Remove -p suffix from set-face-* functions
[emacs.git] / lisp / play / blackbox.el
blob16189600156aeede8d01fa545166d0347900573c
1 ;;; blackbox.el --- blackbox game in Emacs Lisp
3 ;; Copyright (C) 1985-1987, 1992, 2001-2012 Free Software Foundation, Inc.
5 ;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
6 ;; Adapted-By: ESR
7 ;; Keywords: games
9 ;; This file is part of GNU Emacs.
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
13 ;; the Free Software Foundation, either version 3 of the License, or
14 ;; (at your option) any later version.
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.
21 ;; You should have received a copy of the GNU General Public License
22 ;; along with GNU Emacs. If not, see <http://www.gnu.org/licenses/>.
24 ;;; Commentary:
26 ;; by F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
27 ;; doc comment by Root Boy Jim <rbj@dsys.icst.nbs.gov>, 27 Apr 89
28 ;; interface improvements by ESR, Dec 5 1991.
30 ;; The object of the game is to find four hidden balls by shooting rays
31 ;; into the black box. There are four possibilities: 1) the ray will
32 ;; pass thru the box undisturbed, 2) it will hit a ball and be absorbed,
33 ;; 3) it will be deflected and exit the box, or 4) be deflected immediately,
34 ;; not even being allowed entry into the box.
36 ;; The strange part is the method of deflection. It seems that rays will
37 ;; not pass next to a ball, and change direction at right angles to avoid it.
39 ;; R 3
40 ;; 1 - - - - - - - - 1
41 ;; - - - - - - - -
42 ;; - O - - - - - - 3
43 ;; 2 - - - - O - O -
44 ;; 4 - - - - - - - -
45 ;; 5 - - - - - - - - 5
46 ;; - - - - - - - - R
47 ;; H - - - - - - - O
48 ;; 2 H 4 H
50 ;; Rays which enter and exit are numbered. You can see that rays 1 & 5 pass
51 ;; thru the box undisturbed. Ray 2 is deflected by the northwesternmost
52 ;; ball. Likewise rays 3 and 4. Rays which hit balls and are absorbed are
53 ;; marked with H. The bottom of the left and the right of the bottom hit
54 ;; the southeastern ball directly. Rays may also hit balls after being
55 ;; reflected. Consider the H on the bottom next to the 4. It bounces off
56 ;; the NW-ern most ball and hits the central ball. A ray shot from above
57 ;; the right side 5 would hit the SE-ern most ball. The R beneath the 5
58 ;; is because the ball is returned instantly. It is not allowed into
59 ;; the box if it would reflect immediately. The R on the top is a more
60 ;; leisurely return. Both central balls would tend to deflect it east
61 ;; or west, but it cannot go either way, so it just retreats.
63 ;; At the end of the game, if you've placed guesses for as many balls as
64 ;; there are in the box, the true board position will be revealed. Each
65 ;; `x' is an incorrect guess of yours; `o' is the true location of a ball.
67 ;;; Code:
69 (defvar bb-board nil
70 "Blackbox board.")
72 (defvar bb-x -1
73 "Current x-position.")
75 (defvar bb-y -1
76 "Current y-position.")
78 (defvar bb-score 0
79 "Current score.")
81 (defvar bb-detour-count 0
82 "Number of detours.")
84 (defvar bb-balls-placed nil
85 "List of already placed balls.")
87 ;; This is used below to remap existing bindings for cursor motion to
88 ;; blackbox-specific bindings in blackbox-mode-map. This is so that
89 ;; users who prefer non-default key bindings for cursor motion don't
90 ;; lose that when they play Blackbox.
91 (defun blackbox-redefine-key (map oldfun newfun)
92 "Redefine keys that run the function OLDFUN to run NEWFUN instead."
