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authorJason Downs <downsj@cvs.openbsd.org>1996-08-21 08:18:37 +0000
committerJason Downs <downsj@cvs.openbsd.org>1996-08-21 08:18:37 +0000
commitdc9ec230296ea6642a86a80f7eb5c79b77cbc657 (patch)
tree350784bc7306af12114c3f2b0d69c84f111bcaab /games
parent2d4bae9f2bb7c75b75ebb82c4e9c61d0b6967e24 (diff)
battleships, from FreeBSD
Diffstat (limited to 'games')
-rw-r--r--games/bs/Makefile9
-rw-r--r--games/bs/bs.643
-rw-r--r--games/bs/bs.c1253
3 files changed, 1305 insertions, 0 deletions
diff --git a/games/bs/Makefile b/games/bs/Makefile
new file mode 100644
index 00000000000..03fbf9bf015
--- /dev/null
+++ b/games/bs/Makefile
@@ -0,0 +1,9 @@
+# $OpenBSD: Makefile,v 1.1 1996/08/21 08:18:33 downsj Exp $
+# $FreeBSD: Makefile,v 1.1.1.1 1994/12/03 04:33:28 ache Exp $
+
+PROG= bs
+MAN= bs.6
+DPADD= ${LIBCURSES} ${LIBTERMLIB}
+LDADD= -lcurses -ltermlib
+
+.include <bsd.prog.mk>
diff --git a/games/bs/bs.6 b/games/bs/bs.6
new file mode 100644
index 00000000000..cf4d3c753fa
--- /dev/null
+++ b/games/bs/bs.6
@@ -0,0 +1,43 @@
+.\" $OpenBSD: bs.6,v 1.1 1996/08/21 08:18:34 downsj Exp $
+.TH BATTLESHIPS 6 "Aug 23, 1989"
+.SH NAME
+bs \- battleships game
+.SH SYNOPSIS
+bs [ -b | -s ] [ -c ]
+.SH DESCRIPTION
+This program allows you to play the familiar Battleships game against the
+computer on a 10x10 board. The interface is visual and largely
+self-explanatory; you place your ships and pick your shots by moving the
+cursor around the `sea' with the rogue/hack motion keys hjklyubn.
+.PP
+Note that when selecting a ship to place, you must type the capital letter
+(these are, after all, capital ships). During ship placement, the `r' command
+may be used to ignore the current position and randomly place your currently
+selected ship. The `R' command will place all remaining ships randomly. The ^L
+command (form feed, ASCII 12) will force a screen redraw).
+.PP
+The command-line arguments control game modes.
+
+.nf
+ -b selects a `blitz' variant
+ -s selects a `salvo' variant
+ -c permits ships to be placed adjacently
+.fi
+
+The `blitz' variant allows a side to shoot for as long as it continues to
+score hits.
+.PP
+The `salvo' game allows a player one shot per turn for each of his/her ships
+still afloat. This puts a premium scoring hits early and knocking out some
+ships and also makes much harder the situation where you face a superior force
+with only your PT-boat.
+.PP
+Normally, ships must be separated by at least one square of open water. The
+-c option disables this check and allows them to close-pack.
+.PP
+The algorithm the computer uses once it has found a ship to sink is provably
+optimal. The dispersion criterion for the random-fire algorithm may not be.
+.SH AUTHORS
+Originally written by one Bruce Holloway in 1986. Salvo mode added by Chuck A.
+DeGaul (cbosgd!cad). Visual user interface, `closepack' option, code rewrite
+and manual page by Eric S. Raymond <esr@snark.thyrsus.com> August 1989.
diff --git a/games/bs/bs.c b/games/bs/bs.c
new file mode 100644
index 00000000000..ad01d608eea
--- /dev/null
+++ b/games/bs/bs.c
@@ -0,0 +1,1253 @@
+/* $OpenBSD: bs.c,v 1.1 1996/08/21 08:18:36 downsj Exp $ */
+/*
+ * bs.c - original author: Bruce Holloway
+ * salvo option by: Chuck A DeGaul
+ * with improved user interface, autoconfiguration and code cleanup
+ * by Eric S. Raymond <esr@snark.thyrsus.com>
+ * v1.2 with color support and minor portability fixes, November 1990
+ * v2.0 featuring strict ANSI/POSIX conformance, November 1993.
