Make this compile with gcc40: rename variables so that they don't collide
[dragonfly.git] / games / bs / bs.c
... / ...
CommitLineData
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.
8 *
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 1.5 2005/03/15 20:53:37 dillon Exp $
11 */
12
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>
21
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 */
30
31
32/*
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.
36 */
37#define BEGINSTEP 3 /* initial value of srchstep */
38
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 */
48
49/* coordinate handling */
50#define BWIDTH 10
51#define BDEPTH 10
52
53/* display symbols */
54#define SHOWHIT '*'
55#define SHOWSPLASH ' '
56#define IS_SHIP(c) isupper(c)
57
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))
64
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))
71
72#define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
73
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
83
84/* this will need to be changed if BWIDTH changes */
85static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
86
87static char carrier[] = "Aircraft Carrier";
88static char battle[] = "Battleship";
89static char sub[] = "Submarine";
90static char destroy[] = "Destroyer";
91static char ptboat[] = "PT Boat";
92
93static char name[40];
94static char dftname[] = "stranger";
95
96/* direction constants */
97enum directions { E, SE, S, SW, W, NW, N, NE };
98static int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
99static int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
100
101/* current ship position and direction */
102static int curx = (BWIDTH / 2);
103static int cury = (BDEPTH / 2);
104
105typedef 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? */
113}
114ship_t;
115
116ship_t plyship[SHIPTYPES] =
117{
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},
123};
124
125ship_t cpuship[SHIPTYPES] =
126{
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},
132};
133
134/* "Hits" board, and main board. */
135static char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
136
137static int turn; /* 0=player, 1=computer */
138static int plywon=0, cpuwon=0; /* How many games has each won? */
139
140static int salvo, blitz, closepack;
141
142#define PR addstr
143
144static bool checkplace (int, ship_t *, int);
145static int getcoord (int);
146int playagain (void);
147
148/* end the game, either normally or due to signal */
149static void uninitgame(void) {
150 clear();
151 refresh();
152 resetterm();
153 echo();
154 endwin();
155 exit(0);
156}
157
158static void
159sighandler(__unused int sig)
160{
161 uninitgame();
162}
163
164/* announce which game options are enabled */
165static void
166announceopts(void)
167{
168 printw("Playing %s game (", (salvo || blitz || closepack) ?
169 "optional" : "standard");
170
171 if (salvo)
172 printw("salvo, ");
173 else
174 printw("nosalvo, ");
175
176 if (blitz)
177 printw("blitz, ");
178 else
179 printw("noblitz, ");
180
181 if (closepack)
182 printw("closepack)");
183 else
184 printw("noclosepack)");
185}
186
187static void
188intro(void)
189{
190 char *tmpname;
191
192 srandomdev();
193
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);
200
201 if(tmpname != '\0') {
202 strcpy(name,tmpname);
203 name[0] = toupper(name[0]);
204 } else {
205 strcpy(name,dftname);
206 }
207
208 initscr();
209#ifdef KEY_MIN
210 keypad(stdscr, TRUE);
211#endif /* KEY_MIN */
212 saveterm();
213 nonl();
214 cbreak();
215 noecho();
216
217#ifdef PENGUIN
218 clear();
219 mvaddstr(4,29,"Welcome to Battleship!");
220 move(8,0);
221 PR(" \\\n");
222 PR(" \\ \\ \\\n");
223 PR(" \\ \\ \\ \\ \\_____________\n");
224 PR(" \\ \\ \\_____________ \\ \\/ |\n");
225 PR(" \\ \\/ \\ \\/ |\n");
226 PR(" \\/ \\_____/ |__\n");
227 PR(" ________________/ |\n");
228 PR(" \\ S.S. Penguin |\n");
229 PR(" \\ /\n");
230 PR(" \\___________________________________________________/\n");
231
232 mvaddstr(22,27,"Hit any key to continue..."); refresh();
233 getch();
234#endif /* PENGUIN */
235
236#ifdef A_COLOR
237 start_color();
238
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);
247#endif /* A_COLOR */
248
249}
250
251/* print a message at the prompt line */
252static void
253prompt(int n, const char *f, ...)
