blob: a74f64300ad27daf8888bea0919e2df68ab2b65d [file] [log] [blame]
Steve Kondikae271bc2015-11-15 02:50:53 +01001/****************************************************************************
2 * Copyright (c) 1998-2013,2014 Free Software Foundation, Inc. *
3 * *
4 * Permission is hereby granted, free of charge, to any person obtaining a *
5 * copy of this software and associated documentation files (the *
6 * "Software"), to deal in the Software without restriction, including *
7 * without limitation the rights to use, copy, modify, merge, publish, *
8 * distribute, distribute with modifications, sublicense, and/or sell *
9 * copies of the Software, and to permit persons to whom the Software is *
10 * furnished to do so, subject to the following conditions: *
11 * *
12 * The above copyright notice and this permission notice shall be included *
13 * in all copies or substantial portions of the Software. *
14 * *
15 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS *
16 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF *
17 * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. *
18 * IN NO EVENT SHALL THE ABOVE COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, *
19 * DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR *
20 * OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR *
21 * THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
22 * *
23 * Except as contained in this notice, the name(s) of the above copyright *
24 * holders shall not be used in advertising or otherwise to promote the *
25 * sale, use or other dealings in this Software without prior written *
26 * authorization. *
27 ****************************************************************************/
28/*
29 * bs.c - original author: Bruce Holloway
30 * salvo option by: Chuck A DeGaul
31 * with improved user interface, autoconfiguration and code cleanup
32 * by Eric S. Raymond <esr@snark.thyrsus.com>
33 * v1.2 with color support and minor portability fixes, November 1990
34 * v2.0 featuring strict ANSI/POSIX conformance, November 1993.
35 * v2.1 with ncurses mouse support, September 1995
36 *
37 * $Id: bs.c,v 1.63 2014/08/09 22:27:12 tom Exp $
38 */
39
40#include <test.priv.h>
41
42#include <time.h>
43
44#ifndef SIGIOT
45#define SIGIOT SIGABRT
46#endif
47
48static int getcoord(int);
49
50/*
51 * Constants for tuning the random-fire algorithm. It prefers moves that
52 * diagonal-stripe the board with a stripe separation of srchstep. If
53 * no such preferred moves are found, srchstep is decremented.
54 */
55#define BEGINSTEP 3 /* initial value of srchstep */
56
57/* miscellaneous constants */
58#define SHIPTYPES 5
59#define OTHER (1-turn)
60#define PLAYER 0
61#define COMPUTER 1
62#define MARK_HIT 'H'
63#define MARK_MISS 'o'
64#define CTRLC '\003' /* used as terminate command */
65#define FF '\014' /* used as redraw command */
66
67/* coordinate handling */
68#define BWIDTH 10
69#define BDEPTH 10
70
71/* display symbols */
72#define SHOWHIT '*'
73#define SHOWSPLASH ' '
74#define IS_SHIP(c) (isupper(UChar(c)) ? TRUE : FALSE)
75
76/* how to position us on player board */
77#define PYBASE 3
78#define PXBASE 3
79#define PY(y) (PYBASE + (y))
80#define PX(x) (PXBASE + (x)*3)
81#define pgoto(y, x) (void)move(PY(y), PX(x))
82
83/* how to position us on cpu board */
84#define CYBASE 3
85#define CXBASE 48
86#define CY(y) (CYBASE + (y))
87#define CX(x) (CXBASE + (x)*3)
88#define CYINV(y) ((y) - CYBASE)
89#define CXINV(x) (((x) - CXBASE) / 3)
90#define cgoto(y, x) (void)move(CY(y), CX(x))
91
92#define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
93
94/* other board locations */
95#define COLWIDTH 80
96#define PROMPTLINE 21 /* prompt line */
97#define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
98#define SXBASE 63
99#define MYBASE SYBASE - 1 /* diagram caption */
100#define MXBASE 64
101#define HYBASE SYBASE - 1 /* help area */
102#define HXBASE 0
103
104/* this will need to be changed if BWIDTH changes */
105static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
106
107static char carrier[] = "Aircraft Carrier";
108static char battle[] = "Battleship";
