ls(1): New long format for named locales
[dragonfly.git] / games / bs / bs.c
blob98c25fdfe0f1c75fed4d98834f9b0dc7ff06f388
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 1.7 2007/04/18 18:32:12 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>
23 * Constants for tuning the random-fire algorithm. It prefers moves that
24 * diagonal-stripe the board with a stripe separation of srchstep. If
25 * no such preferred moves are found, srchstep is decremented.
27 #define BEGINSTEP 3 /* initial value of srchstep */
29 /* miscellaneous constants */
30 #define SHIPTYPES 5
31 #define OTHER (1-turn)
32 #define PLAYER 0
33 #define COMPUTER 1
34 #define MARK_HIT 'H'
35 #define MARK_MISS 'o'
36 #define CTRLC '\003' /* used as terminate command */
37 #define FF '\014' /* used as redraw command */
39 /* coordinate handling */
40 #define BWIDTH 10
41 #define BDEPTH 10
43 /* display symbols */
44 #define SHOWHIT '*'
45 #define SHOWSPLASH ' '
46 #define IS_SHIP(c) isupper(c)
48 /* how to position us on player board */
49 #define PYBASE 3
50 #define PXBASE 3
51 #define PY(y) (PYBASE + (y))
52 #define PX(x) (PXBASE + (x)*3)
53 #define pgoto(y, x) move(PY(y), PX(x))
55 /* how to position us on cpu board */
56 #define CYBASE 3
57 #define CXBASE 48
58 #define CY(y) (CYBASE + (y))
59 #define CX(x) (CXBASE + (x)*3)
60 #define cgoto(y, x) move(CY(y), CX(x))
62 #define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
64 /* other board locations */
65 #define COLWIDTH 80
66 #define PROMPTLINE 21 /* prompt line */
67 #define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
68 #define SXBASE 63
69 #define MYBASE SYBASE - 1 /* diagram caption */
70 #define MXBASE 64
71 #define HYBASE SYBASE - 1 /* help area */
72 #define HXBASE 0
74 /* this will need to be changed if BWIDTH changes */
75 static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
77 static char carrier[] = "Aircraft Carrier";
78 static char battle[] = "Battleship";
79 static char sub[] = "Submarine";
80 static char destroy[] = "Destroyer";
81 static char ptboat[] = "PT Boat";
83 static char name[40];
84 static char dftname[] = "stranger";
86 /* direction constants */
87 enum directions { E, SE, S, SW, W, NW, N, NE };
88 static int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
89 static int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
91 /* current ship position and direction */
92 static int curx = (BWIDTH / 2);
93 static int cury = (BDEPTH / 2);
95 typedef struct {
96 char *name; /* name of the ship type */
97 char hits; /* how many times has this ship been hit? */
98 char symbol; /* symbol for game purposes */
99 char length; /* length of ship */
100 char x, y; /* coordinates of ship start point */
101 enum directions dir; /* direction of `bow' */
102 bool placed; /* has it been placed on the board? */
104 ship_t;
106 ship_t plyship[SHIPTYPES] =
108 { carrier, 0, 'A', 5, 0, 0, E, FALSE},
109 { battle, 0, 'B', 4, 0, 0, E, FALSE},
110 { destroy, 0, 'D', 3, 0, 0, E, FALSE},
111 { sub, 0, 'S', 3, 0, 0, E, FALSE},
112 { ptboat, 0, 'P', 2, 0, 0, E, FALSE},
115 ship_t cpuship[SHIPTYPES] =
117 { carrier, 0, 'A', 5, 0, 0, E, FALSE},
118 { battle, 0, 'B', 4, 0, 0, E, FALSE},
119 { destroy, 0, 'D', 3, 0, 0, E, FALSE},
120 { sub, 0, 'S', 3, 0, 0, E, FALSE},
121 { ptboat, 0, 'P', 2, 0, 0, E, FALSE},
124 /* "Hits" board, and main board. */
125 static char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
127 static int turn; /* 0=player, 1=computer */
128 static int plywon=0, cpuwon=0; /* How many games has each won? */
130 static int salvo, blitz, closepack;
132 #define PR addstr
134 static void prompt(int, const char *, ...) __printflike(2, 3);
135 static bool checkplace (int, ship_t *, int);
136 static int getcoord (int);
137 int playagain (void);
139 /* end the game, either normally or due to signal */
140 static void
141 uninitgame(void)
143 clear();
144 refresh();
145 resetterm();
146 echo();
147 endwin();
148 exit(0);
151 static void
152 sighandler(__unused int sig)
154 uninitgame();
157 /* announce which game options are enabled */
158 static void
159 announceopts(void)
161 printw("Playing %s game (", (salvo || blitz || closepack) ?