254{
255 char buf[COLWIDTH + 1];
256 va_list ap;
257
258 va_start(ap, f);
259 move(PROMPTLINE + n, 0);
260 clrtoeol();
261 vsnprintf(buf, COLWIDTH + 1, f, ap);
262 printw("%s", buf);
263 refresh();
264 va_end(ap);
265}
266
267static void
268error(const char *s)
269{
270 move(PROMPTLINE + 2, 0);
271 clrtoeol();
272 if (s) {
273 addstr(s);
274 beep();
275 }
276}
277
278static void
279placeship(int b, ship_t *ss, int vis)
280{
281 int l;
282
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];
286
287 board[b][newx][newy] = ss->symbol;
288 if (vis) {
289 pgoto(newy, newx);
290 addch((chtype)ss->symbol);
291 }
292 }
293 ss->hits = 0;
294}
295
296static int
297rnd(int n)
298{
299 return(random() % n);
300}
301
302/* generate a valid random ship placement into px,py */
303static void
304randomplace(int b, ship_t *ss)
305{
306 int bwidth = BWIDTH - ss->length;
307 int bdepth = BDEPTH - ss->length;
308
309 do {
310 ss->y = rnd(bdepth);
311 ss->x = rnd(bwidth);
312 ss->dir = rnd(2) ? E : S;
313 } while (!checkplace(b, ss, FALSE));
314}
315
316static void
317initgame(void)
318{
319 int i, j, unplaced;
320 ship_t *ss;
321
322 clear();
323 mvaddstr(0,35,"BATTLESHIPS");
324 move(PROMPTLINE + 2, 0);
325 announceopts();
326
327 bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
328 bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
329 for (i = 0; i < SHIPTYPES; i++) {
330 ss = cpuship + i;
331 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
332 ss = plyship + i;
333 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
334 }
335
336 /* draw empty boards */
337 mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
338 mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
339 for(i=0; i < BDEPTH; ++i)
340 {
341 mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
342#ifdef A_COLOR
343 if (has_colors())
344 attron(COLOR_PAIR(COLOR_BLUE));
345#endif /* A_COLOR */
346 addch(' ');
347 for (j = 0; j < BWIDTH; j++)
348 addstr(" . ");
349#ifdef A_COLOR
350 attrset(0);
351#endif /* A_COLOR */
352 addch(' ');
353 addch(i + 'A');
354 }
355 mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
356 mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
357 mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
358 for(i=0; i < BDEPTH; ++i)
359 {
360 mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
361#ifdef A_COLOR
362 if (has_colors())
363 attron(COLOR_PAIR(COLOR_BLUE));
364#endif /* A_COLOR */
365 addch(' ');
366 for (j = 0; j < BWIDTH; j++)
367 addstr(" . ");
368#ifdef A_COLOR
369 attrset(0);
370#endif /* A_COLOR */
371 addch(' ');
372 addch(i + 'A');
373 }
374
375 mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
376
377 mvprintw(HYBASE, HXBASE,
378 "To position your ships: move the cursor to a spot, then");
379 mvprintw(HYBASE+1,HXBASE,
380 "type the first letter of a ship type to select it, then");
381 mvprintw(HYBASE+2,HXBASE,
382 "type a direction ([hjkl] or [4862]), indicating how the");
383 mvprintw(HYBASE+3,HXBASE,
384 "ship should be pointed. You may also type a ship letter");
385 mvprintw(HYBASE+4,HXBASE,
386 "followed by `r' to position it randomly, or type `R' to");
387 mvprintw(HYBASE+5,HXBASE,
388 "place all remaining ships randomly.");
389
390 mvaddstr(MYBASE, MXBASE, "Aiming keys:");
391 mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
392 mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
393 mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
