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1 ;;; blackbox.el --- blackbox game in Emacs Lisp
2
3 ;; Copyright (C) 1985-1987, 1992, 2001-2013 Free Software Foundation,
4 ;; Inc.
5
6 ;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
7 ;; Adapted-By: ESR
8 ;; Keywords: games
9
10 ;; This file is part of GNU Emacs.
11
12 ;; GNU Emacs is free software: you can redistribute it and/or modify
13 ;; it under the terms of the GNU General Public License as published by
14 ;; the Free Software Foundation, either version 3 of the License, or
15 ;; (at your option) any later version.
16
17 ;; GNU Emacs is distributed in the hope that it will be useful,
18 ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
19 ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 ;; GNU General Public License for more details.
21
22 ;; You should have received a copy of the GNU General Public License
23 ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
24
25 ;;; Commentary:
26
27 ;; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
28 ;; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89
29 ;; interface improvements by ESR, Dec 5 1991.
30
31 ;; The object of the game is to find four hidden balls by shooting rays
32 ;; into the black box. There are four possibilities: 1) the ray will
33 ;; pass thru the box undisturbed, 2) it will hit a ball and be absorbed,
34 ;; 3) it will be deflected and exit the box, or 4) be deflected immediately,
35 ;; not even being allowed entry into the box.
36 ;;
37 ;; The strange part is the method of deflection. It seems that rays will
38 ;; not pass next to a ball, and change direction at right angles to avoid it.
39 ;;
40 ;; R 3
41 ;; 1 - - - - - - - - 1
42 ;; - - - - - - - -
43 ;; - O - - - - - - 3
44 ;; 2 - - - - O - O -
45 ;; 4 - - - - - - - -
46 ;; 5 - - - - - - - - 5
47 ;; - - - - - - - - R
48 ;; H - - - - - - - O
49 ;; 2 H 4 H
50 ;;
51 ;; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass
52 ;; thru the box undisturbed. Ray 2 is deflected by the northwesternmost
53 ;; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are
54 ;; marked with H. The bottom of the left and the right of the bottom hit
55 ;; the southeastern ball directly. Rays may also hit balls after being
56 ;; reflected. Consider the H on the bottom next to the 4. It bounces off
57 ;; the NW-ern most ball and hits the central ball. A ray shot from above
58 ;; the right side 5 would hit the SE-ern most ball. The R beneath the 5
59 ;; is because the ball is returned instantly. It is not allowed into
60 ;; the box if it would reflect immediately. The R on the top is a more
61 ;; leisurely return. Both central balls would tend to deflect it east
62 ;; or west, but it cannot go either way, so it just retreats.
63 ;;
64 ;; At the end of the game, if you've placed guesses for as many balls as
65 ;; there are in the box, the true board position will be revealed. Each
66 ;; `x' is an incorrect guess of yours; `o' is the true location of a ball.
67
68 ;;; Code:
69
70 (defvar bb-board nil
71 "Blackbox board.")
72
73 (defvar bb-x -1
74 "Current x-position.")
75
76 (defvar bb-y -1
77 "Current y-position.")
78
79 (defvar bb-score 0
80 "Current score.")
81
82 (defvar bb-detour-count 0
83 "Number of detours.")
84
85 (defvar bb-balls-placed nil
86 "List of already placed balls.")
87
88 ;; This is used below to remap existing bindings for cursor motion to
89 ;; blackbox-specific bindings in blackbox-mode-map. This is so that
90 ;; users who prefer non-default key bindings for cursor motion don't
91 ;; lose that when they play Blackbox.
92 (defun blackbox-redefine-key (map oldfun newfun)
93 "Redefine keys that run the function OLDFUN to run NEWFUN instead."
94 (define-key map (vector 'remap oldfun) newfun))
95
96
97 (defvar blackbox-mode-map
98 (let ((map (make-keymap)))
99 (suppress-keymap map t)
100 (blackbox-redefine-key map 'backward-char 'bb-left)
101 (blackbox-redefine-key map 'left-char 'bb-left)
102 (blackbox-redefine-key map 'forward-char 'bb-right)
103 (blackbox-redefine-key map 'right-char 'bb-right)
104 (blackbox-redefine-key map 'previous-line 'bb-up)
105 (blackbox-redefine-key map 'next-line 'bb-down)
106 (blackbox-redefine-key map 'move-end-of-line 'bb-eol)
107 (blackbox-redefine-key map 'move-beginning-of-line 'bb-bol)
108 (define-key map " " 'bb-romp)
109 (define-key map "q" 'bury-buffer)
110 (define-key map [insert] 'bb-romp)
111 (define-key map [return] 'bb-done)
112 (blackbox-redefine-key map 'newline 'bb-done)
113 map))
114
115 ;; Blackbox mode is suitable only for specially formatted data.