162 "optional" : "standard");
164 if (salvo)
165 printw("salvo, ");
166 else
167 printw("nosalvo, ");
169 if (blitz)
170 printw("blitz, ");
171 else
172 printw("noblitz, ");
174 if (closepack)
175 printw("closepack)");
176 else
177 printw("noclosepack)");
180 static void
181 intro(void)
183 char *tmpname;
185 srandomdev();
187 tmpname = getlogin();
188 signal(SIGINT,sighandler);
189 signal(SIGINT,sighandler);
190 signal(SIGIOT,sighandler); /* for assert(3) */
191 if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
192 signal(SIGQUIT,sighandler);
194 if(tmpname != '\0') {
195 strcpy(name,tmpname);
196 name[0] = toupper(name[0]);
197 } else {
198 strcpy(name,dftname);
201 initscr();
202 #ifdef KEY_MIN
203 keypad(stdscr, TRUE);
204 #endif /* KEY_MIN */
205 saveterm();
206 nonl();
207 cbreak();
208 noecho();
210 #ifdef PENGUIN
211 clear();
212 mvaddstr(4,29,"Welcome to Battleship!");
213 move(8,0);
214 PR(" \\\n");
215 PR(" \\ \\ \\\n");
216 PR(" \\ \\ \\ \\ \\_____________\n");
217 PR(" \\ \\ \\_____________ \\ \\/ |\n");
218 PR(" \\ \\/ \\ \\/ |\n");
219 PR(" \\/ \\_____/ |__\n");
220 PR(" ________________/ |\n");
221 PR(" \\ S.S. Penguin |\n");
222 PR(" \\ /\n");
223 PR(" \\___________________________________________________/\n");
225 mvaddstr(22,27,"Hit any key to continue..."); refresh();
226 getch();
227 #endif /* PENGUIN */
229 #ifdef A_COLOR
230 start_color();
232 init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
233 init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
234 init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
235 init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
236 init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
237 init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
238 init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
239 init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
240 #endif /* A_COLOR */
244 /* print a message at the prompt line */
245 static void
246 prompt(int n, const char *f, ...)
248 char buf[COLWIDTH + 1];
249 va_list ap;
251 va_start(ap, f);
252 move(PROMPTLINE + n, 0);
253 clrtoeol();
254 vsnprintf(buf, COLWIDTH + 1, f, ap);
255 printw("%s", buf);
256 refresh();
257 va_end(ap);
260 static void
261 error(const char *s)
263 move(PROMPTLINE + 2, 0);
264 clrtoeol();
265 if (s) {
266 addstr(s);
267 beep();
271 static void
272 placeship(int b, ship_t *ss, int vis)
274 int l;
276 for(l = 0; l < ss->length; ++l) {
277 int newx = ss->x + l * xincr[ss->dir];
278 int newy = ss->y + l * yincr[ss->dir];
280 board[b][newx][newy] = ss->symbol;
281 if (vis) {
282 pgoto(newy, newx);
283 addch((chtype)ss->symbol);
286 ss->hits = 0;
289 static int
290 rnd(int n)
292 return(random() % n);
295 /* generate a valid random ship placement into px,py */
296 static void
297 randomplace(int b, ship_t *ss)
299 do {
300 ss->y = rnd(BDEPTH);
301 ss->x = rnd(BWIDTH);
302 ss->dir = rnd(2) ? E : S;
303 } while (!checkplace(b, ss, FALSE));
306 static void
307 initgame(void)
309 int i, j, unplaced;
310 ship_t *ss;
312 clear();
313 mvaddstr(0,35,"BATTLESHIPS");
314 move(PROMPTLINE + 2, 0);
315 announceopts();
317 bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
318 bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
319 for (i = 0; i < SHIPTYPES; i++) {
320 ss = cpuship + i;
321 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
322 ss = plyship + i;
323 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
326 /* draw empty boards */
327 mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
328 mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
