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 $
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 */
31 #define OTHER (1-turn)
36 #define CTRLC '\003' /* used as terminate command */
37 #define FF '\014' /* used as redraw command */
39 /* coordinate handling */
45 #define SHOWSPLASH ' '
46 #define IS_SHIP(c) isupper(c)
48 /* how to position us on player board */
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 */
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 */
66 #define PROMPTLINE 21 /* prompt line */
67 #define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
69 #define MYBASE SYBASE - 1 /* diagram caption */
71 #define HYBASE SYBASE - 1 /* help area */
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";
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);
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? */
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
;
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 */
152 sighandler(__unused
int sig
)
157 /* announce which game options are enabled */
161 printw("Playing %s game (", (salvo
|| blitz
|| closepack
) ?
162 "optional" : "standard");
175 printw("closepack)");
177 printw("noclosepack)");
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
!= NULL
) {
195 strcpy(name
,tmpname
);
196 name
[0] = toupper(name
[0]);
198 strcpy(name
,dftname
);
203 keypad(stdscr
, TRUE
);
212 mvaddstr(4,29,"Welcome to Battleship!");
216 PR(" \\ \\ \\ \\ \\_____________\n");
217 PR(" \\ \\ \\_____________ \\ \\/ |\n");
218 PR(" \\ \\/ \\ \\/ |\n");
219 PR(" \\/ \\_____/ |__\n");
220 PR(" ________________/ |\n");
221 PR(" \\ S.S. Penguin |\n");
223 PR(" \\___________________________________________________/\n");
225 mvaddstr(22,27,"Hit any key to continue..."); refresh();
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
);
244 /* print a message at the prompt line */
246 prompt(int n
, const char *f
, ...)
248 char buf
[COLWIDTH
+ 1];
252 move(PROMPTLINE
+ n
, 0);
254 vsnprintf(buf
, COLWIDTH
+ 1, f
, ap
);
263 move(PROMPTLINE
+ 2, 0);
272 placeship(int b
, ship_t
*ss
, int vis
)
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
;
283 addch((chtype
)ss
->symbol
);
292 return(random() % n
);
295 /* generate a valid random ship placement into px,py */
297 randomplace(int b
, ship_t
*ss
)
302 ss
->dir
= rnd(2) ? E
: S
;
303 } while (!checkplace(b
, ss
, FALSE
));
313 mvaddstr(0,35,"BATTLESHIPS");
314 move(PROMPTLINE
+ 2, 0);
317 bzero(board
, sizeof(char) * BWIDTH
* BDEPTH
* 2);
318 bzero(hits
, sizeof(char) * BWIDTH
* BDEPTH
* 2);
319 for (i
= 0; i
< SHIPTYPES
; i
++) {
321 ss
->x
= ss
->y
= ss
->dir
= ss
->hits
= ss
->placed
= 0;
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');
334 attron(COLOR_PAIR(COLOR_BLUE
));
337 for (j
= 0; j
< BWIDTH
; j
++)
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');
353 attron(COLOR_PAIR(COLOR_BLUE
));
356 for (j
= 0; j
< BWIDTH
; j
++)
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
);
396 char c
, docked
[SHIPTYPES
+ 2], *cp
= docked
;
398 /* figure which ships still wait to be placed */
400 for (i
= 0; i
< SHIPTYPES
; i
++)
401 if (!plyship
[i
].placed
)
402 *cp
++ = plyship
[i
].symbol
;
405 /* get a command letter */
406 prompt(1, "Type one of [%s] to pick a ship.", docked
+1);
408 c
= getcoord(PLAYER
);