+ */
+
+#include <curses.h>
+#include <signal.h>
+#include <ctype.h>
+#include <assert.h>
+
+#ifndef A_UNDERLINE /* BSD curses */
+#define beep() write(1,"\007",1);
+#define cbreak crmode
+#define saveterm savetty
+#define resetterm resetty
+#define nocbreak nocrmode
+#define strchr index
+#endif /* !A_UNDERLINE */
+
+#ifdef isxdigit /* aha, must be an AT&T system... */
+#define srand(n) srand48(n)
+#define rand() lrand48()
+extern long lrand48();
+extern void srand48();
+#define bzero(s, n) (void)memset((char *)(s), '\0', n)
+extern char *memset();
+/*
+ * Try this if ungetch() fails to resolve.
+ *
+ * #define ungetch ungetc
+ */
+#endif /* isxdigit */
+
+extern unsigned sleep();
+extern char *strchr(), *strcpy();
+extern long time();
+extern void exit();
+
+static bool checkplace();
+
+/*
+ * Constants for tuning the random-fire algorithm. It prefers moves that
+ * diagonal-stripe the board with a stripe separation of srchstep. If
+ * no such preferred moves are found, srchstep is decremented.
+ */
+#define BEGINSTEP 3 /* initial value of srchstep */
+
+/* miscellaneous constants */
+#define SHIPTYPES 5
+#define OTHER (1-turn)
+#define PLAYER 0
+#define COMPUTER 1
+#define MARK_HIT 'H'
+#define MARK_MISS 'o'
+#define CTRLC '\003' /* used as terminate command */
+#define FF '\014' /* used as redraw command */
+
+/* coordinate handling */
+#define BWIDTH 10
+#define BDEPTH 10
+
+/* display symbols */
+#define SHOWHIT '*'
+#define SHOWSPLASH ' '
+#define IS_SHIP(c) isupper(c)
+
+/* how to position us on player board */
+#define PYBASE 3
+#define PXBASE 3
+#define PY(y) (PYBASE + (y))
+#define PX(x) (PXBASE + (x)*3)
+#define pgoto(y, x) (void)move(PY(y), PX(x))
+
+/* how to position us on cpu board */
+#define CYBASE 3
+#define CXBASE 48
+#define CY(y) (CYBASE + (y))
+#define CX(x) (CXBASE + (x)*3)
+#define cgoto(y, x) (void)move(CY(y), CX(x))
+
+#define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
+
+/* other board locations */
+#define COLWIDTH 80
+#define PROMPTLINE 21 /* prompt line */
+#define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
+#define SXBASE 63
+#define MYBASE SYBASE - 1 /* diagram caption */
+#define MXBASE 64
+#define HYBASE SYBASE - 1 /* help area */
+#define HXBASE 0
+
+/* this will need to be changed if BWIDTH changes */
+static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
+
+static char carrier[] = "Aircraft Carrier";
+static char battle[] = "Battleship";
+static char sub[] = "Submarine";
+static char destroy[] = "Destroyer";
+static char ptboat[] = "PT Boat";
+
+static char name[40];
+static char dftname[] = "stranger";
+
+/* direction constants */
+#define E 0
+#define SE 1
+#define S 2
+#define SW 3
+#define W 4
+#define NW 5
+#define N 6
+#define NE 7
+static int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
+static int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
+
+/* current ship position and direction */
+static int curx = (BWIDTH / 2);
+static int cury = (BDEPTH / 2);
+
+typedef struct
+{
+ char *name; /* name of the ship type */
+ unsigned hits; /* how many times has this ship been hit? */
+ char symbol; /* symbol for game purposes */
+ char length; /* length of ship */
+ char x, y; /* coordinates of ship start point */
+ char dir; /* direction of `bow' */
+ bool placed; /* has it been placed on the board? */
+}
+ship_t;
+
+ship_t plyship[SHIPTYPES] =
+{
+ { carrier, 0, 'A', 5},
+ { battle, 0, 'B', 4},
+ { destroy, 0, 'D', 3},
+ { sub, 0, 'S', 3},
+ { ptboat, 0, 'P', 2},
+};
+
+ship_t cpuship[SHIPTYPES] =
+{
+ { carrier, 0, 'A', 5},
+ { battle, 0, 'B', 4},
+ { destroy, 0, 'D', 3},
+ { sub, 0, 'S', 3},
+ { ptboat, 0, 'P', 2},
+};
+
+/* "Hits" board, and main board. */
+static char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
+
+static int turn; /* 0=player, 1=computer */
+static int plywon=0, cpuwon=0; /* How many games has each won? */