109static char sub[] = "Submarine";
110static char destroy[] = "Destroyer";
111static char ptboat[] = "PT Boat";
112
113static char *your_name;
114static char dftname[] = "stranger";
115
116/* direction constants */
117#define E 0
118#define SE 1
119#define S 2
120#define SW 3
121#define W 4
122#define NW 5
123#define N 6
124#define NE 7
125static int xincr[8] =
126{1, 1, 0, -1, -1, -1, 0, 1};
127static int yincr[8] =
128{0, 1, 1, 1, 0, -1, -1, -1};
129
130/* current ship position and direction */
131static int curx = (BWIDTH / 2);
132static int cury = (BDEPTH / 2);
133
134typedef struct {
135 char *name; /* name of the ship type */
136 int hits; /* how many times has this ship been hit? */
137 char symbol; /* symbol for game purposes */
138 int length; /* length of ship */
139 int x, y; /* coordinates of ship start point */
140 int dir; /* direction of `bow' */
141 bool placed; /* has it been placed on the board? */
142} ship_t;
143
144static bool checkplace(int b, ship_t * ss, int vis);
145
146#define SHIPIT(name, symbol, length) { name, 0, symbol, length, 0,0, 0, FALSE }
147
148static ship_t plyship[SHIPTYPES] =
149{
150 SHIPIT(carrier, 'A', 5),
151 SHIPIT(battle, 'B', 4),
152 SHIPIT(destroy, 'D', 3),
153 SHIPIT(sub, 'S', 3),
154 SHIPIT(ptboat, 'P', 2),
155};
156
157static ship_t cpuship[SHIPTYPES] =
158{
159 SHIPIT(carrier, 'A', 5),
160 SHIPIT(battle, 'B', 4),
161 SHIPIT(destroy, 'D', 3),
162 SHIPIT(sub, 'S', 3),
163 SHIPIT(ptboat, 'P', 2),
164};
165
166/* "Hits" board, and main board. */
167static char hits[2][BWIDTH][BDEPTH];
168static char board[2][BWIDTH][BDEPTH];
169
170static int turn; /* 0=player, 1=computer */
171static int plywon = 0, cpuwon = 0; /* How many games has each won? */
172
173static int salvo, blitz, closepack;
174
175#define PR (void)addstr
176
177static void uninitgame(int sig) GCC_NORETURN;
178
179static void
180uninitgame(int sig GCC_UNUSED)
181/* end the game, either normally or due to signal */
182{
183 clear();
184 (void) refresh();
185 (void) reset_shell_mode();
186 (void) echo();
187 (void) endwin();
188 ExitProgram(sig ? EXIT_FAILURE : EXIT_SUCCESS);
189}
190
191static void
192announceopts(void)
193/* announce which game options are enabled */
194{
195 if (salvo || blitz || closepack) {
196 (void) printw("Playing optional game (");
197 if (salvo)
198 (void) printw("salvo, ");
199 else
200 (void) printw("nosalvo, ");
201 if (blitz)
202 (void) printw("blitz ");
203 else
204 (void) printw("noblitz, ");
205 if (closepack)
206 (void) printw("closepack)");
207 else
208 (void) printw("noclosepack)");
209 } else
210 (void) printw(
211 "Playing standard game (noblitz, nosalvo, noclosepack)");
212}
213
214static void
215intro(void)
216{
217 char *tmpname;
218
219 srand((unsigned) (time(0L) + getpid())); /* Kick the random number generator */
220
221 CATCHALL(uninitgame);
222
223 if ((tmpname = getlogin()) != 0 &&
224 (your_name = strdup(tmpname)) != 0) {
225 your_name[0] = (char) toupper(UChar(your_name[0]));
226 } else {
227 your_name = dftname;
228 }
229
230 (void) initscr();
231 keypad(stdscr, TRUE);
232 (void) def_prog_mode();
233 (void) nonl();
234 (void) cbreak();
235 (void) noecho();
236
237#ifdef PENGUIN
238 (void) clear();
239 MvAddStr(4, 29, "Welcome to Battleship!");
240 (void) move(8, 0);
241 PR(" \\\n");
242 PR(" \\ \\ \\\n");
243 PR(" \\ \\ \\ \\ \\_____________\n");
244 PR(" \\ \\ \\_____________ \\ \\/ |\n");
245 PR(" \\ \\/ \\ \\/ |\n");
246 PR(" \\/ \\_____/ |__\n");
247 PR(" ________________/ |\n");
248 PR(" \\ S.S. Penguin |\n");
249 PR(" \\ /\n");
250 PR(" \\___________________________________________________/\n");
251
252 MvAddStr(22, 27, "Hit any key to continue...");
253 (void) refresh();
254 (void) getch();
255#endif /* PENGUIN */
256
257#ifdef A_COLOR
258 start_color();
259
260 init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
261 init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
262 init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
263 init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
264 init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
265 init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
