Fix "ls: not found" problem during buildworld. mdate.sh script
[dragonfly.git] / games / bs / bs.c
blob1059739a303d292bbe8252f1c6b6514595b95afa
1 /*
2 * bs.c - original author: Bruce Holloway
3 * salvo option by: Chuck A DeGaul
4 * with improved user interface, autoconfiguration and code cleanup
5 * by Eric S. Raymond <esr@snark.thyrsus.com>
6 * v1.2 with color support and minor portability fixes, November 1990
7 * v2.0 featuring strict ANSI/POSIX conformance, November 1993.
9 * $FreeBSD: src/games/bs/bs.c,v 1.9 2000/02/21 03:07:31 billf Exp $
10 * $DragonFly: src/games/bs/bs.c,v 1.6 2005/06/15 20:59:13 swildner Exp $
13 #include <assert.h>
14 #include <ctype.h>
15 #include <ncurses.h>
16 #include <signal.h>
17 #include <stdlib.h>
18 #include <string.h>
19 #include <time.h>
20 #include <unistd.h>
22 #ifndef A_UNDERLINE /* BSD curses */
23 #define beep() write(1,"\007",1);
24 #define cbreak crmode
25 #define saveterm savetty
26 #define resetterm resetty
27 #define nocbreak nocrmode
28 #define strchr index
29 #endif /* !A_UNDERLINE */
33 * Constants for tuning the random-fire algorithm. It prefers moves that
34 * diagonal-stripe the board with a stripe separation of srchstep. If
35 * no such preferred moves are found, srchstep is decremented.
37 #define BEGINSTEP 3 /* initial value of srchstep */
39 /* miscellaneous constants */
40 #define SHIPTYPES 5
41 #define OTHER (1-turn)
42 #define PLAYER 0
43 #define COMPUTER 1
44 #define MARK_HIT 'H'
45 #define MARK_MISS 'o'
46 #define CTRLC '\003' /* used as terminate command */
47 #define FF '\014' /* used as redraw command */
49 /* coordinate handling */
50 #define BWIDTH 10
51 #define BDEPTH 10
53 /* display symbols */
54 #define SHOWHIT '*'
55 #define SHOWSPLASH ' '
56 #define IS_SHIP(c) isupper(c)
58 /* how to position us on player board */
59 #define PYBASE 3
60 #define PXBASE 3
61 #define PY(y) (PYBASE + (y))
62 #define PX(x) (PXBASE + (x)*3)
63 #define pgoto(y, x) move(PY(y), PX(x))
65 /* how to position us on cpu board */
66 #define CYBASE 3
67 #define CXBASE 48
68 #define CY(y) (CYBASE + (y))
69 #define CX(x) (CXBASE + (x)*3)
70 #define cgoto(y, x) move(CY(y), CX(x))
72 #define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
74 /* other board locations */
75 #define COLWIDTH 80
76 #define PROMPTLINE 21 /* prompt line */
77 #define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
78 #define SXBASE 63
79 #define MYBASE SYBASE - 1 /* diagram caption */
80 #define MXBASE 64
81 #define HYBASE SYBASE - 1 /* help area */
82 #define HXBASE 0
84 /* this will need to be changed if BWIDTH changes */
85 static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
87 static char carrier[] = "Aircraft Carrier";
88 static char battle[] = "Battleship";
89 static char sub[] = "Submarine";
90 static char destroy[] = "Destroyer";
91 static char ptboat[] = "PT Boat";
93 static char name[40];
94 static char dftname[] = "stranger";
96 /* direction constants */
97 enum directions { E, SE, S, SW, W, NW, N, NE };
98 static int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
99 static int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
101 /* current ship position and direction */
102 static int curx = (BWIDTH / 2);
103 static int cury = (BDEPTH / 2);
105 typedef struct {
106 char *name; /* name of the ship type */
107 char hits; /* how many times has this ship been hit? */
108 char symbol; /* symbol for game purposes */
109 char length; /* length of ship */
