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]))
702 return((ship_t *)NULL);
703 for(ss = sb; ss < sb + SHIPTYPES; ++ss)
704 if(ss->symbol == sym)
706 if (++ss->hits < ss->length) { /* still afloat? */
707 return((ship_t *)NULL);
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)
758 return((ship_t *)NULL);
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());