1 ;;; blackbox.el --- blackbox game in Emacs Lisp
3 ;; Copyright (C) 1985-1987, 1992, 2001-2016 Free Software Foundation,
6 ;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
10 ;; This file is part of GNU Emacs.
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.
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.
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/>.
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.
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.
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.
41 ;; 1 - - - - - - - - 1
46 ;; 5 - - - - - - - - 5
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.
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.
74 "Current x-position.")
77 "Current y-position.")
82 (defvar bb-detour-count
0
85 (defvar bb-balls-placed nil
86 "List of already placed balls.")
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
))
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)
115 ;; Blackbox mode is suitable only for specially formatted data.
117 (define-derived-mode blackbox-mode special-mode "Blackbox"
118 "Major mode for playing blackbox.
119 To learn how to play blackbox, see the documentation for function `blackbox'.
121 The usual mnemonic keys move the cursor around the box.
122 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively.
124 \\[bb-romp] -- send in a ray from point, or toggle a ball at point
125 \\[bb-done] -- end game and get score"
126 (setq truncate-lines t))
129 (defun blackbox (num)
131 Optional prefix argument is the number of balls; the default is 4.
135 Blackbox is a game of hide and seek played on an 8 by 8 grid (the
136 Blackbox). Your opponent (Emacs, in this case) has hidden several
137 balls (usually 4) within this box. By shooting rays into the box and
138 observing where they emerge it is possible to deduce the positions of
139 the hidden balls. The fewer rays you use to find the balls, the lower
144 \\<blackbox-mode-map>\
145 To play blackbox, type \\[blackbox]. An optional prefix argument
146 specifies the number of balls to be hidden in the box; the default is
149 The cursor can be moved around the box with the standard cursor
152 To shoot a ray, move the cursor to the edge of the box and press SPC.
153 The result will be determined and the playfield updated.
155 You may place or remove balls in the box by moving the cursor into the
156 box and pressing \\[bb-romp].
158 When you think the configuration of balls you have placed is correct,
159 press \\[bb-done]. You will be informed whether you are correct or
160 not, and be given your score. Your score is the number of letters and
161 numbers around the outside of the box plus five for each incorrectly
162 placed ball. If you placed any balls incorrectly, they will be
163 indicated with `x', and their actual positions indicated with `o'.
167 There are three possible outcomes for each ray you send into the box:
169 Detour: the ray is deflected and emerges somewhere other than
170 where you sent it in. On the playfield, detours are
171 denoted by matching pairs of numbers -- one where the
172 ray went in, and the other where it came out.
174 Reflection: the ray is reflected and emerges in the same place
175 it was sent in. On the playfield, reflections are
176 denoted by the letter `R'.
178 Hit: the ray strikes a ball directly and is absorbed. It does
179 not emerge from the box. On the playfield, hits are
180 denoted by the letter `H'.
182 The rules for how balls deflect rays are simple and are best shown by
185 As a ray approaches a ball it is deflected ninety degrees. Rays can
186 be deflected multiple times. In the diagrams below, the dashes
187 represent empty box locations and the letter `O' represents a ball.
188 The entrance and exit points of each ray are marked with numbers as
189 described under \"Detour\" above. Note that the entrance and exit
190 points are always interchangeable. `*' denotes the path taken by the
193 Note carefully the relative positions of the ball and the ninety
194 degree deflection it causes.
197 - * - - - - - - - - - - - - - - - - - - - - - -
198 - * - - - - - - - - - - - - - - - - - - - - - -
199 1 * * - - - - - - - - - - - - - - - O - - - - O -
200 - - O - - - - - - - O - - - - - - - * * * * - -
201 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
202 - - - - - - - - - - - * - - - - - - - O - * - -
203 - - - - - - - - - - - * - - - - - - - - * * - -
204 - - - - - - - - - - - * - - - - - - - - * - O -
207 As mentioned above, a reflection occurs when a ray emerges from the same point
208 it was sent in. This can happen in several ways:
211 - - - - - - - - - - - - - - - - - - - - - - - -
212 - - - - O - - - - - O - O - - - - - - - - - - -
213 R * * * * - - - - - - - * - - - - O - - - - - - -
214 - - - - O - - - - - - * - - - - R - - - - - - - -
215 - - - - - - - - - - - * - - - - - - - - - - - -
216 - - - - - - - - - - - * - - - - - - - - - - - -
217 - - - - - - - - R * * * * - - - - - - - - - - - -
218 - - - - - - - - - - - - O - - - - - - - - - - -
220 In the first example, the ray is deflected downwards by the upper
221 ball, then left by the lower ball, and finally retraces its path to
222 its point of origin. The second example is similar. The third
223 example is a bit anomalous but can be rationalized by realizing the
224 ray never gets a chance to get into the box. Alternatively, the ray
225 can be thought of as being deflected downwards and immediately
226 emerging from the box.