329 for(i=0; i < BDEPTH; ++i)
331 mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
332 #ifdef A_COLOR
333 if (has_colors())
334 attron(COLOR_PAIR(COLOR_BLUE));
335 #endif /* A_COLOR */
336 addch(' ');
337 for (j = 0; j < BWIDTH; j++)
338 addstr(" . ");
339 #ifdef A_COLOR
340 attrset(0);
341 #endif /* A_COLOR */
342 addch(' ');
343 addch(i + 'A');
345 mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
346 mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
347 mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
348 for(i=0; i < BDEPTH; ++i)
350 mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
351 #ifdef A_COLOR
352 if (has_colors())
353 attron(COLOR_PAIR(COLOR_BLUE));
354 #endif /* A_COLOR */
355 addch(' ');
356 for (j = 0; j < BWIDTH; j++)
357 addstr(" . ");
358 #ifdef A_COLOR
359 attrset(0);
360 #endif /* A_COLOR */
361 addch(' ');
362 addch(i + 'A');
365 mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
367 mvprintw(HYBASE, HXBASE,
368 "To position your ships: move the cursor to a spot, then");
369 mvprintw(HYBASE+1,HXBASE,
370 "type the first letter of a ship type to select it, then");
371 mvprintw(HYBASE+2,HXBASE,
372 "type a direction ([hjkl] or [4862]), indicating how the");
373 mvprintw(HYBASE+3,HXBASE,
374 "ship should be pointed. You may also type a ship letter");
375 mvprintw(HYBASE+4,HXBASE,
376 "followed by `r' to position it randomly, or type `R' to");
377 mvprintw(HYBASE+5,HXBASE,
378 "place all remaining ships randomly.");
380 mvaddstr(MYBASE, MXBASE, "Aiming keys:");
381 mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
382 mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
383 mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
384 mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
385 mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
387 /* have the computer place ships */
388 for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
390 randomplace(COMPUTER, ss);
391 placeship(COMPUTER, ss, FALSE);
394 ss = NULL;
395 do {
396 char c, docked[SHIPTYPES + 2], *cp = docked;
398 /* figure which ships still wait to be placed */
399 *cp++ = 'R';
400 for (i = 0; i < SHIPTYPES; i++)
401 if (!plyship[i].placed)
402 *cp++ = plyship[i].symbol;
403 *cp = '\0';
405 /* get a command letter */
406 prompt(1, "Type one of [%s] to pick a ship.", docked+1);
407 do {
408 c = getcoord(PLAYER);
409 } while
410 (!strchr(docked, c));
412 if (c == 'R')
413 ungetch('R');
414 else
416 /* map that into the corresponding symbol */
417 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
418 if (ss->symbol == c)
419 break;
421 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
422 pgoto(cury, curx);
425 do {
426 c = getch();
427 } while
428 (!strchr("hjklrR", c) || c == FF);
430 if (c == FF)
432 clearok(stdscr, TRUE);
433 refresh();
435 else if (c == 'r')
437 prompt(1, "Random-placing your %s", ss->name);
438 randomplace(PLAYER, ss);
439 placeship(PLAYER, ss, TRUE);
440 error(NULL);
441 ss->placed = TRUE;
443 else if (c == 'R')
445 prompt(1, "Placing the rest of your fleet at random...");
446 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
447 if (!ss->placed)
449 randomplace(PLAYER, ss);
450 placeship(PLAYER, ss, TRUE);
451 ss->placed = TRUE;
453 error(NULL);
455 else if (strchr("hjkl8462", c))
457 ss->x = curx;
458 ss->y = cury;
460 switch(c)
462 case 'k': case '8': ss->dir = N; break;
463 case 'j': case '2': ss->dir = S; break;
464 case 'h': case '4': ss->dir = W; break;
465 case 'l': case '6': ss->dir = E; break;
468 if (checkplace(PLAYER, ss, TRUE))