266 init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
267 init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
268#endif /* A_COLOR */
269
270#ifdef NCURSES_MOUSE_VERSION
271 (void) mousemask(BUTTON1_CLICKED, (mmask_t *) NULL);
272#endif /* NCURSES_MOUSE_VERSION */
273}
274
275/* VARARGS1 */
276static void
277prompt(int n, NCURSES_CONST char *f, const char *s)
278/* print a message at the prompt line */
279{
280 (void) move(PROMPTLINE + n, 0);
281 (void) clrtoeol();
282 (void) printw(f, s);
283 (void) refresh();
284}
285
286static void
287error(NCURSES_CONST char *s)
288{
289 (void) move(PROMPTLINE + 2, 0);
290 (void) clrtoeol();
291 if (s) {
292 (void) addstr(s);
293 (void) beep();
294 }
295}
296
297static void
298placeship(int b, ship_t * ss, int vis)
299{
300 int l;
301
302 for (l = 0; l < ss->length; ++l) {
303 int newx = ss->x + l * xincr[ss->dir];
304 int newy = ss->y + l * yincr[ss->dir];
305
306 board[b][newx][newy] = ss->symbol;
307 if (vis) {
308 pgoto(newy, newx);
309 (void) addch((chtype) ss->symbol);
310 }
311 }
312 ss->hits = 0;
313}
314
315static int
316rnd(int n)
317{
318 return (((rand() & 0x7FFF) % n));
319}
320
321static void
322randomplace(int b, ship_t * ss)
323/* generate a valid random ship placement into px,py */
324{
325
326 do {
327 ss->dir = rnd(2) ? E : S;
328 ss->x = rnd(BWIDTH - (ss->dir == E ? ss->length : 0));
329 ss->y = rnd(BDEPTH - (ss->dir == S ? ss->length : 0));
330 } while
331 (!checkplace(b, ss, FALSE));
332}
333
334static void
335initgame(void)
336{
337 int i, j, unplaced;
338 ship_t *ss;
339
340 (void) clear();
341 MvAddStr(0, 35, "BATTLESHIPS");
342 (void) move(PROMPTLINE + 2, 0);
343 announceopts();
344
345 memset(board, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
346 memset(hits, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
347 for (i = 0; i < SHIPTYPES; i++) {
348 ss = cpuship + i;
349
350 ss->x =
351 ss->y =
352 ss->dir =
353 ss->hits = 0;
354 ss->placed = FALSE;
355
356 ss = plyship + i;
357
358 ss->x =
359 ss->y =
360 ss->dir =
361 ss->hits = 0;
362 ss->placed = FALSE;
363 }
364
365 /* draw empty boards */
366 MvAddStr(PYBASE - 2, PXBASE + 5, "Main Board");
367 MvAddStr(PYBASE - 1, PXBASE - 3, numbers);
368 for (i = 0; i < BDEPTH; ++i) {
369 MvAddCh(PYBASE + i, PXBASE - 3, (chtype) (i + 'A'));
370#ifdef A_COLOR
371 if (has_colors())
372 attron(COLOR_PAIR(COLOR_BLUE));
373#endif /* A_COLOR */
374 (void) addch(' ');
375 for (j = 0; j < BWIDTH; j++)
376 (void) addstr(" . ");
377#ifdef A_COLOR
378 (void) attrset(0);
379#endif /* A_COLOR */
380 (void) addch(' ');
381 (void) addch((chtype) (i + 'A'));
382 }
383 MvAddStr(PYBASE + BDEPTH, PXBASE - 3, numbers);
384 MvAddStr(CYBASE - 2, CXBASE + 7, "Hit/Miss Board");
385 MvAddStr(CYBASE - 1, CXBASE - 3, numbers);
386 for (i = 0; i < BDEPTH; ++i) {
387 MvAddCh(CYBASE + i, CXBASE - 3, (chtype) (i + 'A'));
388#ifdef A_COLOR
389 if (has_colors())
390 attron(COLOR_PAIR(COLOR_BLUE));
391#endif /* A_COLOR */
392 (void) addch(' ');
393 for (j = 0; j < BWIDTH; j++)
394 (void) addstr(" . ");
395#ifdef A_COLOR
396 (void) attrset(0);
397#endif /* A_COLOR */
398 (void) addch(' ');
399 (void) addch((chtype) (i + 'A'));
400 }
401
402 MvAddStr(CYBASE + BDEPTH, CXBASE - 3, numbers);
403
404 MvPrintw(HYBASE, HXBASE,
405 "To position your ships: move the cursor to a spot, then");
406 MvPrintw(HYBASE + 1, HXBASE,
407 "type the first letter of a ship type to select it, then");
408 MvPrintw(HYBASE + 2, HXBASE,
409 "type a direction ([hjkl] or [4862]), indicating how the");
410 MvPrintw(HYBASE + 3, HXBASE,
411 "ship should be pointed. You may also type a ship letter");
412 MvPrintw(HYBASE + 4, HXBASE,
413 "followed by `r' to position it randomly, or type `R' to");
414 MvPrintw(HYBASE + 5, HXBASE,
415 "place all remaining ships randomly.");
416
417 MvAddStr(MYBASE, MXBASE, "Aiming keys:");
418 MvAddStr(SYBASE, SXBASE, "y k u 7 8 9");
419 MvAddStr(SYBASE + 1, SXBASE, " \\|/ \\|/ ");
420 MvAddStr(SYBASE + 2, SXBASE, "h-+-l 4-+-6");
421 MvAddStr(SYBASE + 3, SXBASE, " /|\\ /|\\ ");
422 MvAddStr(SYBASE + 4, SXBASE, "b j n 1 2 3");
423
