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 $
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 */
161 sighandler(__unused
int sig
)
166 /* announce which game options are enabled */
170 printw("Playing %s game (", (salvo
|| blitz
|| closepack
) ?
171 "optional" : "standard");
184 printw("closepack)");
186 printw("noclosepack)");
196 tmpname
= getlogin();
197 signal(SIGINT
,sighandler
);
198 signal(SIGINT
,sighandler
);
199 signal(SIGIOT
,sighandler
); /* for assert(3) */
200 if(signal(SIGQUIT
,SIG_IGN
) != SIG_IGN
)
201 signal(SIGQUIT
,sighandler
);
203 if(tmpname
!= '\0') {
204 strcpy(name
,tmpname
);
205 name
[0] = toupper(name
[0]);
207 strcpy(name
,dftname
);
212 keypad(stdscr
, TRUE
);
221 mvaddstr(4,29,"Welcome to Battleship!");
225 PR(" \\ \\ \\ \\ \\_____________\n");
226 PR(" \\ \\ \\_____________ \\ \\/ |\n");
227 PR(" \\ \\/ \\ \\/ |\n");
228 PR(" \\/ \\_____/ |__\n");
229 PR(" ________________/ |\n");
230 PR(" \\ S.S. Penguin |\n");
232 PR(" \\___________________________________________________/\n");
234 mvaddstr(22,27,"Hit any key to continue..."); refresh();
241 init_pair(COLOR_BLACK
, COLOR_BLACK
, COLOR_BLACK
);
242 init_pair(COLOR_GREEN
, COLOR_GREEN
, COLOR_BLACK
);
243 init_pair(COLOR_RED
, COLOR_RED
, COLOR_BLACK
);
244 init_pair(COLOR_CYAN
, COLOR_CYAN
, COLOR_BLACK
);
245 init_pair(COLOR_WHITE
, COLOR_WHITE
, COLOR_BLACK
);
246 init_pair(COLOR_MAGENTA
, COLOR_MAGENTA
, COLOR_BLACK
);
247 init_pair(COLOR_BLUE
, COLOR_BLUE
, COLOR_BLACK
);
248 init_pair(COLOR_YELLOW
, COLOR_YELLOW
, COLOR_BLACK
);
253 /* print a message at the prompt line */
255 prompt(int n
, const char *f
, ...)
257 char buf
[COLWIDTH
+ 1];
261 move(PROMPTLINE
+ n
, 0);
263 vsnprintf(buf
, COLWIDTH
+ 1, f
, ap
);
272 move(PROMPTLINE
+ 2, 0);
281 placeship(int b
, ship_t
*ss
, int vis
)
285 for(l
= 0; l
< ss
->length
; ++l
) {
286 int newx
= ss
->x
+ l
* xincr
[ss
->dir
];
287 int newy
= ss
->y
+ l
* yincr
[ss
->dir
];
289 board
[b
][newx
][newy
] = ss
->symbol
;
292 addch((chtype
)ss
->symbol
);
301 return(random() % n
);
304 /* generate a valid random ship placement into px,py */
306 randomplace(int b
, ship_t
*ss
)
311 ss
->dir
= rnd(2) ? E
: S
;
312 } while (!checkplace(b
, ss
, FALSE
));
322 mvaddstr(0,35,"BATTLESHIPS");
323 move(PROMPTLINE
+ 2, 0);
326 bzero(board
, sizeof(char) * BWIDTH
* BDEPTH
* 2);
327 bzero(hits
, sizeof(char) * BWIDTH
* BDEPTH
* 2);
328 for (i
= 0; i
< SHIPTYPES
; i
++) {
330 ss
->x
= ss
->y
= ss
->dir
= ss
->hits
= ss
->placed
= 0;
332 ss
->x
= ss
->y
= ss
->dir
= ss
->hits
= ss
->placed
= 0;
335 /* draw empty boards */
336 mvaddstr(PYBASE
- 2, PXBASE
+ 5, "Main Board");
337 mvaddstr(PYBASE
- 1, PXBASE
- 3,numbers
);
