;;; blackbox.el --- blackbox game in Emacs Lisp
-;; Copyright (C) 1985, 1986, 1987, 1992 Free Software Foundation, Inc.
+;; Copyright (C) 1985, 1986, 1987, 1992, 2001, 2002, 2003, 2004,
+;; 2005, 2006, 2007 Free Software Foundation, Inc.
;; Author: F. Thomas May <uw-nsr!uw-warp!tom@beaver.cs.washington.edu>
;; Adapted-By: ESR
;; 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)
+;; the Free Software Foundation; either version 3, or (at your option)
;; any later version.
;; GNU Emacs is distributed in the hope that it will be useful,
;; 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, 675 Mass Ave, Cambridge, MA 02139, USA.
+;; along with GNU Emacs; see the file COPYING. If not, write to the
+;; Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+;; Boston, MA 02110-1301, 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.
+;; 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))
+(defvar bb-board nil
+ "Blackbox board.")
+
+(defvar bb-x -1
+ "Current x-position.")
+
+(defvar bb-y -1
+ "Current y-position.")
+
+(defvar bb-score 0
+ "Current score.")
+
+(defvar bb-detour-count 0
+ "Number of detours.")
+
+(defvar bb-balls-placed nil
+ "List of already placed balls.")
+
+;; This is used below to remap existing bindings for cursor motion to
+;; blackbox-specific bindings in blackbox-mode-map. This is so that
+;; users who prefer non-default key bindings for cursor motion don't
+;; lose that when they play Blackbox.
+(defun blackbox-redefine-key (map oldfun newfun)
+ "Redefine keys that run the function OLDFUN to run NEWFUN instead."
+ (define-key map (vector 'remap oldfun) newfun))
+
+
+(defvar blackbox-mode-map
+ (let ((map (make-keymap)))
+ (suppress-keymap map t)
+ (blackbox-redefine-key map 'backward-char 'bb-left)
+ (blackbox-redefine-key map 'forward-char 'bb-right)
+ (blackbox-redefine-key map 'previous-line 'bb-up)
+ (blackbox-redefine-key map 'next-line 'bb-down)
+ (blackbox-redefine-key map 'move-end-of-line 'bb-eol)
+ (blackbox-redefine-key map 'move-beginning-of-line 'bb-bol)
+ (define-key map " " 'bb-romp)
+ (define-key map [insert] 'bb-romp)
+ (blackbox-redefine-key map 'newline 'bb-done)
+ map))
;; 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'.
+ "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
-"
+\\[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"))
+ (setq mode-name "Blackbox")
+ (run-mode-hooks 'blackbox-mode-hook))
;;;###autoload
(defun blackbox (num)
- "Play blackbox. Optional prefix argument is the number of balls;
-the default is 4.
+ "Play blackbox.
+Optional prefix argument is the number of balls; the default is 4.
What is blackbox?
Note carefully the relative positions of the ball and the ninety
degree deflection it causes.
- 1
- - * - - - - - - - - - - - - - - - - - - - - - -
- - * - - - - - - - - - - - - - - - - - - - - - -
-1 * * - - - - - - - - - - - - - - - O - - - - O -
+ 1
+ - * - - - - - - - - - - - - - - - - - - - - - -
+ - * - - - - - - - - - - - - - - - - - - - - - -
+1 * * - - - - - - - - - - - - - - - O - - - - O -
- - O - - - - - - - O - - - - - - - * * * * - -
- - - - - - - - - - - * * * * * 2 3 * * * - - * - -
- - - - - - - - - - - - * - - - - - - - O - * - -
- - - - - - - - - - - - * - - - - - - - - * * - -
- - - - - - - - - - - - * - - - - - - - - * - O -
+ - - - - - - - - - - - * - - - - - - - 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 - - - - - - -
(while
(progn
(setq pos (cons (random 8) (random 8)))
- (bb-member pos board)))
+ (member pos board)))
(setq board (cons pos board)))
board))
(insert (format "\nThere are %d balls in the box" (length bb-board)))
))
-(defun bb-right ()
- (interactive)
- (if (= bb-x 8)
- ()
+(defun bb-right (count)
+ (interactive "p")
+ (while (and (> count 0) (< bb-x 8))
(forward-char 2)
- (setq bb-x (1+ bb-x))))
+ (setq bb-x (1+ bb-x))
+ (setq count (1- count))))
-(defun bb-left ()
- (interactive)
- (if (= bb-x -1)
- ()
+(defun bb-left (count)
+ (interactive "p")
+ (while (and (> count 0) (> bb-x -1))
(backward-char 2)
- (setq bb-x (1- bb-x))))
+ (setq bb-x (1- bb-x))
+ (setq count (1- count))))
-(defun bb-up ()
- (interactive)
- (if (= bb-y -1)
- ()
+(defun bb-up (count)
+ (interactive "p")
+ (while (and (> count 0) (> bb-y -1))
(previous-line 1)
- (setq bb-y (1- bb-y))))
+ (setq bb-y (1- bb-y))
+ (setq count (1- count))))
-(defun bb-down ()
- (interactive)
- (if (= bb-y 8)
- ()
+(defun bb-down (count)
+ (interactive "p")
+ (while (and (> count 0) (< bb-y 8))
(next-line 1)
- (setq bb-y (1+ bb-y))))
+ (setq bb-y (1+ bb-y))
+ (setq count (1- count))))
(defun bb-eol ()
(interactive)
(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))
+ ((member coord bb-balls-placed)
+ (setq bb-balls-placed (delete coord bb-balls-placed))
(bb-update-board "-"))
(t
(setq bb-balls-placed (cons coord bb-balls-placed))
- (bb-update-board "O")))))
+ (bb-update-board (propertize "O" 'help-echo "Placed ball"))))))
(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))))))
+ (when (= (following-char) 32)
+ (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 (propertize "H" 'help-echo "Hit"))
+ (setq bb-score (1+ bb-score)))
+ ((equal result (cons x y))
+ (bb-update-board (propertize "R" 'help-echo "Reflection"))
+ (setq bb-score (1+ bb-score)))
+ (t
+ (setq bb-detour-count (1+ bb-detour-count))
+ (bb-update-board (propertize (format "%d" bb-detour-count)
+ 'help-echo "Detour"))
+ (save-excursion
+ (bb-goto result)
+ (bb-update-board (propertize (format "%d" bb-detour-count)
+ 'help-echo "Detour")))
+ (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)
+ ((member (cons (+ x dx) (+ y dy)) bb-board)
'hit)
- ((bb-member (cons (+ x dx dy) (+ y dy dx)) bb-board)
+ ((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)
+ ((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))))
(cond
((null list-1)
0)
- ((bb-member (car list-1) list-2)
+ ((member (car list-1) list-2)
(bb-show-bogus-balls-2 (cdr list-1) list-2 c))
(t
(bb-goto (car list-1))
(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))))))
+(provide 'blackbox)
+;; arch-tag: 6c474c62-5617-4b10-9b44-ac430168c0e2
;;; blackbox.el ends here