110 char x, y; /* coordinates of ship start point */
111 enum directions dir; /* direction of `bow' */
112 bool placed; /* has it been placed on the board? */
114 ship_t;
116 ship_t plyship[SHIPTYPES] =
118 { carrier, 0, 'A', 5, 0, 0, E, FALSE},
119 { battle, 0, 'B', 4, 0, 0, E, FALSE},
120 { destroy, 0, 'D', 3, 0, 0, E, FALSE},
121 { sub, 0, 'S', 3, 0, 0, E, FALSE},
122 { ptboat, 0, 'P', 2, 0, 0, E, FALSE},
125 ship_t cpuship[SHIPTYPES] =
127 { carrier, 0, 'A', 5, 0, 0, E, FALSE},
128 { battle, 0, 'B', 4, 0, 0, E, FALSE},
129 { destroy, 0, 'D', 3, 0, 0, E, FALSE},
130 { sub, 0, 'S', 3, 0, 0, E, FALSE},
131 { ptboat, 0, 'P', 2, 0, 0, E, FALSE},
134 /* "Hits" board, and main board. */
135 static char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
137 static int turn; /* 0=player, 1=computer */
138 static int plywon=0, cpuwon=0; /* How many games has each won? */
140 static int salvo, blitz, closepack;
142 #define PR addstr
144 static bool checkplace (int, ship_t *, int);
145 static int getcoord (int);
146 int playagain (void);
148 /* end the game, either normally or due to signal */
149 static void uninitgame(void) {
150 clear();
151 refresh();
152 resetterm();
153 echo();
154 endwin();
155 exit(0);
158 static void
159 sighandler(__unused int sig)
161 uninitgame();
164 /* announce which game options are enabled */
165 static void
166 announceopts(void)
168 printw("Playing %s game (", (salvo || blitz || closepack) ?
169 "optional" : "standard");
171 if (salvo)
172 printw("salvo, ");
173 else
174 printw("nosalvo, ");
176 if (blitz)
177 printw("blitz, ");
178 else
179 printw("noblitz, ");
181 if (closepack)
182 printw("closepack)");
183 else
184 printw("noclosepack)");
187 static void
188 intro(void)
190 char *tmpname;
192 srandomdev();
194 tmpname = getlogin();
195 signal(SIGINT,sighandler);
196 signal(SIGINT,sighandler);
197 signal(SIGIOT,sighandler); /* for assert(3) */
198 if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
199 signal(SIGQUIT,sighandler);
201 if(tmpname != '\0') {
202 strcpy(name,tmpname);
203 name[0] = toupper(name[0]);
204 } else {
205 strcpy(name,dftname);
208 initscr();
209 #ifdef KEY_MIN
210 keypad(stdscr, TRUE);
211 #endif /* KEY_MIN */
212 saveterm();
213 nonl();
214 cbreak();
215 noecho();
217 #ifdef PENGUIN
218 clear();
219 mvaddstr(4,29,"Welcome to Battleship!");
220 move(8,0);
221 PR(" \\\n");
222 PR(" \\ \\ \\\n");
223 PR(" \\ \\ \\ \\ \\_____________\n");
224 PR(" \\ \\ \\_____________ \\ \\/ |\n");
225 PR(" \\ \\/ \\ \\/ |\n");
226 PR(" \\/ \\_____/ |__\n");
227 PR(" ________________/ |\n");
228 PR(" \\ S.S. Penguin |\n");
229 PR(" \\ /\n");
230 PR(" \\___________________________________________________/\n");
232 mvaddstr(22,27,"Hit any key to continue..."); refresh();
233 getch();
234 #endif /* PENGUIN */
236 #ifdef A_COLOR
237 start_color();
239 init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
240 init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
241 init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
242 init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
243 init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
244 init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
245 init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
246 init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
247 #endif /* A_COLOR */
251 /* print a message at the prompt line */
252 static void
253 prompt(int n, const char *f, ...)