338 for(i
=0; i
< BDEPTH
; ++i
)
340 mvaddch(PYBASE
+ i
, PXBASE
- 3, i
+ 'A');
343 attron(COLOR_PAIR(COLOR_BLUE
));
346 for (j
= 0; j
< BWIDTH
; j
++)
354 mvaddstr(PYBASE
+ BDEPTH
, PXBASE
- 3,numbers
);
355 mvaddstr(CYBASE
- 2, CXBASE
+ 7,"Hit/Miss Board");
356 mvaddstr(CYBASE
- 1, CXBASE
- 3, numbers
);
357 for(i
=0; i
< BDEPTH
; ++i
)
359 mvaddch(CYBASE
+ i
, CXBASE
- 3, i
+ 'A');
362 attron(COLOR_PAIR(COLOR_BLUE
));
365 for (j
= 0; j
< BWIDTH
; j
++)
374 mvaddstr(CYBASE
+ BDEPTH
,CXBASE
- 3,numbers
);
376 mvprintw(HYBASE
, HXBASE
,
377 "To position your ships: move the cursor to a spot, then");
378 mvprintw(HYBASE
+1,HXBASE
,
379 "type the first letter of a ship type to select it, then");
380 mvprintw(HYBASE
+2,HXBASE
,
381 "type a direction ([hjkl] or [4862]), indicating how the");
382 mvprintw(HYBASE
+3,HXBASE
,
383 "ship should be pointed. You may also type a ship letter");
384 mvprintw(HYBASE
+4,HXBASE
,
385 "followed by `r' to position it randomly, or type `R' to");
386 mvprintw(HYBASE
+5,HXBASE
,
387 "place all remaining ships randomly.");
389 mvaddstr(MYBASE
, MXBASE
, "Aiming keys:");
390 mvaddstr(SYBASE
, SXBASE
, "y k u 7 8 9");
391 mvaddstr(SYBASE
+1, SXBASE
, " \\|/ \\|/ ");
392 mvaddstr(SYBASE
+2, SXBASE
, "h-+-l 4-+-6");
393 mvaddstr(SYBASE
+3, SXBASE
, " /|\\ /|\\ ");
394 mvaddstr(SYBASE
+4, SXBASE
, "b j n 1 2 3");
396 /* have the computer place ships */
397 for(ss
= cpuship
; ss
< cpuship
+ SHIPTYPES
; ss
++)
399 randomplace(COMPUTER
, ss
);
400 placeship(COMPUTER
, ss
, FALSE
);
405 char c
, docked
[SHIPTYPES
+ 2], *cp
= docked
;
407 /* figure which ships still wait to be placed */
409 for (i
= 0; i
< SHIPTYPES
; i
++)
410 if (!plyship
[i
].placed
)
411 *cp
++ = plyship
[i
].symbol
;
414 /* get a command letter */
415 prompt(1, "Type one of [%s] to pick a ship.", docked
+1);
417 c
= getcoord(PLAYER
);
419 (!strchr(docked
, c
));
425 /* map that into the corresponding symbol */
426 for (ss
= plyship
; ss
< plyship
+ SHIPTYPES
; ss
++)
430 prompt(1, "Type one of [hjklrR] to place your %s.", ss
->name
);
437 (!strchr("hjklrR", c
) || c
== FF
);
441 clearok(stdscr
, TRUE
);
446 prompt(1, "Random-placing your %s", ss
->name
);
447 randomplace(PLAYER
, ss
);
448 placeship(PLAYER
, ss
, TRUE
);
454 prompt(1, "Placing the rest of your fleet at random...");
455 for (ss
= plyship
; ss
< plyship
+ SHIPTYPES
; ss
++)
458 randomplace(PLAYER
, ss
);
459 placeship(PLAYER
, ss
, TRUE
);
464 else if (strchr("hjkl8462", c
))
471 case 'k': case '8': ss
->dir
= N
; break;
472 case 'j': case '2': ss
->dir
= S
; break;
473 case 'h': case '4': ss
->dir
= W
; break;
474 case 'l': case '6': ss
->dir
= E
; break;
477 if (checkplace(PLAYER
, ss
, TRUE
))
