* lisp/progmodes/flymake.el (flymake-start-syntax-check-process): Obey `dir'.
[emacs.git] / lisp / play / blackbox.el
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1 ;;; blackbox.el --- blackbox game in Emacs Lisp
3 ;; Copyright (C) 1985-1987, 1992, 2001-2011 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 'forward-char 'bb-right)
101 (blackbox-redefine-key map 'previous-line 'bb-up)
102 (blackbox-redefine-key map 'next-line 'bb-down)
103 (blackbox-redefine-key map 'move-end-of-line 'bb-eol)
104 (blackbox-redefine-key map 'move-beginning-of-line 'bb-bol)
105 (define-key map " " 'bb-romp)
106 (define-key map "q" 'bury-buffer)
107 (define-key map [insert] 'bb-romp)
108 (define-key map [return] 'bb-done)
109 (blackbox-redefine-key map 'newline 'bb-done)
110 map))
112 ;; Blackbox mode is suitable only for specially formatted data.
113 (put 'blackbox-mode 'mode-class 'special)
115 (defun blackbox-mode ()
116 "Major mode for playing blackbox.
117 To learn how to play blackbox, see the documentation for function `blackbox'.
119 The usual mnemonic keys move the cursor around the box.
120 \\<blackbox-mode-map>\\[bb-bol] and \\[bb-eol] move to the beginning and end of line, respectively.
122 \\[bb-romp] -- send in a ray from point, or toggle a ball at point
123 \\[bb-done] -- end game and get score"
124 (interactive)
125 (kill-all-local-variables)
126 (use-local-map blackbox-mode-map)
127 (setq truncate-lines t)
128 (setq major-mode 'blackbox-mode)
129 (setq mode-name "Blackbox")
130 (run-mode-hooks 'blackbox-mode-hook))
132 ;;;###autoload
133 (defun blackbox (num)
134 "Play blackbox.
135 Optional prefix argument is the number of balls; the default is 4.
137 What is blackbox?
139 Blackbox is a game of hide and seek played on an 8 by 8 grid (the
140 Blackbox). Your opponent (Emacs, in this case) has hidden several
141 balls (usually 4) within this box. By shooting rays into the box and
142 observing where they emerge it is possible to deduce the positions of
143 the hidden balls. The fewer rays you use to find the balls, the lower
144 your score.
146 Overview of play:
148 \\<blackbox-mode-map>\
149 To play blackbox, type \\[blackbox]. An optional prefix argument
150 specifies the number of balls to be hidden in the box; the default is
151 four.
153 The cursor can be moved around the box with the standard cursor
154 movement keys.
156 To shoot a ray, move the cursor to the edge of the box and press SPC.
157 The result will be determined and the playfield updated.
159 You may place or remove balls in the box by moving the cursor into the
160 box and pressing \\[bb-romp].
162 When you think the configuration of balls you have placed is correct,
163 press \\[bb-done]. You will be informed whether you are correct or
164 not, and be given your score. Your score is the number of letters and
165 numbers around the outside of the box plus five for each incorrectly
166 placed ball. If you placed any balls incorrectly, they will be
167 indicated with `x', and their actual positions indicated with `o'.
169 Details:
171 There are three possible outcomes for each ray you send into the box:
173 Detour: the ray is deflected and emerges somewhere other than
174 where you sent it in. On the playfield, detours are
175 denoted by matching pairs of numbers -- one where the
176 ray went in, and the other where it came out.
178 Reflection: the ray is reflected and emerges in the same place
179 it was sent in. On the playfield, reflections are
180 denoted by the letter `R'.
182 Hit: the ray strikes a ball directly and is absorbed. It does
183 not emerge from the box. On the playfield, hits are
184 denoted by the letter `H'.
186 The rules for how balls deflect rays are simple and are best shown by
187 example.
189 As a ray approaches a ball it is deflected ninety degrees. Rays can
190 be deflected multiple times. In the diagrams below, the dashes
191 represent empty box locations and the letter `O' represents a ball.
192 The entrance and exit points of each ray are marked with numbers as
193 described under \"Detour\" above. Note that the entrance and exit
194 points are always interchangeable. `*' denotes the path taken by the
195 ray.
197 Note carefully the relative positions of the ball and the ninety
198 degree deflection it causes.
