kernel - jails - undo minor prisoncount atomic ops
[dragonfly.git] / games / bs / bs.c
blobf4c3a6f38890df7a22dc4909423b4b5ffcd78bef
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>
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
150 uninitgame(void)
152 clear();
153 refresh();
154 resetterm();
155 echo();
156 endwin();
157 exit(0);
160 static void
161 sighandler(__unused int sig)
163 uninitgame();
166 /* announce which game options are enabled */
167 static void
168 announceopts(void)
170 printw("Playing %s game (", (salvo || blitz || closepack) ?
171 "optional" : "standard");
173 if (salvo)
174 printw("salvo, ");
175 else
176 printw("nosalvo, ");
178 if (blitz)
179 printw("blitz, ");
180 else
181 printw("noblitz, ");
183 if (closepack)
184 printw("closepack)");
185 else
186 printw("noclosepack)");
189 static void
190 intro(void)
192 char *tmpname;
194 srandomdev();
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]);
206 } else {
207 strcpy(name,dftname);
210 initscr();
211 #ifdef KEY_MIN
212 keypad(stdscr, TRUE);
213 #endif /* KEY_MIN */
214 saveterm();
215 nonl();
216 cbreak();
217 noecho();
219 #ifdef PENGUIN
220 clear();
221 mvaddstr(4,29,"Welcome to Battleship!");
222 move(8,0);
223 PR(" \\\n");
224 PR(" \\ \\ \\\n");
225 PR(" \\ \\ \\ \\ \\_____________\n");
226 PR(" \\ \\ \\_____________ \\ \\/ |\n");
227 PR(" \\ \\/ \\ \\/ |\n");
228 PR(" \\/ \\_____/ |__\n");
229 PR(" ________________/ |\n");
230 PR(" \\ S.S. Penguin |\n");
231 PR(" \\ /\n");
232 PR(" \\___________________________________________________/\n");
234 mvaddstr(22,27,"Hit any key to continue..."); refresh();
235 getch();
236 #endif /* PENGUIN */
238 #ifdef A_COLOR
239 start_color();
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);
249 #endif /* A_COLOR */
253 /* print a message at the prompt line */
254 static void
255 prompt(int n, const char *f, ...)
257 char buf[COLWIDTH + 1];
258 va_list ap;
260 va_start(ap, f);
261 move(PROMPTLINE + n, 0);
262 clrtoeol();
263 vsnprintf(buf, COLWIDTH + 1, f, ap);
264 printw("%s", buf);
265 refresh();
266 va_end(ap);
269 static void
270 error(const char *s)
272 move(PROMPTLINE + 2, 0);
273 clrtoeol();
274 if (s) {
275 addstr(s);
276 beep();
280 static void
281 placeship(int b, ship_t *ss, int vis)
283 int l;
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;
290 if (vis) {
291 pgoto(newy, newx);
292 addch((chtype)ss->symbol);
295 ss->hits = 0;
298 static int
299 rnd(int n)
301 return(random() % n);
304 /* generate a valid random ship placement into px,py */
305 static void
306 randomplace(int b, ship_t *ss)
308 do {
309 ss->y = rnd(BDEPTH);
310 ss->x = rnd(BWIDTH);
311 ss->dir = rnd(2) ? E : S;
312 } while (!checkplace(b, ss, FALSE));
315 static void
316 initgame(void)
318 int i, j, unplaced;
319 ship_t *ss;
321 clear();
322 mvaddstr(0,35,"BATTLESHIPS");
323 move(PROMPTLINE + 2, 0);
324 announceopts();
326 bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
327 bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
328 for (i = 0; i < SHIPTYPES; i++) {
329 ss = cpuship + i;
330 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
331 ss = plyship + i;
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');
341 #ifdef A_COLOR
342 if (has_colors())