255 char buf[COLWIDTH + 1];
256 va_list ap;
258 va_start(ap, f);
259 move(PROMPTLINE + n, 0);
260 clrtoeol();
261 vsnprintf(buf, COLWIDTH + 1, f, ap);
262 printw("%s", buf);
263 refresh();
264 va_end(ap);
267 static void
268 error(const char *s)
270 move(PROMPTLINE + 2, 0);
271 clrtoeol();
272 if (s) {
273 addstr(s);
274 beep();
278 static void
279 placeship(int b, ship_t *ss, int vis)
281 int l;
283 for(l = 0; l < ss->length; ++l) {
284 int newx = ss->x + l * xincr[ss->dir];
285 int newy = ss->y + l * yincr[ss->dir];
287 board[b][newx][newy] = ss->symbol;
288 if (vis) {
289 pgoto(newy, newx);
290 addch((chtype)ss->symbol);
293 ss->hits = 0;
296 static int
297 rnd(int n)
299 return(random() % n);
302 /* generate a valid random ship placement into px,py */
303 static void
304 randomplace(int b, ship_t *ss)
306 do {
307 ss->y = rnd(BDEPTH);
308 ss->x = rnd(BWIDTH);
309 ss->dir = rnd(2) ? E : S;
310 } while (!checkplace(b, ss, FALSE));
313 static void
314 initgame(void)
316 int i, j, unplaced;
317 ship_t *ss;
319 clear();
320 mvaddstr(0,35,"BATTLESHIPS");
321 move(PROMPTLINE + 2, 0);
322 announceopts();
324 bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
325 bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
326 for (i = 0; i < SHIPTYPES; i++) {
327 ss = cpuship + i;
328 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
329 ss = plyship + i;
330 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
333 /* draw empty boards */
334 mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
335 mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
336 for(i=0; i < BDEPTH; ++i)
338 mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
339 #ifdef A_COLOR
340 if (has_colors())
341 attron(COLOR_PAIR(COLOR_BLUE));
342 #endif /* A_COLOR */
343 addch(' ');
344 for (j = 0; j < BWIDTH; j++)
345 addstr(" . ");
346 #ifdef A_COLOR
347 attrset(0);
348 #endif /* A_COLOR */
349 addch(' ');
350 addch(i + 'A');
352 mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
353 mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
354 mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
355 for(i=0; i < BDEPTH; ++i)
357 mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
358 #ifdef A_COLOR
359 if (has_colors())
360 attron(COLOR_PAIR(COLOR_BLUE));
361 #endif /* A_COLOR */
362 addch(' ');
363 for (j = 0; j < BWIDTH; j++)
364 addstr(" . ");
365 #ifdef A_COLOR
366 attrset(0);
367 #endif /* A_COLOR */
368 addch(' ');
369 addch(i + 'A');
372 mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
374 mvprintw(HYBASE, HXBASE,
375 "To position your ships: move the cursor to a spot, then");
376 mvprintw(HYBASE+1,HXBASE,
377 "type the first letter of a ship type to select it, then");
378 mvprintw(HYBASE+2,HXBASE,
379 "type a direction ([hjkl] or [4862]), indicating how the");
380 mvprintw(HYBASE+3,HXBASE,
381 "ship should be pointed. You may also type a ship letter");
382 mvprintw(HYBASE+4,HXBASE,
383 "followed by `r' to position it randomly, or type `R' to");
384 mvprintw(HYBASE+5,HXBASE,
385 "place all remaining ships randomly.");
387 mvaddstr(MYBASE, MXBASE, "Aiming keys:");
388 mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
389 mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
