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- ;;; blackbox.el --- blackbox game in Emacs Lisp
-
- ;; Copyright (C) 1985, 1986, 1987, 1992 Free Software Foundation, Inc.
-
- ;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
- ;; Adapted-By: ESR
- ;; Keywords: games
-
- ;; This file is part of GNU Emacs.
-
- ;; GNU Emacs is free software; you can redistribute it and/or modify
- ;; it under the terms of the GNU General Public License as published by
- ;; the Free Software Foundation; either version 2, or (at your option)
- ;; any later version.
-
- ;; GNU Emacs is distributed in the hope that it will be useful,
- ;; but WITHOUT ANY WARRANTY; without even the implied warranty of
- ;; MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ;; GNU General Public License for more details.
-
- ;; You should have received a copy of the GNU General Public License
- ;; along with GNU Emacs; see the file COPYING. If not, write to the
- ;; Free Software Foundation, Inc., 59 Temple Place - Suite 330,
- ;; Boston, MA 02111-1307, USA.
-
- ;;; Commentary:
-
- ;; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
- ;; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89
- ;; interface improvements by ESR, Dec 5 1991.
-
- ;; The object of the game is to find four hidden balls by shooting rays
- ;; into the black box. There are four possibilities: 1) the ray will
- ;; pass thru the box undisturbed, 2) it will hit a ball and be absorbed,
- ;; 3) it will be deflected and exit the box, or 4) be deflected immediately,
- ;; not even being allowed entry into the box.
- ;;
- ;; The strange part is the method of deflection. It seems that rays will
- ;; not pass next to a ball, and change direction at right angles to avoid it.
- ;;
- ;; R 3
- ;; 1 - - - - - - - - 1
- ;; - - - - - - - -
- ;; - O - - - - - - 3
- ;; 2 - - - - O - O -
- ;; 4 - - - - - - - -
- ;; 5 - - - - - - - - 5
- ;; - - - - - - - - R
- ;; H - - - - - - - O
- ;; 2 H 4 H
- ;;
- ;; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass
- ;; thru the box undisturbed. Ray 2 is deflected by the northwesternmost
- ;; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are
- ;; marked with H. The bottom of the left and the right of the bottom hit
- ;; the southeastern ball directly. Rays may also hit balls after being
- ;; reflected. Consider the H on the bottom next to the 4. It bounces off
- ;; the NW-ern most ball and hits the central ball. A ray shot from above
- ;; the right side 5 would hit the SE-ern most ball. The R beneath the 5
- ;; is because the ball is returned instantly. It is not allowed into
- ;; the box if it would reflect immediately. The R on the top is a more
- ;; leisurely return. Both central balls would tend to deflect it east
- ;; or west, but it cannot go either way, so it just retreats.
- ;;
- ;; At the end of the game, if you've placed guesses for as many balls as
- ;; there are in the box, the true board position will be revealed. Each
- ;; `x' is an incorrect guess of yours; `o' is the true location of a ball.
-
- ;;; Code:
-
- (defvar blackbox-mode-map nil "")
-
- (if blackbox-mode-map
- ()
- (setq blackbox-mode-map (make-keymap))
- (suppress-keymap blackbox-mode-map t)
- (define-key blackbox-mode-map "\C-f" 'bb-right)
- (define-key blackbox-mode-map [right] 'bb-right)
- (define-key blackbox-mode-map "\C-b" 'bb-left)
- (define-key blackbox-mode-map [left] 'bb-left)
- (define-key blackbox-mode-map "\C-p" 'bb-up)
- (define-key blackbox-mode-map [up] 'bb-up)
- (define-key blackbox-mode-map "\C-n" 'bb-down)
- (define-key blackbox-mode-map [down] 'bb-down)
- (define-key blackbox-mode-map "\C-e" 'bb-eol)
- (define-key blackbox-mode-map "\C-a" 'bb-bol)
- (define-key blackbox-mode-map " " 'bb-romp)
- (define-key blackbox-mode-map [insert] 'bb-romp)
- (define-key blackbox-mode-map "\C-m" 'bb-done)
- (define-key blackbox-mode-map [kp-enter] 'bb-done))
-
- ;; Blackbox mode is suitable only for specially formatted data.
- (put 'blackbox-mode 'mode-class 'special)
-
- (defun blackbox-mode ()
- "Major mode for playing blackbox. To learn how to play blackbox,
- see the documentation for function `blackbox'.
-
- The usual mnemonic keys move the cursor around the box.
- \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively.
-
- \\[bb-romp] -- send in a ray from point, or toggle a ball at point
- \\[bb-done] -- end game and get score
- "
- (interactive)
- (kill-all-local-variables)
- (use-local-map blackbox-mode-map)
- (setq truncate-lines t)
- (setq major-mode 'blackbox-mode)
- (setq mode-name "Blackbox"))
-
- ;;;###autoload
- (defun blackbox (num)
- "Play blackbox. Optional prefix argument is the number of balls;
- the default is 4.
-
- What is blackbox?