410 (!strchr(docked
, c
));
416 /* map that into the corresponding symbol */
417 for (ss
= plyship
; ss
< plyship
+ SHIPTYPES
; ss
++)
421 prompt(1, "Type one of [hjklrR] to place your %s.", ss
->name
);
428 (!strchr("hjklrR", c
) || c
== FF
);
432 clearok(stdscr
, TRUE
);
437 prompt(1, "Random-placing your %s", ss
->name
);
438 randomplace(PLAYER
, ss
);
439 placeship(PLAYER
, ss
, TRUE
);
445 prompt(1, "Placing the rest of your fleet at random...");
446 for (ss
= plyship
; ss
< plyship
+ SHIPTYPES
; ss
++)
449 randomplace(PLAYER
, ss
);
450 placeship(PLAYER
, ss
, TRUE
);
455 else if (strchr("hjkl8462", 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
);
476 for (unplaced
= i
= 0; i
< SHIPTYPES
; i
++)
477 unplaced
+= !plyship
[i
].placed
;
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
,
489 mvprintw(HYBASE
+3, HXBASE
,
491 mvprintw(HYBASE
+4, HXBASE
,
493 mvprintw(HYBASE
+5, HXBASE
,
496 prompt(0, "Press any key to start...");
514 mvprintw(CYBASE
+ BDEPTH
+1, CXBASE
+11, "(%d, %c)", curx
, 'A'+cury
);
519 mvprintw(PYBASE
+ BDEPTH
+1, PXBASE
+11, "(%d, %c)", curx
, 'A'+cury
);
529 ny
= cury
+BDEPTH
-1; nx
= curx
;
535 ny
= cury
+1; nx
= curx
;
541 ny
= cury
; nx
= curx
+BWIDTH
-1;
547 ny
= cury
; nx
= curx
+1;
553 ny
= cury
+BDEPTH
-1; nx
= curx
+BWIDTH
-1;
559 ny
= cury
+1; nx
= curx
+BWIDTH
-1;
565 ny
= cury
+BDEPTH
-1; nx
= curx
+1;
571 ny
= cury
+1; nx
= curx
+1;
574 nx
= curx
; ny
= cury
;
575 clearok(stdscr
, TRUE
);
580 mvaddstr(CYBASE
+ BDEPTH
+ 1, CXBASE
+ 11, " ");
582 mvaddstr(PYBASE
+ BDEPTH
+ 1, PXBASE
+ 11, " ");
591 /* is this location on the selected zboard adjacent to a ship? */
593 collidecheck(int b
, int y
, int x
)
597 /* anything on the square */
598 if ((collide
= IS_SHIP(board
[b
][x
][y
])) != 0)
601 /* anything on the neighbors */
605 for (i
= 0; i
< 8; i
++) {
610 if (ONBOARD(xend
, yend
))
611 collide
+= IS_SHIP(board
[b
][xend
][yend
]);
619 checkplace(int b
, ship_t
*ss
, int vis
)
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
)) {
630 error("Ship is hanging from the edge of the world");
633 error("Try fitting it on the board");
636 error("Figure I won't find it if you put it there?");
643 for(l
= 0; l
< ss
->length
; ++l
) {
644 if(collidecheck(b
, ss
->y
+l
*yincr
[ss
->dir
], ss
->x
+l
*xincr
[ss
->dir
])) {
648 error("There's already a ship there");
651 error("Collision alert! Aaaaaagh!");
654 error("Er, Admiral, what about the other ship?");
672 ss
= (i
) ? cpuship
: plyship
;
673 for(j
=0; j
< SHIPTYPES
; ++j
, ++ss
)
674 if(ss
->length
> ss
->hits
)
682 /* a hit on the targeted ship */
684 hitship(int x
, int y
)
690 getyx(stdscr
, oldy
, oldx
);
691 sb
= (turn
) ? plyship
: cpuship
;
692 if(!(sym
= board
[OTHER
][x
][y
]))
694 for(ss
= sb
; ss
< sb
+ SHIPTYPES
; ++ss
)
695 if(ss
->symbol
== sym
)
697 if (++ss
->hits
< ss
->length
) { /* still afloat? */
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
) {
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
) {
718 attron(COLOR_PAIR(COLOR_GREEN
));
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
)
760 prompt(1, "Where do you want to shoot? ");
764 if (hits
[PLAYER
][curx
][cury
])
766 prompt(1, "You shelled this spot already! Try again.");
772 hit
= IS_SHIP(board
[COMPUTER
][curx
][cury
]);
773 hits
[PLAYER
][curx
][cury
] = hit
? MARK_HIT