201 - * - - - - - - - - - - - - - - - - - - - - - -
202 - * - - - - - - - - - - - - - - - - - - - - - -
203 1 * * - - - - - - - - - - - - - - - O - - - - O -
204 - - O - - - - - - - O - - - - - - - * * * * - -
205 - - - - - - - - - - - * * * * * 2 3 * * * - - * - -
206 - - - - - - - - - - - * - - - - - - - O - * - -
207 - - - - - - - - - - - * - - - - - - - - * * - -
208 - - - - - - - - - - - * - - - - - - - - * - O -
211 As mentioned above, a reflection occurs when a ray emerges from the same point
212 it was sent in. This can happen in several ways:
215 - - - - - - - - - - - - - - - - - - - - - - - -
216 - - - - O - - - - - O - O - - - - - - - - - - -
217 R * * * * - - - - - - - * - - - - O - - - - - - -
218 - - - - O - - - - - - * - - - - R - - - - - - - -
219 - - - - - - - - - - - * - - - - - - - - - - - -
220 - - - - - - - - - - - * - - - - - - - - - - - -
221 - - - - - - - - R * * * * - - - - - - - - - - - -
222 - - - - - - - - - - - - O - - - - - - - - - - -
224 In the first example, the ray is deflected downwards by the upper
225 ball, then left by the lower ball, and finally retraces its path to
226 its point of origin. The second example is similar. The third
227 example is a bit anomalous but can be rationalized by realizing the
228 ray never gets a chance to get into the box. Alternatively, the ray
229 can be thought of as being deflected downwards and immediately
230 emerging from the box.
232 A hit occurs when a ray runs straight into a ball:
234 - - - - - - - - - - - - - - - - - - - - - - - -
235 - - - - - - - - - - - - - - - - - - - - O - - -
236 - - - - - - - - - - - - O - - - H * * * * - - - -
237 - - - - - - - - H * * * * O - - - - - - * - - - -
238 - - - - - - - - - - - - O - - - - - - O - - - -
239 H * * * O - - - - - - - - - - - - - - - - - - - -
240 - - - - - - - - - - - - - - - - - - - - - - - -
241 - - - - - - - - - - - - - - - - - - - - - - - -
243 Be sure to compare the second example of a hit with the first example of
244 a reflection."
245 (interactive "P")
246 (switch-to-buffer "*Blackbox*")
247 (blackbox-mode)
248 (setq buffer-read-only t)
249 (buffer-disable-undo (current-buffer))
250 (setq bb-board (bb-init-board (or num 4)))
251 (setq bb-balls-placed nil)
252 (setq bb-x -1)
253 (setq bb-y -1)
254 (setq bb-score 0)
255 (setq bb-detour-count 0)
256 (bb-insert-board)
257 (bb-goto (cons bb-x bb-y)))
259 (defun bb-init-board (num-balls)
260 (random t)
261 (let (board pos)
262 (while (>= (setq num-balls (1- num-balls)) 0)
263 (while
264 (progn
265 (setq pos (cons (random 8) (random 8)))
266 (member pos board)))
267 (setq board (cons pos board)))
268 board))
270 (defun bb-insert-board ()
271 (let (i (buffer-read-only nil))
272 (erase-buffer)
273 (insert " \n")
274 (setq i 8)
275 (while (>= (setq i (1- i)) 0)
276 (insert " - - - - - - - - \n"))
277 (insert " \n")
278 (insert (format "\nThere are %d balls in the box" (length bb-board)))
281 (defun bb-right (count)
282 (interactive "p")
283 (while (and (> count 0) (< bb-x 8))
284 (forward-char 2)
285 (setq bb-x (1+ bb-x))
286 (setq count (1- count))))
288 (defun bb-left (count)
289 (interactive "p")
290 (while (and (> count 0) (> bb-x -1))
291 (backward-char 2)
292 (setq bb-x (1- bb-x))
293 (setq count (1- count))))
295 (defun bb-up (count)
296 (interactive "p")
297 (while (and (> count 0) (> bb-y -1))
298 (with-no-warnings (previous-line))
299 (setq bb-y (1- bb-y))
300 (setq count (1- count))))
302 (defun bb-down (count)
303 (interactive "p")
304 (while (and (> count 0) (< bb-y 8))