343 attron(COLOR_PAIR(COLOR_BLUE));
344 #endif /* A_COLOR */
345 addch(' ');
346 for (j = 0; j < BWIDTH; j++)
347 addstr(" . ");
348 #ifdef A_COLOR
349 attrset(0);
350 #endif /* A_COLOR */
351 addch(' ');
352 addch(i + 'A');
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');
360 #ifdef A_COLOR
361 if (has_colors())
362 attron(COLOR_PAIR(COLOR_BLUE));
363 #endif /* A_COLOR */
364 addch(' ');
365 for (j = 0; j < BWIDTH; j++)
366 addstr(" . ");
367 #ifdef A_COLOR
368 attrset(0);
369 #endif /* A_COLOR */
370 addch(' ');
371 addch(i + 'A');
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);
403 ss = NULL;
404 do {
405 char c, docked[SHIPTYPES + 2], *cp = docked;
407 /* figure which ships still wait to be placed */
408 *cp++ = 'R';
409 for (i = 0; i < SHIPTYPES; i++)
410 if (!plyship[i].placed)
411 *cp++ = plyship[i].symbol;
412 *cp = '\0';
414 /* get a command letter */
415 prompt(1, "Type one of [%s] to pick a ship.", docked+1);
416 do {
417 c = getcoord(PLAYER);
418 } while
419 (!strchr(docked, c));
421 if (c == 'R')
422 ungetch('R');
423 else
425 /* map that into the corresponding symbol */
426 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
427 if (ss->symbol == c)
428 break;
430 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
431 pgoto(cury, curx);
434 do {
435 c = getch();
436 } while
437 (!strchr("hjklrR", c) || c == FF);
439 if (c == FF)
441 clearok(stdscr, TRUE);
442 refresh();
444 else if (c == 'r')
446 prompt(1, "Random-placing your %s", ss->name);
447 randomplace(PLAYER, ss);
448 placeship(PLAYER, ss, TRUE);
449 error(NULL);
450 ss->placed = TRUE;
452 else if (c == 'R')
454 prompt(1, "Placing the rest of your fleet at random...");
455 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
456 if (!ss->placed)
458 randomplace(PLAYER, ss);
459 placeship(PLAYER, ss, TRUE);
460 ss->placed = TRUE;
462 error(NULL);
464 else if (strchr("hjkl8462", c))
466 ss->x = curx;
467 ss->y = cury;
469 switch(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);
480 error(NULL);
481 ss->placed = TRUE;
485 for (unplaced = i = 0; i < SHIPTYPES; i++)
486 unplaced += !plyship[i].placed;
487 } while
488 (unplaced);
490 turn = rnd(2);
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,
497 " ");
498 mvprintw(HYBASE+3, HXBASE,
499 " ");
500 mvprintw(HYBASE+4, HXBASE,
501 " ");
502 mvprintw(HYBASE+5, HXBASE,
503 " ");
505 prompt(0, "Press any key to start...");
506 getch();
509 static int
510 getcoord(int atcpu)
512 int ny, nx, c;
514 if (atcpu)
515 cgoto(cury,curx);
516 else
517 pgoto(cury, curx);
518 refresh();
519 for (;;)
521 if (atcpu)
523 mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
524 cgoto(cury, curx);
526 else
528 mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
529 pgoto(cury, curx);
532 switch(c = getch())
534 case 'k': case '8':
535 #ifdef KEY_MIN
536 case KEY_UP:
537 #endif /* KEY_MIN */
538 ny = cury+BDEPTH-1; nx = curx;
539 break;
540 case 'j': case '2':
541 #ifdef KEY_MIN
542 case KEY_DOWN:
543 #endif /* KEY_MIN */
544 ny = cury+1; nx = curx;
545 break;
546 case 'h': case '4':
547 #ifdef KEY_MIN
548 case KEY_LEFT:
549 #endif /* KEY_MIN */
550 ny = cury; nx = curx+BWIDTH-1;
551 break;
552 case 'l': case '6':
553 #ifdef KEY_MIN
554 case KEY_RIGHT:
555 #endif /* KEY_MIN */
