Mercurial > emacs
annotate lisp/play/blackbox.el @ 60638:338b5a42b1f4
(DARWIN): Don't define.
author | YAMAMOTO Mitsuharu <mituharu@math.s.chiba-u.ac.jp> |
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date | Wed, 16 Mar 2005 08:10:12 +0000 |
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1 ;;; blackbox.el --- blackbox game in Emacs Lisp |
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2 |
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3 ;; Copyright (C) 1985, 1986, 1987, 1992, 2001, 2002 Free Software Foundation, Inc. |
845 | 4 |
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5 ;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> |
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6 ;; Adapted-By: ESR |
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7 ;; Keywords: games |
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8 |
473 | 9 ;; This file is part of GNU Emacs. |
10 | |
11 ;; GNU Emacs is free software; you can redistribute it and/or modify | |
12 ;; it under the terms of the GNU General Public License as published by | |
727 | 13 ;; the Free Software Foundation; either version 2, or (at your option) |
473 | 14 ;; any later version. |
15 | |
16 ;; GNU Emacs is distributed in the hope that it will be useful, | |
17 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of | |
18 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
19 ;; GNU General Public License for more details. | |
20 | |
21 ;; You should have received a copy of the GNU General Public License | |
14169 | 22 ;; along with GNU Emacs; see the file COPYING. If not, write to the |
23 ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330, | |
24 ;; Boston, MA 02111-1307, USA. | |
473 | 25 |
801
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26 ;;; Commentary: |
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27 |
14169 | 28 ;; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> |
29 ;; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89 | |
30 ;; interface improvements by ESR, Dec 5 1991. | |
473 | 31 |
14169 | 32 ;; The object of the game is to find four hidden balls by shooting rays |
33 ;; into the black box. There are four possibilities: 1) the ray will | |
34 ;; pass thru the box undisturbed, 2) it will hit a ball and be absorbed, | |
35 ;; 3) it will be deflected and exit the box, or 4) be deflected immediately, | |
36 ;; not even being allowed entry into the box. | |
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37 ;; |
14169 | 38 ;; The strange part is the method of deflection. It seems that rays will |
39 ;; not pass next to a ball, and change direction at right angles to avoid it. | |
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40 ;; |
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41 ;; R 3 |
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42 ;; 1 - - - - - - - - 1 |
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43 ;; - - - - - - - - |
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44 ;; - O - - - - - - 3 |
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45 ;; 2 - - - - O - O - |
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46 ;; 4 - - - - - - - - |
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47 ;; 5 - - - - - - - - 5 |
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48 ;; - - - - - - - - R |
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49 ;; H - - - - - - - O |
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50 ;; 2 H 4 H |
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51 ;; |
14169 | 52 ;; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass |
53 ;; thru the box undisturbed. Ray 2 is deflected by the northwesternmost | |
54 ;; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are | |
55 ;; marked with H. The bottom of the left and the right of the bottom hit | |
56 ;; the southeastern ball directly. Rays may also hit balls after being | |
57 ;; reflected. Consider the H on the bottom next to the 4. It bounces off | |
58 ;; the NW-ern most ball and hits the central ball. A ray shot from above | |
59 ;; the right side 5 would hit the SE-ern most ball. The R beneath the 5 | |
60 ;; is because the ball is returned instantly. It is not allowed into | |
61 ;; the box if it would reflect immediately. The R on the top is a more | |
62 ;; leisurely return. Both central balls would tend to deflect it east | |
63 ;; or west, but it cannot go either way, so it just retreats. | |
64 ;; | |
65 ;; At the end of the game, if you've placed guesses for as many balls as | |
66 ;; there are in the box, the true board position will be revealed. Each | |