93 (define-key map (vector 'remap oldfun) newfun))
96 (defvar blackbox-mode-map
97 (let ((map (make-keymap)))
98 (suppress-keymap map t)
99 (blackbox-redefine-key map 'backward-char 'bb-left)
100 (blackbox-redefine-key map 'left-char 'bb-left)
101 (blackbox-redefine-key map 'forward-char 'bb-right)
102 (blackbox-redefine-key map 'right-char 'bb-right)
103 (blackbox-redefine-key map 'previous-line 'bb-up)
104 (blackbox-redefine-key map 'next-line 'bb-down)
105 (blackbox-redefine-key map 'move-end-of-line 'bb-eol)
106 (blackbox-redefine-key map 'move-beginning-of-line 'bb-bol)
107 (define-key map " " 'bb-romp)
108 (define-key map "q" 'bury-buffer)
109 (define-key map [insert] 'bb-romp)
110 (define-key map [return] 'bb-done)
111 (blackbox-redefine-key map 'newline 'bb-done)
112 map))
114 ;; Blackbox mode is suitable only for specially formatted data.
115 (put 'blackbox-mode 'mode-class 'special)
117 (defun blackbox-mode ()
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 (interactive)
127 (kill-all-local-variables)
128 (use-local-map blackbox-mode-map)
129 (setq truncate-lines t)
130 (setq major-mode 'blackbox-mode)
131 (setq mode-name "Blackbox")
132 (run-mode-hooks 'blackbox-mode-hook))
134 ;;;###autoload
135 (defun blackbox (num)
136 "Play blackbox.
137 Optional prefix argument is the number of balls; the default is 4.
139 What is blackbox?
141 Blackbox is a game of hide and seek played on an 8 by 8 grid (the
142 Blackbox). Your opponent (Emacs, in this case) has hidden several
143 balls (usually 4) within this box. By shooting rays into the box and
144 observing where they emerge it is possible to deduce the positions of
145 the hidden balls. The fewer rays you use to find the balls, the lower
146 your score.
148 Overview of play:
150 \\<blackbox-mode-map>\
151 To play blackbox, type \\[blackbox]. An optional prefix argument
152 specifies the number of balls to be hidden in the box; the default is
153 four.
155 The cursor can be moved around the box with the standard cursor
156 movement keys.
158 To shoot a ray, move the cursor to the edge of the box and press SPC.
159 The result will be determined and the playfield updated.
161 You may place or remove balls in the box by moving the cursor into the
162 box and pressing \\[bb-romp].
164 When you think the configuration of balls you have placed is correct,
165 press \\[bb-done]. You will be informed whether you are correct or
166 not, and be given your score. Your score is the number of letters and
167 numbers around the outside of the box plus five for each incorrectly
168 placed ball. If you placed any balls incorrectly, they will be
169 indicated with `x', and their actual positions indicated with `o'.
171 Details:
173 There are three possible outcomes for each ray you send into the box:
175 Detour: the ray is deflected and emerges somewhere other than
176 where you sent it in. On the playfield, detours are
177 denoted by matching pairs of numbers -- one where the
178 ray went in, and the other where it came out.
180 Reflection: the ray is reflected and emerges in the same place
181 it was sent in. On the playfield, reflections are
182 denoted by the letter `R'.
184 Hit: the ray strikes a ball directly and is absorbed. It does
185 not emerge from the box. On the playfield, hits are
186 denoted by the letter `H'.
188 The rules for how balls deflect rays are simple and are best shown by
189 example.
191 As a ray approaches a ball it is deflected ninety degrees. Rays can
192 be deflected multiple times. In the diagrams below, the dashes
193 represent empty box locations and the letter `O' represents a ball.
194 The entrance and exit points of each ray are marked with numbers as
195 described under \"Detour\" above. Note that the entrance and exit
196 points are always interchangeable. `*' denotes the path taken by the
197 ray.
199 Note carefully the relative positions of the ball and the ninety
200 degree deflection it causes.
