Mercurial > emacs
annotate lisp/play/blackbox.el @ 19960:38172783650b EMACS_20_2
(motion_event_is_in_menu): Extend the left and
top windows by the shadow width.
author | Richard M. Stallman <rms@gnu.org> |
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date | Sat, 20 Sep 1997 04:48:29 +0000 |
parents | 11218164bc54 |
children | 29bd5069226c |
rev | line source |
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662
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1 ;;; blackbox.el --- blackbox game in Emacs Lisp |
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2 |
845 | 3 ;; Copyright (C) 1985, 1986, 1987, 1992 Free Software Foundation, Inc. |
4 | |
801
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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. | |
37 ;; | |
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. | |
40 ;; | |
41 ;; R 3 | |
42 ;; 1 - - - - - - - - 1 | |
43 ;; - - - - - - - - | |
44 ;; - O - - - - - - 3 | |
45 ;; 2 - - - - O - O - | |
46 ;; 4 - - - - - - - - | |
47 ;; 5 - - - - - - - - 5 | |
48 ;; - - - - - - - - R | |
49 ;; H - - - - - - - O | |
50 ;; 2 H 4 H | |
51 ;; | |
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 |
801
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69 ;;; Code: |
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70 |
473 | 71 (defvar blackbox-mode-map nil "") |
72 | |
73 (if blackbox-mode-map | |
74 () | |
75 (setq blackbox-mode-map (make-keymap)) | |
76 (suppress-keymap blackbox-mode-map t) | |
77 (define-key blackbox-mode-map "\C-f" 'bb-right) | |
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78 (define-key blackbox-mode-map [right] 'bb-right) |
473 | 79 (define-key blackbox-mode-map "\C-b" 'bb-left) |
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80 (define-key blackbox-mode-map [left] 'bb-left) |
473 | 81 (define-key blackbox-mode-map "\C-p" 'bb-up) |
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82 (define-key blackbox-mode-map [up] 'bb-up) |
473 | 83 (define-key blackbox-mode-map "\C-n" 'bb-down) |
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84 (define-key blackbox-mode-map [down] 'bb-down) |
473 | 85 (define-key blackbox-mode-map "\C-e" 'bb-eol) |
86 (define-key blackbox-mode-map "\C-a" 'bb-bol) | |
87 (define-key blackbox-mode-map " " 'bb-romp) | |
826 | 88 (define-key blackbox-mode-map [insert] 'bb-romp) |
473 | 89 (define-key blackbox-mode-map "\C-m" 'bb-done) |
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90 (define-key blackbox-mode-map [kp-enter] 'bb-done)) |
473 | 91 |
92 ;; Blackbox mode is suitable only for specially formatted data. | |
93 (put 'blackbox-mode 'mode-class 'special) | |
94 | |
95 (defun blackbox-mode () | |
96 "Major mode for playing blackbox. To learn how to play blackbox, | |
97 see the documentation for function `blackbox'. | |
98 | |
99 The usual mnemonic keys move the cursor around the box. | |
100 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively. | |
101 | |
102 \\[bb-romp] -- send in a ray from point, or toggle a ball at point | |
103 \\[bb-done] -- end game and get score | |
104 " | |
105 (interactive) | |
106 (kill-all-local-variables) | |
107 (use-local-map blackbox-mode-map) | |
108 (setq truncate-lines t) | |
109 (setq major-mode 'blackbox-mode) | |
110 (setq mode-name "Blackbox")) | |
111 | |
727 | 112 ;;;###autoload |
473 | 113 (defun blackbox (num) |
114 "Play blackbox. Optional prefix argument is the number of balls; | |
115 the default is 4. | |
116 | |
117 What is blackbox? | |
118 | |
119 Blackbox is a game of hide and seek played on an 8 by 8 grid (the | |
120 Blackbox). Your opponent (Emacs, in this case) has hidden several | |