394 mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
395 mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
396
397 /* have the computer place ships */
398 for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
399 {
400 randomplace(COMPUTER, ss);
401 placeship(COMPUTER, ss, FALSE);
402 }
403
404 ss = (ship_t *)NULL;
405 do {
406 char c, docked[SHIPTYPES + 2], *cp = docked;
407
408 /* figure which ships still wait to be placed */
409 *cp++ = 'R';
410 for (i = 0; i < SHIPTYPES; i++)
411 if (!plyship[i].placed)
412 *cp++ = plyship[i].symbol;
413 *cp = '\0';
414
415 /* get a command letter */
416 prompt(1, "Type one of [%s] to pick a ship.", docked+1);
417 do {
418 c = getcoord(PLAYER);
419 } while
420 (!strchr(docked, c));
421
422 if (c == 'R')
423 ungetch('R');
424 else
425 {
426 /* map that into the corresponding symbol */
427 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
428 if (ss->symbol == c)
429 break;
430
431 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
432 pgoto(cury, curx);
433 }
434
435 do {
436 c = getch();
437 } while
438 (!strchr("hjklrR", c) || c == FF);
439
440 if (c == FF)
441 {
442 clearok(stdscr, TRUE);
443 refresh();
444 }
445 else if (c == 'r')
446 {
447 prompt(1, "Random-placing your %s", ss->name);
448 randomplace(PLAYER, ss);
449 placeship(PLAYER, ss, TRUE);
450 error((char *)NULL);
451 ss->placed = TRUE;
452 }
453 else if (c == 'R')
454 {
455 prompt(1, "Placing the rest of your fleet at random...");
456 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
457 if (!ss->placed)
458 {
459 randomplace(PLAYER, ss);
460 placeship(PLAYER, ss, TRUE);
461 ss->placed = TRUE;
462 }
463 error((char *)NULL);
464 }
465 else if (strchr("hjkl8462", c))
466 {
467 ss->x = curx;
468 ss->y = cury;
469
470 switch(c)
471 {
472 case 'k': case '8': ss->dir = N; break;
473 case 'j': case '2': ss->dir = S; break;
474 case 'h': case '4': ss->dir = W; break;
475 case 'l': case '6': ss->dir = E; break;
476 }
477
478 if (checkplace(PLAYER, ss, TRUE))
479 {
480 placeship(PLAYER, ss, TRUE);
481 error((char *)NULL);
482 ss->placed = TRUE;
483 }
484 }
485
486 for (unplaced = i = 0; i < SHIPTYPES; i++)
487 unplaced += !plyship[i].placed;
488 } while
489 (unplaced);
490
491 turn = rnd(2);
492
493 mvprintw(HYBASE, HXBASE,
494 "To fire, move the cursor to your chosen aiming point ");
495 mvprintw(HYBASE+1, HXBASE,
496 "and strike any key other than a motion key. ");
497 mvprintw(HYBASE+2, HXBASE,
498 " ");
499 mvprintw(HYBASE+3, HXBASE,
500 " ");
501 mvprintw(HYBASE+4, HXBASE,
502 " ");
503 mvprintw(HYBASE+5, HXBASE,
504 " ");
505
506 prompt(0, "Press any key to start...");
507 getch();
508}
509
510static int
511getcoord(int atcpu)
512{
513 int ny, nx, c;
514
515 if (atcpu)
516 cgoto(cury,curx);
517 else
518 pgoto(cury, curx);
519 refresh();
520 for (;;)
521 {
522 if (atcpu)
523 {
524 mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
525 cgoto(cury, curx);
526 }
527 else
528 {
529 mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
530 pgoto(cury, curx);
531 }
532
533 switch(c = getch())
534 {
535 case 'k': case '8':
536#ifdef KEY_MIN
537 case KEY_UP:
538#endif /* KEY_MIN */
539 ny = cury+BDEPTH-1; nx = curx;
540 break;
541 case 'j': case '2':
542#ifdef KEY_MIN
543 case KEY_DOWN:
544#endif /* KEY_MIN */
545 ny = cury+1; nx = curx;
546 break;
547 case 'h': case '4':
548#ifdef KEY_MIN
549 case KEY_LEFT:
550#endif /* KEY_MIN */
551 ny = cury; nx = curx+BWIDTH-1;
552 break;
553 case 'l': case '6':