470 placeship(PLAYER, ss, TRUE);
471 error(NULL);
472 ss->placed = TRUE;
476 for (unplaced = i = 0; i < SHIPTYPES; i++)
477 unplaced += !plyship[i].placed;
478 } while
479 (unplaced);
481 turn = rnd(2);
483 mvprintw(HYBASE, HXBASE,
484 "To fire, move the cursor to your chosen aiming point ");
485 mvprintw(HYBASE+1, HXBASE,
486 "and strike any key other than a motion key. ");
487 mvprintw(HYBASE+2, HXBASE,
488 " ");
489 mvprintw(HYBASE+3, HXBASE,
490 " ");
491 mvprintw(HYBASE+4, HXBASE,
492 " ");
493 mvprintw(HYBASE+5, HXBASE,
494 " ");
496 prompt(0, "Press any key to start...");
497 getch();
500 static int
501 getcoord(int atcpu)
503 int ny, nx, c;
505 if (atcpu)
506 cgoto(cury,curx);
507 else
508 pgoto(cury, curx);
509 refresh();
510 for (;;)
512 if (atcpu)
514 mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
515 cgoto(cury, curx);
517 else
519 mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
520 pgoto(cury, curx);
523 switch(c = getch())
525 case 'k': case '8':
526 #ifdef KEY_MIN
527 case KEY_UP:
528 #endif /* KEY_MIN */
529 ny = cury+BDEPTH-1; nx = curx;
530 break;
531 case 'j': case '2':
532 #ifdef KEY_MIN
533 case KEY_DOWN:
534 #endif /* KEY_MIN */
535 ny = cury+1; nx = curx;
536 break;
537 case 'h': case '4':
538 #ifdef KEY_MIN
539 case KEY_LEFT:
540 #endif /* KEY_MIN */
541 ny = cury; nx = curx+BWIDTH-1;
542 break;
543 case 'l': case '6':
544 #ifdef KEY_MIN
545 case KEY_RIGHT:
546 #endif /* KEY_MIN */
547 ny = cury; nx = curx+1;
548 break;
549 case 'y': case '7':
550 #ifdef KEY_MIN
551 case KEY_A1:
552 #endif /* KEY_MIN */
553 ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
554 break;
555 case 'b': case '1':
556 #ifdef KEY_MIN
557 case KEY_C1:
558 #endif /* KEY_MIN */
559 ny = cury+1; nx = curx+BWIDTH-1;
560 break;
561 case 'u': case '9':
562 #ifdef KEY_MIN
563 case KEY_A3:
564 #endif /* KEY_MIN */
565 ny = cury+BDEPTH-1; nx = curx+1;
566 break;
567 case 'n': case '3':
568 #ifdef KEY_MIN
569 case KEY_C3:
570 #endif /* KEY_MIN */
571 ny = cury+1; nx = curx+1;
572 break;
573 case FF:
574 nx = curx; ny = cury;
575 clearok(stdscr, TRUE);
576 refresh();
577 break;
578 default:
579 if (atcpu)
580 mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
581 else
582 mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
583 return(c);
586 curx = nx % BWIDTH;
587 cury = ny % BDEPTH;
591 /* is this location on the selected zboard adjacent to a ship? */
592 static int
593 collidecheck(int b, int y, int x)
595 int collide;
597 /* anything on the square */
598 if ((collide = IS_SHIP(board[b][x][y])) != 0)
599 return(collide);
601 /* anything on the neighbors */
602 if (!closepack) {
603 int i;
605 for (i = 0; i < 8; i++) {
606 int xend, yend;
608 yend = y + yincr[i];
609 xend = x + xincr[i];
610 if (ONBOARD(xend, yend))
611 collide += IS_SHIP(board[b][xend][yend]);
615 return(collide);
618 static bool
619 checkplace(int b, ship_t *ss, int vis)
621 int l, xend, yend;
623 /* first, check for board edges */
624 xend = ss->x + (ss->length - 1) * xincr[ss->dir];
625 yend = ss->y + (ss->length - 1) * yincr[ss->dir];
626 if (!ONBOARD(xend, yend)) {
627 if (vis) {
628 switch(rnd(3)) {
629 case 0:
630 error("Ship is hanging from the edge of the world");
631 break;
632 case 1:
633 error("Try fitting it on the board");
634 break;
635 case 2:
636 error("Figure I won't find it if you put it there?");
637 break;
640 return(0);
643 for(l = 0; l < ss->length; ++l) {
644 if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir])) {
645 if (vis) {
646 switch(rnd(3)) {
647 case 0:
648 error("There's already a ship there");
