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 1.5 2005/03/15 20:53:37 dillon 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 */
149 static void uninitgame(void) {
159 sighandler(__unused int sig)
164 /* announce which game options are enabled */
168 printw("Playing %s game (", (salvo || blitz || closepack) ?
169 "optional" : "standard");
182 printw("closepack)");
184 printw("noclosepack)");
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);
201 if(tmpname != '\0') {
202 strcpy(name,tmpname);
203 name[0] = toupper(name[0]);
205 strcpy(name,dftname);
210 keypad(stdscr, TRUE);
219 mvaddstr(4,29,"Welcome to Battleship!");
223 PR(" \\ \\ \\ \\ \\_____________\n");
224 PR(" \\ \\ \\_____________ \\ \\/ |\n");
225 PR(" \\ \\/ \\ \\/ |\n");
226 PR(" \\/ \\_____/ |__\n");
227 PR(" ________________/ |\n");
228 PR(" \\ S.S. Penguin |\n");
230 PR(" \\___________________________________________________/\n");
232 mvaddstr(22,27,"Hit any key to continue..."); refresh();
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);
251 /* print a message at the prompt line */
253 prompt(int n, const char *f, ...)
255 char buf[COLWIDTH + 1];
259 move(PROMPTLINE + n, 0);
261 vsnprintf(buf, COLWIDTH + 1, f, ap);
270 move(PROMPTLINE + 2, 0);
279 placeship(int b, ship_t *ss, int vis)
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];
287 board[b][newx][newy] = ss->symbol;
290 addch((chtype)ss->symbol);
299 return(random() % n);
302 /* generate a valid random ship placement into px,py */
304 randomplace(int b, ship_t *ss)
306 int bwidth = BWIDTH - ss->length;
307 int bdepth = BDEPTH - ss->length;
312 ss->dir = rnd(2) ? E : S;
313 } while (!checkplace(b, ss, FALSE));
323 mvaddstr(0,35,"BATTLESHIPS");
324 move(PROMPTLINE + 2, 0);
327 bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
328 bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
329 for (i = 0; i < SHIPTYPES; i++) {
331 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
333 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
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)
341 mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
344 attron(COLOR_PAIR(COLOR_BLUE));
347 for (j = 0; j < BWIDTH; j++)
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)
360 mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
363 attron(COLOR_PAIR(COLOR_BLUE));
366 for (j = 0; j < BWIDTH; j++)
375 mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
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.");
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");
397 /* have the computer place ships */
398 for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
400 randomplace(COMPUTER, ss);
401 placeship(COMPUTER, ss, FALSE);
406 char c, docked[SHIPTYPES + 2], *cp = docked;
408 /* figure which ships still wait to be placed */
410 for (i = 0; i < SHIPTYPES; i++)
411 if (!plyship[i].placed)
412 *cp++ = plyship[i].symbol;
415 /* get a command letter */
416 prompt(1, "Type one of [%s] to pick a ship.", docked+1);
418 c = getcoord(PLAYER);
420 (!strchr(docked, c));
426 /* map that into the corresponding symbol */
427 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
431 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
438 (!strchr("hjklrR", c) || c == FF);
442 clearok(stdscr, TRUE);
447 prompt(1, "Random-placing your %s", ss->name);
448 randomplace(PLAYER, ss);
449 placeship(PLAYER, ss, TRUE);
455 prompt(1, "Placing the rest of your fleet at random...");
456 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
459 randomplace(PLAYER, ss);
460 placeship(PLAYER, ss, TRUE);
465 else if (strchr("hjkl8462", c))
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;
478 if (checkplace(PLAYER, ss, TRUE))
480 placeship(PLAYER, ss, TRUE);
486 for (unplaced = i = 0; i < SHIPTYPES; i++)
487 unplaced += !plyship[i].placed;
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,
499 mvprintw(HYBASE+3, HXBASE,
501 mvprintw(HYBASE+4, HXBASE,
503 mvprintw(HYBASE+5, HXBASE,
506 prompt(0, "Press any key to start...");
524 mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
529 mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
539 ny = cury+BDEPTH-1; nx = curx;
545 ny = cury+1; nx = curx;
551 ny = cury; nx = curx+BWIDTH-1;
557 ny = cury; nx = curx+1;
563 ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
569 ny = cury+1; nx = curx+BWIDTH-1;
575 ny = cury+BDEPTH-1; nx = curx+1;
581 ny = cury+1; nx = curx+1;
584 nx = curx; ny = cury;
585 clearok(stdscr, TRUE);
590 mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
592 mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
601 /* is this location on the selected zboard adjacent to a ship? */
603 collidecheck(int b, int y, int x)
607 /* anything on the square */
608 if ((collide = IS_SHIP(board[b][x][y])) != 0)
611 /* anything on the neighbors */
615 for (i = 0; i < 8; i++) {
620 if (ONBOARD(xend, yend))
621 collide += IS_SHIP(board[b][xend][yend]);
629 checkplace(int b, ship_t *ss, int vis)
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)) {
640 error("Ship is hanging from the edge of the world");
643 error("Try fitting it on the board");
646 error("Figure I won't find it if you put it there?");
653 for(l = 0; l < ss->length; ++l) {