554#ifdef KEY_MIN
555 case KEY_RIGHT:
556#endif /* KEY_MIN */
557 ny = cury; nx = curx+1;
558 break;
559 case 'y': case '7':
560#ifdef KEY_MIN
561 case KEY_A1:
562#endif /* KEY_MIN */
563 ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
564 break;
565 case 'b': case '1':
566#ifdef KEY_MIN
567 case KEY_C1:
568#endif /* KEY_MIN */
569 ny = cury+1; nx = curx+BWIDTH-1;
570 break;
571 case 'u': case '9':
572#ifdef KEY_MIN
573 case KEY_A3:
574#endif /* KEY_MIN */
575 ny = cury+BDEPTH-1; nx = curx+1;
576 break;
577 case 'n': case '3':
578#ifdef KEY_MIN
579 case KEY_C3:
580#endif /* KEY_MIN */
581 ny = cury+1; nx = curx+1;
582 break;
583 case FF:
584 nx = curx; ny = cury;
585 clearok(stdscr, TRUE);
586 refresh();
587 break;
588 default:
589 if (atcpu)
590 mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
591 else
592 mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
593 return(c);
594 }
595
596 curx = nx % BWIDTH;
597 cury = ny % BDEPTH;
598 }
599}
600
601/* is this location on the selected zboard adjacent to a ship? */
602static int
603collidecheck(int b, int y, int x)
604{
605 int collide;
606
607 /* anything on the square */
608 if ((collide = IS_SHIP(board[b][x][y])) != 0)
609 return(collide);
610
611 /* anything on the neighbors */
612 if (!closepack) {
613 int i;
614
615 for (i = 0; i < 8; i++) {
616 int xend, yend;
617
618 yend = y + yincr[i];
619 xend = x + xincr[i];
620 if (ONBOARD(xend, yend))
621 collide += IS_SHIP(board[b][xend][yend]);
622 }
623 }
624
625 return(collide);
626}
627
628static bool
629checkplace(int b, ship_t *ss, int vis)
630{
631 int l, xend, yend;
632
633 /* first, check for board edges */
634 xend = ss->x + ss->length * xincr[ss->dir];
635 yend = ss->y + ss->length * yincr[ss->dir];
636 if (!ONBOARD(xend, yend)) {
637 if (vis) {
638 switch(rnd(3)) {
639 case 0:
640 error("Ship is hanging from the edge of the world");
641 break;
642 case 1:
643 error("Try fitting it on the board");
644 break;
645 case 2:
646 error("Figure I won't find it if you put it there?");
647 break;
648 }
649 }
650 return(0);
651 }
652
653 for(l = 0; l < ss->length; ++l) {
654 if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir])) {
655 if (vis) {
656 switch(rnd(3)) {
657 case 0:
658 error("There's already a ship there");
659 break;
660 case 1:
661 error("Collision alert! Aaaaaagh!");
662 break;
663 case 2:
664 error("Er, Admiral, what about the other ship?");
665 break;
666 }
667 }
668 return(FALSE);
669 }
670 }
671 return(TRUE);
672}
673
674static int
675awinna(void)
676{
677 int i, j;
678 ship_t *ss;
679
680 for(i=0; i<2; ++i)
681 {
682 ss = (i) ? cpuship : plyship;
683 for(j=0; j < SHIPTYPES; ++j, ++ss)
684 if(ss->length > ss->hits)
685 break;
686 if (j == SHIPTYPES)
687 return(OTHER);
688 }
689 return(-1);
690}
691
692/* a hit on the targeted ship */
693static ship_t *
694hitship(int x, int y)
695{
696 ship_t *sb, *ss;
697 char sym;
698 int oldx, oldy;
699
700 getyx(stdscr, oldy, oldx);
701 sb = (turn) ? plyship : cpuship;
702 if(!(sym = board[OTHER][x][y]))
703 return((ship_t *)NULL);
704 for(ss = sb; ss < sb + SHIPTYPES; ++ss)
705 if(ss->symbol == sym)
706 {
707 if (++ss->hits < ss->length) { /* still afloat? */
708 return((ship_t *)NULL);
709 } else { /* sunk */
710 int i, j;
711
712 if (!closepack) {
713 for (j = -1; j <= 1; j++) {
714 int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
715 int by = ss->y + j * yincr[(ss->dir + 2) % 8];
716
717 for (i = -1; i <= ss->length; ++i) {