-
- Blackbox is a game of hide and seek played on an 8 by 8 grid (the
- Blackbox). Your opponent (Emacs, in this case) has hidden several
- balls (usually 4) within this box. By shooting rays into the box and
- observing where they emerge it is possible to deduce the positions of
- the hidden balls. The fewer rays you use to find the balls, the lower
- your score.
-
- Overview of play:
-
- \\<blackbox-mode-map>\
- To play blackbox, type \\[blackbox]. An optional prefix argument
- specifies the number of balls to be hidden in the box; the default is
- four.
-
- The cursor can be moved around the box with the standard cursor
- movement keys.
-
- To shoot a ray, move the cursor to the edge of the box and press SPC.
- The result will be determined and the playfield updated.
-
- You may place or remove balls in the box by moving the cursor into the
- box and pressing \\[bb-romp].
-
- When you think the configuration of balls you have placed is correct,
- press \\[bb-done]. You will be informed whether you are correct or
- not, and be given your score. Your score is the number of letters and
- numbers around the outside of the box plus five for each incorrectly
- placed ball. If you placed any balls incorrectly, they will be
- indicated with `x', and their actual positions indicated with `o'.
-
- Details:
-
- There are three possible outcomes for each ray you send into the box:
-
- Detour: the ray is deflected and emerges somewhere other than
- where you sent it in. On the playfield, detours are
- denoted by matching pairs of numbers -- one where the
- ray went in, and the other where it came out.
-
- Reflection: the ray is reflected and emerges in the same place
- it was sent in. On the playfield, reflections are
- denoted by the letter `R'.
-
- Hit: the ray strikes a ball directly and is absorbed. It does
- not emerge from the box. On the playfield, hits are
- denoted by the letter `H'.
-
- The rules for how balls deflect rays are simple and are best shown by
- example.
-
- As a ray approaches a ball it is deflected ninety degrees. Rays can
- be deflected multiple times. In the diagrams below, the dashes
- represent empty box locations and the letter `O' represents a ball.
- The entrance and exit points of each ray are marked with numbers as
- described under \"Detour\" above. Note that the entrance and exit
- points are always interchangeable. `*' denotes the path taken by the
- ray.
-
- Note carefully the relative positions of the ball and the ninety
- degree deflection it causes.
-
- 1
- - * - - - - - - - - - - - - - - - - - - - - - -
- - * - - - - - - - - - - - - - - - - - - - - - -
- 1 * * - - - - - - - - - - - - - - - O - - - - O -
- - - O - - - - - - - O - - - - - - - * * * * - -
- - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
- - - - - - - - - - - - * - - - - - - - O - * - -
- - - - - - - - - - - - * - - - - - - - - * * - -
- - - - - - - - - - - - * - - - - - - - - * - O -
- 2 3
-
- As mentioned above, a reflection occurs when a ray emerges from the same point
- it was sent in. This can happen in several ways:
-
-
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - O - - - - - O - O - - - - - - - - - - -
- R * * * * - - - - - - - * - - - - O - - - - - - -
- - - - - O - - - - - - * - - - - R - - - - - - - -
- - - - - - - - - - - - * - - - - - - - - - - - -
- - - - - - - - - - - - * - - - - - - - - - - - -
- - - - - - - - - R * * * * - - - - - - - - - - - -
- - - - - - - - - - - - - O - - - - - - - - - - -
-
- In the first example, the ray is deflected downwards by the upper
- ball, then left by the lower ball, and finally retraces its path to
- its point of origin. The second example is similar. The third
- example is a bit anomalous but can be rationalized by realizing the
- ray never gets a chance to get into the box. Alternatively, the ray
- can be thought of as being deflected downwards and immediately
- emerging from the box.
-
- A hit occurs when a ray runs straight into a ball:
-
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - O - - -
- - - - - - - - - - - - - O - - - H * * * * - - - -
- - - - - - - - - H * * * * O - - - - - - * - - - -
- - - - - - - - - - - - - O - - - - - - O - - - -
- H * * * O - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
- - - - - - - - - - - - - - - - - - - - - - - - -
-
- Be sure to compare the second example of a hit with the first example of
- a reflection."