654 if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir])) {
658 error("There's already a ship there");
661 error("Collision alert! Aaaaaagh!");
664 error("Er, Admiral, what about the other ship?");
682 ss = (i) ? cpuship : plyship;
683 for(j=0; j < SHIPTYPES; ++j, ++ss)
684 if(ss->length > ss->hits)
692 /* a hit on the targeted ship */
694 hitship(int x, int y)
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)
707 if (++ss->hits < ss->length) { /* still afloat? */
708 return((ship_t *)NULL);
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];
717 for (i = -1; i <= ss->length; ++i) {
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) {
728 attron(COLOR_PAIR(COLOR_GREEN));
741 for (i = 0; i < ss->length; ++i)
743 int dx = ss->x + i * xincr[ss->dir];
744 int dy = ss->y + i * yincr[ss->dir];
746 hits[turn][dx][dy] = ss->symbol;
747 if (turn % 2 == PLAYER)
759 return((ship_t *)NULL);
770 prompt(1, "Where do you want to shoot? ");
774 if (hits[PLAYER][curx][cury])
776 prompt(1, "You shelled this spot already! Try again.");
782 hit = IS_SHIP(board[COMPUTER][curx][cury]);
783 hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
788 attron(COLOR_PAIR(COLOR_RED));
790 attron(COLOR_PAIR(COLOR_GREEN));
793 addch((chtype)hits[PLAYER][curx][cury]);
798 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
799 if(hit && (ss = hitship(curx, cury)))
804 m = " You sank my %s!";
807 m = " I have this sinking feeling about my %s....";
810 m = " My %s has gone to Davy Jones's locker!";
813 m = " Glub, glub -- my %s is headed for the bottom!";
816 m = " You'll pick up survivors from my %s, I hope...!";
821 return(awinna() == -1);
841 for (s1=s; *s1 && ch != *s1; ++s1)
852 /* random-fire routine -- implements simple diagonal-striping strategy */
854 randomfire(int *px, int *py)
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;
863 if (turncount++ == 0)
864 huntoffs = rnd(srchstep);
866 /* first, list all possible moves */
868 for (x = 0; x < BWIDTH; x++)
869 for (y = 0; y < BDEPTH; y++)
870 if (!hits[COMPUTER][x][y])
872 xpossible[nposs] = x;
873 ypossible[nposs] = y;
875 if (((x+huntoffs) % srchstep) != (y % srchstep))
877 xpreferred[npref] = x;
878 ypreferred[npref] = y;
902 error("No moves possible?? Help!");
912 /* fire away at given location */
914 cpufire(int x, int y)
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");
926 printw(" I've sunk your %s", ss->name);
933 attron(COLOR_PAIR(COLOR_RED));
935 attron(COLOR_PAIR(COLOR_GREEN));
938 addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
943 return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
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.
954 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
955 #define RANDOM_FIRE 0
957 #define HUNT_DIRECT 2
959 #define REVERSE_JUMP 4
960 #define SECOND_PASS 5
961 static int next = RANDOM_FIRE;
964 int navail, x, y, d, n, hit = S_MISS;
968 case RANDOM_FIRE: /* last shot was random and missed */
971 if (!(hit = cpufire(x, y)))
977 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
981 case RANDOM_HIT: /* last shot was random and hit */
982 used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
985 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
986 for (d = navail = 0; d < 4; d++)
988 x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
989 if (!used[d] && POSSIBLE(x, y))
994 if (navail == 0) /* no valid places for shots adjacent... */
995 goto refire; /* ...so we must random-fire */
998 for (d = 0, n = rnd(navail) + 1; n; n--)
1005 x = ts.x + xincr[d*2];
1006 y = ts.y + yincr[d*2];
1008 assert(POSSIBLE(x, y));
1010 if (!(hit = cpufire(x, y)))
1014 ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
1015 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
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)))
1025 ts.x = x; ts.y = y; ts.hits++;
1026 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1029 next = REVERSE_JUMP;
1032 case REVERSE_JUMP: /* nail down the ship's other end */
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)))
1038 ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
1039 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
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)))
1050 ts.x = x; ts.y = y; ts.hits++;
1051 next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
1059 /* check for continuation and/or winner */
1069 mvprintw(PROMPTLINE + 2, 0,
1070 "New state %d, x=%d, y=%d, d=%d",
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);
1095 j = 18 + strlen(name);
1098 } else if(cpuwon >= 10) {
1102 mvprintw(1,(COLWIDTH-j)/2,
1103 "%s: %d Computer: %d",name,plywon,cpuwon);
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');
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");
1129 sp = cpuship; /* count cpu shots */
1131 sp = plyship; /* count player shots */
1133 for (i=0, shots = 0; i < SHIPTYPES; i++, sp++)
1135 if (sp->hits >= sp->length)
1136 continue; /* dead ship */
1144 main(int argc, char **argv)
1151 while ((ch = getopt(argc, argv, "bsc")) != -1) {
1177 while(awinna() == -1) {
1179 while(turn ? cputurn() : plyturn())
1187 if (cputurn() && awinna() != -1)
1190 if (plyturn() && awinna() != -1)
1194 } else { /* Normal game */
1202 } while (playagain());