390 mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
391 mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
392 mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
394 /* have the computer place ships */
395 for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
397 randomplace(COMPUTER, ss);
398 placeship(COMPUTER, ss, FALSE);
401 ss = (ship_t *)NULL;
402 do {
403 char c, docked[SHIPTYPES + 2], *cp = docked;
405 /* figure which ships still wait to be placed */
406 *cp++ = 'R';
407 for (i = 0; i < SHIPTYPES; i++)
408 if (!plyship[i].placed)
409 *cp++ = plyship[i].symbol;
410 *cp = '\0';
412 /* get a command letter */
413 prompt(1, "Type one of [%s] to pick a ship.", docked+1);
414 do {
415 c = getcoord(PLAYER);
416 } while
417 (!strchr(docked, c));
419 if (c == 'R')
420 ungetch('R');
421 else
423 /* map that into the corresponding symbol */
424 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
425 if (ss->symbol == c)
426 break;
428 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
429 pgoto(cury, curx);
432 do {
433 c = getch();
434 } while
435 (!strchr("hjklrR", c) || c == FF);
437 if (c == FF)
439 clearok(stdscr, TRUE);
440 refresh();
442 else if (c == 'r')
444 prompt(1, "Random-placing your %s", ss->name);
445 randomplace(PLAYER, ss);
446 placeship(PLAYER, ss, TRUE);
447 error((char *)NULL);
448 ss->placed = TRUE;
450 else if (c == 'R')
452 prompt(1, "Placing the rest of your fleet at random...");
453 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
454 if (!ss->placed)
456 randomplace(PLAYER, ss);
457 placeship(PLAYER, ss, TRUE);
458 ss->placed = TRUE;
460 error((char *)NULL);
462 else if (strchr("hjkl8462", c))
464 ss->x = curx;
465 ss->y = cury;
467 switch(c)
469 case 'k': case '8': ss->dir = N; break;
470 case 'j': case '2': ss->dir = S; break;
471 case 'h': case '4': ss->dir = W; break;
472 case 'l': case '6': ss->dir = E; break;
475 if (checkplace(PLAYER, ss, TRUE))
477 placeship(PLAYER, ss, TRUE);
478 error((char *)NULL);
479 ss->placed = TRUE;
483 for (unplaced = i = 0; i < SHIPTYPES; i++)
484 unplaced += !plyship[i].placed;
485 } while
486 (unplaced);
488 turn = rnd(2);
490 mvprintw(HYBASE, HXBASE,
491 "To fire, move the cursor to your chosen aiming point ");
492 mvprintw(HYBASE+1, HXBASE,
493 "and strike any key other than a motion key. ");
494 mvprintw(HYBASE+2, HXBASE,
495 " ");
496 mvprintw(HYBASE+3, HXBASE,
497 " ");
498 mvprintw(HYBASE+4, HXBASE,
499 " ");
500 mvprintw(HYBASE+5, HXBASE,
501 " ");
503 prompt(0, "Press any key to start...");
504 getch();
507 static int
508 getcoord(int atcpu)
510 int ny, nx, c;
512 if (atcpu)
513 cgoto(cury,curx);
514 else
515 pgoto(cury, curx);
516 refresh();
517 for (;;)
519 if (atcpu)
521 mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
522 cgoto(cury, curx);
524 else
526 mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
527 pgoto(cury, curx);
530 switch(c = getch())
532 case 'k': case '8':
533 #ifdef KEY_MIN
534 case KEY_UP:
535 #endif /* KEY_MIN */
536 ny = cury+BDEPTH-1; nx = curx;
537 break;
538 case 'j': case '2':
539 #ifdef KEY_MIN
540 case KEY_DOWN:
541 #endif /* KEY_MIN */
542 ny = cury+1; nx = curx;
543 break;
544 case 'h': case '4':
545 #ifdef KEY_MIN
546 case KEY_LEFT:
547 #endif /* KEY_MIN */
548 ny = cury; nx = curx+BWIDTH-1;
