Add arch taglines
[bpt/emacs.git] / lisp / play / blackbox.el
CommitLineData
c0274f38
ER
1;;; blackbox.el --- blackbox game in Emacs Lisp
2
4bd2c013 3;; Copyright (C) 1985, 1986, 1987, 1992, 2001, 2002 Free Software Foundation, Inc.
9750e079 4
5de9bdab 5;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
5de9bdab
ER
6;; Adapted-By: ESR
7;; Keywords: games
8
0231f2dc
JB
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
daa37602 13;; the Free Software Foundation; either version 2, or (at your option)
0231f2dc
JB
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
b578f267
EN
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.
0231f2dc 25
5de9bdab
ER
26;;; Commentary:
27
b578f267
EN
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.
0231f2dc 31
b578f267
EN
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.
a1506d29 37;;
b578f267
EN
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.
a1506d29
JB
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;;
b578f267
EN
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.
0231f2dc 68
5de9bdab
ER
69;;; Code:
70
0231f2dc
JB
71(defvar blackbox-mode-map nil "")
72
49b83be9
PJ
73(defvar bb-board nil
74 "Blackbox board.")
75
76(defvar bb-x -1
77 "Current x-position.")
78
79(defvar bb-y -1
80 "Current y-position.")
81
82(defvar bb-score 0
83 "Current score.")
84
85(defvar bb-detour-count 0
86 "Number of detours.")
87
88(defvar bb-balls-placed nil
89 "List of already placed balls.")
90
91(unless blackbox-mode-map
0231f2dc
JB
92 (setq blackbox-mode-map (make-keymap))
93 (suppress-keymap blackbox-mode-map t)
94 (define-key blackbox-mode-map "\C-f" 'bb-right)
b7294c75 95 (define-key blackbox-mode-map [right] 'bb-right)
0231f2dc 96 (define-key blackbox-mode-map "\C-b" 'bb-left)
b7294c75 97 (define-key blackbox-mode-map [left] 'bb-left)
0231f2dc 98 (define-key blackbox-mode-map "\C-p" 'bb-up)
b7294c75 99 (define-key blackbox-mode-map [up] 'bb-up)
0231f2dc 100 (define-key blackbox-mode-map "\C-n" 'bb-down)
b7294c75 101 (define-key blackbox-mode-map [down] 'bb-down)
0231f2dc
JB
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)
151bdc83 105 (define-key blackbox-mode-map [insert] 'bb-romp)
0231f2dc 106 (define-key blackbox-mode-map "\C-m" 'bb-done)
b7294c75 107 (define-key blackbox-mode-map [kp-enter] 'bb-done))
0231f2dc
JB
108
109;; Blackbox mode is suitable only for specially formatted data.
110(put 'blackbox-mode 'mode-class 'special)
111
112(defun blackbox-mode ()
6d8b258a
PJ
113 "Major mode for playing blackbox.
114To learn how to play blackbox, see the documentation for function `blackbox'.
0231f2dc
JB
115
116The 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
daa37602 129;;;###autoload
0231f2dc 130(defun blackbox (num)
6d8b258a
PJ
131 "Play blackbox.
132Optional prefix argument is the number of balls; the default is 4.
0231f2dc
JB
133
134What is blackbox?
135
136Blackbox is a game of hide and seek played on an 8 by 8 grid (the
137Blackbox). Your opponent (Emacs, in this case) has hidden several
138balls (usually 4) within this box. By shooting rays into the box and
139observing where they emerge it is possible to deduce the positions of
140the hidden balls. The fewer rays you use to find the balls, the lower
141your score.
142
143Overview of play:
144
151bdc83
JB
145\\<blackbox-mode-map>\
146To play blackbox, type \\[blackbox]. An optional prefix argument
147specifies the number of balls to be hidden in the box; the default is
148four.
0231f2dc
JB
149
150The cursor can be moved around the box with the standard cursor
151movement keys.
152
153To shoot a ray, move the cursor to the edge of the box and press SPC.
154The result will be determined and the playfield updated.
155
156You may place or remove balls in the box by moving the cursor into the
151bdc83 157box and pressing \\[bb-romp].
0231f2dc
JB
158
159When you think the configuration of balls you have placed is correct,
151bdc83
JB
160press \\[bb-done]. You will be informed whether you are correct or
161not, and be given your score. Your score is the number of letters and
162numbers around the outside of the box plus five for each incorrectly
163placed ball. If you placed any balls incorrectly, they will be
164indicated with `x', and their actual positions indicated with `o'.