424 /* have the computer place ships */
425 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++) {
426 randomplace(COMPUTER, ss);
427 placeship(COMPUTER, ss, FALSE);
428 }
429
430 do {
431 char c, docked[SHIPTYPES + 2], *cp = docked;
432
433 ss = (ship_t *) NULL;
434
435 /* figure which ships still wait to be placed */
436 *cp++ = 'R';
437 for (i = 0; i < SHIPTYPES; i++)
438 if (!plyship[i].placed)
439 *cp++ = plyship[i].symbol;
440 *cp = '\0';
441
442 /* get a command letter */
443 prompt(1, "Type one of [%s] to pick a ship.", docked + 1);
444 do {
445 c = (char) getcoord(PLAYER);
446 } while
447 (!(strchr) (docked, c));
448
449 if (c == 'R')
450 (void) ungetch('R');
451 else {
452 /* map that into the corresponding symbol */
453 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
454 if (ss->symbol == c)
455 break;
456
457 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
458 pgoto(cury, curx);
459 }
460
461 do {
462 c = (char) getch();
463 } while
464 (!(strchr("hjkl8462rR", c) || c == FF));
465
466 if (c == FF) {
467 (void) clearok(stdscr, TRUE);
468 (void) refresh();
469 } else if (ss == 0) {
470 beep(); /* simple to verify, unlikely to happen */
471 } else if (c == 'r') {
472 prompt(1, "Random-placing your %s", ss->name);
473 randomplace(PLAYER, ss);
474 placeship(PLAYER, ss, TRUE);
475 error((char *) NULL);
476 ss->placed = TRUE;
477 } else if (c == 'R') {
478 prompt(1, "Placing the rest of your fleet at random...", "");
479 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
480 if (!ss->placed) {
481 randomplace(PLAYER, ss);
482 placeship(PLAYER, ss, TRUE);
483 ss->placed = TRUE;
484 }
485 error((char *) NULL);
486 } else if (strchr("hjkl8462", c)) {
487 ss->x = curx;
488 ss->y = cury;
489
490 switch (c) {
491 case 'k':
492 case '8':
493 ss->dir = N;
494 break;
495 case 'j':
496 case '2':
497 ss->dir = S;
498 break;
499 case 'h':
500 case '4':
501 ss->dir = W;
502 break;
503 case 'l':
504 case '6':
505 ss->dir = E;
506 break;
507 }
508
509 if (checkplace(PLAYER, ss, TRUE)) {
510 placeship(PLAYER, ss, TRUE);
511 error((char *) NULL);
512 ss->placed = TRUE;
513 }
514 }
515
516 for (unplaced = i = 0; i < SHIPTYPES; i++)
517 unplaced += !plyship[i].placed;
518 } while
519 (unplaced);
520
521 turn = rnd(2);
522
523 MvPrintw(HYBASE, HXBASE,
524 "To fire, move the cursor to your chosen aiming point ");
525 MvPrintw(HYBASE + 1, HXBASE,
526 "and strike any key other than a motion key. ");
527 MvPrintw(HYBASE + 2, HXBASE,
528 " ");
529 MvPrintw(HYBASE + 3, HXBASE,
530 " ");
531 MvPrintw(HYBASE + 4, HXBASE,
532 " ");
533 MvPrintw(HYBASE + 5, HXBASE,
534 " ");
535
536 (void) prompt(0, "Press any key to start...", "");
537 (void) getch();
538}
539
540static int
541getcoord(int atcpu)
542{
543 int ny, nx, c;
544
545 if (atcpu)
546 cgoto(cury, curx);
547 else
548 pgoto(cury, curx);
549 (void) refresh();
550 for (;;) {
551 if (atcpu) {
552 MvPrintw(CYBASE + BDEPTH + 1, CXBASE + 11, "(%d, %c)",
553 curx, 'A' + cury);
554 cgoto(cury, curx);
555 } else {
556 MvPrintw(PYBASE + BDEPTH + 1, PXBASE + 11, "(%d, %c)",
557 curx, 'A' + cury);
558 pgoto(cury, curx);
559 }
560
561 switch (c = getch()) {
562 case 'k':
563 case '8':
564 case KEY_UP:
565 ny = cury + BDEPTH - 1;
566 nx = curx;
567 break;
568 case 'j':
569 case '2':
570 case KEY_DOWN:
571 ny = cury + 1;
572 nx = curx;
573 break;
574 case 'h':
575 case '4':
576 case KEY_LEFT:
577 ny = cury;
578 nx = curx + BWIDTH - 1;
579 break;
580 case 'l':
581 case '6':
582 case KEY_RIGHT:
583 ny = cury;
584 nx = curx + 1;
585 break;
586 case 'y':
587 case '7':
588 case KEY_A1:
589 ny = cury + BDEPTH - 1;
590 nx = curx + BWIDTH - 1;
591 break;
592 case 'b':
593 case '1':
594 case KEY_C1:
595 ny = cury + 1;
596 nx = curx + BWIDTH - 1;
597 break;
598 case 'u':
599 case '9':
600 case KEY_A3:
601 ny = cury + BDEPTH - 1;
602 nx = curx + 1;
603 break;
604 case 'n':
605 case '3':
606 case KEY_C3:
607 ny = cury + 1;
608 nx = curx + 1;
609 break;
610 case FF:
611 nx = curx;
612 ny = cury;
613 (void) clearok(stdscr, TRUE);
614 (void) refresh();
615 break;
616#ifdef NCURSES_MOUSE_VERSION
617 case KEY_MOUSE:
618 {
619 MEVENT myevent;
620
621 getmouse(&myevent);