649 break;
650 case 1:
651 error("Collision alert! Aaaaaagh!");
652 break;
653 case 2:
654 error("Er, Admiral, what about the other ship?");
655 break;
658 return(FALSE);
661 return(TRUE);
664 static int
665 awinna(void)
667 int i, j;
668 ship_t *ss;
670 for(i=0; i<2; ++i)
672 ss = (i) ? cpuship : plyship;
673 for(j=0; j < SHIPTYPES; ++j, ++ss)
674 if(ss->length > ss->hits)
675 break;
676 if (j == SHIPTYPES)
677 return(OTHER);
679 return(-1);
682 /* a hit on the targeted ship */
683 static ship_t *
684 hitship(int x, int y)
686 ship_t *sb, *ss;
687 char sym;
688 int oldx, oldy;
690 getyx(stdscr, oldy, oldx);
691 sb = (turn) ? plyship : cpuship;
692 if(!(sym = board[OTHER][x][y]))
693 return(NULL);
694 for(ss = sb; ss < sb + SHIPTYPES; ++ss)
695 if(ss->symbol == sym)
697 if (++ss->hits < ss->length) { /* still afloat? */
698 return(NULL);
699 } else { /* sunk */
700 int i, j;
702 if (!closepack) {
703 for (j = -1; j <= 1; j++) {
704 int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
705 int by = ss->y + j * yincr[(ss->dir + 2) % 8];
707 for (i = -1; i <= ss->length; ++i) {
708 int cx, cy;
710 cx = bx + i * xincr[ss->dir];
711 cy = by + i * yincr[ss->dir];
712 if (ONBOARD(cx, cy)) {
713 hits[turn][cx][cy] = MARK_MISS;
714 if (turn % 2 == PLAYER) {
715 cgoto(cy, cx);
716 #ifdef A_COLOR
717 if (has_colors())
718 attron(COLOR_PAIR(COLOR_GREEN));
719 #endif /* A_COLOR */
721 addch(MARK_MISS);
722 #ifdef A_COLOR
723 attrset(0);
724 #endif /* A_COLOR */
731 for (i = 0; i < ss->length; ++i)
733 int dx = ss->x + i * xincr[ss->dir];
734 int dy = ss->y + i * yincr[ss->dir];
736 hits[turn][dx][dy] = ss->symbol;
737 if (turn % 2 == PLAYER)
739 cgoto(dy, dx);
740 addch(ss->symbol);
744 move(oldy, oldx);
745 return(ss);
748 move(oldy, oldx);
749 return(NULL);
752 static int
753 plyturn(void)
755 ship_t *ss;
756 bool hit;
757 char const *m;
759 m = NULL;
760 prompt(1, "Where do you want to shoot? ");
761 for (;;)
763 getcoord(COMPUTER);
764 if (hits[PLAYER][curx][cury])
766 prompt(1, "You shelled this spot already! Try again.");
767 beep();
769 else
770 break;
772 hit = IS_SHIP(board[COMPUTER][curx][cury]);
773 hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
774 cgoto(cury, curx);
775 #ifdef A_COLOR
776 if (has_colors()) {
777 if (hit)
778 attron(COLOR_PAIR(COLOR_RED));
779 else
780 attron(COLOR_PAIR(COLOR_GREEN));
782 #endif /* A_COLOR */
783 addch((chtype)hits[PLAYER][curx][cury]);
784 #ifdef A_COLOR
785 attrset(0);
786 #endif /* A_COLOR */
788 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
789 if(hit && (ss = hitship(curx, cury)))
791 switch(rnd(5))
793 case 0:
794 m = " You sank my %s!";
795 break;
796 case 1:
797 m = " I have this sinking feeling about my %s....";
798 break;
799 case 2:
800 m = " My %s has gone to Davy Jones's locker!";
801 break;
802 case 3:
803 m = " Glub, glub -- my %s is headed for the bottom!";
804 break;
805 case 4:
806 m = " You'll pick up survivors from my %s, I hope...!";
807 break;
809 printw(m, ss->name);
810 beep();
811 return(awinna() == -1);
813 return(hit);
816 static int
817 sgetc(const char *s)
819 const char *s1;
820 int ch;
822 refresh();
823 for(;;) {
824 ch = getch();
825 if (islower(ch))
826 ch = toupper(ch);
828 if (ch == CTRLC)
829 uninitgame();
831 for (s1=s; *s1 && ch != *s1; ++s1)
832 continue;
834 if (*s1) {
835 addch((chtype)ch);
836 refresh();
837 return(ch);
842 /* random-fire routine -- implements simple diagonal-striping strategy */
843 static void
844 randomfire(int *px, int *py)
846 static int turncount = 0;
847 static int srchstep = BEGINSTEP;