718 int cx, cy;
719
720 cx = bx + i * xincr[ss->dir];
721 cy = by + i * yincr[ss->dir];
722 if (ONBOARD(cx, cy)) {
723 hits[turn][cx][cy] = MARK_MISS;
724 if (turn % 2 == PLAYER) {
725 cgoto(cy, cx);
726#ifdef A_COLOR
727 if (has_colors())
728 attron(COLOR_PAIR(COLOR_GREEN));
729#endif /* A_COLOR */
730
731 addch(MARK_MISS);
732#ifdef A_COLOR
733 attrset(0);
734#endif /* A_COLOR */
735 }
736 }
737 }
738 }
739 }
740
741 for (i = 0; i < ss->length; ++i)
742 {
743 int dx = ss->x + i * xincr[ss->dir];
744 int dy = ss->y + i * yincr[ss->dir];
745
746 hits[turn][dx][dy] = ss->symbol;
747 if (turn % 2 == PLAYER)
748 {
749 cgoto(dy, dx);
750 addch(ss->symbol);
751 }
752 }
753
754 move(oldy, oldx);
755 return(ss);
756 }
757 }
758 move(oldy, oldx);
759 return((ship_t *)NULL);
760}
761
762static int
763plyturn(void)
764{
765 ship_t *ss;
766 bool hit;
767 char const *m;
768
769 m = NULL;
770 prompt(1, "Where do you want to shoot? ");
771 for (;;)
772 {
773 getcoord(COMPUTER);
774 if (hits[PLAYER][curx][cury])
775 {
776 prompt(1, "You shelled this spot already! Try again.");
777 beep();
778 }
779 else
780 break;
781 }
782 hit = IS_SHIP(board[COMPUTER][curx][cury]);
783 hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
784 cgoto(cury, curx);
785#ifdef A_COLOR
786 if (has_colors()) {
787 if (hit)
788 attron(COLOR_PAIR(COLOR_RED));
789 else
790 attron(COLOR_PAIR(COLOR_GREEN));
791 }
792#endif /* A_COLOR */
793 addch((chtype)hits[PLAYER][curx][cury]);
794#ifdef A_COLOR
795 attrset(0);
796#endif /* A_COLOR */
797
798 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
799 if(hit && (ss = hitship(curx, cury)))
800 {
801 switch(rnd(5))
802 {
803 case 0:
804 m = " You sank my %s!";
805 break;
806 case 1:
807 m = " I have this sinking feeling about my %s....";
808 break;
809 case 2:
810 m = " My %s has gone to Davy Jones's locker!";
811 break;
812 case 3:
813 m = " Glub, glub -- my %s is headed for the bottom!";
814 break;
815 case 4:
816 m = " You'll pick up survivors from my %s, I hope...!";
817 break;
818 }
819 printw(m, ss->name);
820 beep();
821 return(awinna() == -1);
822 }
823 return(hit);
824}
825
826static int
827sgetc(const char *s)
828{
829 const char *s1;
830 int ch;
831
832 refresh();
833 for(;;) {
834 ch = getch();
835 if (islower(ch))
836 ch = toupper(ch);
837
838 if (ch == CTRLC)
839 uninitgame();
840
841 for (s1=s; *s1 && ch != *s1; ++s1)
842 continue;
843
844 if (*s1) {
845 addch((chtype)ch);
846 refresh();
847 return(ch);
848 }
849 }
850}
851
852/* random-fire routine -- implements simple diagonal-striping strategy */
853static void
854randomfire(int *px, int *py)
855{
856 static int turncount = 0;
857 static int srchstep = BEGINSTEP;
858 static int huntoffs; /* Offset on search strategy */
859 int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
860 int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
861 int x, y, i;
862
863 if (turncount++ == 0)
864 huntoffs = rnd(srchstep);
865
866 /* first, list all possible moves */
867 nposs = npref = 0;
868 for (x = 0; x < BWIDTH; x++)
869 for (y = 0; y < BDEPTH; y++)
870 if (!hits[COMPUTER][x][y])
871 {
872 xpossible[nposs] = x;
873 ypossible[nposs] = y;
874 nposs++;
875 if (((x+huntoffs) % srchstep) != (y % srchstep))
876 {
877 xpreferred[npref] = x;
878 ypreferred[npref] = y;
879 npref++;
880 }
881 }
882
883 if (npref)
884 {
885 i = rnd(npref);
886
887 *px = xpreferred[i];
888 *py = ypreferred[i];
889 }
890 else if (nposs)
891 {
892 i = rnd(nposs);
