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[bpt/emacs.git] / lisp / play / blackbox.el
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1;;; blackbox.el --- blackbox game in Emacs Lisp
2
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3;; Copyright (C) 1985, 1986, 1987, 1992 Free Software Foundation, Inc.
4
5de9bdab 5;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
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6;; Adapted-By: ESR
7;; Keywords: games
8
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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)
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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
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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
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26;;; Commentary:
27
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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
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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.
0231f2dc 68
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69;;; Code:
70
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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)
b7294c75 78 (define-key blackbox-mode-map [right] 'bb-right)
0231f2dc 79 (define-key blackbox-mode-map "\C-b" 'bb-left)
b7294c75 80 (define-key blackbox-mode-map [left] 'bb-left)
0231f2dc 81 (define-key blackbox-mode-map "\C-p" 'bb-up)
b7294c75 82 (define-key blackbox-mode-map [up] 'bb-up)
0231f2dc 83 (define-key blackbox-mode-map "\C-n" 'bb-down)
b7294c75 84 (define-key blackbox-mode-map [down] 'bb-down)
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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)
151bdc83 88 (define-key blackbox-mode-map [insert] 'bb-romp)
0231f2dc 89 (define-key blackbox-mode-map "\C-m" 'bb-done)
b7294c75 90 (define-key blackbox-mode-map [kp-enter] 'bb-done))
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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,
97see the documentation for function `blackbox'.
98
99The 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
daa37602 112;;;###autoload
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113(defun blackbox (num)
114 "Play blackbox. Optional prefix argument is the number of balls;
115the default is 4.
116
117What is blackbox?
118
119Blackbox is a game of hide and seek played on an 8 by 8 grid (the
120Blackbox). Your opponent (Emacs, in this case) has hidden several
121balls (usually 4) within this box. By shooting rays into the box and
122observing where they emerge it is possible to deduce the positions of
123the hidden balls. The fewer rays you use to find the balls, the lower
124your score.
125
126Overview of play:
127
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128\\<blackbox-mode-map>\
129To play blackbox, type \\[blackbox]. An optional prefix argument
130specifies the number of balls to be hidden in the box; the default is
131four.
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132
133The cursor can be moved around the box with the standard cursor
134movement keys.
135
136To shoot a ray, move the cursor to the edge of the box and press SPC.
137The result will be determined and the playfield updated.
138
139You may place or remove balls in the box by moving the cursor into the
151bdc83 140box and pressing \\[bb-romp].
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141
142When you think the configuration of balls you have placed is correct,
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143press \\[bb-done]. You will be informed whether you are correct or
144not, and be given your score. Your score is the number of letters and
145numbers around the outside of the box plus five for each incorrectly
146placed ball. If you placed any balls incorrectly, they will be
147indicated with `x', and their actual positions indicated with `o'.
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148
149Details:
150
151There 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
166The rules for how balls deflect rays are simple and are best shown by
167example.
168
169As a ray approaches a ball it is deflected ninety degrees. Rays can
170be deflected multiple times. In the diagrams below, the dashes
171represent empty box locations and the letter `O' represents a ball.
172The entrance and exit points of each ray are marked with numbers as
173described under \"Detour\" above. Note that the entrance and exit
174points are always interchangeable. `*' denotes the path taken by the
175ray.
176
177Note carefully the relative positions of the ball and the ninety
178degree deflection it causes.
179
180 1
181 - * - - - - - - - - - - - - - - - - - - - - - -
182 - * - - - - - - - - - - - - - - - - - - - - - -
1831 * * - - - - - - - - - - - - - - - O - - - - O -
184 - - O - - - - - - - O - - - - - - - * * * * - -
185 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
186 - - - - - - - - - - - * - - - - - - - O - * - -
187 - - - - - - - - - - - * - - - - - - - - * * - -
188 - - - - - - - - - - - * - - - - - - - - * - O -
189 2 3
190
191As mentioned above, a reflection occurs when a ray emerges from the same point
192it was sent in. This can happen in several ways:
193
194
195 - - - - - - - - - - - - - - - - - - - - - - - -
196 - - - - O - - - - - O - O - - - - - - - - - - -
197R * * * * - - - - - - - * - - - - O - - - - - - -
198 - - - - O - - - - - - * - - - - R - - - - - - - -
199 - - - - - - - - - - - * - - - - - - - - - - - -
200 - - - - - - - - - - - * - - - - - - - - - - - -
201 - - - - - - - - R * * * * - - - - - - - - - - - -
202 - - - - - - - - - - - - O - - - - - - - - - - -
203
204In the first example, the ray is deflected downwards by the upper
205ball, then left by the lower ball, and finally retraces its path to
206its point of origin. The second example is similar. The third
207example is a bit anomalous but can be rationalized by realizing the
208ray never gets a chance to get into the box. Alternatively, the ray
209can be thought of as being deflected downwards and immediately
210emerging from the box.
211
212A hit occurs when a ray runs straight into a ball:
213
214 - - - - - - - - - - - - - - - - - - - - - - - -
215 - - - - - - - - - - - - - - - - - - - - O - - -
216 - - - - - - - - - - - - O - - - H * * * * - - - -
217 - - - - - - - - H * * * * O - - - - - - * - - - -
218 - - - - - - - - - - - - O - - - - - - O - - - -
219H * * * O - - - - - - - - - - - - - - - - - - - -
220 - - - - - - - - - - - - - - - - - - - - - - - -
221 - - - - - - - - - - - - - - - - - - - - - - - -
222
223Be sure to compare the second example of a hit with the first example of
224a 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
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398(defun bb-outside-box (x y)
399 (or (= x -1) (= x 8) (= y -1) (= y 8)))
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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
421;;; blackbox.el ends here