121 balls (usually 4) within this box. By shooting rays into the box and | |
122 observing where they emerge it is possible to deduce the positions of | |
123 the hidden balls. The fewer rays you use to find the balls, the lower | |
124 your score. | |
125 | |
126 Overview of play: | |
127 | |
826 | 128 \\<blackbox-mode-map>\ |
129 To play blackbox, type \\[blackbox]. An optional prefix argument | |
130 specifies the number of balls to be hidden in the box; the default is | |
131 four. | |
473 | 132 |
133 The cursor can be moved around the box with the standard cursor | |
134 movement keys. | |
135 | |
136 To shoot a ray, move the cursor to the edge of the box and press SPC. | |
137 The result will be determined and the playfield updated. | |
138 | |
139 You may place or remove balls in the box by moving the cursor into the | |
826 | 140 box and pressing \\[bb-romp]. |
473 | 141 |
142 When you think the configuration of balls you have placed is correct, | |
826 | 143 press \\[bb-done]. You will be informed whether you are correct or |
144 not, and be given your score. Your score is the number of letters and | |
145 numbers around the outside of the box plus five for each incorrectly | |
146 placed ball. If you placed any balls incorrectly, they will be | |
147 indicated with `x', and their actual positions indicated with `o'. | |
473 | 148 |
149 Details: | |
150 | |
151 There are three possible outcomes for each ray you send into the box: | |
152 | |
153 Detour: the ray is deflected and emerges somewhere other than | |
154 where you sent it in. On the playfield, detours are | |
155 denoted by matching pairs of numbers -- one where the | |
156 ray went in, and the other where it came out. | |
157 | |
158 Reflection: the ray is reflected and emerges in the same place | |
159 it was sent in. On the playfield, reflections are | |
160 denoted by the letter `R'. | |
161 | |
162 Hit: the ray strikes a ball directly and is absorbed. It does | |
163 not emerge from the box. On the playfield, hits are | |
164 denoted by the letter `H'. | |
165 | |
166 The rules for how balls deflect rays are simple and are best shown by | |
167 example. | |
168 | |
169 As a ray approaches a ball it is deflected ninety degrees. Rays can | |
170 be deflected multiple times. In the diagrams below, the dashes | |
171 represent empty box locations and the letter `O' represents a ball. | |
172 The entrance and exit points of each ray are marked with numbers as | |
173 described under \"Detour\" above. Note that the entrance and exit | |
174 points are always interchangeable. `*' denotes the path taken by the | |
175 ray. | |
176 | |
177 Note carefully the relative positions of the ball and the ninety | |
178 degree deflection it causes. | |
179 | |
180 1 | |
181 - * - - - - - - - - - - - - - - - - - - - - - - | |
182 - * - - - - - - - - - - - - - - - - - - - - - - | |
183 1 * * - - - - - - - - - - - - - - - O - - - - O - | |
184 - - O - - - - - - - O - - - - - - - * * * * - - | |
185 - - - - - - - - - - - * * * * * 2 3 * * * - - * - - | |
186 - - - - - - - - - - - * - - - - - - - O - * - - | |
187 - - - - - - - - - - - * - - - - - - - - * * - - | |
188 - - - - - - - - - - - * - - - - - - - - * - O - | |
189 2 3 | |
190 | |
191 As mentioned above, a reflection occurs when a ray emerges from the same point | |
192 it was sent in. This can happen in several ways: | |
193 | |
194 | |
195 - - - - - - - - - - - - - - - - - - - - - - - - | |
196 - - - - O - - - - - O - O - - - - - - - - - - - | |
197 R * * * * - - - - - - - * - - - - O - - - - - - - | |
198 - - - - O - - - - - - * - - - - R - - - - - - - - | |
199 - - - - - - - - - - - * - - - - - - - - - - - - | |