549 break;
550 case 'l': case '6':
551 #ifdef KEY_MIN
552 case KEY_RIGHT:
553 #endif /* KEY_MIN */
554 ny = cury; nx = curx+1;
555 break;
556 case 'y': case '7':
557 #ifdef KEY_MIN
558 case KEY_A1:
559 #endif /* KEY_MIN */
560 ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
561 break;
562 case 'b': case '1':
563 #ifdef KEY_MIN
564 case KEY_C1:
565 #endif /* KEY_MIN */
566 ny = cury+1; nx = curx+BWIDTH-1;
567 break;
568 case 'u': case '9':
569 #ifdef KEY_MIN
570 case KEY_A3:
571 #endif /* KEY_MIN */
572 ny = cury+BDEPTH-1; nx = curx+1;
573 break;
574 case 'n': case '3':
575 #ifdef KEY_MIN
576 case KEY_C3:
577 #endif /* KEY_MIN */
578 ny = cury+1; nx = curx+1;
579 break;
580 case FF:
581 nx = curx; ny = cury;
582 clearok(stdscr, TRUE);
583 refresh();
584 break;
585 default:
586 if (atcpu)
587 mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
588 else
589 mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
590 return(c);
593 curx = nx % BWIDTH;
594 cury = ny % BDEPTH;
598 /* is this location on the selected zboard adjacent to a ship? */
599 static int
600 collidecheck(int b, int y, int x)
602 int collide;
604 /* anything on the square */
605 if ((collide = IS_SHIP(board[b][x][y])) != 0)
606 return(collide);
608 /* anything on the neighbors */
609 if (!closepack) {
610 int i;
612 for (i = 0; i < 8; i++) {
613 int xend, yend;
615 yend = y + yincr[i];
616 xend = x + xincr[i];
617 if (ONBOARD(xend, yend))
618 collide += IS_SHIP(board[b][xend][yend]);
622 return(collide);
625 static bool
626 checkplace(int b, ship_t *ss, int vis)
628 int l, xend, yend;
630 /* first, check for board edges */
631 xend = ss->x + (ss->length - 1) * xincr[ss->dir];
632 yend = ss->y + (ss->length - 1) * yincr[ss->dir];
633 if (!ONBOARD(xend, yend)) {
634 if (vis) {
635 switch(rnd(3)) {
636 case 0:
637 error("Ship is hanging from the edge of the world");
638 break;
639 case 1:
640 error("Try fitting it on the board");
641 break;
642 case 2:
643 error("Figure I won't find it if you put it there?");
644 break;
647 return(0);
650 for(l = 0; l < ss->length; ++l) {
651 if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir])) {
652 if (vis) {
653 switch(rnd(3)) {
654 case 0:
655 error("There's already a ship there");
656 break;
657 case 1:
658 error("Collision alert! Aaaaaagh!");
659 break;
660 case 2:
661 error("Er, Admiral, what about the other ship?");
662 break;
665 return(FALSE);
668 return(TRUE);
671 static int
672 awinna(void)
674 int i, j;
675 ship_t *ss;
677 for(i=0; i<2; ++i)
679 ss = (i) ? cpuship : plyship;
680 for(j=0; j < SHIPTYPES; ++j, ++ss)
681 if(ss->length > ss->hits)
682 break;
683 if (j == SHIPTYPES)
684 return(OTHER);
686 return(-1);
689 /* a hit on the targeted ship */
690 static ship_t *
691 hitship(int x, int y)
693 ship_t *sb, *ss;
694 char sym;
695 int oldx, oldy;
697 getyx(stdscr, oldy, oldx);
698 sb = (turn) ? plyship : cpuship;
699 if(!(sym = board[OTHER][x][y]))
700 return((ship_t *)NULL);
701 for(ss = sb; ss < sb + SHIPTYPES; ++ss)
702 if(ss->symbol == sym)
704 if (++ss->hits < ss->length) { /* still afloat? */
705 return((ship_t *)NULL);
706 } else { /* sunk */
707 int i, j;
709 if (!closepack) {
710 for (j = -1; j <= 1; j++) {
711 int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
