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c0274f38 ER |
1 | ;;; blackbox.el --- blackbox game in Emacs Lisp |
2 | ||
9750e079 ER |
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> |
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. | |
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 | |
5de9bdab ER |
69 | ;;; Code: |
70 | ||
0231f2dc JB |
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) |
0231f2dc JB |
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)) |
0231f2dc JB |
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 | ||
daa37602 | 112 | ;;;###autoload |
0231f2dc JB |
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 | ||
151bdc83 JB |
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. | |
0231f2dc JB |
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 | |
151bdc83 | 140 | box and pressing \\[bb-romp]. |
0231f2dc JB |
141 | |
142 | When you think the configuration of balls you have placed is correct, | |
151bdc83 JB |
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'. | |
0231f2dc JB |
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 | ||
151bdc83 JB |
398 | (defun bb-outside-box (x y) |
399 | (or (= x -1) (= x 8) (= y -1) (= y 8))) | |
0231f2dc JB |
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)))))) | |
c0274f38 ER |
420 | |
421 | ;;; blackbox.el ends here |