203 - * - - - - - - - - - - - - - - - - - - - - - -
204 - * - - - - - - - - - - - - - - - - - - - - - -
205 1 * * - - - - - - - - - - - - - - - O - - - - O -
206 - - O - - - - - - - O - - - - - - - * * * * - -
207 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
208 - - - - - - - - - - - * - - - - - - - O - * - -
209 - - - - - - - - - - - * - - - - - - - - * * - -
210 - - - - - - - - - - - * - - - - - - - - * - O -
213 As mentioned above, a reflection occurs when a ray emerges from the same point
214 it was sent in. This can happen in several ways:
217 - - - - - - - - - - - - - - - - - - - - - - - -
218 - - - - O - - - - - O - O - - - - - - - - - - -
219 R * * * * - - - - - - - * - - - - O - - - - - - -
220 - - - - O - - - - - - * - - - - R - - - - - - - -
221 - - - - - - - - - - - * - - - - - - - - - - - -
222 - - - - - - - - - - - * - - - - - - - - - - - -
223 - - - - - - - - R * * * * - - - - - - - - - - - -
224 - - - - - - - - - - - - O - - - - - - - - - - -
226 In the first example, the ray is deflected downwards by the upper
227 ball, then left by the lower ball, and finally retraces its path to
228 its point of origin. The second example is similar. The third
229 example is a bit anomalous but can be rationalized by realizing the
230 ray never gets a chance to get into the box. Alternatively, the ray
231 can be thought of as being deflected downwards and immediately
232 emerging from the box.
234 A hit occurs when a ray runs straight into a ball:
236 - - - - - - - - - - - - - - - - - - - - - - - -
237 - - - - - - - - - - - - - - - - - - - - O - - -
238 - - - - - - - - - - - - O - - - H * * * * - - - -
239 - - - - - - - - H * * * * O - - - - - - * - - - -
240 - - - - - - - - - - - - O - - - - - - O - - - -
241 H * * * O - - - - - - - - - - - - - - - - - - - -
242 - - - - - - - - - - - - - - - - - - - - - - - -
243 - - - - - - - - - - - - - - - - - - - - - - - -
245 Be sure to compare the second example of a hit with the first example of
246 a reflection."
247 (interactive "P")
248 (switch-to-buffer "*Blackbox*")
249 (blackbox-mode)
250 (setq buffer-read-only t)
251 (buffer-disable-undo (current-buffer))
252 (setq bb-board (bb-init-board (or num 4)))
253 (setq bb-balls-placed nil)
254 (setq bb-x -1)
255 (setq bb-y -1)
256 (setq bb-score 0)
257 (setq bb-detour-count 0)
258 (bb-insert-board)
259 (bb-goto (cons bb-x bb-y)))
261 (defun bb-init-board (num-balls)
262 (let (board pos)
263 (while (>= (setq num-balls (1- num-balls)) 0)
264 (while
265 (progn
266 (setq pos (cons (random 8) (random 8)))
267 (member pos board)))
268 (setq board (cons pos board)))
269 board))
271 (defun bb-insert-board ()
272 (let (i (buffer-read-only nil))
273 (erase-buffer)
274 (insert " \n")
275 (setq i 8)
276 (while (>= (setq i (1- i)) 0)
277 (insert " - - - - - - - - \n"))
278 (insert " \n")
279 (insert (format "\nThere are %d balls in the box" (length bb-board)))
282 (defun bb-right (count)
283 (interactive "p")
284 (while (and (> count 0) (< bb-x 8))
285 (forward-char 2)
286 (setq bb-x (1+ bb-x))
287 (setq count (1- count))))
289 (defun bb-left (count)
290 (interactive "p")
291 (while (and (> count 0) (> bb-x -1))
292 (backward-char 2)
293 (setq bb-x (1- bb-x))
294 (setq count (1- count))))
296 (defun bb-up (count)
297 (interactive "p")
298 (while (and (> count 0) (> bb-y -1))
299 (with-no-warnings (previous-line))
300 (setq bb-y (1- bb-y))
301 (setq count (1- count))))
303 (defun bb-down (count)
304 (interactive "p")
305 (while (and (> count 0) (< bb-y 8))