712 int by = ss->y + j * yincr[(ss->dir + 2) % 8];
714 for (i = -1; i <= ss->length; ++i) {
715 int cx, cy;
717 cx = bx + i * xincr[ss->dir];
718 cy = by + i * yincr[ss->dir];
719 if (ONBOARD(cx, cy)) {
720 hits[turn][cx][cy] = MARK_MISS;
721 if (turn % 2 == PLAYER) {
722 cgoto(cy, cx);
723 #ifdef A_COLOR
724 if (has_colors())
725 attron(COLOR_PAIR(COLOR_GREEN));
726 #endif /* A_COLOR */
728 addch(MARK_MISS);
729 #ifdef A_COLOR
730 attrset(0);
731 #endif /* A_COLOR */
738 for (i = 0; i < ss->length; ++i)
740 int dx = ss->x + i * xincr[ss->dir];
741 int dy = ss->y + i * yincr[ss->dir];
743 hits[turn][dx][dy] = ss->symbol;
744 if (turn % 2 == PLAYER)
746 cgoto(dy, dx);
747 addch(ss->symbol);
751 move(oldy, oldx);
752 return(ss);
755 move(oldy, oldx);
756 return((ship_t *)NULL);
759 static int
760 plyturn(void)
762 ship_t *ss;
763 bool hit;
764 char const *m;
766 m = NULL;
767 prompt(1, "Where do you want to shoot? ");
768 for (;;)
770 getcoord(COMPUTER);
771 if (hits[PLAYER][curx][cury])
773 prompt(1, "You shelled this spot already! Try again.");
774 beep();
776 else
777 break;
779 hit = IS_SHIP(board[COMPUTER][curx][cury]);
780 hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
781 cgoto(cury, curx);
782 #ifdef A_COLOR
783 if (has_colors()) {
784 if (hit)
785 attron(COLOR_PAIR(COLOR_RED));
786 else
787 attron(COLOR_PAIR(COLOR_GREEN));
789 #endif /* A_COLOR */
790 addch((chtype)hits[PLAYER][curx][cury]);
791 #ifdef A_COLOR
792 attrset(0);
793 #endif /* A_COLOR */
795 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
796 if(hit && (ss = hitship(curx, cury)))
798 switch(rnd(5))
800 case 0:
801 m = " You sank my %s!";
802 break;
803 case 1:
804 m = " I have this sinking feeling about my %s....";
805 break;
806 case 2:
807 m = " My %s has gone to Davy Jones's locker!";
808 break;
809 case 3:
810 m = " Glub, glub -- my %s is headed for the bottom!";
811 break;
812 case 4:
813 m = " You'll pick up survivors from my %s, I hope...!";
814 break;
816 printw(m, ss->name);
817 beep();
818 return(awinna() == -1);
820 return(hit);
823 static int
824 sgetc(const char *s)
826 const char *s1;
827 int ch;
829 refresh();
830 for(;;) {
831 ch = getch();
832 if (islower(ch))
833 ch = toupper(ch);
835 if (ch == CTRLC)
836 uninitgame();
838 for (s1=s; *s1 && ch != *s1; ++s1)
839 continue;
841 if (*s1) {
842 addch((chtype)ch);
843 refresh();
844 return(ch);
849 /* random-fire routine -- implements simple diagonal-striping strategy */
850 static void
851 randomfire(int *px, int *py)
853 static int turncount = 0;
854 static int srchstep = BEGINSTEP;
855 static int huntoffs; /* Offset on search strategy */
856 int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
857 int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
858 int x, y, i;
860 if (turncount++ == 0)
861 huntoffs = rnd(srchstep);
863 /* first, list all possible moves */
864 nposs = npref = 0;
865 for (x = 0; x < BWIDTH; x++)
866 for (y = 0; y < BDEPTH; y++)
867 if (!hits[COMPUTER][x][y])
869 xpossible[nposs] = x;
870 ypossible[nposs] = y;
871 nposs++;
872 if (((x+huntoffs) % srchstep) != (y % srchstep))
874 xpreferred[npref] = x;
875 ypreferred[npref] = y;
876 npref++;
880 if (npref)
882 i = rnd(npref);
884 *px = xpreferred[i];