479 placeship(PLAYER
, ss
, TRUE
);
485 for (unplaced
= i
= 0; i
< SHIPTYPES
; i
++)
486 unplaced
+= !plyship
[i
].placed
;
492 mvprintw(HYBASE
, HXBASE
,
493 "To fire, move the cursor to your chosen aiming point ");
494 mvprintw(HYBASE
+1, HXBASE
,
495 "and strike any key other than a motion key. ");
496 mvprintw(HYBASE
+2, HXBASE
,
498 mvprintw(HYBASE
+3, HXBASE
,
500 mvprintw(HYBASE
+4, HXBASE
,
502 mvprintw(HYBASE
+5, HXBASE
,
505 prompt(0, "Press any key to start...");
523 mvprintw(CYBASE
+ BDEPTH
+1, CXBASE
+11, "(%d, %c)", curx
, 'A'+cury
);
528 mvprintw(PYBASE
+ BDEPTH
+1, PXBASE
+11, "(%d, %c)", curx
, 'A'+cury
);
538 ny
= cury
+BDEPTH
-1; nx
= curx
;
544 ny
= cury
+1; nx
= curx
;
550 ny
= cury
; nx
= curx
+BWIDTH
-1;
556 ny
= cury
; nx
= curx
+1;
562 ny
= cury
+BDEPTH
-1; nx
= curx
+BWIDTH
-1;
568 ny
= cury
+1; nx
= curx
+BWIDTH
-1;
574 ny
= cury
+BDEPTH
-1; nx
= curx
+1;
580 ny
= cury
+1; nx
= curx
+1;
583 nx
= curx
; ny
= cury
;
584 clearok(stdscr
, TRUE
);
589 mvaddstr(CYBASE
+ BDEPTH
+ 1, CXBASE
+ 11, " ");
591 mvaddstr(PYBASE
+ BDEPTH
+ 1, PXBASE
+ 11, " ");
600 /* is this location on the selected zboard adjacent to a ship? */
602 collidecheck(int b
, int y
, int x
)
606 /* anything on the square */
607 if ((collide
= IS_SHIP(board
[b
][x
][y
])) != 0)
610 /* anything on the neighbors */
614 for (i
= 0; i
< 8; i
++) {
619 if (ONBOARD(xend
, yend
))
620 collide
+= IS_SHIP(board
[b
][xend
][yend
]);
628 checkplace(int b
, ship_t
*ss
, int vis
)
632 /* first, check for board edges */
633 xend
= ss
->x
+ (ss
->length
- 1) * xincr
[ss
->dir
];
634 yend
= ss
->y
+ (ss
->length
- 1) * yincr
[ss
->dir
];
635 if (!ONBOARD(xend
, yend
)) {
639 error("Ship is hanging from the edge of the world");
642 error("Try fitting it on the board");
645 error("Figure I won't find it if you put it there?");
652 for(l
= 0; l
< ss
->length
; ++l
) {
653 if(collidecheck(b
, ss
->y
+l
*yincr
[ss
->dir
], ss
->x
+l
*xincr
[ss
->dir
])) {
657 error("There's already a ship there");
660 error("Collision alert! Aaaaaagh!");
663 error("Er, Admiral, what about the other ship?");
681 ss
= (i
) ? cpuship
: plyship
;
682 for(j
=0; j
< SHIPTYPES
; ++j
, ++ss
)
683 if(ss
->length
> ss
->hits
)
691 /* a hit on the targeted ship */
693 hitship(int x
, int y
)
699 getyx(stdscr
, oldy
, oldx
);
700 sb
= (turn
) ? plyship
: cpuship
;
701 if(!(sym
= board
[OTHER
][x
][y
]))
703 for(ss
= sb
; ss
< sb
+ SHIPTYPES
; ++ss
)
704 if(ss
->symbol
== sym
)
706 if (++ss
->hits
< ss
->length
) { /* still afloat? */
712 for (j
= -1; j
<= 1; j
++) {
713 int bx
= ss
->x
+ j
* xincr
[(ss
->dir
+ 2) % 8];
714 int by
= ss
->y
+ j
* yincr
[(ss
->dir
+ 2) % 8];
716 for (i
= -1; i
<= ss
->length
; ++i
) {
719 cx