: MARK_MISS
;
778 attron(COLOR_PAIR(COLOR_RED
));
780 attron(COLOR_PAIR(COLOR_GREEN
));
783 addch((chtype
)hits
[PLAYER
][curx
][cury
]);
788 prompt(1, "You %s.", hit
? "scored a hit" : "missed");
789 if(hit
&& (ss
= hitship(curx
, cury
)))
794 m
= " You sank my %s!";
797 m
= " I have this sinking feeling about my %s....";
800 m
= " My %s has gone to Davy Jones's locker!";
803 m
= " Glub, glub -- my %s is headed for the bottom!";
806 m
= " You'll pick up survivors from my %s, I hope...!";
811 return(awinna() == -1);
831 for (s1
=s
; *s1
&& ch
!= *s1
; ++s1
)
842 /* random-fire routine -- implements simple diagonal-striping strategy */
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
;
853 if (turncount
++ == 0)
854 huntoffs
= rnd(srchstep
);
856 /* first, list all possible moves */
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
;
865 if (((x
+huntoffs
) % srchstep
) != (y
% srchstep
))
867 xpreferred
[npref
] = x
;
868 ypreferred
[npref
] = y
;
892 error("No moves possible?? Help!");
902 /* fire away at given location */
904 cpufire(int x
, int y
)
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");
916 printw(" I've sunk your %s", ss
->name
);
923 attron(COLOR_PAIR(COLOR_RED
));
925 attron(COLOR_PAIR(COLOR_GREEN
));
928 addch((chtype
)(hit
? SHOWHIT
: SHOWSPLASH
));
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.
944 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
945 #define RANDOM_FIRE 0
947 #define HUNT_DIRECT 2
949 #define REVERSE_JUMP 4
950 #define SECOND_PASS 5
951 static int next
= RANDOM_FIRE
;
954 int navail
, x
, y
, d
, n
, hit
= S_MISS
;
958 case RANDOM_FIRE
: /* last shot was random and missed */
961 if (!(hit
= cpufire(x
, y
)))
967 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: RANDOM_HIT
;
971 case RANDOM_HIT
: /* last shot was random and hit */
972 used
[E
/2] = used
[S
/2] = used
[W
/2] = used
[N
/2] = FALSE
;
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
))
984 if (navail
== 0) /* no valid places for shots adjacent... */
985 goto refire
; /* ...so we must random-fire */
988 for (d
= 0, n
= rnd(navail
) + 1; n
; n
--)
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
)))
1004 ts
.x
= x
; ts
.y
= y
; ts
.dir
= d
*2; ts
.hits
++;
1005 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: FIRST_PASS
;
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
;
1019 next
= REVERSE_JUMP
;
1022 case REVERSE_JUMP
: /* nail down the ship's other end */
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
;
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
;
1049 /* check for continuation and/or winner */
1059 mvprintw(PROMPTLINE
+ 2, 0,
1060 "New state %d, x=%d, y=%d, d=%d",
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
);
1085 j
= 18 + strlen(name
);
1088 } else if(cpuwon
>= 10) {
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');
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");
1119 sp
= cpuship
; /* count cpu shots */
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 */
1134 main(int argc
, char **argv
)
1141 while ((ch
= getopt(argc
, argv
, "bsc")) != -1) {
1167 while(awinna() == -1) {
1169 while(turn
? cputurn() : plyturn())
1177 if (cputurn() && awinna() != -1)
1180 if (plyturn() && awinna() != -1)
1184 } else { /* Normal game */
1192 } while (playagain());