67 ;; `x' is an incorrect guess of yours; `o' is the true location of a ball. | |
473 | 68 |
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69 ;;; Code: |
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70 |
473 | 71 (defvar blackbox-mode-map nil "") |
72 | |
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73 (defvar bb-board nil |
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74 "Blackbox board.") |
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75 |
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76 (defvar bb-x -1 |
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77 "Current x-position.") |
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78 |
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79 (defvar bb-y -1 |
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80 "Current y-position.") |
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81 |
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82 (defvar bb-score 0 |
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83 "Current score.") |
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84 |
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85 (defvar bb-detour-count 0 |
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86 "Number of detours.") |
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87 |
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88 (defvar bb-balls-placed nil |
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89 "List of already placed balls.") |
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90 |
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91 (unless blackbox-mode-map |
473 | 92 (setq blackbox-mode-map (make-keymap)) |
93 (suppress-keymap blackbox-mode-map t) | |
94 (define-key blackbox-mode-map "\C-f" 'bb-right) | |
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95 (define-key blackbox-mode-map [right] 'bb-right) |
473 | 96 (define-key blackbox-mode-map "\C-b" 'bb-left) |
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97 (define-key blackbox-mode-map [left] 'bb-left) |
473 | 98 (define-key blackbox-mode-map "\C-p" 'bb-up) |
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99 (define-key blackbox-mode-map [up] 'bb-up) |
473 | 100 (define-key blackbox-mode-map "\C-n" 'bb-down) |
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101 (define-key blackbox-mode-map [down] 'bb-down) |
473 | 102 (define-key blackbox-mode-map "\C-e" 'bb-eol) |
103 (define-key blackbox-mode-map "\C-a" 'bb-bol) | |
104 (define-key blackbox-mode-map " " 'bb-romp) | |
826 | 105 (define-key blackbox-mode-map [insert] 'bb-romp) |
473 | 106 (define-key blackbox-mode-map "\C-m" 'bb-done) |
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107 (define-key blackbox-mode-map [kp-enter] 'bb-done)) |
473 | 108 |
109 ;; Blackbox mode is suitable only for specially formatted data. | |
110 (put 'blackbox-mode 'mode-class 'special) | |
111 | |
112 (defun blackbox-mode () | |
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113 "Major mode for playing blackbox. |
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114 To learn how to play blackbox, see the documentation for function `blackbox'. |
473 | 115 |
116 The usual mnemonic keys move the cursor around the box. | |
117 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively. | |
118 | |
119 \\[bb-romp] -- send in a ray from point, or toggle a ball at point | |
120 \\[bb-done] -- end game and get score | |
121 " | |
122 (interactive) | |
123 (kill-all-local-variables) | |
124 (use-local-map blackbox-mode-map) | |
125 (setq truncate-lines t) | |
126 (setq major-mode 'blackbox-mode) | |
127 (setq mode-name "Blackbox")) | |
128 | |
727 | 129 ;;;###autoload |
473 | 130 (defun blackbox (num) |
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131 "Play blackbox. |
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132 Optional prefix argument is the number of balls; the default is 4. |
473 | 133 |
134 What is blackbox? | |
135 | |
136 Blackbox is a game of hide and seek played on an 8 by 8 grid (the | |
137 Blackbox). Your opponent (Emacs, in this case) has hidden several | |
138 balls (usually 4) within this box. By shooting rays into the box and | |
139 observing where they emerge it is possible to deduce the positions of | |
140 the hidden balls. The fewer rays you use to find the balls, the lower | |
141 your score. | |
142 | |
143 Overview of play: | |
144 | |
826 | 145 \\<blackbox-mode-map>\ |
146 To play blackbox, type \\[blackbox]. An optional prefix argument | |
147 specifies the number of balls to be hidden in the box; the default is | |
148 four. | |
473 | 149 |