893
894 *px = xpossible[i];
895 *py = ypossible[i];
896
897 if (srchstep > 1)
898 --srchstep;
899 }
900 else
901 {
902 error("No moves possible?? Help!");
903 exit(1);
904 /*NOTREACHED*/
905 }
906}
907
908#define S_MISS 0
909#define S_HIT 1
910#define S_SUNK -1
911
912/* fire away at given location */
913static bool
914cpufire(int x, int y)
915{
916 bool hit, sunk;
917 ship_t *ss;
918
919 ss = NULL;
920 hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
921 mvprintw(PROMPTLINE, 0,
922 "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
923 ss = hitship(x, y);
924 sunk = hit && ss;
925 if (sunk)
926 printw(" I've sunk your %s", ss->name);
927 clrtoeol();
928
929 pgoto(y, x);
930#ifdef A_COLOR
931 if (has_colors()) {
932 if (hit)
933 attron(COLOR_PAIR(COLOR_RED));
934 else
935 attron(COLOR_PAIR(COLOR_GREEN));
936 }
937#endif /* A_COLOR */
938 addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
939#ifdef A_COLOR
940 attrset(0);
941#endif /* A_COLOR */
942
943 return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
944}
945
946/*
947 * This code implements a fairly irregular FSM, so please forgive the rampant
948 * unstructuredness below. The five labels are states which need to be held
949 * between computer turns.
950 */
951static bool
952cputurn(void)
953{
954#define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
955#define RANDOM_FIRE 0
956#define RANDOM_HIT 1
957#define HUNT_DIRECT 2
958#define FIRST_PASS 3
959#define REVERSE_JUMP 4
960#define SECOND_PASS 5
961 static int next = RANDOM_FIRE;
962 static bool used[4];
963 static ship_t ts;
964 int navail, x, y, d, n, hit = S_MISS;
965
966 switch(next)
967 {
968 case RANDOM_FIRE: /* last shot was random and missed */
969 refire:
970 randomfire(&x, &y);
971 if (!(hit = cpufire(x, y)))
972 next = RANDOM_FIRE;
973 else
974 {
975 ts.x = x; ts.y = y;
976 ts.hits = 1;
977 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
978 }
979 break;
980
981 case RANDOM_HIT: /* last shot was random and hit */
982 used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
983 /* FALLTHROUGH */
984
985 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
986 for (d = navail = 0; d < 4; d++)
987 {
988 x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
989 if (!used[d] && POSSIBLE(x, y))
990 navail++;
991 else
992 used[d] = TRUE;
993 }
994 if (navail == 0) /* no valid places for shots adjacent... */
995 goto refire; /* ...so we must random-fire */
996 else
997 {
998 for (d = 0, n = rnd(navail) + 1; n; n--)
999 while (used[d])
1000 d++;
1001
1002 assert(d <= 4);
1003
1004 used[d] = FALSE;
1005 x = ts.x + xincr[d*2];
1006 y = ts.y + yincr[d*2];
1007
1008 assert(POSSIBLE(x, y));
1009
1010 if (!(hit = cpufire(x, y)))
1011 next = HUNT_DIRECT;
1012 else
1013 {
1014 ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
1015 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1016 }
1017 }
1018 break;
1019
1020 case FIRST_PASS: /* we have a start and a direction now */
1021 x = ts.x + xincr[ts.dir];
1022 y = ts.y + yincr[ts.dir];
1023 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1024 {
1025 ts.x = x; ts.y = y; ts.hits++;
1026 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1027 }
1028 else
1029 next = REVERSE_JUMP;
1030 break;
1031
1032 case REVERSE_JUMP: /* nail down the ship's other end */
1033 d = ts.dir + 4;
1034 x = ts.x + ts.hits * xincr[d];
1035 y = ts.y + ts.hits * yincr[d];
1036 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1037 {