116 (put 'blackbox-mode 'mode-class 'special)
117
118 (defun blackbox-mode ()
119 "Major mode for playing blackbox.
120 To learn how to play blackbox, see the documentation for function `blackbox'.
121
122 The usual mnemonic keys move the cursor around the box.
123 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively.
124
125 \\[bb-romp] -- send in a ray from point, or toggle a ball at point
126 \\[bb-done] -- end game and get score"
127 (interactive)
128 (kill-all-local-variables)
129 (use-local-map blackbox-mode-map)
130 (setq truncate-lines t)
131 (setq major-mode 'blackbox-mode)
132 (setq mode-name "Blackbox")
133 (run-mode-hooks 'blackbox-mode-hook))
134
135 ;;;###autoload
136 (defun blackbox (num)
137 "Play blackbox.
138 Optional prefix argument is the number of balls; the default is 4.
139
140 What is blackbox?
141
142 Blackbox is a game of hide and seek played on an 8 by 8 grid (the
143 Blackbox). Your opponent (Emacs, in this case) has hidden several
144 balls (usually 4) within this box. By shooting rays into the box and
145 observing where they emerge it is possible to deduce the positions of
146 the hidden balls. The fewer rays you use to find the balls, the lower
147 your score.
148
149 Overview of play:
150
151 \\<blackbox-mode-map>\
152 To play blackbox, type \\[blackbox]. An optional prefix argument
153 specifies the number of balls to be hidden in the box; the default is
154 four.
155
156 The cursor can be moved around the box with the standard cursor
157 movement keys.
158
159 To shoot a ray, move the cursor to the edge of the box and press SPC.
160 The result will be determined and the playfield updated.
161
162 You may place or remove balls in the box by moving the cursor into the
163 box and pressing \\[bb-romp].
164
165 When you think the configuration of balls you have placed is correct,
166 press \\[bb-done]. You will be informed whether you are correct or
167 not, and be given your score. Your score is the number of letters and
168 numbers around the outside of the box plus five for each incorrectly
169 placed ball. If you placed any balls incorrectly, they will be
170 indicated with `x', and their actual positions indicated with `o'.
171
172 Details:
173
174 There are three possible outcomes for each ray you send into the box:
175
176 Detour: the ray is deflected and emerges somewhere other than
177 where you sent it in. On the playfield, detours are
178 denoted by matching pairs of numbers -- one where the
179 ray went in, and the other where it came out.
180
181 Reflection: the ray is reflected and emerges in the same place
182 it was sent in. On the playfield, reflections are
183 denoted by the letter `R'.
184
185 Hit: the ray strikes a ball directly and is absorbed. It does
186 not emerge from the box. On the playfield, hits are
187 denoted by the letter `H'.
188
189 The rules for how balls deflect rays are simple and are best shown by
190 example.
191
192 As a ray approaches a ball it is deflected ninety degrees. Rays can
193 be deflected multiple times. In the diagrams below, the dashes
194 represent empty box locations and the letter `O' represents a ball.
195 The entrance and exit points of each ray are marked with numbers as
196 described under \"Detour\" above. Note that the entrance and exit
197 points are always interchangeable. `*' denotes the path taken by the
198 ray.
199
200 Note carefully the relative positions of the ball and the ninety
201 degree deflection it causes.