150 The cursor can be moved around the box with the standard cursor | |
151 movement keys. | |
152 | |
153 To shoot a ray, move the cursor to the edge of the box and press SPC. | |
154 The result will be determined and the playfield updated. | |
155 | |
156 You may place or remove balls in the box by moving the cursor into the | |
826 | 157 box and pressing \\[bb-romp]. |
473 | 158 |
159 When you think the configuration of balls you have placed is correct, | |
826 | 160 press \\[bb-done]. You will be informed whether you are correct or |
161 not, and be given your score. Your score is the number of letters and | |
162 numbers around the outside of the box plus five for each incorrectly | |
163 placed ball. If you placed any balls incorrectly, they will be | |
164 indicated with `x', and their actual positions indicated with `o'. | |
473 | 165 |
166 Details: | |
167 | |
168 There are three possible outcomes for each ray you send into the box: | |
169 | |
170 Detour: the ray is deflected and emerges somewhere other than | |
171 where you sent it in. On the playfield, detours are | |
172 denoted by matching pairs of numbers -- one where the | |
173 ray went in, and the other where it came out. | |
174 | |
175 Reflection: the ray is reflected and emerges in the same place | |
176 it was sent in. On the playfield, reflections are | |
177 denoted by the letter `R'. | |
178 | |
179 Hit: the ray strikes a ball directly and is absorbed. It does | |
180 not emerge from the box. On the playfield, hits are | |
181 denoted by the letter `H'. | |
182 | |
183 The rules for how balls deflect rays are simple and are best shown by | |
184 example. | |
185 | |
186 As a ray approaches a ball it is deflected ninety degrees. Rays can | |
187 be deflected multiple times. In the diagrams below, the dashes | |
188 represent empty box locations and the letter `O' represents a ball. | |
189 The entrance and exit points of each ray are marked with numbers as | |
190 described under \"Detour\" above. Note that the entrance and exit | |
191 points are always interchangeable. `*' denotes the path taken by the | |
192 ray. | |
193 | |
194 Note carefully the relative positions of the ball and the ninety | |
195 degree deflection it causes. | |
196 | |
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197 1 |
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198 - * - - - - - - - - - - - - - - - - - - - - - - |
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199 - * - - - - - - - - - - - - - - - - - - - - - - |
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200 1 * * - - - - - - - - - - - - - - - O - - - - O - |
473 | 201 - - O - - - - - - - O - - - - - - - * * * * - - |
202 - - - - - - - - - - - * * * * * 2 3 * * * - - * - - | |
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203 - - - - - - - - - - - * - - - - - - - O - * - - |
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204 - - - - - - - - - - - * - - - - - - - - * * - - |
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205 - - - - - - - - - - - * - - - - - - - - * - O - |
473 | 206 2 3 |
207 | |
208 As mentioned above, a reflection occurs when a ray emerges from the same point | |
209 it was sent in. This can happen in several ways: | |
210 | |
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211 |
473 | 212 - - - - - - - - - - - - - - - - - - - - - - - - |
213 - - - - O - - - - - O - O - - - - - - - - - - - | |
214 R * * * * - - - - - - - * - - - - O - - - - - - - | |
215 - - - - O - - - - - - * - - - - R - - - - - - - - | |
216 - - - - - - - - - - - * - - - - - - - - - - - - | |
217 - - - - - - - - - - - * - - - - - - - - - - - - | |
218 - - - - - - - - R * * * * - - - - - - - - - - - - | |
219 - - - - - - - - - - - - O - - - - - - - - - - - | |
220 | |
221 In the first example, the ray is deflected downwards by the upper | |
222 ball, then left by the lower ball, and finally retraces its path to | |
223 its point of origin. The second example is similar. The third | |
224 example is a bit anomalous but can be rationalized by realizing the | |
225 ray never gets a chance to get into the box. Alternatively, the ray | |
226 can be thought of as being deflected downwards and immediately | |
227 emerging from the box. | |
228 | |
229 A hit occurs when a ray runs straight into a ball: | |
230 | |
231 - - - - - - - - - - - - - - - - - - - - - - - - | |
232 - - - - - - - - - - - - - - - - - - - - O - - - | |
233 - - - - - - - - - - - - O - - - H * * * * - - - - | |
234 - - - - - - - - H * * * * O - - - - - - * - - - - | |
235 - - - - - - - - - - - - O - - - - - - O - - - - | |
236 H * * * O - - - - - - - - - - - - - - - - - - - - | |
