off -;; the NW-ern most ball and hits the central ball. A ray shot from above -;; the right side 5 would hit the SE-ern most ball. The R beneath the 5 -;; is because the ball is returned instantly. It is not allowed into -;; the box if it would reflect immediately. The R on the top is a more -;; leisurely return. Both central balls would tend to deflect it east -;; or west, but it cannot go either way, so it just retreats. - -;; At the end of the game, if you've placed guesses for as many balls as -;; there are in the box, the true board position will be revealed. Each -;; `x' is an incorrect guess of yours;; `o' is the true location of a ball. +; The object of the game is to find four hidden balls by shooting rays +; into the black box. There are four possibilities: 1) the ray will +; pass thru the box undisturbed, 2) it will hit a ball and be absorbed, +; 3) it will be deflected and exit the box, or 4) be deflected immediately, +; not even being allowed entry into the box. +; +; The strange part is the method of deflection. It seems that rays will +; not pass next to a ball, and change direction at right angles to avoid it. +; +; R 3 +; 1 - - - - - - - - 1 +; - - - - - - - - +; - O - - - - - - 3 +; 2 - - - - O - O - +; 4 - - - - - - - - +; 5 - - - - - - - - 5 +; - - - - - - - - R +; H - - - - - - - O +; 2 H 4 H +; +; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass +; thru the box undisturbed. Ray 2 is deflected by the northwesternmost +; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are +; marked with H. The bottom of the left and the right of the bottom hit +; the southeastern ball directly. Rays may also hit balls after being +; reflected. Consider the H on the bottom next to the 4. It bounces off +; the NW-ern most ball and hits the central ball. A ray shot from above +; the right side 5 would hit the SE-ern most ball. The R beneath the 5 +; is because the ball is returned instantly. It is not allowed into +; the box if it would reflect immediately. The R on the top is a more +; leisurely return. Both central balls would tend to deflect it east +; or west, but it cannot go either way, so it just retreats. +; +; At the end of the game, if you've placed guesses for as many balls as +; there are in the box, the true board position will be revealed. Each +; `x' is an incorrect guess of yours; `o' is the true location of a ball. ;;; Code: @@ -89,7 +89,7 @@ (define-key blackbox-mode-map " " 'bb-romp) (define-key blackbox-mode-map [insert] 'bb-romp) (define-key blackbox-mode-map "\C-m" 'bb-done) - (define-key blackbox-mode-map [kp-enter] 'bb-done)) + (define-key blackbox-mode-map [kp_enter] 'bb-done)) ;; Blackbox mode is suitable only for specially formatted data. (put 'blackbox-mode 'mode-class 'special) @@ -236,7 +236,6 @@ (blackbox-mode) (setq buffer-read-only t) (buffer-disable-undo (current-buffer)) - ;; XEmacs makes some local variables here and FSF doesn't. (make-local-variable 'bb-board) (setq bb-board (bb-init-board (or num 4))) (make-local-variable 'bb-balls-placed) @@ -435,3 +434,5 @@ (t (cons (car list) (bb-delete item (cdr list)))))) ;;; blackbox.el ends here + +