diff lisp/games/blackbox.el @ 70:131b0175ea99 r20-0b30

Import from CVS: tag r20-0b30
author cvs
date Mon, 13 Aug 2007 09:02:59 +0200
parents 461c7ba8286a
children b9518feda344
line wrap: on
line diff
--- 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
+
+