200 - - - - - - - - - - - * - - - - - - - - - - - - | |
201 - - - - - - - - R * * * * - - - - - - - - - - - - | |
202 - - - - - - - - - - - - O - - - - - - - - - - - | |
203 | |
204 In the first example, the ray is deflected downwards by the upper | |
205 ball, then left by the lower ball, and finally retraces its path to | |
206 its point of origin. The second example is similar. The third | |
207 example is a bit anomalous but can be rationalized by realizing the | |
208 ray never gets a chance to get into the box. Alternatively, the ray | |
209 can be thought of as being deflected downwards and immediately | |
210 emerging from the box. | |
211 | |
212 A hit occurs when a ray runs straight into a ball: | |
213 | |
214 - - - - - - - - - - - - - - - - - - - - - - - - | |
215 - - - - - - - - - - - - - - - - - - - - O - - - | |
216 - - - - - - - - - - - - O - - - H * * * * - - - - | |
217 - - - - - - - - H * * * * O - - - - - - * - - - - | |
218 - - - - - - - - - - - - O - - - - - - O - - - - | |
219 H * * * O - - - - - - - - - - - - - - - - - - - - | |
220 - - - - - - - - - - - - - - - - - - - - - - - - | |
221 - - - - - - - - - - - - - - - - - - - - - - - - | |
222 | |
223 Be sure to compare the second example of a hit with the first example of | |
224 a reflection." | |
225 (interactive "P") | |
226 (switch-to-buffer "*Blackbox*") | |
227 (blackbox-mode) | |
228 (setq buffer-read-only t) | |
229 (buffer-disable-undo (current-buffer)) | |
230 (setq bb-board (bb-init-board (or num 4))) | |
231 (setq bb-balls-placed nil) | |
232 (setq bb-x -1) | |
233 (setq bb-y -1) | |
234 (setq bb-score 0) | |
235 (setq bb-detour-count 0) | |
236 (bb-insert-board) | |
237 (bb-goto (cons bb-x bb-y))) | |
238 | |
239 (defun bb-init-board (num-balls) | |
240 (random t) | |
241 (let (board pos) | |
242 (while (>= (setq num-balls (1- num-balls)) 0) | |
243 (while | |
244 (progn | |
245 (setq pos (cons (random 8) (random 8))) | |
246 (bb-member pos board))) | |
247 (setq board (cons pos board))) | |
248 board)) | |
249 | |
250 (defun bb-insert-board () | |
251 (let (i (buffer-read-only nil)) | |
252 (erase-buffer) | |
253 (insert " \n") | |
254 (setq i 8) | |
255 (while (>= (setq i (1- i)) 0) | |
256 (insert " - - - - - - - - \n")) | |
257 (insert " \n") | |
258 (insert (format "\nThere are %d balls in the box" (length bb-board))) | |
259 )) | |
260 | |
261 (defun bb-right () | |
262 (interactive) | |
263 (if (= bb-x 8) | |
264 () | |
265 (forward-char 2) | |
266 (setq bb-x (1+ bb-x)))) | |
267 | |
268 (defun bb-left () | |
269 (interactive) | |
270 (if (= bb-x -1) | |
271 () | |
272 (backward-char 2) | |
273 (setq bb-x (1- bb-x)))) | |
274 | |
275 (defun bb-up () | |
276 (interactive) | |
277 (if (= bb-y -1) | |
278 () | |
279 (previous-line 1) | |
280 (setq bb-y (1- bb-y)))) | |
281 | |
282 (defun bb-down () | |
283 (interactive) | |
284 (if (= bb-y 8) | |
285 () | |
286 (next-line 1) | |
287 (setq bb-y (1+ bb-y)))) | |
288 | |
289 (defun bb-eol () | |
290 (interactive) | |
291 (setq bb-x 8) | |
292 (bb-goto (cons bb-x bb-y))) | |
293 | |
294 (defun bb-bol () | |
295 (interactive) | |
296 (setq bb-x -1) | |
297 (bb-goto (cons bb-x bb-y))) | |
298 | |
299 (defun bb-romp () | |
300 (interactive) | |
301 (cond | |
302 ((and | |
303 (or (= bb-x -1) (= bb-x 8)) | |
304 (or (= bb-y -1) (= bb-y 8)))) | |
305 ((bb-outside-box bb-x bb-y) | |
306 (bb-trace-ray bb-x bb-y)) | |
307 (t | |
308 (bb-place-ball bb-x bb-y)))) | |
309 | |
310 (defun bb-place-ball (x y) | |
311 (let ((coord (cons x y))) | |
312 (cond | |
313 ((bb-member coord bb-balls-placed) | |
314 (setq bb-balls-placed (bb-delete coord bb-balls-placed)) | |
