Mercurial > emacs
comparison lisp/play/blackbox.el @ 473:999d0b38694e
Initial revision
author | Jim Blandy <jimb@redhat.com> |
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date | Sat, 21 Dec 1991 08:23:15 +0000 |
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children | 8a533acedb77 |
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1 ; Blackbox game in Emacs Lisp | |
2 ;; Copyright (C) 1985, 1986, 1987 Free Software Foundation, Inc. | |
3 | |
4 ;; This file is part of GNU Emacs. | |
5 | |
6 ;; GNU Emacs is free software; you can redistribute it and/or modify | |
7 ;; it under the terms of the GNU General Public License as published by | |
8 ;; the Free Software Foundation; either version 1, or (at your option) | |
9 ;; any later version. | |
10 | |
11 ;; GNU Emacs is distributed in the hope that it will be useful, | |
12 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of | |
13 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the | |
14 ;; GNU General Public License for more details. | |
15 | |
16 ;; You should have received a copy of the GNU General Public License | |
17 ;; along with GNU Emacs; see the file COPYING. If not, write to | |
18 ;; the Free Software Foundation, 675 Mass Ave, Cambridge, MA 02139, USA. | |
19 | |
20 ; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu> | |
21 ; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89 | |
22 ; interface improvements by Eric Raymond <eric@snark.thyrsus.com>, Dec 5 1991. | |
23 | |
24 ; The object of the game is to find four hidden balls by shooting rays | |
25 ; into the black box. There are four possibilities: 1) the ray will | |
26 ; pass thru the box undisturbed, 2) it will hit a ball and be absorbed, | |
27 ; 3) it will be deflected and exit the box, or 4) be deflected immediately, | |
28 ; not even being allowed entry into the box. | |
29 ; | |
30 ; The strange part is the method of deflection. It seems that rays will | |
31 ; not pass next to a ball, and change direction at right angles to avoid it. | |
32 ; | |
33 ; R 3 | |
34 ; 1 - - - - - - - - 1 | |
35 ; - - - - - - - - | |
36 ; - O - - - - - - 3 | |
37 ; 2 - - - - O - O - | |
38 ; 4 - - - - - - - - | |
39 ; 5 - - - - - - - - 5 | |
40 ; - - - - - - - - R | |
41 ; H - - - - - - - O | |
42 ; 2 H 4 H | |
43 ; | |
44 ; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass | |
45 ; thru the box undisturbed. Ray 2 is deflected by the northwesternmost | |
46 ; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are | |
47 ; marked with H. The bottom of the left and the right of the bottom hit | |
48 ; the southeastern ball directly. Rays may also hit balls after being | |
49 ; reflected. Consider the H on the bottom next to the 4. It bounces off | |
50 ; the NW-ern most ball and hits the central ball. A ray shot from above | |
51 ; the right side 5 would hit the SE-ern most ball. The R beneath the 5 | |
52 ; is because the ball is returned instantly. It is not allowed into | |
53 ; the box if it would reflect immediately. The R on the top is a more | |
54 ; leisurely return. Both central balls would tend to deflect it east | |
55 ; or west, but it cannot go either way, so it just retreats. | |
56 ; | |
57 ; At the end of the game, if you've placed guesses for as many balls as | |
58 ; there are in the box, the true board position will be revealed. Each | |