885 *py = ypreferred[i];
887 else if (nposs)
889 i = rnd(nposs);
891 *px = xpossible[i];
892 *py = ypossible[i];
894 if (srchstep > 1)
895 --srchstep;
897 else
899 error("No moves possible?? Help!");
900 exit(1);
901 /*NOTREACHED*/
905 #define S_MISS 0
906 #define S_HIT 1
907 #define S_SUNK -1
909 /* fire away at given location */
910 static bool
911 cpufire(int x, int y)
913 bool hit, sunk;
914 ship_t *ss;
916 ss = NULL;
917 hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
918 mvprintw(PROMPTLINE, 0,
919 "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
920 ss = hitship(x, y);
921 sunk = hit && ss;
922 if (sunk)
923 printw(" I've sunk your %s", ss->name);
924 clrtoeol();
926 pgoto(y, x);
927 #ifdef A_COLOR
928 if (has_colors()) {
929 if (hit)
930 attron(COLOR_PAIR(COLOR_RED));
931 else
932 attron(COLOR_PAIR(COLOR_GREEN));
934 #endif /* A_COLOR */
935 addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
936 #ifdef A_COLOR
937 attrset(0);
938 #endif /* A_COLOR */
940 return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
944 * This code implements a fairly irregular FSM, so please forgive the rampant
945 * unstructuredness below. The five labels are states which need to be held
946 * between computer turns.
948 static bool
949 cputurn(void)
951 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
952 #define RANDOM_FIRE 0
953 #define RANDOM_HIT 1
954 #define HUNT_DIRECT 2
955 #define FIRST_PASS 3
956 #define REVERSE_JUMP 4
957 #define SECOND_PASS 5
958 static int next = RANDOM_FIRE;
959 static bool used[4];
960 static ship_t ts;
961 int navail, x, y, d, n, hit = S_MISS;
963 switch(next)
965 case RANDOM_FIRE: /* last shot was random and missed */
966 refire:
967 randomfire(&x, &y);
968 if (!(hit = cpufire(x, y)))
969 next = RANDOM_FIRE;
970 else
972 ts.x = x; ts.y = y;
973 ts.hits = 1;
974 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
976 break;
978 case RANDOM_HIT: /* last shot was random and hit */
979 used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
980 /* FALLTHROUGH */
982 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
983 for (d = navail = 0; d < 4; d++)
985 x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
986 if (!used[d] && POSSIBLE(x, y))
987 navail++;
988 else
989 used[d] = TRUE;
991 if (navail == 0) /* no valid places for shots adjacent... */
992 goto refire; /* ...so we must random-fire */
993 else
995 for (d = 0, n = rnd(navail) + 1; n; n--)
996 while (used[d])
997 d++;
999 assert(d <= 4);
1001 used[d] = FALSE;
1002 x = ts.x + xincr[d*2];
1003 y = ts.y + yincr[d*2];
1005 assert(POSSIBLE(x, y));
1007 if (!(hit = cpufire(x, y)))
1008 next = HUNT_DIRECT;
1009 else
1011 ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
1012 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1015 break;
1017 case FIRST_PASS: /* we have a start and a direction now */
1018 x = ts.x + xincr[ts.dir];
1019 y = ts.y + yincr[ts.dir];
1020 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1022 ts.x = x; ts.y = y; ts.hits++;
1023 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1025 else
1026 next = REVERSE_JUMP;
1027 break;
1029 case REVERSE_JUMP: /* nail down the ship's other end */
1030 d = ts.dir + 4;
1031 x = ts.x + ts.hits * xincr[d];