622 if (atcpu
623 && myevent.y >= CY(0) && myevent.y <= CY(BDEPTH)
624 && myevent.x >= CX(0) && myevent.x <= CX(BDEPTH)) {
625 curx = CXINV(myevent.x);
626 cury = CYINV(myevent.y);
627 return (' ');
628 } else {
629 beep();
630 continue;
631 }
632 }
633 /* no fall through */
634#endif /* NCURSES_MOUSE_VERSION */
635
636 default:
637 if (atcpu)
638 MvAddStr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
639 else
640 MvAddStr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
641 return (c);
642 }
643
644 curx = nx % BWIDTH;
645 cury = ny % BDEPTH;
646 }
647}
648
649static bool
650collidecheck(int b, int y, int x)
651/* is this location on the selected zboard adjacent to a ship? */
652{
653 bool collide;
654
655 /* anything on the square */
656 if ((collide = IS_SHIP(board[b][x][y])) != FALSE)
657 return (collide);
658
659 /* anything on the neighbors */
660 if (!closepack) {
661 int i;
662
663 for (i = 0; i < 8; i++) {
664 int xend, yend;
665
666 yend = y + yincr[i];
667 xend = x + xincr[i];
668 if (ONBOARD(xend, yend)
669 && IS_SHIP(board[b][xend][yend])) {
670 collide = TRUE;
671 break;
672 }
673 }
674 }
675 return (collide);
676}
677
678static bool
679checkplace(int b, ship_t * ss, int vis)
680{
681 int l, xend, yend;
682
683 /* first, check for board edges */
684 xend = ss->x + (ss->length - 1) * xincr[ss->dir];
685 yend = ss->y + (ss->length - 1) * yincr[ss->dir];
686 if (!ONBOARD(xend, yend)) {
687 if (vis)
688 switch (rnd(3)) {
689 case 0:
690 error("Ship is hanging from the edge of the world");
691 break;
692 case 1:
693 error("Try fitting it on the board");
694 break;
695 case 2:
696 error("Figure I won't find it if you put it there?");
697 break;
698 }
699 return (FALSE);
700 }
701
702 for (l = 0; l < ss->length; ++l) {
703 if (collidecheck(b, ss->y + l * yincr[ss->dir], ss->x + l * xincr[ss->dir])) {
704 if (vis)
705 switch (rnd(3)) {
706 case 0:
707 error("There's already a ship there");
708 break;
709 case 1:
710 error("Collision alert! Aaaaaagh!");
711 break;
712 case 2:
713 error("Er, Admiral, what about the other ship?");
714 break;
715 }
716 return (FALSE);
717 }
718 }
719 return (TRUE);
720}
721
722static int
723awinna(void)
724{
725 int i, j;
726 ship_t *ss;
727
728 for (i = 0; i < 2; ++i) {
729 ss = (i) ? cpuship : plyship;
730 for (j = 0; j < SHIPTYPES; ++j, ++ss)
731 if (ss->length > ss->hits)
732 break;
733 if (j == SHIPTYPES)
734 return (OTHER);
735 }
736 return (-1);
737}
738
739static ship_t *
740hitship(int x, int y)
741/* register a hit on the targeted ship */
742{
743 ship_t *sb, *ss;
744 char sym;
745 int oldx, oldy;
746
747 getyx(stdscr, oldy, oldx);
748 sb = (turn) ? plyship : cpuship;
749 if ((sym = board[OTHER][x][y]) == 0)
750 return ((ship_t *) NULL);
751 for (ss = sb; ss < sb + SHIPTYPES; ++ss)
752 if (ss->symbol == sym) {
753 if (++ss->hits < ss->length) /* still afloat? */
754 return ((ship_t *) NULL);
755 else { /* sunk! */
756 int i, j;
757
758 if (!closepack)
759 for (j = -1; j <= 1; j++) {
760 int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
761 int by = ss->y + j * yincr[(ss->dir + 2) % 8];
762
763 for (i = -1; i <= ss->length; ++i) {
764 int x1, y1;
765
766 x1 = bx + i * xincr[ss->dir];
767 y1 = by + i * yincr[ss->dir];
768 if (ONBOARD(x1, y1)) {
769 hits[turn][x1][y1] = MARK_MISS;
770 if (turn % 2 == PLAYER) {
771 cgoto(y1, x1);
772#ifdef A_COLOR
773 if (has_colors())
774 attron(COLOR_PAIR(COLOR_GREEN));
775#endif /* A_COLOR */
776 (void) addch(MARK_MISS);
777#ifdef A_COLOR
778 (void) attrset(0);
779#endif /* A_COLOR */
780 } else {
781 pgoto(y1, x1);
782 (void) addch(SHOWSPLASH);
783 }
784 }
785 }
786 }
787
788 for (i = 0; i < ss->length; ++i) {
789 int x1 = ss->x + i * xincr[ss->dir];
790 int y1 = ss->y + i * yincr[ss->dir];
791
792 hits[turn][x1][y1] = ss->symbol;
793 if (turn % 2 == PLAYER) {
794 cgoto(y1, x1);
795 (void) addch((chtype) (ss->symbol));
796 } else {
797 pgoto(y1, x1);
798#ifdef A_COLOR
799 if (has_colors())
800 attron(COLOR_PAIR(COLOR_RED));
801#endif /* A_COLOR */
802 (void) addch(SHOWHIT);
803#ifdef A_COLOR
804 (void) attrset(0);
805#endif /* A_COLOR */
806 }
807 }
808