228 A hit occurs when a ray runs straight into a ball:
230 - - - - - - - - - - - - - - - - - - - - - - - -
231 - - - - - - - - - - - - - - - - - - - - O - - -
232 - - - - - - - - - - - - O - - - H * * * * - - - -
233 - - - - - - - - H * * * * O - - - - - - * - - - -
234 - - - - - - - - - - - - O - - - - - - O - - - -
235 H * * * O - - - - - - - - - - - - - - - - - - - -
236 - - - - - - - - - - - - - - - - - - - - - - - -
237 - - - - - - - - - - - - - - - - - - - - - - - -
239 Be sure to compare the second example of a hit with the first example of
242 (switch-to-buffer "*Blackbox*")
244 (setq buffer-read-only t)
245 (buffer-disable-undo (current-buffer))
246 (setq bb-board (bb-init-board (or num 4)))
247 (setq bb-balls-placed nil)
251 (setq bb-detour-count 0)
253 (bb-goto (cons bb-x bb-y)))
255 (defun bb-init-board (num-balls)
257 (while (>= (setq num-balls (1- num-balls)) 0)
260 (setq pos (cons (random 8) (random 8)))
262 (setq board (cons pos board)))
265 (defun bb-insert-board ()
266 (let (i (buffer-read-only nil))
270 (while (>= (setq i (1- i)) 0)
271 (insert " - - - - - - - - \n"))
273 (insert (format "\nThere are %d balls in the box" (length bb-board)))
276 (defun bb-right (count)
278 (while (and (> count 0) (< bb-x 8))
280 (setq bb-x (1+ bb-x))
281 (setq count (1- count))))
283 (defun bb-left (count)
285 (while (and (> count 0) (> bb-x -1))
287 (setq bb-x (1- bb-x))
288 (setq count (1- count))))
292 (while (and (> count 0) (> bb-y -1))
293 (with-no-warnings (previous-line))
294 (setq bb-y (1- bb-y))
295 (setq count (1- count))))
297 (defun bb-down (count)
299 (while (and (> count 0) (< bb-y 8))
300 (with-no-warnings (next-line))
301 (setq bb-y (1+ bb-y))
302 (setq count (1- count))))
307 (bb-goto (cons bb-x bb-y)))
312 (bb-goto (cons bb-x bb-y)))
318 (or (= bb-x -1) (= bb-x 8))
319 (or (= bb-y -1) (= bb-y 8))))
320 ((bb-outside-box bb-x bb-y)
321 (bb-trace-ray bb-x bb-y))
323 (bb-place-ball bb-x bb-y))))
325 (defun bb-place-ball (x y)
326 (let ((coord (cons x y)))
328 ((member coord bb-balls-placed)
329 (setq bb-balls-placed (delete coord bb-balls-placed))
330 (bb-update-board "-"))
332 (setq bb-balls-placed (cons coord bb-balls-placed))
333 (bb-update-board (propertize "O" 'help-echo "Placed ball"))))))
335 (defun bb-trace-ray (x y)
336 (when (= (following-char) 32)
337 (let ((result (bb-trace-ray-2
351 (bb-update-board (propertize "H" 'help-echo "Hit"))
352 (setq bb-score (1+ bb-score)))
353 ((equal result (cons x y))
354 (bb-update-board (propertize "R" 'help-echo "Reflection"))
355 (setq bb-score (1+ bb-score)))
357 (setq bb-detour-count (1+ bb-detour-count))
358 (bb-update-board (propertize (format "%d" bb-detour-count)
359 'help-echo "Detour"))
362 (bb-update-board (propertize (format "%d" bb-detour-count)
363 'help-echo "Detour")))
364 (setq bb-score (+ bb-score 2)))))))
366 (defun bb-trace-ray-2 (first x dx y dy)
369 (bb-outside-box x y))
371 ((member (cons (+ x dx) (+ y dy)) bb-board)
373 ((member (cons (+ x dx dy) (+ y dy dx)) bb-board)
374 (bb-trace-ray-2 nil x (- dy) y (- dx)))
375 ((member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
376 (bb-trace-ray-2 nil x dy y dx))
378 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
381 "Finish the game and report score."
385 ((not (= (length bb-balls-placed) (length bb-board)))
386 (message "There %s %d hidden ball%s; you have placed %d."
387 (if (= (length bb-board) 1) "is" "are")
389 (if (= (length bb-board) 1) "" "s")
390 (length bb-balls-placed)))
392 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
393 (if (= bogus-balls 0)
394 (message "Right! Your score is %d." bb-score)
395 (message "Oops! You missed %d ball%s. Your score is %d."
397 (if (= bogus-balls 1) "" "s")
398 (+ bb-score (* 5 bogus-balls))))
399 (bb-goto '(-1 . -1))))))
401 (defun bb-show-bogus-balls (balls-placed board)
402 (bb-show-bogus-balls-2 balls-placed board "x")
403 (bb-show-bogus-balls-2 board balls-placed "o"))
405 (defun bb-show-bogus-balls-2 (list-1 list-2 c)
409 ((member (car list-1) list-2)
410 (bb-show-bogus-balls-2 (cdr list-1) list-2 c))
412 (bb-goto (car list-1))
414 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
416 (defun bb-outside-box (x y)
417 (or (= x -1) (= x 8) (= y -1) (= y 8)))
420 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
422 (defun bb-update-board (c)
423 (let ((buffer-read-only nil))
424 (backward-char (1- (length c)))
425 (delete-char (length c))
431 ;;; blackbox.el ends here