556 ny = cury; nx = curx+1;
557 break;
558 case 'y': case '7':
559 #ifdef KEY_MIN
560 case KEY_A1:
561 #endif /* KEY_MIN */
562 ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
563 break;
564 case 'b': case '1':
565 #ifdef KEY_MIN
566 case KEY_C1:
567 #endif /* KEY_MIN */
568 ny = cury+1; nx = curx+BWIDTH-1;
569 break;
570 case 'u': case '9':
571 #ifdef KEY_MIN
572 case KEY_A3:
573 #endif /* KEY_MIN */
574 ny = cury+BDEPTH-1; nx = curx+1;
575 break;
576 case 'n': case '3':
577 #ifdef KEY_MIN
578 case KEY_C3:
579 #endif /* KEY_MIN */
580 ny = cury+1; nx = curx+1;
581 break;
582 case FF:
583 nx = curx; ny = cury;
584 clearok(stdscr, TRUE);
585 refresh();
586 break;
587 default:
588 if (atcpu)
589 mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
590 else
591 mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
592 return(c);
595 curx = nx % BWIDTH;
596 cury = ny % BDEPTH;
600 /* is this location on the selected zboard adjacent to a ship? */
601 static int
602 collidecheck(int b, int y, int x)
604 int collide;
606 /* anything on the square */
607 if ((collide = IS_SHIP(board[b][x][y])) != 0)
608 return(collide);
610 /* anything on the neighbors */
611 if (!closepack) {
612 int i;
614 for (i = 0; i < 8; i++) {
615 int xend, yend;
617 yend = y + yincr[i];
618 xend = x + xincr[i];
619 if (ONBOARD(xend, yend))
620 collide += IS_SHIP(board[b][xend][yend]);
624 return(collide);
627 static bool
628 checkplace(int b, ship_t *ss, int vis)
630 int l, xend, yend;
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)) {
636 if (vis) {
637 switch(rnd(3)) {
638 case 0:
639 error("Ship is hanging from the edge of the world");
640 break;
641 case 1:
642 error("Try fitting it on the board");
643 break;
644 case 2:
645 error("Figure I won't find it if you put it there?");
646 break;
649 return(0);
652 for(l = 0; l < ss->length; ++l) {
653 if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir])) {
654 if (vis) {
655 switch(rnd(3)) {
656 case 0:
657 error("There's already a ship there");
658 break;
659 case 1:
660 error("Collision alert! Aaaaaagh!");
661 break;
662 case 2:
663 error("Er, Admiral, what about the other ship?");
664 break;
667 return(FALSE);
670 return(TRUE);
673 static int
674 awinna(void)
676 int i, j;
677 ship_t *ss;
679 for(i=0; i<2; ++i)
681 ss = (i) ? cpuship : plyship;
682 for(j=0; j < SHIPTYPES; ++j, ++ss)
683 if(ss->length > ss->hits)
684 break;
685 if (j == SHIPTYPES)
686 return(OTHER);
688 return(-1);
691 /* a hit on the targeted ship */
692 static ship_t *
693 hitship(int x, int y)
695 ship_t *sb, *ss;
696 char sym;
697 int oldx, oldy;
699 getyx(stdscr, oldy, oldx);
700 sb = (turn) ? plyship : cpuship;
701 if(!(sym = board[OTHER][x][y]))
702 return(NULL);
703 for(ss = sb; ss < sb + SHIPTYPES; ++ss)
704 if(ss->symbol == sym)
706 if (++ss->hits < ss->length) { /* still afloat? */
707 return(NULL);
708 } else { /* sunk */
709 int i, j;
711 if (!closepack) {
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) {
717 int cx, cy;
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) {
724 cgoto(cy, cx);
725 #ifdef A_COLOR
726 if (has_colors())
727 attron(COLOR_PAIR(COLOR_GREEN));
728 #endif /* A_COLOR */
730 addch(MARK_MISS);
731 #ifdef A_COLOR
732 attrset(0);
733 #endif /* A_COLOR */