237 - - - - - - - - - - - - - - - - - - - - - - - - | |
238 - - - - - - - - - - - - - - - - - - - - - - - - | |
239 | |
240 Be sure to compare the second example of a hit with the first example of | |
241 a reflection." | |
242 (interactive "P") | |
243 (switch-to-buffer "*Blackbox*") | |
244 (blackbox-mode) | |
245 (setq buffer-read-only t) | |
246 (buffer-disable-undo (current-buffer)) | |
247 (setq bb-board (bb-init-board (or num 4))) | |
248 (setq bb-balls-placed nil) | |
249 (setq bb-x -1) | |
250 (setq bb-y -1) | |
251 (setq bb-score 0) | |
252 (setq bb-detour-count 0) | |
253 (bb-insert-board) | |
254 (bb-goto (cons bb-x bb-y))) | |
255 | |
256 (defun bb-init-board (num-balls) | |
257 (random t) | |
258 (let (board pos) | |
259 (while (>= (setq num-balls (1- num-balls)) 0) | |
260 (while | |
261 (progn | |
262 (setq pos (cons (random 8) (random 8))) | |
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263 (member pos board))) |
473 | 264 (setq board (cons pos board))) |
265 board)) | |
266 | |
267 (defun bb-insert-board () | |
268 (let (i (buffer-read-only nil)) | |
269 (erase-buffer) | |
270 (insert " \n") | |
271 (setq i 8) | |
272 (while (>= (setq i (1- i)) 0) | |
273 (insert " - - - - - - - - \n")) | |
274 (insert " \n") | |
275 (insert (format "\nThere are %d balls in the box" (length bb-board))) | |
276 )) | |
277 | |
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278 (defun bb-right (count) |
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279 (interactive "p") |
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280 (while (and (> count 0) (< bb-x 8)) |
473 | 281 (forward-char 2) |
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282 (setq bb-x (1+ bb-x)) |
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283 (setq count (1- count)))) |
473 | 284 |
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285 (defun bb-left (count) |
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286 (interactive "p") |
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287 (while (and (> count 0) (> bb-x -1)) |
473 | 288 (backward-char 2) |
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289 (setq bb-x (1- bb-x)) |
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290 (setq count (1- count)))) |
473 | 291 |
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292 (defun bb-up (count) |
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293 (interactive "p") |
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294 (while (and (> count 0) (> bb-y -1)) |
473 | 295 (previous-line 1) |
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296 (setq bb-y (1- bb-y)) |
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297 (setq count (1- count)))) |
473 | 298 |
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299 (defun bb-down (count) |
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300 (interactive "p") |
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301 (while (and (> count 0) (< bb-y 8)) |
473 | 302 (next-line 1) |
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303 (setq bb-y (1+ bb-y)) |
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304 (setq count (1- count)))) |
473 | 305 |
306 (defun bb-eol () | |
307 (interactive) | |
308 (setq bb-x 8) | |
309 (bb-goto (cons bb-x bb-y))) | |
310 | |
311 (defun bb-bol () | |
312 (interactive) | |
313 (setq bb-x -1) | |
314 (bb-goto (cons bb-x bb-y))) | |
315 | |
316 (defun bb-romp () | |
317 (interactive) | |
318 (cond | |
319 ((and | |
320 (or (= bb-x -1) (= bb-x 8)) | |
321 (or (= bb-y -1) (= bb-y 8)))) | |
322 ((bb-outside-box bb-x bb-y) | |
323 (bb-trace-ray bb-x bb-y)) | |
324 (t | |
325 (bb-place-ball bb-x bb-y)))) | |
326 | |
327 (defun bb-place-ball (x y) | |
328 (let ((coord (cons x y))) | |
329 (cond | |
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330 ((member coord bb-balls-placed) |
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331 (setq bb-balls-placed (delete coord bb-balls-placed)) |
473 | 332 (bb-update-board "-")) |
333 (t | |
334 (setq bb-balls-placed (cons coord bb-balls-placed)) | |
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335 (bb-update-board (propertize "O" 'help-echo "Placed ball")))))) |
473 | 336 |
337 (defun bb-trace-ray (x y) | |
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338 (when (= (following-char) 32) |
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339 (let ((result (bb-trace-ray-2 |
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340 t |
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341 x |
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342 (cond |