809 (void) move(oldy, oldx);
810 return (ss);
811 }
812 }
813 (void) move(oldy, oldx);
814 return ((ship_t *) NULL);
815}
816
817static bool
818plyturn(void)
819{
820 ship_t *ss;
821 bool hit;
822 NCURSES_CONST char *m = NULL;
823
824 prompt(1, "Where do you want to shoot? ", "");
825 for (;;) {
826 (void) getcoord(COMPUTER);
827 if (hits[PLAYER][curx][cury]) {
828 prompt(1, "You shelled this spot already! Try again.", "");
829 beep();
830 } else
831 break;
832 }
833 hit = IS_SHIP(board[COMPUTER][curx][cury]);
834 hits[PLAYER][curx][cury] = (char) (hit ? MARK_HIT : MARK_MISS);
835 cgoto(cury, curx);
836#ifdef A_COLOR
837 if (has_colors()) {
838 if (hit)
839 attron(COLOR_PAIR(COLOR_RED));
840 else
841 attron(COLOR_PAIR(COLOR_GREEN));
842 }
843#endif /* A_COLOR */
844 (void) addch((chtype) hits[PLAYER][curx][cury]);
845#ifdef A_COLOR
846 (void) attrset(0);
847#endif /* A_COLOR */
848
849 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
850 if (hit && (ss = hitship(curx, cury))) {
851 switch (rnd(5)) {
852 case 0:
853 m = " You sank my %s!";
854 break;
855 case 1:
856 m = " I have this sinking feeling about my %s....";
857 break;
858 case 2:
859 m = " My %s has gone to Davy Jones's locker!";
860 break;
861 case 3:
862 m = " Glub, glub -- my %s is headed for the bottom!";
863 break;
864 case 4:
865 m = " You'll pick up survivors from my %s, I hope...!";
866 break;
867 }
868 if (m != 0) {
869 (void) printw(m, ss->name);
870 }
871 (void) beep();
872 }
873 return (hit);
874}
875
876static int
877sgetc(const char *s)
878{
879 const char *s1;
880 int ch;
881
882 (void) refresh();
883 for (;;) {
884 ch = getch();
885 if (islower(ch))
886 ch = toupper(ch);
887 if (ch == CTRLC)
888 uninitgame(0);
889 for (s1 = s; *s1 && ch != *s1; ++s1)
890 continue;
891 if (*s1) {
892 (void) addch((chtype) ch);
893 (void) refresh();
894 return (ch);
895 }
896 }
897}
898
899static void
900randomfire(int *px, int *py)
901/* random-fire routine -- implements simple diagonal-striping strategy */
902{
903 static int turncount = 0;
904 static int srchstep = BEGINSTEP;
905 static int huntoffs; /* Offset on search strategy */
906 int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
907 int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
908 int x, y, i;
909
910 if (turncount++ == 0)
911 huntoffs = rnd(srchstep);
912
913 /* first, list all possible moves */
914 nposs = npref = 0;
915 for (x = 0; x < BWIDTH; x++)
916 for (y = 0; y < BDEPTH; y++)
917 if (!hits[COMPUTER][x][y]) {
918 xpossible[nposs] = x;
919 ypossible[nposs] = y;
920 nposs++;
921 if (((x + huntoffs) % srchstep) != (y % srchstep)) {
922 xpreferred[npref] = x;
923 ypreferred[npref] = y;
924 npref++;
925 }
926 }
927
928 if (npref) {
929 i = rnd(npref);
930
931 *px = xpreferred[i];
932 *py = ypreferred[i];
933 } else if (nposs) {
934 i = rnd(nposs);
935
936 *px = xpossible[i];
937 *py = ypossible[i];
938
939 if (srchstep > 1)
940 --srchstep;
941 } else {
942 error("No moves possible?? Help!");
943 ExitProgram(EXIT_FAILURE);
944 /*NOTREACHED */
945 }
946}
947
948#define S_MISS 0
949#define S_HIT 1
950#define S_SUNK -1
951
952static int
953cpufire(int x, int y)
954/* fire away at given location */
955{
956 bool hit, sunk;
957 ship_t *ss = NULL;
958
959 hit = (bool) board[PLAYER][x][y];
960 hits[COMPUTER][x][y] = (hit ? MARK_HIT : MARK_MISS);
961 MvPrintw(PROMPTLINE, 0,
962 "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" :
963 "miss");
964 if ((sunk = (hit && (ss = hitship(x, y)))) != 0)
965 (void) printw(" I've sunk your %s", ss->name);
966 (void) clrtoeol();
967
968 pgoto(y, x);
969#ifdef A_COLOR
970 if (has_colors()) {
971 if (hit)
972 attron(COLOR_PAIR(COLOR_RED));
973 else
974 attron(COLOR_PAIR(COLOR_GREEN));
975 }
976#endif /* A_COLOR */
977 (void) addch((chtype) (hit ? SHOWHIT : SHOWSPLASH));
978#ifdef A_COLOR
979 (void) attrset(0);
980#endif /* A_COLOR */
981
982 return hit ? (sunk ? S_SUNK : S_HIT) : S_MISS;
983}
984
985/*
986 * This code implements a fairly irregular FSM, so please forgive the rampant
987 * unstructuredness below. The five labels are states which need to be held
988 * between computer turns.