1038 ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
1039 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1040 }
1041 else
1042 next = RANDOM_FIRE;
1043 break;
1044
1045 case SECOND_PASS: /* kill squares not caught on first pass */
1046 x = ts.x + xincr[ts.dir];
1047 y = ts.y + yincr[ts.dir];
1048 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1049 {
1050 ts.x = x; ts.y = y; ts.hits++;
1051 next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
1052 break;
1053 }
1054 else
1055 next = RANDOM_FIRE;
1056 break;
1057 }
1058
1059 /* check for continuation and/or winner */
1060 if (salvo)
1061 {
1062 refresh();
1063 sleep(1);
1064 }
1065 if (awinna() != -1)
1066 return(FALSE);
1067
1068#ifdef DEBUG
1069 mvprintw(PROMPTLINE + 2, 0,
1070 "New state %d, x=%d, y=%d, d=%d",
1071 next, x, y, d);
1072#endif /* DEBUG */
1073 return(hit);
1074}
1075
1076int
1077playagain(void)
1078{
1079 int j;
1080 ship_t *ss;
1081
1082 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++) {
1083 for(j = 0; j < ss->length; j++) {
1084 cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
1085 addch((chtype)ss->symbol);
1086 }
1087 }
1088
1089 if(awinna()) {
1090 ++cpuwon;
1091 } else {
1092 ++plywon;
1093 }
1094
1095 j = 18 + strlen(name);
1096 if(plywon >= 10) {
1097 ++j;
1098 } else if(cpuwon >= 10) {
1099 ++j;
1100 }
1101
1102 mvprintw(1,(COLWIDTH-j)/2,
1103 "%s: %d Computer: %d",name,plywon,cpuwon);
1104
1105 prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
1106 : "Going to give me a chance for revenge, %s [yn]? ",name);
1107 return(sgetc("YN") == 'Y');
1108}
1109
1110static void
1111usage(void)
1112{
1113 fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
1114 fprintf(stderr, "\tWhere the options are:\n");
1115 fprintf(stderr, "\t-s : salvo - One shot per ship in play\n");
1116 fprintf(stderr, "\t-b : blitz - Fire until you miss\n");
1117 fprintf(stderr, "\t-c : closepack - Ships may be adjacent\n");
1118 fprintf(stderr, "Blitz and Salvo are mutually exclusive\n");
1119 exit(1);
1120}
1121
1122static int
1123scount(int who)
1124{
1125 int i, shots;
1126 ship_t *sp;
1127
1128 if (who)
1129 sp = cpuship; /* count cpu shots */
1130 else
1131 sp = plyship; /* count player shots */
1132
1133 for (i=0, shots = 0; i < SHIPTYPES; i++, sp++)
1134 {
1135 if (sp->hits >= sp->length)
1136 continue; /* dead ship */
1137 else
1138 shots++;
1139 }
1140 return(shots);
1141}
1142
1143int
1144main(int argc, char **argv)
1145{
1146 int ch;
1147
1148 /* revoke */
1149 setgid(getgid());
1150
1151 while ((ch = getopt(argc, argv, "bsc")) != -1) {
1152 switch (ch) {
1153 case 'b':
1154 blitz = 1;
1155 break;
1156 case 's':
1157 salvo = 1;
1158 break;
1159 case 'c':
1160 closepack = 1;
1161 break;
1162 case '?':
1163 default:
1164 usage();
1165 }
1166 }
1167 argc -= optind;
1168 argv += optind;
1169
1170 if (blitz && salvo)
1171 usage();
1172
1173 intro();
1174
1175 do {
1176 initgame();
1177 while(awinna() == -1) {
1178 if (blitz) {
1179 while(turn ? cputurn() : plyturn())
1180 continue;
1181 } else if (salvo) {
1182 int i;
1183
1184 i = scount(turn);
1185 while (i--) {
1186 if (turn) {
1187 if (cputurn() && awinna() != -1)
1188 i = 0;
1189 } else {
1190 if (plyturn() && awinna() != -1)
1191 i = 0;
1192 }
1193 }
1194 } else { /* Normal game */
1195 if(turn)
1196 cputurn();
1197 else
1198 plyturn();
1199 }
1200 turn = OTHER;
1201 }
1202 } while (playagain());
1203
1204 uninitgame();
1205 exit(0);
1206}