306 (with-no-warnings (next-line))
307 (setq bb-y (1+ bb-y))
308 (setq count (1- count))))
310 (defun bb-eol ()
311 (interactive)
312 (setq bb-x 8)
313 (bb-goto (cons bb-x bb-y)))
315 (defun bb-bol ()
316 (interactive)
317 (setq bb-x -1)
318 (bb-goto (cons bb-x bb-y)))
320 (defun bb-romp ()
321 (interactive)
322 (cond
323 ((and
324 (or (= bb-x -1) (= bb-x 8))
325 (or (= bb-y -1) (= bb-y 8))))
326 ((bb-outside-box bb-x bb-y)
327 (bb-trace-ray bb-x bb-y))
329 (bb-place-ball bb-x bb-y))))
331 (defun bb-place-ball (x y)
332 (let ((coord (cons x y)))
333 (cond
334 ((member coord bb-balls-placed)
335 (setq bb-balls-placed (delete coord bb-balls-placed))
336 (bb-update-board "-"))
338 (setq bb-balls-placed (cons coord bb-balls-placed))
339 (bb-update-board (propertize "O" 'help-echo "Placed ball"))))))
341 (defun bb-trace-ray (x y)
342 (when (= (following-char) 32)
343 (let ((result (bb-trace-ray-2
346 (cond
347 ((= x -1) 1)
348 ((= x 8) -1)
349 (t 0))
351 (cond
352 ((= y -1) 1)
353 ((= y 8) -1)
354 (t 0)))))
355 (cond
356 ((eq result 'hit)
357 (bb-update-board (propertize "H" 'help-echo "Hit"))
358 (setq bb-score (1+ bb-score)))
359 ((equal result (cons x y))
360 (bb-update-board (propertize "R" 'help-echo "Reflection"))
361 (setq bb-score (1+ bb-score)))
363 (setq bb-detour-count (1+ bb-detour-count))
364 (bb-update-board (propertize (format "%d" bb-detour-count)
365 'help-echo "Detour"))
366 (save-excursion
367 (bb-goto result)
368 (bb-update-board (propertize (format "%d" bb-detour-count)
369 'help-echo "Detour")))
370 (setq bb-score (+ bb-score 2)))))))
372 (defun bb-trace-ray-2 (first x dx y dy)
373 (cond
374 ((and (not first)
375 (bb-outside-box x y))
376 (cons x y))
377 ((member (cons (+ x dx) (+ y dy)) bb-board)
378 'hit)
379 ((member (cons (+ x dx dy) (+ y dy dx)) bb-board)
380 (bb-trace-ray-2 nil x (- dy) y (- dx)))
381 ((member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
382 (bb-trace-ray-2 nil x dy y dx))
384 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
386 (defun bb-done ()
387 "Finish the game and report score."
388 (interactive)
389 (let (bogus-balls)
390 (cond
391 ((not (= (length bb-balls-placed) (length bb-board)))
392 (message "There %s %d hidden ball%s; you have placed %d."
393 (if (= (length bb-board) 1) "is" "are")
394 (length bb-board)
395 (if (= (length bb-board) 1) "" "s")
396 (length bb-balls-placed)))
398 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
399 (if (= bogus-balls 0)
400 (message "Right! Your score is %d." bb-score)
401 (message "Oops! You missed %d ball%s. Your score is %d."
402 bogus-balls
403 (if (= bogus-balls 1) "" "s")
404 (+ bb-score (* 5 bogus-balls))))
405 (bb-goto '(-1 . -1))))))
407 (defun bb-show-bogus-balls (balls-placed board)
408 (bb-show-bogus-balls-2 balls-placed board "x")
409 (bb-show-bogus-balls-2 board balls-placed "o"))
411 (defun bb-show-bogus-balls-2 (list-1 list-2 c)
412 (cond
413 ((null list-1)
415 ((member (car list-1) list-2)
416 (bb-show-bogus-balls-2 (cdr list-1) list-2 c))
418 (bb-goto (car list-1))
419 (bb-update-board c)
420 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
422 (defun bb-outside-box (x y)
423 (or (= x -1) (= x 8) (= y -1) (= y 8)))
425 (defun bb-goto (pos)
426 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
428 (defun bb-update-board (c)
429 (let ((buffer-read-only nil))
430 (backward-char (1- (length c)))
431 (delete-char (length c))
432 (insert c)
433 (backward-char 1)))
435 (provide 'blackbox)
437 ;;; blackbox.el ends here