1032 y = ts.y + ts.hits * yincr[d];
1033 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1035 ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
1036 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1038 else
1039 next = RANDOM_FIRE;
1040 break;
1042 case SECOND_PASS: /* kill squares not caught on first pass */
1043 x = ts.x + xincr[ts.dir];
1044 y = ts.y + yincr[ts.dir];
1045 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1047 ts.x = x; ts.y = y; ts.hits++;
1048 next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
1049 break;
1051 else
1052 next = RANDOM_FIRE;
1053 break;
1056 /* check for continuation and/or winner */
1057 if (salvo)
1059 refresh();
1060 sleep(1);
1062 if (awinna() != -1)
1063 return(FALSE);
1065 #ifdef DEBUG
1066 mvprintw(PROMPTLINE + 2, 0,
1067 "New state %d, x=%d, y=%d, d=%d",
1068 next, x, y, d);
1069 #endif /* DEBUG */
1070 return(hit);
1073 int
1074 playagain(void)
1076 int j;
1077 ship_t *ss;
1079 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++) {
1080 for(j = 0; j < ss->length; j++) {
1081 cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
1082 addch((chtype)ss->symbol);
1086 if(awinna()) {
1087 ++cpuwon;
1088 } else {
1089 ++plywon;
1092 j = 18 + strlen(name);
1093 if(plywon >= 10) {
1094 ++j;
1095 } else if(cpuwon >= 10) {
1096 ++j;
1099 mvprintw(1,(COLWIDTH-j)/2,
1100 "%s: %d Computer: %d",name,plywon,cpuwon);
1102 prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
1103 : "Going to give me a chance for revenge, %s [yn]? ",name);
1104 return(sgetc("YN") == 'Y');
1107 static void
1108 usage(void)
1110 fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
1111 fprintf(stderr, "\tWhere the options are:\n");
1112 fprintf(stderr, "\t-s : salvo - One shot per ship in play\n");
1113 fprintf(stderr, "\t-b : blitz - Fire until you miss\n");
1114 fprintf(stderr, "\t-c : closepack - Ships may be adjacent\n");
1115 fprintf(stderr, "Blitz and Salvo are mutually exclusive\n");
1116 exit(1);
1119 static int
1120 scount(int who)
1122 int i, shots;
1123 ship_t *sp;
1125 if (who)
1126 sp = cpuship; /* count cpu shots */
1127 else
1128 sp = plyship; /* count player shots */
1130 for (i=0, shots = 0; i < SHIPTYPES; i++, sp++)
1132 if (sp->hits >= sp->length)
1133 continue; /* dead ship */
1134 else
1135 shots++;
1137 return(shots);
1141 main(int argc, char **argv)
1143 int ch;
1145 /* revoke */
1146 setgid(getgid());
1148 while ((ch = getopt(argc, argv, "bsc")) != -1) {
1149 switch (ch) {
1150 case 'b':
1151 blitz = 1;
1152 break;
1153 case 's':
1154 salvo = 1;
1155 break;
1156 case 'c':
1157 closepack = 1;
1158 break;
1159 case '?':
1160 default:
1161 usage();
1164 argc -= optind;
1165 argv += optind;
1167 if (blitz && salvo)
1168 usage();
1170 intro();
1172 do {
1173 initgame();
1174 while(awinna() == -1) {
1175 if (blitz) {
1176 while(turn ? cputurn() : plyturn())
1177 continue;
1178 } else if (salvo) {
1179 int i;
1181 i = scount(turn);
1182 while (i--) {
1183 if (turn) {
1184 if (cputurn() && awinna() != -1)
1185 i = 0;
1186 } else {
1187 if (plyturn() && awinna() != -1)
1188 i = 0;
1191 } else { /* Normal game */
1192 if(turn)
1193 cputurn();
1194 else
1195 plyturn();
1197 turn = OTHER;
1199 } while (playagain());
1201 uninitgame();
1202 exit(0);