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 $
22 #ifndef A_UNDERLINE /* BSD curses */
23 #define beep() write(1,"\007",1);
25 #define saveterm savetty
26 #define resetterm resetty
27 #define nocbreak nocrmode
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 */
41 #define OTHER (1-turn)
46 #define CTRLC '\003' /* used as terminate command */
47 #define FF '\014' /* used as redraw command */
49 /* coordinate handling */
55 #define SHOWSPLASH ' '
56 #define IS_SHIP(c) isupper(c)
58 /* how to position us on player board */
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 */
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 */
76 #define PROMPTLINE 21 /* prompt line */
77 #define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
79 #define MYBASE SYBASE - 1 /* diagram caption */
81 #define HYBASE SYBASE - 1 /* help area */
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";
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);
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? */
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
;
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) {
159 sighandler(__unused
int sig
)
164 /* announce which game options are enabled */
168 printw("Playing %s game (", (salvo
|| blitz
|| closepack
) ?
169 "optional" : "standard");
182 printw("closepack)");
184 printw("noclosepack)");
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]);
205 strcpy(name
,dftname
);
210 keypad(stdscr
, TRUE
);
219 mvaddstr(4,29,"Welcome to Battleship!");
223 PR(" \\ \\ \\ \\ \\_____________\n");
224 PR(" \\ \\ \\_____________ \\ \\/ |\n");
225 PR(" \\ \\/ \\ \\/ |\n");
226 PR(" \\/ \\_____/ |__\n");
227 PR(" ________________/ |\n");
228 PR(" \\ S.S. Penguin |\n");
230 PR(" \\___________________________________________________/\n");
232 mvaddstr(22,27,"Hit any key to continue..."); refresh();
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
);
251 /* print a message at the prompt line */
253 prompt(int n
, const char *f
, ...)
255 char buf
[COLWIDTH
+ 1];
259 move(PROMPTLINE
+ n
, 0);
261 vsnprintf(buf
, COLWIDTH
+ 1, f
, ap
);
270 move(PROMPTLINE
+ 2, 0);
279 placeship(int b
, ship_t
*ss
, int vis
)
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
;
290 addch((chtype
)ss
->symbol
);
299 return(random() % n
);
302 /* generate a valid random ship placement into px,py */
304 randomplace(int b
, ship_t
*ss
)
309 ss
->dir
= rnd(2) ? E
: S
;
310 } while (!checkplace(b
, ss
, FALSE
));
320 mvaddstr(0,35,"BATTLESHIPS");
321 move(PROMPTLINE
+ 2, 0);
324 bzero(board
, sizeof(char) * BWIDTH
* BDEPTH
* 2);
325 bzero(hits
, sizeof(char) * BWIDTH
* BDEPTH
* 2);
326 for (i
= 0; i
< SHIPTYPES
; i
++) {
328 ss
->x
= ss
->y
= ss
->dir
= ss
->hits
= ss
->placed
= 0;
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');
341 attron(COLOR_PAIR(COLOR_BLUE
));
344 for (j
= 0; j
< BWIDTH
; j
++)
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');
360 attron(COLOR_PAIR(COLOR_BLUE
));
363 for (j
= 0; j
< BWIDTH
; j
++)
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
);
403 char c
, docked
[SHIPTYPES
+ 2], *cp
= docked
;
405 /* figure which ships still wait to be placed */
407 for (i
= 0; i
< SHIPTYPES
; i
++)
408 if (!plyship
[i
].placed
)
409 *cp
++ = plyship
[i
].symbol
;
412 /* get a command letter */
413 prompt(1, "Type one of [%s] to pick a ship.", docked
+1);
415 c
= getcoord(PLAYER
);
417 (!strchr(docked
, c
));
423 /* map that into the corresponding symbol */
424 for (ss
= plyship
; ss
< plyship
+ SHIPTYPES
; ss
++)
428 prompt(1, "Type one of [hjklrR] to place your %s.", ss
->name
);
435 (!strchr("hjklrR", c
) || c
== FF
);
439 clearok(stdscr
, TRUE
);
444 prompt(1, "Random-placing your %s", ss
->name
);
445 randomplace(PLAYER
, ss
);
446 placeship(PLAYER
, ss
, TRUE
);
452 prompt(1, "Placing the rest of your fleet at random...");
453 for (ss
= plyship
; ss
< plyship
+ SHIPTYPES
; ss
++)
456 randomplace(PLAYER
, ss
);
457 placeship(PLAYER
, ss
, TRUE
);
462 else if (strchr("hjkl8462", 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
);
483 for (unplaced
= i
= 0; i
< SHIPTYPES
; i
++)
484 unplaced
+= !plyship
[i
].placed
;
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
,
496 mvprintw(HYBASE
+3, HXBASE
,
498 mvprintw(HYBASE
+4, HXBASE
,
500 mvprintw(HYBASE
+5, HXBASE
,
503 prompt(0, "Press any key to start...");
521 mvprintw(CYBASE
+ BDEPTH
+1, CXBASE
+11, "(%d, %c)", curx
, 'A'+cury
);
526 mvprintw(PYBASE
+ BDEPTH
+1, PXBASE
+11, "(%d, %c)", curx
, 'A'+cury
);
536 ny
= cury
+BDEPTH
-1; nx
= curx
;
542 ny
= cury
+1; nx
= curx
;
548 ny
= cury
; nx
= curx
+BWIDTH
-1;
554 ny
= cury
; nx
= curx
+1;
560 ny
= cury
+BDEPTH
-1; nx
= curx
+BWIDTH
-1;
566 ny
= cury
+1; nx
= curx
+BWIDTH
-1;
572 ny
= cury
+BDEPTH
-1; nx
= curx
+1;
578 ny
= cury
+1; nx
= curx
+1;
581 nx
= curx
; ny
= cury
;
582 clearok(stdscr
, TRUE
);
587 mvaddstr(CYBASE
+ BDEPTH
+ 1, CXBASE
+ 11, " ");
589 mvaddstr(PYBASE
