Mercurial > hg > xemacs-beta
diff lisp/games/blackbox.el @ 0:376386a54a3c r19-14
Import from CVS: tag r19-14
author | cvs |
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date | Mon, 13 Aug 2007 08:45:50 +0200 |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/lisp/games/blackbox.el Mon Aug 13 08:45:50 2007 +0200 @@ -0,0 +1,437 @@ +;;; blackbox.el --- blackbox game in Emacs Lisp + +;; Copyright (C) 1985, 1986, 1987, 1992 Free Software Foundation, Inc. + +;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> +;; Adapted-By: ESR +;; Keywords: games + +;; This file is part of XEmacs. + +;; XEmacs is free software; you can redistribute it and/or modify it +;; under the terms of the GNU General Public License as published by +;; the Free Software Foundation; either version 2, or (at your option) +;; any later version. + +;; XEmacs is distributed in the hope that it will be useful, but +;; WITHOUT ANY WARRANTY; without even the implied warranty of +;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +;; 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, 675 Mass Ave, Cambridge, MA 02139, USA. + +;;; 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. +; +; 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: + +(defvar blackbox-mode-map nil "") + +(if blackbox-mode-map + () + (setq blackbox-mode-map (make-keymap)) + (suppress-keymap blackbox-mode-map t) + (define-key blackbox-mode-map "\C-f" 'bb-right) + (define-key blackbox-mode-map [right] 'bb-right) + (define-key blackbox-mode-map "\C-b" 'bb-left) + (define-key blackbox-mode-map [left] 'bb-left) + (define-key blackbox-mode-map "\C-p" 'bb-up) + (define-key blackbox-mode-map [up] 'bb-up) + (define-key blackbox-mode-map "\C-n" 'bb-down) + (define-key blackbox-mode-map [down] 'bb-down) + (define-key blackbox-mode-map "\C-e" 'bb-eol) + (define-key blackbox-mode-map "\C-a" 'bb-bol) + (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)) + +;; Blackbox mode is suitable only for specially formatted data. +(put 'blackbox-mode 'mode-class 'special) + +(defvar bb-board) +(defvar bb-balls-placed) +(defvar bb-x) +(defvar bb-y) +(defvar bb-score) +(defvar bb-detour-count) + +(defun blackbox-mode () + "Major mode for playing blackbox. To learn how to play blackbox, +see the documentation for function `blackbox'. + +The usual mnemonic keys move the cursor around the box. +\\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively. + +\\[bb-romp] -- send in a ray from point, or toggle a ball at point +\\[bb-done] -- end game and get score +" + (interactive) + (kill-all-local-variables) + (use-local-map blackbox-mode-map) + (setq truncate-lines t) + (setq major-mode 'blackbox-mode) + (setq mode-name "Blackbox")) + +;;;###autoload +(defun blackbox (num) + "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." + (interactive "P") + (switch-to-buffer "*Blackbox*") + (blackbox-mode) + (setq buffer-read-only t) + (buffer-disable-undo (current-buffer)) + (make-local-variable 'bb-board) + (setq bb-board (bb-init-board (or num 4))) + (make-local-variable 'bb-balls-placed) + (setq bb-balls-placed nil) + (make-local-variable 'bb-x) + (setq bb-x -1) + (make-local-variable 'bb-y) + (setq bb-y -1) + (make-local-variable 'bb-score) + (setq bb-score 0) + (make-local-variable 'bb-detour-count) + (setq bb-detour-count 0) + (bb-insert-board) + (bb-goto (cons bb-x bb-y))) + +(defun bb-init-board (num-balls) + (random t) + (let (board pos) + (while (>= (setq num-balls (1- num-balls)) 0) + (while + (progn + (setq pos (cons (random 8) (random 8))) + (bb-member pos board))) + (setq board (cons pos board))) + board)) + +(defun bb-insert-board () + (let (i (buffer-read-only nil)) + (erase-buffer) + (insert " \n") + (setq i 8) + (while (>= (setq i (1- i)) 0) + (insert " - - - - - - - - \n")) + (insert " \n") + (insert (format "\nThere are %d balls in the