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)
748 cgoto(dy, dx);
749 addch(ss->symbol);
753 move(oldy, oldx);
754 return(ss);
757 move(oldy, oldx);
758 return(NULL);
761 static int
762 plyturn(void)
764 ship_t *ss;
765 bool hit;
766 char const *m;
768 m = NULL;
769 prompt(1, "Where do you want to shoot? ");
770 for (;;)
772 getcoord(COMPUTER);
773 if (hits[PLAYER][curx][cury])
775 prompt(1, "You shelled this spot already! Try again.");
776 beep();
778 else
779 break;
781 hit = IS_SHIP(board[COMPUTER][curx][cury]);
782 hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
783 cgoto(cury, curx);
784 #ifdef A_COLOR
785 if (has_colors()) {
786 if (hit)
787 attron(COLOR_PAIR(COLOR_RED));
788 else
789 attron(COLOR_PAIR(COLOR_GREEN));
791 #endif /* A_COLOR */
792 addch((chtype)hits[PLAYER][curx][cury]);
793 #ifdef A_COLOR
794 attrset(0);
795 #endif /* A_COLOR */
797 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
798 if(hit && (ss = hitship(curx, cury)))
800 switch(rnd(5))
802 case 0:
803 m = " You sank my %s!";
804 break;
805 case 1:
806 m = " I have this sinking feeling about my %s....";
807 break;
808 case 2:
809 m = " My %s has gone to Davy Jones's locker!";
810 break;
811 case 3:
812 m = " Glub, glub -- my %s is headed for the bottom!";
813 break;
814 case 4:
815 m = " You'll pick up survivors from my %s, I hope...!";
816 break;
818 printw(m, ss->name);
819 beep();
820 return(awinna() == -1);
822 return(hit);
825 static int
826 sgetc(const char *s)
828 const char *s1;
829 int ch;
831 refresh();
832 for(;;) {
833 ch = getch();
834 if (islower(ch))
835 ch = toupper(ch);
837 if (ch == CTRLC)
838 uninitgame();
840 for (s1=s; *s1 && ch != *s1; ++s1)
841 continue;
843 if (*s1) {
844 addch((chtype)ch);
845 refresh();
846 return(ch);
851 /* random-fire routine -- implements simple diagonal-striping strategy */
852 static void
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;
860 int x, y, i;
862 if (turncount++ == 0)
863 huntoffs = rnd(srchstep);
865 /* first, list all possible moves */
866 nposs = npref = 0;
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;
873 nposs++;
874 if (((x+huntoffs) % srchstep) != (y % srchstep))
876 xpreferred[npref] = x;
877 ypreferred[npref] = y;
878 npref++;
882 if (npref)
884 i = rnd(npref);
886 *px = xpreferred[i];
887 *py = ypreferred[i];
889 else if (nposs)
891 i = rnd(nposs);
893 *px = xpossible[i];
894 *py = ypossible[i];
896 if (srchstep > 1)
897 --srchstep;
899 else
901 error("No moves possible?? Help!");
902 exit(1);
903 /*NOTREACHED*/
907 #define S_MISS 0
908 #define S_HIT 1
909 #define S_SUNK -1
911 /* fire away at given location */
912 static bool
913 cpufire(int x, int y)
915 bool hit, sunk;
916 ship_t *ss;
918 ss = NULL;
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");
922 ss = hitship(x, y);
923 sunk = hit && ss;
924 if (sunk)
925 printw(" I've sunk your %s", ss->name);
926 clrtoeol();
928 pgoto(y, x);
929 #ifdef A_COLOR
930 if (has_colors()) {
931 if (hit)
932 attron(COLOR_PAIR(COLOR_RED));
933 else
934 attron(COLOR_PAIR(COLOR_GREEN));
936 #endif /* A_COLOR */
937 addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
938 #ifdef A_COLOR
939 attrset(0);
940 #endif /* A_COLOR */
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.