0231f2dc
JB
165
166Details:
167
168There 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
183The rules for how balls deflect rays are simple and are best shown by
184example.
185
186As a ray approaches a ball it is deflected ninety degrees. Rays can
187be deflected multiple times. In the diagrams below, the dashes
188represent empty box locations and the letter `O' represents a ball.
189The entrance and exit points of each ray are marked with numbers as
190described under \"Detour\" above. Note that the entrance and exit
191points are always interchangeable. `*' denotes the path taken by the
192ray.
193
194Note carefully the relative positions of the ball and the ninety
195degree deflection it causes.
196
a1506d29
JB
197 1
198 - * - - - - - - - - - - - - - - - - - - - - - -
199 - * - - - - - - - - - - - - - - - - - - - - - -
2001 * * - - - - - - - - - - - - - - - O - - - - O -
0231f2dc
JB
201 - - O - - - - - - - O - - - - - - - * * * * - -
202 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
a1506d29
JB
203 - - - - - - - - - - - * - - - - - - - O - * - -
204 - - - - - - - - - - - * - - - - - - - - * * - -
205 - - - - - - - - - - - * - - - - - - - - * - O -
0231f2dc
JB
206 2 3
207
208As mentioned above, a reflection occurs when a ray emerges from the same point
209it was sent in. This can happen in several ways:
210
a1506d29 211
0231f2dc
JB
212 - - - - - - - - - - - - - - - - - - - - - - - -
213 - - - - O - - - - - O - O - - - - - - - - - - -
214R * * * * - - - - - - - * - - - - O - - - - - - -
215 - - - - O - - - - - - * - - - - R - - - - - - - -
216 - - - - - - - - - - - * - - - - - - - - - - - -
217 - - - - - - - - - - - * - - - - - - - - - - - -
218 - - - - - - - - R * * * * - - - - - - - - - - - -
219 - - - - - - - - - - - - O - - - - - - - - - - -
220
221In the first example, the ray is deflected downwards by the upper
222ball, then left by the lower ball, and finally retraces its path to
223its point of origin. The second example is similar. The third
224example is a bit anomalous but can be rationalized by realizing the
225ray never gets a chance to get into the box. Alternatively, the ray
226can be thought of as being deflected downwards and immediately
227emerging from the box.
228
229A hit occurs when a ray runs straight into a ball:
230
231 - - - - - - - - - - - - - - - - - - - - - - - -
232 - - - - - - - - - - - - - - - - - - - - O - - -
233 - - - - - - - - - - - - O - - - H * * * * - - - -
234 - - - - - - - - H * * * * O - - - - - - * - - - -
235 - - - - - - - - - - - - O - - - - - - O - - - -
236H * * * O - - - - - - - - - - - - - - - - - - - -
237 - - - - - - - - - - - - - - - - - - - - - - - -
238 - - - - - - - - - - - - - - - - - - - - - - - -
239
240Be sure to compare the second example of a hit with the first example of
241a 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)))
49b83be9 263 (member pos board)))
0231f2dc
JB
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
4bd2c013
RS
278(defun bb-right (count)
279 (interactive "p")
280 (while (and (> count 0) (< bb-x 8))
0231f2dc 281 (forward-char 2)
4bd2c013
RS
282 (setq bb-x (1+ bb-x))
283 (setq count (1- count))))
0231f2dc 284
4bd2c013
RS
285(defun bb-left (count)
286 (interactive "p")
287 (while (and (> count 0) (> bb-x -1))
0231f2dc 288 (backward-char 2)
4bd2c013
RS
289 (setq bb-x (1- bb-x))
290 (setq count (1- count))))
0231f2dc 291
4bd2c013
RS
292(defun bb-up (count)
293 (interactive "p")
294 (while (and (> count 0) (> bb-y -1))
0231f2dc 295 (previous-line 1)
4bd2c013
RS
296 (setq bb-y (1- bb-y))
297 (setq count (1- count))))
0231f2dc 298