848 static int huntoffs; /* Offset on search strategy */
849 int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
850 int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
851 int x, y, i;
853 if (turncount++ == 0)
854 huntoffs = rnd(srchstep);
856 /* first, list all possible moves */
857 nposs = npref = 0;
858 for (x = 0; x < BWIDTH; x++)
859 for (y = 0; y < BDEPTH; y++)
860 if (!hits[COMPUTER][x][y])
862 xpossible[nposs] = x;
863 ypossible[nposs] = y;
864 nposs++;
865 if (((x+huntoffs) % srchstep) != (y % srchstep))
867 xpreferred[npref] = x;
868 ypreferred[npref] = y;
869 npref++;
873 if (npref)
875 i = rnd(npref);
877 *px = xpreferred[i];
878 *py = ypreferred[i];
880 else if (nposs)
882 i = rnd(nposs);
884 *px = xpossible[i];
885 *py = ypossible[i];
887 if (srchstep > 1)
888 --srchstep;
890 else
892 error("No moves possible?? Help!");
893 exit(1);
894 /*NOTREACHED*/
898 #define S_MISS 0
899 #define S_HIT 1
900 #define S_SUNK -1
902 /* fire away at given location */
903 static bool
904 cpufire(int x, int y)
906 bool hit, sunk;
907 ship_t *ss;
909 ss = NULL;
910 hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
911 mvprintw(PROMPTLINE, 0,
912 "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
913 ss = hitship(x, y);
914 sunk = hit && ss;
915 if (sunk)
916 printw(" I've sunk your %s", ss->name);
917 clrtoeol();
919 pgoto(y, x);
920 #ifdef A_COLOR
921 if (has_colors()) {
922 if (hit)
923 attron(COLOR_PAIR(COLOR_RED));
924 else
925 attron(COLOR_PAIR(COLOR_GREEN));
927 #endif /* A_COLOR */
928 addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
929 #ifdef A_COLOR
930 attrset(0);
931 #endif /* A_COLOR */
933 return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
937 * This code implements a fairly irregular FSM, so please forgive the rampant
938 * unstructuredness below. The five labels are states which need to be held
939 * between computer turns.
941 static bool
942 cputurn(void)
944 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
945 #define RANDOM_FIRE 0
946 #define RANDOM_HIT 1
947 #define HUNT_DIRECT 2
948 #define FIRST_PASS 3
949 #define REVERSE_JUMP 4
950 #define SECOND_PASS 5
951 static int next = RANDOM_FIRE;
952 static bool used[4];
953 static ship_t ts;
954 int navail, x, y, d, n, hit = S_MISS;
956 switch(next)
958 case RANDOM_FIRE: /* last shot was random and missed */
959 refire:
960 randomfire(&x, &y);
961 if (!(hit = cpufire(x, y)))
962 next = RANDOM_FIRE;
963 else
965 ts.x = x; ts.y = y;
966 ts.hits = 1;
967 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
969 break;
971 case RANDOM_HIT: /* last shot was random and hit */
972 used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
973 /* FALLTHROUGH */
975 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
976 for (d = navail = 0; d < 4; d++)
978 x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
979 if (!used[d] && POSSIBLE(x, y))
980 navail++;
981 else
982 used[d] = TRUE;
984 if (navail == 0) /* no valid places for shots adjacent... */
985 goto refire; /* ...so we must random-fire */
986 else
988 for (d = 0, n = rnd(navail) + 1; n; n--)
989 while (used[d])
990 d++;
992 assert(d <= 4);
994 used[d] = FALSE;
995 x = ts.x + xincr[d*2];
996 y = ts.y + yincr[d*2];
998 assert(POSSIBLE(x, y));
1000 if (!(hit = cpufire(x, y)))
1001 next = HUNT_DIRECT;
1002 else
1004 ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
1005 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1008 break;
1010 case FIRST_PASS: /* we have a start and a direction now */
1011 x = ts.x + xincr[ts.dir];
1012 y = ts.y + yincr[ts.dir];