950 static bool
951 cputurn(void)
953 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
954 #define RANDOM_FIRE 0
955 #define RANDOM_HIT 1
956 #define HUNT_DIRECT 2
957 #define FIRST_PASS 3
958 #define REVERSE_JUMP 4
959 #define SECOND_PASS 5
960 static int next = RANDOM_FIRE;
961 static bool used[4];
962 static ship_t ts;
963 int navail, x, y, d, n, hit = S_MISS;
965 switch(next)
967 case RANDOM_FIRE: /* last shot was random and missed */
968 refire:
969 randomfire(&x, &y);
970 if (!(hit = cpufire(x, y)))
971 next = RANDOM_FIRE;
972 else
974 ts.x = x; ts.y = y;
975 ts.hits = 1;
976 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
978 break;
980 case RANDOM_HIT: /* last shot was random and hit */
981 used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
982 /* FALLTHROUGH */
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))
989 navail++;
990 else
991 used[d] = TRUE;
993 if (navail == 0) /* no valid places for shots adjacent... */
994 goto refire; /* ...so we must random-fire */
995 else
997 for (d = 0, n = rnd(navail) + 1; n; n--)
998 while (used[d])
999 d++;
1001 assert(d <= 4);
1003 used[d] = FALSE;
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)))
1010 next = HUNT_DIRECT;
1011 else
1013 ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
1014 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1017 break;
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;
1027 else
1028 next = REVERSE_JUMP;
1029 break;
1031 case REVERSE_JUMP: /* nail down the ship's other end */
1032 d = ts.dir + 4;
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;
1040 else
1041 next = RANDOM_FIRE;
1042 break;
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;
1051 break;
1053 else
1054 next = RANDOM_FIRE;
1055 break;
1058 /* check for continuation and/or winner */
1059 if (salvo)
1061 refresh();
1062 sleep(1);
1064 if (awinna() != -1)
1065 return(FALSE);
1067 #ifdef DEBUG
1068 mvprintw(PROMPTLINE + 2, 0,
1069 "New state %d, x=%d, y=%d, d=%d",
1070 next, x, y, d);
1071 #endif /* DEBUG */
1072 return(hit);
1075 int
1076 playagain(void)
1078 int j;
1079 ship_t *ss;
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);
1088 if(awinna()) {
1089 ++cpuwon;
1090 } else {
1091 ++plywon;
1094 j = 18 + strlen(name);
1095 if(plywon >= 10) {
1096 ++j;
1097 } else if(cpuwon >= 10) {
1098 ++j;
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');
1109 static void
1110 usage(void)
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");
1118 exit(1);
1121 static int
1122 scount(int who)
1124 int i, shots;
1125 ship_t *sp;
1127 if (who)
1128 sp = cpuship; /* count cpu shots */
1129 else
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 */
1136 else
1137 shots++;
1139 return(shots);
1143 main(int argc, char **argv)
1145 int ch;
1147 /* revoke */
1148 setgid(getgid());
1150 while ((ch = getopt(argc, argv, "bsc")) != -1) {
1151 switch (ch) {
1152 case 'b':
1153 blitz = 1;
1154 break;
1155 case 's':
1156 salvo = 1;
1157 break;
1158 case 'c':
1159 closepack = 1;
1160 break;
1161 case '?':
1162 default:
1163 usage();
1166 argc -= optind;
1167 argv += optind;
1169 if (blitz && salvo)
1170 usage();
1172 intro();
1174 do {
1175 initgame();
1176 while(awinna() == -1) {
1177 if (blitz) {
1178 while(turn ? cputurn() : plyturn())
1179 continue;
1180 } else if (salvo) {
1181 int i;
1183 i = scount(turn);
1184 while (i--) {
1185 if (turn) {
1186 if (cputurn() && awinna() != -1)
1187 i = 0;
1188 } else {
1189 if (plyturn() && awinna() != -1)
1190 i = 0;
1193 } else { /* Normal game */
1194 if(turn)
1195 cputurn();
1196 else
1197 plyturn();
1199 turn = OTHER;
1201 } while (playagain());
1203 uninitgame();
1204 exit(0);