- (interactive "P")
- (switch-to-buffer "*Blackbox*")
- (blackbox-mode)
- (setq buffer-read-only t)
- (buffer-disable-undo (current-buffer))
- (setq bb-board (bb-init-board (or num 4)))
- (setq bb-balls-placed nil)
- (setq bb-x -1)
- (setq bb-y -1)
- (setq bb-score 0)
- (setq bb-detour-count 0)
- (bb-insert-board)
- (bb-goto (cons bb-x bb-y)))
-
- (defun bb-init-board (num-balls)
- (random t)
- (let (board pos)
- (while (>= (setq num-balls (1- num-balls)) 0)
- (while
- (progn
- (setq pos (cons (random 8) (random 8)))
- (bb-member pos board)))
- (setq board (cons pos board)))
- board))
-
- (defun bb-insert-board ()
- (let (i (buffer-read-only nil))
- (erase-buffer)
- (insert " \n")
- (setq i 8)
- (while (>= (setq i (1- i)) 0)
- (insert " - - - - - - - - \n"))
- (insert " \n")
- (insert (format "\nThere are %d balls in the box" (length bb-board)))
- ))
-
- (defun bb-right ()
- (interactive)
- (if (= bb-x 8)
- ()
- (forward-char 2)
- (setq bb-x (1+ bb-x))))
-
- (defun bb-left ()
- (interactive)
- (if (= bb-x -1)
- ()
- (backward-char 2)
- (setq bb-x (1- bb-x))))
-
- (defun bb-up ()
- (interactive)
- (if (= bb-y -1)
- ()
- (previous-line 1)
- (setq bb-y (1- bb-y))))
-
- (defun bb-down ()
- (interactive)
- (if (= bb-y 8)
- ()
- (next-line 1)
- (setq bb-y (1+ bb-y))))
-
- (defun bb-eol ()
- (interactive)
- (setq bb-x 8)
- (bb-goto (cons bb-x bb-y)))
-
- (defun bb-bol ()
- (interactive)
- (setq bb-x -1)
- (bb-goto (cons bb-x bb-y)))
-
- (defun bb-romp ()
- (interactive)
- (cond
- ((and
- (or (= bb-x -1) (= bb-x 8))
- (or (= bb-y -1) (= bb-y 8))))
- ((bb-outside-box bb-x bb-y)
- (bb-trace-ray bb-x bb-y))
- (t
- (bb-place-ball bb-x bb-y))))
-
- (defun bb-place-ball (x y)
- (let ((coord (cons x y)))
- (cond
- ((bb-member coord bb-balls-placed)
- (setq bb-balls-placed (bb-delete coord bb-balls-placed))
- (bb-update-board "-"))
- (t
- (setq bb-balls-placed (cons coord bb-balls-placed))
- (bb-update-board "O")))))
-
- (defun bb-trace-ray (x y)
- (let ((result (bb-trace-ray-2
- t
- x
- (cond
- ((= x -1) 1)
- ((= x 8) -1)
- (t 0))
- y
- (cond
- ((= y -1) 1)
- ((= y 8) -1)
- (t 0)))))
- (cond
- ((eq result 'hit)
- (bb-update-board "H")
- (setq bb-score (1+ bb-score)))
- ((equal result (cons x y))
- (bb-update-board "R")
- (setq bb-score (1+ bb-score)))
- (t
- (setq bb-detour-count (1+ bb-detour-count))
- (bb-update-board (format "%d" bb-detour-count))
- (save-excursion
- (bb-goto result)
- (bb-update-board (format "%d" bb-detour-count)))
- (setq bb-score (+ bb-score 2))))))
-
- (defun bb-trace-ray-2 (first x dx y dy)
- (cond
- ((and (not first)
- (bb-outside-box x y))
- (cons x y))
- ((bb-member (cons (+ x dx) (+ y dy)) bb-board)
- 'hit)
- ((bb-member (cons (+ x dx dy) (+ y dy dx)) bb-board)
- (bb-trace-ray-2 nil x (- dy) y (- dx)))
- ((bb-member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
- (bb-trace-ray-2 nil x dy y dx))
- (t
- (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
-
- (defun bb-done ()
- "Finish the game and report score."
- (interactive)
- (let (bogus-balls)
- (cond
- ((not (= (length bb-balls-placed) (length bb-board)))
- (message "There %s %d hidden ball%s; you have placed %d."
- (if (= (length bb-board) 1) "is" "are")
- (length bb-board)
- (if (= (length bb-board) 1) "" "s")
- (length bb-balls-placed)))
- (t
- (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
- (if (= bogus-balls 0)
- (message "Right! Your score is %d." bb-score)
- (message "Oops! You missed %d ball%s. Your score is %d."
- bogus-balls
- (if (= bogus-balls 1) "" "s")
- (+ bb-score (* 5 bogus-balls))))
- (bb-goto '(-1 . -1))))))
-
- (defun bb-show-bogus-balls (balls-placed board)
- (bb-show-bogus-balls-2 balls-placed board "x")
- (bb-show-bogus-balls-2 board balls-placed "o"))
-
- (defun bb-show-bogus-balls-2 (list-1 list-2 c)
- (cond
- ((null list-1)
- 0)
- ((bb-member (car list-1) list-2)
- (bb-show-bogus-balls-2 (cdr list-1) list-2 c))
- (t
- (bb-goto (car list-1))
- (bb-update-board c)
- (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
-
- (defun bb-outside-box (x y)
- (or (= x -1) (= x 8) (= y -1) (= y 8)))
-
- (defun bb-goto (pos)
- (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
-
- (defun bb-update-board (c)
- (let ((buffer-read-only nil))
- (backward-char (1- (length c)))
- (delete-char (length c))
- (insert c)
- (backward-char 1)))
-
- (defun bb-member (elt list)
- "Returns non-nil if ELT is an element of LIST."
- (eval (cons 'or (mapcar (function (lambda (x) (equal x elt))) list))))
-
- (defun bb-delete (item list)
- "Deletes ITEM from LIST and returns a copy."
- (cond
- ((equal item (car list)) (cdr list))
- (t (cons (car list) (bb-delete item (cdr list))))))
-
- ;;; blackbox.el ends here
-