diff lisp/games/blackbox.el @ 0:376386a54a3c r19-14

Import from CVS: tag r19-14
author cvs
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
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+;;; 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
+
+