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343 ((= x -1) 1) |
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344 ((= x 8) -1) |
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345 (t 0)) |
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346 y |
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347 (cond |
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348 ((= y -1) 1) |
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349 ((= y 8) -1) |
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350 (t 0))))) |
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351 (cond |
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352 ((eq result 'hit) |
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353 (bb-update-board (propertize "H" 'help-echo "Hit")) |
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354 (setq bb-score (1+ bb-score))) |
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355 ((equal result (cons x y)) |
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356 (bb-update-board (propertize "R" 'help-echo "Reflection")) |
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357 (setq bb-score (1+ bb-score))) |
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358 (t |
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359 (setq bb-detour-count (1+ bb-detour-count)) |
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360 (bb-update-board (propertize (format "%d" bb-detour-count) |
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361 'help-echo "Detour")) |
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362 (save-excursion |
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363 (bb-goto result) |
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364 (bb-update-board (propertize (format "%d" bb-detour-count) |
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365 'help-echo "Detour"))) |
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366 (setq bb-score (+ bb-score 2))))))) |
473 | 367 |
368 (defun bb-trace-ray-2 (first x dx y dy) | |
369 (cond | |
370 ((and (not first) | |
371 (bb-outside-box x y)) | |
372 (cons x y)) | |
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373 ((member (cons (+ x dx) (+ y dy)) bb-board) |
473 | 374 'hit) |
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375 ((member (cons (+ x dx dy) (+ y dy dx)) bb-board) |
473 | 376 (bb-trace-ray-2 nil x (- dy) y (- dx))) |
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377 ((member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board) |
473 | 378 (bb-trace-ray-2 nil x dy y dx)) |
379 (t | |
380 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy)))) | |
381 | |
382 (defun bb-done () | |
383 "Finish the game and report score." | |
384 (interactive) | |
385 (let (bogus-balls) | |
386 (cond | |
387 ((not (= (length bb-balls-placed) (length bb-board))) | |
388 (message "There %s %d hidden ball%s; you have placed %d." | |
389 (if (= (length bb-board) 1) "is" "are") | |
390 (length bb-board) | |
391 (if (= (length bb-board) 1) "" "s") | |
392 (length bb-balls-placed))) | |
393 (t | |
394 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board)) | |
395 (if (= bogus-balls 0) | |
396 (message "Right! Your score is %d." bb-score) | |
397 (message "Oops! You missed %d ball%s. Your score is %d." | |
398 bogus-balls | |
399 (if (= bogus-balls 1) "" "s") | |
400 (+ bb-score (* 5 bogus-balls)))) | |
401 (bb-goto '(-1 . -1)))))) | |
402 | |
403 (defun bb-show-bogus-balls (balls-placed board) | |
404 (bb-show-bogus-balls-2 balls-placed board "x") | |
405 (bb-show-bogus-balls-2 board balls-placed "o")) | |
406 | |
407 (defun bb-show-bogus-balls-2 (list-1 list-2 c) | |
408 (cond | |
409 ((null list-1) | |
410 0) | |
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411 ((member (car list-1) list-2) |
473 | 412 (bb-show-bogus-balls-2 (cdr list-1) list-2 c)) |
413 (t | |
414 (bb-goto (car list-1)) | |
415 (bb-update-board c) | |
416 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c))))) | |
417 | |
826 | 418 (defun bb-outside-box (x y) |
419 (or (= x -1) (= x 8) (= y -1) (= y 8))) | |
473 | 420 |
421 (defun bb-goto (pos) | |
422 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26))) | |
423 | |
424 (defun bb-update-board (c) | |
425 (let ((buffer-read-only nil)) | |
426 (backward-char (1- (length c))) | |
427 (delete-char (length c)) | |
428 (insert c) | |
429 (backward-char 1))) | |
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430 |
18383 | 431 (provide 'blackbox) |
432 | |
52401 | 433 ;;; arch-tag: 6c474c62-5617-4b10-9b44-ac430168c0e2 |
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434 ;;; blackbox.el ends here |