59 ; `x' is an incorrect guess of yours; `o' is the true location of a ball. | |
60 | |
61 (defvar blackbox-mode-map nil "") | |
62 | |
63 (if blackbox-mode-map | |
64 () | |
65 (setq blackbox-mode-map (make-keymap)) | |
66 (suppress-keymap blackbox-mode-map t) | |
67 (define-key blackbox-mode-map "\C-f" 'bb-right) | |
68 (define-key blackbox-mode-map "\C-b" 'bb-left) | |
69 (define-key blackbox-mode-map "\C-p" 'bb-up) | |
70 (define-key blackbox-mode-map "\C-n" 'bb-down) | |
71 (define-key blackbox-mode-map "\C-e" 'bb-eol) | |
72 (define-key blackbox-mode-map "\C-a" 'bb-bol) | |
73 (define-key blackbox-mode-map " " 'bb-romp) | |
74 (define-key blackbox-mode-map "\C-m" 'bb-done) | |
75 | |
76 ;; This is a kluge. What we really want is a general | |
77 ;; feature for reminding terminal keys to the functions | |
78 ;; corresponding to them in local maps | |
79 (if (featurep 'keypad) | |
80 (let (keys) | |
81 (if (setq keys (function-key-sequence ?u)) ; Up Arrow | |
82 (define-key blackbox-mode-map keys 'bb-up)) | |
83 (if (setq keys (function-key-sequence ?d)) ; Down Arrow | |
84 (define-key blackbox-mode-map keys 'bb-down)) | |
85 (if (setq keys (function-key-sequence ?l)) ; Left Arrow | |
86 (define-key blackbox-mode-map keys 'bb-left)) | |
87 (if (setq keys (function-key-sequence ?r)) ; Right Arrow | |
88 (define-key blackbox-mode-map keys 'bb-right)) | |
89 (if (setq keys (function-key-sequence ?e)) ; Enter | |
90 (define-key blackbox-mode-map keys 'bb-done)) | |
91 (if (setq keys (function-key-sequence ?I)) ; Insert | |
92 (define-key blackbox-mode-map keys 'bb-romp)) | |
93 ))) | |
94 | |
95 | |
96 ;; Blackbox mode is suitable only for specially formatted data. | |
97 (put 'blackbox-mode 'mode-class 'special) | |
98 | |
99 (defun blackbox-mode () | |
100 "Major mode for playing blackbox. To learn how to play blackbox, | |
101 see the documentation for function `blackbox'. | |
102 | |
103 The usual mnemonic keys move the cursor around the box. | |
104 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively. | |
105 | |
106 \\[bb-romp] -- send in a ray from point, or toggle a ball at point | |
107 \\[bb-done] -- end game and get score | |
108 " | |
109 (interactive) | |
110 (kill-all-local-variables) | |
111 (use-local-map blackbox-mode-map) | |
112 (setq truncate-lines t) | |
113 (setq major-mode 'blackbox-mode) | |
114 (setq mode-name "Blackbox")) | |
115 | |
116 (defun blackbox (num) | |
117 "Play blackbox. Optional prefix argument is the number of balls; | |
118 the default is 4. | |
119 | |
120 What is blackbox? | |
121 | |
122 Blackbox is a game of hide and seek played on an 8 by 8 grid (the | |
123 Blackbox). Your opponent (Emacs, in this case) has hidden several | |
124 balls (usually 4) within this box. By shooting rays into the box and | |
125 observing where they emerge it is possible to deduce the positions of | |
126 the hidden balls. The fewer rays you use to find the balls, the lower | |
127 your score. | |
128 | |
129 Overview of play: | |
130 | |
131 To play blackbox, call the function `blackbox'. An optional prefix | |
132 argument specifies the number of balls to be hidden in the box; the | |
133 default is four. | |
134 | |
135 The cursor can be moved around the box with the standard cursor | |
136 movement keys. | |
137 | |
138 To shoot a ray, move the cursor to the edge of the box and press SPC. | |