box" (length bb-board))) + )) + +(defun bb-right () + (interactive) + (if (= bb-x 8) + () + (forward-char 2) + (setq bb-x (1+ bb-x)))) + +(defun bb-left () + (interactive) + (if (= bb-x -1) + () + (backward-char 2) + (setq bb-x (1- bb-x)))) + +(defun bb-up () + (interactive) + (if (= bb-y -1) + () + (previous-line 1) + (setq bb-y (1- bb-y)))) + +(defun bb-down () + (interactive) + (if (= bb-y 8) + () + (next-line 1) + (setq bb-y (1+ bb-y)))) + +(defun bb-eol () + (interactive) + (setq bb-x 8) + (bb-goto (cons bb-x bb-y))) + +(defun bb-bol () + (interactive) + (setq bb-x -1) + (bb-goto (cons bb-x bb-y))) + +(defun bb-romp () + (interactive) + (cond + ((and + (or (= bb-x -1) (= bb-x 8)) + (or (= bb-y -1) (= bb-y 8)))) + ((bb-outside-box bb-x bb-y) + (bb-trace-ray bb-x bb-y)) + (t + (bb-place-ball bb-x bb-y)))) + +(defun bb-place-ball (x y) + (let ((coord (cons x y))) + (cond + ((bb-member coord bb-balls-placed) + (setq bb-balls-placed (bb-delete coord bb-balls-placed)) + (bb-update-board "-")) + (t + (setq bb-balls-placed (cons coord bb-balls-placed)) + (bb-update-board "O"))))) + +(defun bb-trace-ray (x y) + (let ((result (bb-trace-ray-2 + t + x + (cond + ((= x -1) 1) + ((= x 8) -1) + (t 0)) + y + (cond + ((= y -1) 1) + ((= y 8) -1) + (t 0))))) + (cond + ((eq result 'hit) + (bb-update-board "H") + (setq bb-score (1+ bb-score))) + ((equal result (cons x y)) + (bb-update-board "R") + (setq bb-score (1+ bb-score))) + (t + (setq bb-detour-count (1+ bb-detour-count)) + (bb-update-board (format "%d" bb-detour-count)) + (save-excursion + (bb-goto result) + (bb-update-board (format "%d" bb-detour-count))) + (setq bb-score (+ bb-score 2)))))) + +(defun bb-trace-ray-2 (first x dx y dy) + (cond + ((and (not first) + (bb-outside-box x y)) + (cons x y)) + ((bb-member (cons (+ x dx) (+ y dy)) bb-board) + 'hit) + ((bb-member (cons (+ x dx dy) (+ y dy dx)) bb-board) + (bb-trace-ray-2 nil x (- dy) y (- dx))) + ((bb-member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board) + (bb-trace-ray-2 nil x dy y dx)) + (t + (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy)))) + +(defun bb-done () + "Finish the game and report score." + (interactive) + (let (bogus-balls) + (cond + ((not (= (length bb-balls-placed) (length bb-board))) + (message "There %s %d hidden ball%s; you have placed %d." + (if (= (length bb-board) 1) "is" "are") + (length bb-board) + (if (= (length bb-board) 1) "" "s") + (length bb-balls-placed))) + (t + (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board)) + (if (= bogus-balls 0) + (message "Right! Your score is %d." bb-score) + (message "Oops! You missed %d ball%s. Your score is %d." + bogus-balls + (if (= bogus-balls 1) "" "s") + (+ bb-score (* 5 bogus-balls)))) + (bb-goto '(-1 . -1)))))) + +(defun bb-show-bogus-balls (balls-placed board) + (bb-show-bogus-balls-2 balls-placed board "x") + (bb-show-bogus-balls-2 board balls-placed "o")) + +(defun bb-show-bogus-balls-2 (list-1 list-2 c) + (cond + ((null list-1) + 0) + ((bb-member (car list-1) list-2) + (bb-show-bogus-balls-2 (cdr list-1) list-2 c)) + (t + (bb-goto (car list-1)) + (bb-update-board c) + (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c))))) + +(defun bb-outside-box (x y) + (or (= x -1) (= x 8) (= y -1) (= y 8))) + +(defun bb-goto (pos) + (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26))) + +(defun bb-update-board (c) + (let ((buffer-read-only nil)) + (backward-char (1- (length c))) + (delete-char (length c)) + (insert c) + (backward-char 1))) + +(defun bb-member (elt list) + "Returns non-nil if ELT is an element of LIST." + (eval (cons 'or (mapcar (function (lambda (x) (equal x elt))) list)))) + +(defun bb-delete (item list) + "Deletes ITEM from LIST and returns a copy." + (cond + ((equal item (car list)) (cdr list)) + (t (cons (car list) (bb-delete item (cdr list)))))) + +;;; blackbox.el ends here + +