305 (with-no-warnings (next-line))
306 (setq bb-y (1+ bb-y))
307 (setq count (1- count))))
309 (defun bb-eol ()
310 (interactive)
311 (setq bb-x 8)
312 (bb-goto (cons bb-x bb-y)))
314 (defun bb-bol ()
315 (interactive)
316 (setq bb-x -1)
317 (bb-goto (cons bb-x bb-y)))
319 (defun bb-romp ()
320 (interactive)
321 (cond
322 ((and
323 (or (= bb-x -1) (= bb-x 8))
324 (or (= bb-y -1) (= bb-y 8))))
325 ((bb-outside-box bb-x bb-y)
326 (bb-trace-ray bb-x bb-y))
328 (bb-place-ball bb-x bb-y))))
330 (defun bb-place-ball (x y)
331 (let ((coord (cons x y)))
332 (cond
333 ((member coord bb-balls-placed)
334 (setq bb-balls-placed (delete coord bb-balls-placed))
335 (bb-update-board "-"))
337 (setq bb-balls-placed (cons coord bb-balls-placed))
338 (bb-update-board (propertize "O" 'help-echo "Placed ball"))))))
340 (defun bb-trace-ray (x y)
341 (when (= (following-char) 32)
342 (let ((result (bb-trace-ray-2
345 (cond
346 ((= x -1) 1)
347 ((= x 8) -1)
348 (t 0))
350 (cond
351 ((= y -1) 1)
352 ((= y 8) -1)
353 (t 0)))))
354 (cond
355 ((eq result 'hit)
356 (bb-update-board (propertize "H" 'help-echo "Hit"))
357 (setq bb-score (1+ bb-score)))
358 ((equal result (cons x y))
359 (bb-update-board (propertize "R" 'help-echo "Reflection"))
360 (setq bb-score (1+ bb-score)))
362 (setq bb-detour-count (1+ bb-detour-count))
363 (bb-update-board (propertize (format "%d" bb-detour-count)
364 'help-echo "Detour"))
365 (save-excursion
366 (bb-goto result)
367 (bb-update-board (propertize (format "%d" bb-detour-count)
368 'help-echo "Detour")))
369 (setq bb-score (+ bb-score 2)))))))
371 (defun bb-trace-ray-2 (first x dx y dy)
372 (cond
373 ((and (not first)
374 (bb-outside-box x y))
375 (cons x y))
376 ((member (cons (+ x dx) (+ y dy)) bb-board)
377 'hit)
378 ((member (cons (+ x dx dy) (+ y dy dx)) bb-board)
379 (bb-trace-ray-2 nil x (- dy) y (- dx)))
380 ((member (cons (+ x dx (- dy)) (+ y dy (- dx))) bb-board)
381 (bb-trace-ray-2 nil x dy y dx))
383 (bb-trace-ray-2 nil (+ x dx) dx (+ y dy) dy))))
385 (defun bb-done ()
386 "Finish the game and report score."
387 (interactive)
388 (let (bogus-balls)
389 (cond
390 ((not (= (length bb-balls-placed) (length bb-board)))
391 (message "There %s %d hidden ball%s; you have placed %d."
392 (if (= (length bb-board) 1) "is" "are")
393 (length bb-board)
394 (if (= (length bb-board) 1) "" "s")
395 (length bb-balls-placed)))
397 (setq bogus-balls (bb-show-bogus-balls bb-balls-placed bb-board))
398 (if (= bogus-balls 0)
399 (message "Right! Your score is %d." bb-score)
400 (message "Oops! You missed %d ball%s. Your score is %d."
401 bogus-balls
402 (if (= bogus-balls 1) "" "s")
403 (+ bb-score (* 5 bogus-balls))))
404 (bb-goto '(-1 . -1))))))
406 (defun bb-show-bogus-balls (balls-placed board)
407 (bb-show-bogus-balls-2 balls-placed board "x")
408 (bb-show-bogus-balls-2 board balls-placed "o"))
410 (defun bb-show-bogus-balls-2 (list-1 list-2 c)
411 (cond
412 ((null list-1)
414 ((member (car list-1) list-2)
415 (bb-show-bogus-balls-2 (cdr list-1) list-2 c))
417 (bb-goto (car list-1))
418 (bb-update-board c)
419 (1+ (bb-show-bogus-balls-2 (cdr list-1) list-2 c)))))
421 (defun bb-outside-box (x y)
422 (or (= x -1) (= x 8) (= y -1) (= y 8)))
424 (defun bb-goto (pos)
425 (goto-char (+ (* (car pos) 2) (* (cdr pos) 22) 26)))
427 (defun bb-update-board (c)
428 (let ((buffer-read-only nil))
429 (backward-char (1- (length c)))
430 (delete-char (length c))
431 (insert c)
432 (backward-char 1)))
434 (provide 'blackbox)
436 ;;; blackbox.el ends here