139 The result will be determined and the playfield updated. | |
140 | |
141 You may place or remove balls in the box by moving the cursor into the | |
142 box and pressing \\<bb-romp>. | |
143 | |
144 When you think the configuration of balls you have placed is correct, | |
145 press \\<bb-done>. You will be informed whether you are correct or not, and | |
146 be given your score. Your score is the number of letters and numbers | |
147 around the outside of the box plus five for each incorrectly placed | |
148 ball. If you placed any balls incorrectly, they will be indicated | |
149 with `x', and their actual positions indicated with `o'. | |
150 | |
151 Details: | |
152 | |
153 There are three possible outcomes for each ray you send into the box: | |
154 | |
155 Detour: the ray is deflected and emerges somewhere other than | |
156 where you sent it in. On the playfield, detours are | |
157 denoted by matching pairs of numbers -- one where the | |
158 ray went in, and the other where it came out. | |
159 | |
160 Reflection: the ray is reflected and emerges in the same place | |
161 it was sent in. On the playfield, reflections are | |
162 denoted by the letter `R'. | |
163 | |
164 Hit: the ray strikes a ball directly and is absorbed. It does | |
165 not emerge from the box. On the playfield, hits are | |
166 denoted by the letter `H'. | |
167 | |
168 The rules for how balls deflect rays are simple and are best shown by | |
169 example. | |
170 | |
171 As a ray approaches a ball it is deflected ninety degrees. Rays can | |
172 be deflected multiple times. In the diagrams below, the dashes | |
173 represent empty box locations and the letter `O' represents a ball. | |
174 The entrance and exit points of each ray are marked with numbers as | |
175 described under \"Detour\" above. Note that the entrance and exit | |
176 points are always interchangeable. `*' denotes the path taken by the | |
177 ray. | |
178 | |
179 Note carefully the relative positions of the ball and the ninety | |
180 degree deflection it causes. | |
181 | |
182 1 | |
183 - * - - - - - - - - - - - - - - - - - - - - - - | |
184 - * - - - - - - - - - - - - - - - - - - - - - - | |
185 1 * * - - - - - - - - - - - - - - - O - - - - O - | |
186 - - O - - - - - - - O - - - - - - - * * * * - - | |
187 - - - - - - - - - - - * * * * * 2 3 * * * - - * - - | |
188 - - - - - - - - - - - * - - - - - - - O - * - - | |
189 - - - - - - - - - - - * - - - - - - - - * * - - | |
190 - - - - - - - - - - - * - - - - - - - - * - O - | |
191 2 3 | |
192 | |
193 As mentioned above, a reflection occurs when a ray emerges from the same point | |
194 it was sent in. This can happen in several ways: | |
195 | |
196 | |
197 - - - - - - - - - - - - - - - - - - - - - - - - | |
198 - - - - O - - - - - O - O - - - - - - - - - - - | |
199 R * * * * - - - - - - - * - - - - O - - - - - - - | |
200 - - - - O - - - - - - * - - - - R - - - - - - - - | |
201 - - - - - - - - - - - * - - - - - - - - - - - - | |
202 - - - - - - - - - - - * - - - - - - - - - - - - | |
203 - - - - - - - - R * * * * - - - - - - - - - - - - | |
204 - - - - - - - - - - - - O - - - - - - - - - - - | |
205 | |
206 In the first example, the ray is deflected downwards by the upper | |
207 ball, then left by the lower ball, and finally retraces its path to | |