989 *
990 * The FSM is not externally reset to RANDOM_FIRE if the player wins. Instead,
991 * the other states check for "impossible" conditions which signify a new
992 * game, then if found transition to RANDOM_FIRE.
993 */
994static bool
995cputurn(void)
996{
997#define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
998#define RANDOM_FIRE 0
999#define RANDOM_HIT 1
1000#define HUNT_DIRECT 2
1001#define FIRST_PASS 3
1002#define REVERSE_JUMP 4
1003#define SECOND_PASS 5
1004 static int next = RANDOM_FIRE;
1005 static bool used[4];
1006 static ship_t ts;
1007 int navail, x, y, d, n;
1008 int hit = S_MISS;
1009
1010 switch (next) {
1011 case RANDOM_FIRE: /* last shot was random and missed */
1012 refire:
1013 randomfire(&x, &y);
1014 if (!(hit = cpufire(x, y)))
1015 next = RANDOM_FIRE;
1016 else {
1017 ts.x = x;
1018 ts.y = y;
1019 ts.hits = 1;
1020 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
1021 }
1022 break;
1023
1024 case RANDOM_HIT: /* last shot was random and hit */
1025 used[E / 2] = used[S / 2] = used[W / 2] = used[N / 2] = FALSE;
1026 /* FALLTHROUGH */
1027
1028 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
1029 for (d = navail = 0; d < 4; d++) {
1030 x = ts.x + xincr[d * 2];
1031 y = ts.y + yincr[d * 2];
1032 if (!used[d] && POSSIBLE(x, y))
1033 navail++;
1034 else
1035 used[d] = TRUE;
1036 }
1037 if (navail == 0) /* no valid places for shots adjacent... */
1038 goto refire; /* ...so we must random-fire */
1039 else {
1040 n = rnd(navail) + 1;
1041 for (d = 0; used[d]; d++) ;
1042 /* used[d] is first that == 0 */
1043 for (; n > 1; n--)
1044 while (used[++d]) ;
1045 /* used[d] is next that == 0 */
1046
1047 assert(d < 4);
1048 assert(used[d] == FALSE);
1049
1050 used[d] = TRUE;
1051 x = ts.x + xincr[d * 2];
1052 y = ts.y + yincr[d * 2];
1053
1054 assert(POSSIBLE(x, y));
1055
1056 if (!(hit = cpufire(x, y)))
1057 next = HUNT_DIRECT;
1058 else {
1059 ts.x = x;
1060 ts.y = y;
1061 ts.dir = d * 2;
1062 ts.hits++;
1063 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1064 }
1065 }
1066 break;
1067
1068 case FIRST_PASS: /* we have a start and a direction now */
1069 x = ts.x + xincr[ts.dir];
1070 y = ts.y + yincr[ts.dir];
1071 if (POSSIBLE(x, y) && (hit = cpufire(x, y))) {
1072 ts.x = x;
1073 ts.y = y;
1074 ts.hits++;
1075 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1076 } else
1077 next = REVERSE_JUMP;
1078 break;
1079
1080 case REVERSE_JUMP: /* nail down the ship's other end */
1081 d = (ts.dir + 4) % 8;
1082 x = ts.x + ts.hits * xincr[d];
1083 y = ts.y + ts.hits * yincr[d];
1084 if (POSSIBLE(x, y) && (hit = cpufire(x, y))) {
1085 ts.x = x;
1086 ts.y = y;
1087 ts.dir = d;
1088 ts.hits++;
1089 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1090 } else
1091 next = RANDOM_FIRE;
1092 break;
1093
1094 case SECOND_PASS: /* continue shooting after reversing */
1095 x = ts.x + xincr[ts.dir];
1096 y = ts.y + yincr[ts.dir];
1097 if (POSSIBLE(x, y) && (hit = cpufire(x, y))) {
1098 ts.x = x;
1099 ts.y = y;
1100 ts.hits++;
1101 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1102 break;
1103 } else
1104 next = RANDOM_FIRE;
1105 break;
1106 }
1107
1108 /* pause between shots in salvo */
1109 if (salvo) {
1110 (void) refresh();
1111 (void) sleep(1);