1013 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1015 ts.x = x; ts.y = y; ts.hits++;
1016 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1018 else
1019 next = REVERSE_JUMP;
1020 break;
1022 case REVERSE_JUMP: /* nail down the ship's other end */
1023 d = ts.dir + 4;
1024 x = ts.x + ts.hits * xincr[d];
1025 y = ts.y + ts.hits * yincr[d];
1026 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1028 ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
1029 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1031 else
1032 next = RANDOM_FIRE;
1033 break;
1035 case SECOND_PASS: /* kill squares not caught on first pass */
1036 x = ts.x + xincr[ts.dir];
1037 y = ts.y + yincr[ts.dir];
1038 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1040 ts.x = x; ts.y = y; ts.hits++;
1041 next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
1042 break;
1044 else
1045 next = RANDOM_FIRE;
1046 break;
1049 /* check for continuation and/or winner */
1050 if (salvo)
1052 refresh();
1053 sleep(1);
1055 if (awinna() != -1)
1056 return(FALSE);
1058 #ifdef DEBUG
1059 mvprintw(PROMPTLINE + 2, 0,
1060 "New state %d, x=%d, y=%d, d=%d",
1061 next, x, y, d);
1062 #endif /* DEBUG */
1063 return(hit);
1067 playagain(void)
1069 int j;
1070 ship_t *ss;
1072 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++) {
1073 for(j = 0; j < ss->length; j++) {
1074 cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
1075 addch((chtype)ss->symbol);
1079 if(awinna()) {
1080 ++cpuwon;
1081 } else {
1082 ++plywon;
1085 j = 18 + strlen(name);
1086 if(plywon >= 10) {
1087 ++j;
1088 } else if(cpuwon >= 10) {
1089 ++j;
1092 mvprintw(1,(COLWIDTH-j)/2,
1093 "%s: %d Computer: %d",name,plywon,cpuwon);
1095 prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
1096 : "Going to give me a chance for revenge, %s [yn]? ",name);
1097 return(sgetc("YN") == 'Y');
1100 static void
1101 usage(void)
1103 fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
1104 fprintf(stderr, "\tWhere the options are:\n");
1105 fprintf(stderr, "\t-s : salvo - One shot per ship in play\n");
1106 fprintf(stderr, "\t-b : blitz - Fire until you miss\n");
1107 fprintf(stderr, "\t-c : closepack - Ships may be adjacent\n");
1108 fprintf(stderr, "Blitz and Salvo are mutually exclusive\n");
1109 exit(1);
1112 static int
1113 scount(int who)
1115 int i, shots;
1116 ship_t *sp;
1118 if (who)
1119 sp = cpuship; /* count cpu shots */
1120 else
1121 sp = plyship; /* count player shots */
1123 for (i=0, shots = 0; i < SHIPTYPES; i++, sp++)
1125 if (sp->hits >= sp->length)
1126 continue; /* dead ship */
1127 else
1128 shots++;
1130 return(shots);
1134 main(int argc, char **argv)
1136 int ch;
1138 /* revoke */
1139 setgid(getgid());
1141 while ((ch = getopt(argc, argv, "bsc")) != -1) {
1142 switch (ch) {
1143 case 'b':
1144 blitz = 1;
1145 break;
1146 case 's':
1147 salvo = 1;
1148 break;
1149 case 'c':
1150 closepack = 1;
1151 break;
1152 case '?':
1153 default:
1154 usage();
1157 argc -= optind;
1158 argv += optind;
1160 if (blitz && salvo)
1161 usage();
1163 intro();
1165 do {
1166 initgame();
1167 while(awinna() == -1) {
1168 if (blitz) {
1169 while(turn ? cputurn() : plyturn())
1170 continue;
1171 } else if (salvo) {
1172 int i;
1174 i = scount(turn);
1175 while (i--) {
1176 if (turn) {
1177 if (cputurn() && awinna() != -1)
1178 i = 0;
1179 } else {
1180 if (plyturn() && awinna() != -1)
1181 i = 0;
1184 } else { /* Normal game */
1185 if(turn)
1186 cputurn();
1187 else
1188 plyturn();
1190 turn = OTHER;
1192 } while (playagain());
1194 uninitgame();
1195 exit(0);