202
203 1
204 - * - - - - - - - - - - - - - - - - - - - - - -
205 - * - - - - - - - - - - - - - - - - - - - - - -
206 1 * * - - - - - - - - - - - - - - - O - - - - O -
207 - - O - - - - - - - O - - - - - - - * * * * - -
208 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
209 - - - - - - - - - - - * - - - - - - - O - * - -
210 - - - - - - - - - - - * - - - - - - - - * * - -
211 - - - - - - - - - - - * - - - - - - - - * - O -
212 2 3
213
214 As mentioned above, a reflection occurs when a ray emerges from the same point
215 it was sent in. This can happen in several ways:
216
217
218 - - - - - - - - - - - - - - - - - - - - - - - -
219 - - - - O - - - - - O - O - - - - - - - - - - -
220 R * * * * - - - - - - - * - - - - O - - - - - - -
221 - - - - O - - - - - - * - - - - R - - - - - - - -
222 - - - - - - - - - - - * - - - - - - - - - - - -
223 - - - - - - - - - - - * - - - - - - - - - - - -
224 - - - - - - - - R * * * * - - - - - - - - - - - -
225 - - - - - - - - - - - - O - - - - - - - - - - -
226
227 In the first example, the ray is deflected downwards by the upper
228 ball, then left by the lower ball, and finally retraces its path to
229 its point of origin. The second example is similar. The third
230 example is a bit anomalous but can be rationalized by realizing the
231 ray never gets a chance to get into the box. Alternatively, the ray
232 can be thought of as being deflected downwards and immediately
233 emerging from the box.
234
235 A hit occurs when a ray runs straight into a ball:
236
237 - - - - - - - - - - - - - - - - - - - - - - - -
238 - - - - - - - - - - - - - - - - - - - - O - - -
239 - - - - - - - - - - - - O - - - H * * * * - - - -
240 - - - - - - - - H * * * * O - - - - - - * - - - -
241 - - - - - - - - - - - - O - - - - - - O - - - -
242 H * * * O - - - - - - - - - - - - - - - - - - - -
243 - - - - - - - - - - - - - - - - - - - - - - - -
244 - - - - - - - - - - - - - - - - - - - - - - - -
245
246 Be sure to compare the second example of a hit with the first example of
247 a reflection."
248 (interactive "P")
249 (switch-to-buffer "*Blackbox*")
250 (blackbox-mode)
251 (setq buffer-read-only t)
252 (buffer-disable-undo (current-buffer))
253 (setq bb-board (bb-init-board (or num 4)))
254 (setq bb-balls-placed nil)
255 (setq bb-x -1)
256 (setq bb-y -1)
257 (setq bb-score 0)
258 (setq bb-detour-count 0)
259 (bb-insert-board)
260 (bb-goto (cons bb-x bb-y)))
261
262 (defun bb-init-board (num-balls)
263 (let (board pos)
264 (while (>= (setq num-balls (1- num-balls)) 0)
265 (while
266 (progn
267 (setq pos (cons (random 8) (random 8)))
268 (member pos board)))
269 (setq board (cons pos board)))
270 board))
271
272 (defun bb-insert-board ()
273 (let (i (buffer-read-only nil))
274 (erase-buffer)
275 (insert " \n")
276 (setq i 8)
277 (while (>= (setq i (1- i)) 0)
278 (insert " - - - - - - - - \n"))
279 (insert " \n")
280 (insert (format "\nThere are %d balls in the box" (length bb-board)))
281 ))
282
283 (defun bb-right (count)
284 (interactive "p")
285 (while (and (> count 0) (< bb-x 8))
286 (forward-char 2)
287 (setq bb-x (1+ bb-x))
288 (setq count (1- count))))
289
290 (defun bb-left (count)
291 (interactive "p")
292 (while (and (> count 0) (> bb-x -1))
293 (backward-char 2)
294 (setq bb-x (1- bb-x))
295 (setq count (1- count))))
296
297 (defun bb-up (count)
298 (interactive "p")
299 (while (and (> count 0) (> bb-y -1))
300 (with-no-warnings (previous-line))
301 (setq bb-y (1- bb-y))
302 (setq count (1- count))))
303
304 (defun bb-down (count)
305 (interactive "p")
306 (while (and (> count 0) (< bb-y 8))
307 (with-no-warnings (next-line))