208 its point of origin. The second example is similar. The third | |
209 example is a bit anomalous but can be rationalized by realizing the | |
210 ray never gets a chance to get into the box. Alternatively, the ray | |
211 can be thought of as being deflected downwards and immediately | |
212 emerging from the box. | |
213 | |
214 A hit occurs when a ray runs straight into a ball: | |
215 | |
216 - - - - - - - - - - - - - - - - - - - - - - - - | |
217 - - - - - - - - - - - - - - - - - - - - O - - - | |
218 - - - - - - - - - - - - O - - - H * * * * - - - - | |
219 - - - - - - - - H * * * * O - - - - - - * - - - - | |
220 - - - - - - - - - - - - O - - - - - - O - - - - | |
221 H * * * O - - - - - - - - - - - - - - - - - - - - | |
222 - - - - - - - - - - - - - - - - - - - - - - - - | |
223 - - - - - - - - - - - - - - - - - - - - - - - - | |
224 | |
225 Be sure to compare the second example of a hit with the first example of | |
226 a reflection." | |
227 (interactive "P") | |
228 (switch-to-buffer "*Blackbox*") | |
229 (blackbox-mode) | |
230 (setq buffer-read-only t) | |
231 (buffer-disable-undo (current-buffer)) | |
232 (setq bb-board (bb-init-board (or num 4))) | |
233 (setq bb-balls-placed nil) | |
234 (setq bb-x -1) | |
235 (setq bb-y -1) | |
236 (setq bb-score 0) | |
237 (setq bb-detour-count 0) | |
238 (bb-insert-board) | |
239 (bb-goto (cons bb-x bb-y))) | |
240 | |
241 (defun bb-init-board (num-balls) | |
242 (random t) | |
243 (let (board pos) | |
244 (while (>= (setq num-balls (1- num-balls)) 0) | |
245 (while | |
246 (progn | |
247 (setq pos (cons (random 8) (random 8))) | |
248 (bb-member pos board))) | |
249 (setq board (cons pos board))) | |
250 board)) | |
251 | |
252 (defun bb-insert-board () | |
253 (let (i (buffer-read-only nil)) | |
254 (erase-buffer) | |
255 (insert " \n") | |
256 (setq i 8) | |
257 (while (>= (setq i (1- i)) 0) | |
258 (insert " - - - - - - - - \n")) | |
259 (insert " \n") | |
260 (insert (format "\nThere are %d balls in the box" (length bb-board))) | |
261 )) | |
262 | |
263 (defun bb-right () | |
264 (interactive) | |
265 (if (= bb-x 8) | |
266 () | |
267 (forward-char 2) | |
268 (setq bb-x (1+ bb-x)))) | |
269 | |
270 (defun bb-left () | |
271 (interactive) | |
272 (if (= bb-x -1) | |
273 () | |
274 (backward-char 2) | |
275 (setq bb-x (1- bb-x)))) | |
276 | |
277 (defun bb-up () | |
278 (interactive) | |
279 (if (= bb-y -1) | |
280 () | |
281 (previous-line 1) | |
282 (setq bb-y (1- bb-y)))) | |
283 | |
284 (defun bb-down () | |
285 (interactive) | |
286 (if (= bb-y 8) | |
287 () | |
288 (next-line 1) | |
289 (setq bb-y (1+ bb-y)))) | |
290 | |
291 (defun bb-eol () | |
292 (interactive) | |
293 (setq bb-x 8) | |
294 (bb-goto (cons bb-x bb-y))) | |
295 | |
296 (defun bb-bol () | |
297 (interactive) | |
298 (setq bb-x -1) | |
299 (bb-goto (cons bb-x bb-y))) | |
300 | |
301 (defun bb-romp () | |
302 (interactive) | |
303 (cond | |
304 ((and | |
305 (or (= bb-x -1) (= bb-x 8)) | |
306 (or (= bb-y -1) (= bb-y 8)))) | |
307 ((bb-outside-box bb-x bb-y) | |
308 (bb-trace-ray bb-x bb-y)) | |
309 (t | |
310 (bb-place-ball bb-x bb-y)))) | |
311 | |
312 (defun bb-place-ball (x y) | |
313 (let ((coord (cons x y))) | |
314 (cond | |
315 ((bb-member coord bb-balls-placed) | |
316 (setq bb-balls-placed (bb-delete coord bb-balls-placed)) | |
317 (bb-update-board "-")) | |
318 (t | |