1112 }
1113#ifdef DEBUG
1114 MvPrintw(PROMPTLINE + 2, 0,
1115 "New state %d, x=%d, y=%d, d=%d",
1116 next, x, y, d);
1117#endif /* DEBUG */
1118 return ((hit) ? TRUE : FALSE);
1119}
1120
1121static int
1122playagain(void)
1123{
1124 int j;
1125 ship_t *ss;
1126
1127 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
1128 for (j = 0; j < ss->length; j++) {
1129 cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
1130 (void) addch((chtype) ss->symbol);
1131 }
1132
1133 if (awinna())
1134 ++cpuwon;
1135 else
1136 ++plywon;
1137 j = 18 + (int) strlen(your_name);
1138 if (plywon >= 10)
1139 ++j;
1140 if (cpuwon >= 10)
1141 ++j;
1142 MvPrintw(1, (COLWIDTH - j) / 2,
1143 "%s: %d Computer: %d", your_name, plywon, cpuwon);
1144
1145 prompt(2, (awinna())? "Want to be humiliated again, %s [yn]? "
1146 : "Going to give me a chance for revenge, %s [yn]? ", your_name);
1147 return (sgetc("YN") == 'Y');
1148}
1149
1150static void
1151do_options(int c, char *op[])
1152{
1153 register int i;
1154
1155 if (c > 1) {
1156 for (i = 1; i < c; i++) {
1157 switch (op[i][0]) {
1158 default:
1159 case '?':
1160 (void) fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
1161 (void) fprintf(stderr, "\tWhere the options are:\n");
1162 (void) fprintf(stderr, "\t-s : play a salvo game\n");
1163 (void) fprintf(stderr, "\t-b : play a blitz game\n");
1164 (void) fprintf(stderr, "\t-c : ships may be adjacent\n");
1165 ExitProgram(EXIT_FAILURE);
1166 break;
1167 case '-':
1168 switch (op[i][1]) {
1169 case 'b':
1170 blitz = 1;
1171 if (salvo == 1) {
1172 (void) fprintf(stderr,
1173 "Bad Arg: -b and -s are mutually exclusive\n");
1174 ExitProgram(EXIT_FAILURE);
1175 }
1176 break;
1177 case 's':
1178 salvo = 1;
1179 if (blitz == 1) {
1180 (void) fprintf(stderr,
1181 "Bad Arg: -s and -b are mutually exclusive\n");
1182 ExitProgram(EXIT_FAILURE);
1183 }
1184 break;
1185 case 'c':
1186 closepack = 1;
1187 break;
1188 default:
1189 (void) fprintf(stderr,
1190 "Bad arg: type \"%s ?\" for usage message\n",
1191 op[0]);
1192 ExitProgram(EXIT_FAILURE);
1193 }
1194 }
1195 }
1196 }
1197}
1198
1199static int
1200scount(int who)
1201{
1202 register int i, shots;
1203 register ship_t *sp;
1204
1205 if (who)
1206 sp = cpuship; /* count cpu shots */
1207 else
1208 sp = plyship; /* count player shots */
1209
1210 for (i = 0, shots = 0; i < SHIPTYPES; i++, sp++) {
1211 if (sp->hits >= sp->length)
1212 continue; /* dead ship */
1213 else
1214 shots++;
1215 }
1216 return (shots);
1217}
1218
1219int
1220main(int argc, char *argv[])
1221{
1222 setlocale(LC_ALL, "");
1223
1224 do_options(argc, argv);
1225
1226 intro();
1227 do {
1228 initgame();
1229 while (awinna() == -1) {
1230 if (!blitz) {
1231 if (!salvo) {
1232 if (turn)
1233 (void) cputurn();
1234 else
1235 (void) plyturn();
1236 } else {
1237 register int i;
1238
1239 i = scount(turn);
1240 while (i--) {
1241 if (turn) {
1242 if (cputurn() && awinna() != -1)
1243 i = 0;
1244 } else {
1245 if (plyturn() && awinna() != -1)
1246 i = 0;
1247 }
1248 }
1249 }
1250 } else
1251 while ((turn ? cputurn() : plyturn()) && awinna() == -1)
1252 continue;
1253 turn = OTHER;
1254 }
1255 } while
1256 (playagain());
1257 uninitgame(0);
1258 /*NOTREACHED */
1259}
1260
1261/* bs.c ends here */