308 (setq bb-y (1+ bb-y))
309 (setq count (1- count))))
310
311 (defun bb-eol ()
312 (interactive)
313 (setq bb-x 8)
314 (bb-goto (cons bb-x bb-y)))
315
316 (defun bb-bol ()
317 (interactive)
318 (setq bb-x -1)
319 (bb-goto (cons bb-x bb-y)))
320
321 (defun bb-romp ()
322 (interactive)
323 (cond
324 ((and
325 (or (= bb-x -1) (= bb-x 8))
326 (or (= bb-y -1) (= bb-y 8))))
327 ((bb-outside-box bb-x bb-y)
328 (bb-trace-ray bb-x bb-y))
329 (t
330 (bb-place-ball bb-x bb-y))))
331
332 (defun bb-place-ball (x y)
333 (let ((coord (cons x y)))
334 (cond
335 ((member coord bb-balls-placed)
336 (setq bb-balls-placed (delete coord bb-balls-placed))
337 (bb-update-board "-"))
338 (t
339 (setq bb-balls-placed (cons coord bb-balls-placed))
340 (bb-update-board (propertize "O" 'help-echo "Placed ball"))))))
341
342 (defun bb-trace-ray (x y)
343 (when (= (following-char) 32)
344 (let ((result (bb-trace-ray-2
345 t
346 x
347 (cond
348 ((= x -1) 1)
349 ((= x 8) -1)
350 (t 0))
351 y
352 (cond
353 ((= y -1) 1)
354 ((= y 8) -1)
355 (t 0)))))
356 (cond
357 ((eq result 'hit)
358 (bb-update-board (propertize "H" 'help-echo "Hit"))
359 (setq bb-score (1+ bb-score)))
360 ((equal result (cons x y))
361 (bb-update-board (propertize "R" 'help-echo "Reflection"))
362 (setq bb-score (1+ bb-score)))
363 (t
364 (setq bb-detour-count (1+ bb-detour-count))
365 (bb-update-board (propertize (format "%d" bb-detour-count)
366 'help-echo "Detour"))
367 (save-excursion
368 (bb-goto result)
369 (bb-update-board (propertize (format "%d" bb-detour-count)
370 'help-echo "Detour")))
371 (setq bb-score (+ bb-score 2)))))))
372
373 (defun bb-trace-ray-2 (first x dx y dy)
374 (cond
375 ((and (not first)
376 (bb-outside-box x y))
377 (cons x y))
378 ((member (cons (+ x dx) (+ y dy)) bb-board)
379 'hit)
380 ((member (cons (+ x dx dy) (+ y dy dx)) bb-board)
381 (bb-trace-ray-2 nil x (- dy) y (- dx)))
382 ((member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
383 (bb-trace-ray-2 nil x dy y dx))
384 (t
385 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
386
387 (defun bb-done ()
388 "Finish the game and report score."
389 (interactive)
390 (let (bogus-balls)
391 (cond
392 ((not (= (length bb-balls-placed) (length bb-board)))
393 (message "There %s %d hidden ball%s; you have placed %d."
394 (if (= (length bb-board) 1) "is" "are")
395 (length bb-board)
396 (if (= (length bb-board) 1) "" "s")
397 (length bb-balls-placed)))
398 (t
399 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
400 (if (= bogus-balls 0)
401 (message "Right! Your score is %d." bb-score)
402 (message "Oops! You missed %d ball%s. Your score is %d."
403 bogus-balls
404 (if (= bogus-balls 1) "" "s")
405 (+ bb-score (* 5 bogus-balls))))
406 (bb-goto '(-1 . -1))))))
407
408 (defun bb-show-bogus-balls (balls-placed board)
409 (bb-show-bogus-balls-2 balls-placed board "x")
410 (bb-show-bogus-balls-2 board balls-placed "o"))
411
412 (defun bb-show-bogus-balls-2 (list-1 list-2 c)
413 (cond
414 ((null list-1)
415 0)
416 ((member (car list-1) list-2)
417 (bb-show-bogus-balls-2 (cdr list-1) list-2 c))
418 (t
419 (bb-goto (car list-1))
420 (bb-update-board c)
421 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
422
423 (defun bb-outside-box (x y)
424 (or (= x -1) (= x 8) (= y -1) (= y 8)))
425
426 (defun bb-goto (pos)
427 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
428
429 (defun bb-update-board (c)
430 (let ((buffer-read-only nil))
431 (backward-char (1- (length c)))
432 (delete-char (length c))
433 (insert c)
434 (backward-char 1)))
435
436 (provide 'blackbox)
437
438 ;;; blackbox.el ends here