= bx
+ i
* xincr
[ss
->dir
];
720 cy
= by
+ i
* yincr
[ss
->dir
];
721 if (ONBOARD(cx
, cy
)) {
722 hits
[turn
][cx
][cy
] = MARK_MISS
;
723 if (turn
% 2 == PLAYER
) {
727 attron(COLOR_PAIR(COLOR_GREEN
));
740 for (i
= 0; i
< ss
->length
; ++i
)
742 int dx
= ss
->x
+ i
* xincr
[ss
->dir
];
743 int dy
= ss
->y
+ i
* yincr
[ss
->dir
];
745 hits
[turn
][dx
][dy
] = ss
->symbol
;
746 if (turn
% 2 == PLAYER
)
769 prompt(1, "Where do you want to shoot? ");
773 if (hits
[PLAYER
][curx
][cury
])
775 prompt(1, "You shelled this spot already! Try again.");
781 hit
= IS_SHIP(board
[COMPUTER
][curx
][cury
]);
782 hits
[PLAYER
][curx
][cury
] = hit
? MARK_HIT
: MARK_MISS
;
787 attron(COLOR_PAIR(COLOR_RED
));
789 attron(COLOR_PAIR(COLOR_GREEN
));
792 addch((chtype
)hits
[PLAYER
][curx
][cury
]);
797 prompt(1, "You %s.", hit
? "scored a hit" : "missed");
798 if(hit
&& (ss
= hitship(curx
, cury
)))
803 m
= " You sank my %s!";
806 m
= " I have this sinking feeling about my %s....";
809 m
= " My %s has gone to Davy Jones's locker!";
812 m
= " Glub, glub -- my %s is headed for the bottom!";
815 m
= " You'll pick up survivors from my %s, I hope...!";
820 return(awinna() == -1);
840 for (s1
=s
; *s1
&& ch
!= *s1
; ++s1
)
851 /* random-fire routine -- implements simple diagonal-striping strategy */
853 randomfire(int *px
, int *py
)
855 static int turncount
= 0;
856 static int srchstep
= BEGINSTEP
;
857 static int huntoffs
; /* Offset on search strategy */
858 int ypossible
[BWIDTH
* BDEPTH
], xpossible
[BWIDTH
* BDEPTH
], nposs
;
859 int ypreferred
[BWIDTH
* BDEPTH
], xpreferred
[BWIDTH
* BDEPTH
], npref
;
862 if (turncount
++ == 0)
863 huntoffs
= rnd(srchstep
);
865 /* first, list all possible moves */
867 for (x
= 0; x
< BWIDTH
; x
++)
868 for (y
= 0; y
< BDEPTH
; y
++)
869 if (!hits
[COMPUTER
][x
][y
])
871 xpossible
[nposs
] = x
;
872 ypossible
[nposs
] = y
;
874 if (((x
+huntoffs
) % srchstep
) != (y
% srchstep
))
876 xpreferred
[npref
] = x
;
877 ypreferred
[npref
] = y
;
901 error("No moves possible?? Help!");
911 /* fire away at given location */
913 cpufire(int x
, int y
)
919 hits
[COMPUTER
][x
][y
] = (hit
= (board
[PLAYER
][x
][y
])) ? MARK_HIT
: MARK_MISS
;
920 mvprintw(PROMPTLINE
, 0,
921 "I shoot at %c%d. I %s!", y
+ 'A', x
, hit
? "hit" : "miss");
925 printw(" I've sunk your %s", ss
->name
);
932 attron(COLOR_PAIR(COLOR_RED
));
934 attron(COLOR_PAIR(COLOR_GREEN
));
937 addch((chtype
)(hit
? SHOWHIT
: SHOWSPLASH
));
942 return(hit
? (sunk
? S_SUNK
: S_HIT
) : S_MISS
);
946 * This code implements a fairly irregular FSM, so please forgive the rampant
947 * unstructuredness below. The five labels are states which need to be held
948 * between computer turns.