4bd2c013
RS
299(defun bb-down (count)
300 (interactive "p")
301 (while (and (> count 0) (< bb-y 8))
0231f2dc 302 (next-line 1)
4bd2c013
RS
303 (setq bb-y (1+ bb-y))
304 (setq count (1- count))))
0231f2dc
JB
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
49b83be9
PJ
330 ((member coord bb-balls-placed)
331 (setq bb-balls-placed (delete coord bb-balls-placed))
0231f2dc
JB
332 (bb-update-board "-"))
333 (t
334 (setq bb-balls-placed (cons coord bb-balls-placed))
49b83be9 335 (bb-update-board (propertize "O" 'help-echo "Placed ball"))))))
0231f2dc
JB
336
337(defun bb-trace-ray (x y)
338 (let ((result (bb-trace-ray-2
339 t
340 x
341 (cond
342 ((= x -1) 1)
343 ((= x 8) -1)
344 (t 0))
345 y
346 (cond
347 ((= y -1) 1)
348 ((= y 8) -1)
349 (t 0)))))
350 (cond
351 ((eq result 'hit)
49b83be9 352 (bb-update-board (propertize "H" 'help-echo "Hit"))
0231f2dc
JB
353 (setq bb-score (1+ bb-score)))
354 ((equal result (cons x y))
49b83be9 355 (bb-update-board (propertize "R" 'help-echo "Reflection"))
0231f2dc
JB
356 (setq bb-score (1+ bb-score)))
357 (t
358 (setq bb-detour-count (1+ bb-detour-count))
49b83be9
PJ
359 (bb-update-board (propertize (format "%d" bb-detour-count)
360 'help-echo "Detour"))
0231f2dc
JB
361 (save-excursion
362 (bb-goto result)
49b83be9
PJ
363 (bb-update-board (propertize (format "%d" bb-detour-count)
364 'help-echo "Detour")))
0231f2dc
JB
365 (setq bb-score (+ bb-score 2))))))
366
367(defun bb-trace-ray-2 (first x dx y dy)
368 (cond
369 ((and (not first)
370 (bb-outside-box x y))
371 (cons x y))
49b83be9 372 ((member (cons (+ x dx) (+ y dy)) bb-board)
0231f2dc 373 'hit)
49b83be9 374 ((member (cons (+ x dx dy) (+ y dy dx)) bb-board)
0231f2dc 375 (bb-trace-ray-2 nil x (- dy) y (- dx)))
49b83be9 376 ((member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
0231f2dc
JB
377 (bb-trace-ray-2 nil x dy y dx))
378 (t
379 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
380
381(defun bb-done ()
382 "Finish the game and report score."
383 (interactive)
384 (let (bogus-balls)
385 (cond
386 ((not (= (length bb-balls-placed) (length bb-board)))
387 (message "There %s %d hidden ball%s; you have placed %d."
388 (if (= (length bb-board) 1) "is" "are")
389 (length bb-board)
390 (if (= (length bb-board) 1) "" "s")
391 (length bb-balls-placed)))
392 (t
393 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
394 (if (= bogus-balls 0)
395 (message "Right! Your score is %d." bb-score)
396 (message "Oops! You missed %d ball%s. Your score is %d."
397 bogus-balls
398 (if (= bogus-balls 1) "" "s")
399 (+ bb-score (* 5 bogus-balls))))
400 (bb-goto '(-1 . -1))))))
401
402(defun bb-show-bogus-balls (balls-placed board)
403 (bb-show-bogus-balls-2 balls-placed board "x")
404 (bb-show-bogus-balls-2 board balls-placed "o"))
405
406(defun bb-show-bogus-balls-2 (list-1 list-2 c)
407 (cond
408 ((null list-1)
409 0)
49b83be9 410 ((member (car list-1) list-2)
0231f2dc
JB
411 (bb-show-bogus-balls-2 (cdr list-1) list-2 c))
412 (t
413 (bb-goto (car list-1))
414 (bb-update-board c)
415 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
416
151bdc83
JB
417(defun bb-outside-box (x y)
418 (or (= x -1) (= x 8) (= y -1) (= y 8)))
0231f2dc
JB
419
420(defun bb-goto (pos)
421 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
422
423(defun bb-update-board (c)
424 (let ((buffer-read-only nil))
425 (backward-char (1- (length c)))
426 (delete-char (length c))
427 (insert c)
428 (backward-char 1)))
a1506d29 429
896546cd
RS
430(provide 'blackbox)
431
ab5796a9 432;;; arch-tag: 6c474c62-5617-4b10-9b44-ac430168c0e2
c0274f38 433;;; blackbox.el ends here