319 (setq bb-balls-placed (cons coord bb-balls-placed)) | |
320 (bb-update-board "O"))))) | |
321 | |
322 (defun bb-trace-ray (x y) | |
323 (let ((result (bb-trace-ray-2 | |
324 t | |
325 x | |
326 (cond | |
327 ((= x -1) 1) | |
328 ((= x 8) -1) | |
329 (t 0)) | |
330 y | |
331 (cond | |
332 ((= y -1) 1) | |
333 ((= y 8) -1) | |
334 (t 0))))) | |
335 (cond | |
336 ((eq result 'hit) | |
337 (bb-update-board "H") | |
338 (setq bb-score (1+ bb-score))) | |
339 ((equal result (cons x y)) | |
340 (bb-update-board "R") | |
341 (setq bb-score (1+ bb-score))) | |
342 (t | |
343 (setq bb-detour-count (1+ bb-detour-count)) | |
344 (bb-update-board (format "%d" bb-detour-count)) | |
345 (save-excursion | |
346 (bb-goto result) | |
347 (bb-update-board (format "%d" bb-detour-count))) | |
348 (setq bb-score (+ bb-score 2)))))) | |
349 | |
350 (defun bb-trace-ray-2 (first x dx y dy) | |
351 (cond | |
352 ((and (not first) | |
353 (bb-outside-box x y)) | |
354 (cons x y)) | |
355 ((bb-member (cons (+ x dx) (+ y dy)) bb-board) | |
356 'hit) | |
357 ((bb-member (cons (+ x dx dy) (+ y dy dx)) bb-board) | |
358 (bb-trace-ray-2 nil x (- dy) y (- dx))) | |
359 ((bb-member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board) | |
360 (bb-trace-ray-2 nil x dy y dx)) | |
361 (t | |
362 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy)))) | |
363 | |
364 (defun bb-done () | |
365 "Finish the game and report score." | |
366 (interactive) | |
367 (let (bogus-balls) | |
368 (cond | |
369 ((not (= (length bb-balls-placed) (length bb-board))) | |
370 (message "There %s %d hidden ball%s; you have placed %d." | |
371 (if (= (length bb-board) 1) "is" "are") | |
372 (length bb-board) | |
373 (if (= (length bb-board) 1) "" "s") | |
374 (length bb-balls-placed))) | |
375 (t | |
376 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board)) | |
377 (if (= bogus-balls 0) | |
378 (message "Right! Your score is %d." bb-score) | |
379 (message "Oops! You missed %d ball%s. Your score is %d." | |
380 bogus-balls | |
381 (if (= bogus-balls 1) "" "s") | |
382 (+ bb-score (* 5 bogus-balls)))) | |
383 (bb-goto '(-1 . -1)))))) | |
384 | |
385 (defun bb-show-bogus-balls (balls-placed board) | |
386 (bb-show-bogus-balls-2 balls-placed board "x") | |
387 (bb-show-bogus-balls-2 board balls-placed "o")) | |
388 | |
389 (defun bb-show-bogus-balls-2 (list-1 list-2 c) | |
390 (cond | |
391 ((null list-1) | |
392 0) | |
393 ((bb-member (car list-1) list-2) | |
394 (bb-show-bogus-balls-2 (cdr list-1) list-2 c)) | |
395 (t | |
396 (bb-goto (car list-1)) | |
397 (bb-update-board c) | |
398 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c))))) | |
399 | |
400 ;; blackbox.el ends here | |
401 | |
402 (defun bb-goto (pos) | |
403 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26))) | |
404 | |
405 (defun bb-update-board (c) | |
406 (let ((buffer-read-only nil)) | |
407 (backward-char (1- (length c))) | |
408 (delete-char (length c)) | |
409 (insert c) | |
410 (backward-char 1))) | |
411 | |
412 (defun bb-member (elt list) | |
413 "Returns non-nil if ELT is an element of LIST." | |
414 (eval (cons 'or (mapcar (function (lambda (x) (equal x elt))) list)))) | |
415 | |
416 (defun bb-delete (item list) | |
417 "Deletes ITEM from LIST and returns a copy." | |
418 (cond | |
419 ((equal item (car list)) (cdr list)) | |
420 (t (cons (car list) (bb-delete item (cdr list)))))) |