+ BDEPTH
+ 1, PXBASE
+ 11, " ");
598 /* is this location on the selected zboard adjacent to a ship? */
600 collidecheck(int b
, int y
, int x
)
604 /* anything on the square */
605 if ((collide
= IS_SHIP(board
[b
][x
][y
])) != 0)
608 /* anything on the neighbors */
612 for (i
= 0; i
< 8; i
++) {
617 if (ONBOARD(xend
, yend
))
618 collide
+= IS_SHIP(board
[b
][xend
][yend
]);
626 checkplace(int b
, ship_t
*ss
, int vis
)
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
)) {
637 error("Ship is hanging from the edge of the world");
640 error("Try fitting it on the board");
643 error("Figure I won't find it if you put it there?");
650 for(l
= 0; l
< ss
->length
; ++l
) {
651 if(collidecheck(b
, ss
->y
+l
*yincr
[ss
->dir
], ss
->x
+l
*xincr
[ss
->dir
])) {
655 error("There's already a ship there");
658 error("Collision alert! Aaaaaagh!");
661 error("Er, Admiral, what about the other ship?");
679 ss
= (i
) ? cpuship
: plyship
;
680 for(j
=0; j
< SHIPTYPES
; ++j
, ++ss
)
681 if(ss
->length
> ss
->hits
)
689 /* a hit on the targeted ship */
691 hitship(int x
, int y
)
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
);
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
) {
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
) {
725 attron(COLOR_PAIR(COLOR_GREEN
));
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
)
756 return((ship_t
*)NULL
);
767 prompt(1, "Where do you want to shoot? ");
771 if (hits
[PLAYER
][curx
][cury
])
773 prompt(1, "You shelled this spot already! Try again.");
779 hit
= IS_SHIP(board
[COMPUTER
][curx
][cury
]);
780 hits
[PLAYER
][curx
][cury
] = hit
? MARK_HIT
: MARK_MISS
;
785 attron(COLOR_PAIR(COLOR_RED
));
787 attron(COLOR_PAIR(COLOR_GREEN
));
790 addch((chtype
)hits
[PLAYER
][curx
][cury
]);
795 prompt(1, "You %s.", hit
? "scored a hit" : "missed");
796 if(hit
&& (ss
= hitship(curx
, cury
)))
801 m
= " You sank my %s!";
804 m
= " I have this sinking feeling about my %s....";
807 m
= " My %s has gone to Davy Jones's locker!";
810 m
= " Glub, glub -- my %s is headed for the bottom!";
813 m
= " You'll pick up survivors from my %s, I hope...!";
818 return(awinna() == -1);
838 for (s1
=s
; *s1
&& ch
!= *s1
; ++s1
)
849 /* random-fire routine -- implements simple diagonal-striping strategy */
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
;
860 if (turncount
++ == 0)
861 huntoffs
= rnd(srchstep
);
863 /* first, list all possible moves */
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
;
872 if (((x
+huntoffs
) % srchstep
) != (y
% srchstep
))
874 xpreferred
[npref
] = x
;
875 ypreferred
[npref
] = y
;
899 error("No moves possible?? Help!");
909 /* fire away at given location */
911 cpufire(int x
, int y
)
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");
923 printw(" I've sunk your %s", ss
->name
);
930 attron(COLOR_PAIR(COLOR_RED
));
932 attron(COLOR_PAIR(COLOR_GREEN
));
935 addch((chtype
)(hit
? SHOWHIT
: SHOWSPLASH
));
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.
951 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
952 #define RANDOM_FIRE 0
954 #define HUNT_DIRECT 2
956 #define REVERSE_JUMP 4
957 #define SECOND_PASS 5
958 static int next
= RANDOM_FIRE
;
961 int navail
, x
, y
, d
, n
, hit
= S_MISS
;
965 case RANDOM_FIRE
: /* last shot was random and missed */
968 if (!(hit
= cpufire(x
, y
)))
974 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: RANDOM_HIT
;
978 case RANDOM_HIT
: /* last shot was random and hit */
979 used
[E
/2] = used
[S
/2] = used
[W
/2] = used
[N
/2] = FALSE
;
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
))
991 if (navail
== 0) /* no valid places for shots adjacent... */
992 goto refire
; /* ...so we must random-fire */
995 for (d
= 0, n
= rnd(navail
) + 1; n
; n
--)
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
)))
1011 ts
.x
= x
; ts
.y
= y
; ts
.dir
= d
*2; ts
.hits
++;
1012 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: FIRST_PASS
;
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
;
1026 next
= REVERSE_JUMP
;
1029 case REVERSE_JUMP
: /* nail down the ship's other end */
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
;
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
;
1056 /* check for continuation and/or winner */
1066 mvprintw(PROMPTLINE
+ 2, 0,
1067 "New state %d, x=%d, y=%d, d=%d",
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
);
1092 j
= 18 + strlen(name
);
1095 } else if(cpuwon
>= 10) {
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');
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");
1126 sp
= cpuship
; /* count cpu shots */
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 */
1141 main(int argc
, char **argv
)
1148 while ((ch
= getopt(argc
, argv
, "bsc")) != -1) {
1174 while(awinna() == -1) {
1176 while(turn
? cputurn() : plyturn())
1184 if (cputurn() && awinna() != -1)
1187 if (plyturn() && awinna() != -1)
1191 } else { /* Normal game */
1199 } while (playagain());