315 (bb-update-board "-")) | |
316 (t | |
317 (setq bb-balls-placed (cons coord bb-balls-placed)) | |
318 (bb-update-board "O"))))) | |
319 | |
320 (defun bb-trace-ray (x y) | |
321 (let ((result (bb-trace-ray-2 | |
322 t | |
323 x | |
324 (cond | |
325 ((= x -1) 1) | |
326 ((= x 8) -1) | |
327 (t 0)) | |
328 y | |
329 (cond | |
330 ((= y -1) 1) | |
331 ((= y 8) -1) | |
332 (t 0))))) | |
333 (cond | |
334 ((eq result 'hit) | |
335 (bb-update-board "H") | |
336 (setq bb-score (1+ bb-score))) | |
337 ((equal result (cons x y)) | |
338 (bb-update-board "R") | |
339 (setq bb-score (1+ bb-score))) | |
340 (t | |
341 (setq bb-detour-count (1+ bb-detour-count)) | |
342 (bb-update-board (format "%d" bb-detour-count)) | |
343 (save-excursion | |
344 (bb-goto result) | |
345 (bb-update-board (format "%d" bb-detour-count))) | |
346 (setq bb-score (+ bb-score 2)))))) | |
347 | |
348 (defun bb-trace-ray-2 (first x dx y dy) | |
349 (cond | |
350 ((and (not first) | |
351 (bb-outside-box x y)) | |
352 (cons x y)) | |
353 ((bb-member (cons (+ x dx) (+ y dy)) bb-board) | |
354 'hit) | |
355 ((bb-member (cons (+ x dx dy) (+ y dy dx)) bb-board) | |
356 (bb-trace-ray-2 nil x (- dy) y (- dx))) | |
357 ((bb-member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board) | |
358 (bb-trace-ray-2 nil x dy y dx)) | |
359 (t | |
360 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy)))) | |
361 | |
362 (defun bb-done () | |
363 "Finish the game and report score." | |
364 (interactive) | |
365 (let (bogus-balls) | |
366 (cond | |
367 ((not (= (length bb-balls-placed) (length bb-board))) | |
368 (message "There %s %d hidden ball%s; you have placed %d." | |
369 (if (= (length bb-board) 1) "is" "are") | |
370 (length bb-board) | |
371 (if (= (length bb-board) 1) "" "s") | |
372 (length bb-balls-placed))) | |
373 (t | |
374 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board)) | |
375 (if (= bogus-balls 0) | |
376 (message "Right! Your score is %d." bb-score) | |
377 (message "Oops! You missed %d ball%s. Your score is %d." | |
378 bogus-balls | |
379 (if (= bogus-balls 1) "" "s") | |
380 (+ bb-score (* 5 bogus-balls)))) | |
381 (bb-goto '(-1 . -1)))))) | |
382 | |
383 (defun bb-show-bogus-balls (balls-placed board) | |
384 (bb-show-bogus-balls-2 balls-placed board "x") | |
385 (bb-show-bogus-balls-2 board balls-placed "o")) | |
386 | |
387 (defun bb-show-bogus-balls-2 (list-1 list-2 c) | |
388 (cond | |
389 ((null list-1) | |
390 0) | |
391 ((bb-member (car list-1) list-2) | |
392 (bb-show-bogus-balls-2 (cdr list-1) list-2 c)) | |
393 (t | |
394 (bb-goto (car list-1)) | |
395 (bb-update-board c) | |
396 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c))))) | |
397 | |
826 | 398 (defun bb-outside-box (x y) |
399 (or (= x -1) (= x 8) (= y -1) (= y 8))) | |
473 | 400 |
401 (defun bb-goto (pos) | |
402 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26))) | |
403 | |
404 (defun bb-update-board (c) | |
405 (let ((buffer-read-only nil)) | |
406 (backward-char (1- (length c))) | |
407 (delete-char (length c)) | |
408 (insert c) | |
409 (backward-char 1))) | |
410 | |
411 (defun bb-member (elt list) | |
412 "Returns non-nil if ELT is an element of LIST." | |
413 (eval (cons 'or (mapcar (function (lambda (x) (equal x elt))) list)))) | |
414 | |
415 (defun bb-delete (item list) | |
416 "Deletes ITEM from LIST and returns a copy." | |
417 (cond | |
418 ((equal item (car list)) (cdr list)) | |
419 (t (cons (car list) (bb-delete item (cdr list)))))) | |
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420 |
18383 | 421 (provide 'blackbox) |
422 | |
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423 ;;; blackbox.el ends here |