953 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
954 #define RANDOM_FIRE 0
956 #define HUNT_DIRECT 2
958 #define REVERSE_JUMP 4
959 #define SECOND_PASS 5
960 static int next
= RANDOM_FIRE
;
963 int navail
, x
, y
, d
, n
, hit
= S_MISS
;
967 case RANDOM_FIRE
: /* last shot was random and missed */
970 if (!(hit
= cpufire(x
, y
)))
976 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: RANDOM_HIT
;
980 case RANDOM_HIT
: /* last shot was random and hit */
981 used
[E
/2] = used
[S
/2] = used
[W
/2] = used
[N
/2] = FALSE
;
984 case HUNT_DIRECT
: /* last shot hit, we're looking for ship's long axis */
985 for (d
= navail
= 0; d
< 4; d
++)
987 x
= ts
.x
+ xincr
[d
*2]; y
= ts
.y
+ yincr
[d
*2];
988 if (!used
[d
] && POSSIBLE(x
, y
))
993 if (navail
== 0) /* no valid places for shots adjacent... */
994 goto refire
; /* ...so we must random-fire */
997 for (d
= 0, n
= rnd(navail
) + 1; n
; n
--)
1004 x
= ts
.x
+ xincr
[d
*2];
1005 y
= ts
.y
+ yincr
[d
*2];
1007 assert(POSSIBLE(x
, y
));
1009 if (!(hit
= cpufire(x
, y
)))
1013 ts
.x
= x
; ts
.y
= y
; ts
.dir
= d
*2; ts
.hits
++;
1014 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: FIRST_PASS
;
1019 case FIRST_PASS
: /* we have a start and a direction now */
1020 x
= ts
.x
+ xincr
[ts
.dir
];
1021 y
= ts
.y
+ yincr
[ts
.dir
];
1022 if (POSSIBLE(x
, y
) && (hit
= cpufire(x
, y
)))
1024 ts
.x
= x
; ts
.y
= y
; ts
.hits
++;
1025 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: FIRST_PASS
;
1028 next
= REVERSE_JUMP
;
1031 case REVERSE_JUMP
: /* nail down the ship's other end */
1033 x
= ts
.x
+ ts
.hits
* xincr
[d
];
1034 y
= ts
.y
+ ts
.hits
* yincr
[d
];
1035 if (POSSIBLE(x
, y
) && (hit
= cpufire(x
, y
)))
1037 ts
.x
= x
; ts
.y
= y
; ts
.dir
= d
; ts
.hits
++;
1038 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: SECOND_PASS
;
1044 case SECOND_PASS
: /* kill squares not caught on first pass */
1045 x
= ts
.x
+ xincr
[ts
.dir
];
1046 y
= ts
.y
+ yincr
[ts
.dir
];
1047 if (POSSIBLE(x
, y
) && (hit
= cpufire(x
, y
)))
1049 ts
.x
= x
; ts
.y
= y
; ts
.hits
++;
1050 next
= (hit
== S_SUNK
) ? RANDOM_FIRE
: SECOND_PASS
;
1058 /* check for continuation and/or winner */
1068 mvprintw(PROMPTLINE
+ 2, 0,
1069 "New state %d, x=%d, y=%d, d=%d",
1081 for (ss
= cpuship
; ss
< cpuship
+ SHIPTYPES
; ss
++) {
1082 for(j
= 0; j
< ss
->length
; j
++) {
1083 cgoto(ss
->y
+ j
* yincr
[ss
->dir
], ss
->x
+ j
* xincr
[ss
->dir
]);
1084 addch((chtype
)ss
->symbol
);
1094 j
= 18 + strlen(name
);
1097 } else if(cpuwon
>= 10) {
1101 mvprintw(1,(COLWIDTH
-j
)/2,
1102 "%s: %d Computer: %d",name
,plywon
,cpuwon
);
1104 prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
1105 : "Going to give me a chance for revenge, %s [yn]? ",name
);
1106 return(sgetc("YN") == 'Y');
1112 fprintf(stderr
, "Usage: battle [-s | -b] [-c]\n");
1113 fprintf(stderr
, "\tWhere the options are:\n");
1114 fprintf(stderr
, "\t-s : salvo - One shot per ship in play\n");
1115 fprintf(stderr
, "\t-b : blitz - Fire until you miss\n");
1116 fprintf(stderr
, "\t-c : closepack - Ships may be adjacent\n");
1117 fprintf(stderr
, "Blitz and Salvo are mutually exclusive\n");
1128 sp
= cpuship
; /* count cpu shots */
1130 sp
= plyship
; /* count player shots */
1132 for (i
=0, shots
= 0; i
< SHIPTYPES
; i
++, sp
++)
1134 if (sp
->hits
>= sp
->length
)
1135 continue; /* dead ship */
1143 main(int argc
, char **argv
)
1150 while ((ch
= getopt(argc
, argv
, "bsc")) != -1) {
1176 while(awinna() == -1) {
1178 while(turn
? cputurn() : plyturn())
1186 if (cputurn() && awinna() != -1)
1189 if (plyturn() && awinna() != -1)
1193 } else { /* Normal game */
1201 } while (playagain());