+
+static int salvo, blitz, closepack;
+
+#define PR (void)addstr
+
+static void uninitgame(sig)
+/* end the game, either normally or due to signal */
+int sig;
+{
+ clear();
+ (void)refresh();
+ (void)resetterm();
+ (void)echo();
+ (void)endwin();
+ exit(0);
+}
+
+static void announceopts()
+/* announce which game options are enabled */
+{
+ if (salvo || blitz || closepack)
+ {
+ (void) printw("Playing optional game (");
+ if (salvo)
+ (void) printw("salvo, ");
+ else
+ (void) printw("nosalvo, ");
+ if (blitz)
+ (void) printw("blitz ");
+ else
+ (void) printw("noblitz, ");
+ if (closepack)
+ (void) printw("closepack)");
+ else
+ (void) printw("noclosepack)");
+ }
+ else
+ (void) printw(
+ "Playing standard game (noblitz, nosalvo, noclosepack)");
+}
+
+static void intro()
+{
+ extern char *getlogin();
+ char *tmpname;
+
+ srand(time(0L)+getpid()); /* Kick the random number generator */
+
+ (void) signal(SIGINT,uninitgame);
+ (void) signal(SIGINT,uninitgame);
+ (void) signal(SIGIOT,uninitgame); /* for assert(3) */
+ if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
+ (void)signal(SIGQUIT,uninitgame);
+
+ if(tmpname = getlogin())
+ {
+ (void)strcpy(name,tmpname);
+ name[0] = toupper(name[0]);
+ }
+ else
+ (void)strcpy(name,dftname);
+
+ (void)initscr();
+#ifdef KEY_MIN
+ keypad(stdscr, TRUE);
+#endif /* KEY_MIN */
+ (void)saveterm();
+ (void)nonl();
+ (void)cbreak();
+ (void)noecho();
+
+#ifdef PENGUIN
+ (void)clear();
+ (void)mvaddstr(4,29,"Welcome to Battleship!");
+ (void)move(8,0);
+ PR(" \\\n");
+ PR(" \\ \\ \\\n");
+ PR(" \\ \\ \\ \\ \\_____________\n");
+ PR(" \\ \\ \\_____________ \\ \\/ |\n");
+ PR(" \\ \\/ \\ \\/ |\n");
+ PR(" \\/ \\_____/ |__\n");
+ PR(" ________________/ |\n");
+ PR(" \\ S.S. Penguin |\n");
+ PR(" \\ /\n");
+ PR(" \\___________________________________________________/\n");
+
+ (void) mvaddstr(22,27,"Hit any key to continue..."); (void)refresh();
+ (void) getch();
+#endif /* PENGUIN */
+
+#ifdef A_COLOR
+ start_color();
+
+ init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
+ init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
+ init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
+ init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
+ init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
+ init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
+ init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
+ init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
+#endif /* A_COLOR */
+
+}
+
+/* VARARGS1 */
+static void prompt(n, f, s)
+/* print a message at the prompt line */
+int n;
+char *f, *s;
+{
+ (void) move(PROMPTLINE + n, 0);
+ (void) clrtoeol();
+ (void) printw(f, s);
+ (void) refresh();
+}
+
+static void error(s)
+char *s;
+{
+ (void) move(PROMPTLINE + 2, 0);
+ (void) clrtoeol();
+ if (s)
+ {
+ (void) addstr(s);
+ (void) beep();
+ }
+}
+
+static void placeship(b, ss, vis)
+int b;
+ship_t *ss;
+int vis;
+{
+ int l;
+
+ for(l = 0; l < ss->length; ++l)
+ {
+ int newx = ss->x + l * xincr[ss->dir];
+ int newy = ss->y + l * yincr[ss->dir];
+
+ board[b][newx][newy] = ss->symbol;
+ if (vis)
+ {
+ pgoto(newy, newx);
+ (void) addch((chtype)ss->symbol);
+ }
+ }
+ ss->hits = 0;
+}
+
+static int rnd(n)
+int n;
+{
+ return(((rand() & 0x7FFF) % n));
+}
+
+static void randomplace(b, ss)
+/* generate a valid random ship placement into px,py */
+int b;
+ship_t *ss;
+{
+ register int bwidth = BWIDTH - ss->length;
+ register int bdepth = BDEPTH - ss->length;
+
+ do {
+ ss->y = rnd(bdepth);
+ ss->x = rnd(bwidth);
+ ss->dir = rnd(2) ? E : S;
+ } while
+ (!checkplace(b, ss, FALSE));
+}
+
+static void initgame()
+{
+ int i, j, unplaced;
+ ship_t *ss;
+
+ (void) clear();
+ (void) mvaddstr(0,35,"BATTLESHIPS");
+ (void) move(PROMPTLINE + 2, 0);
+ announceopts();
+
+ bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
+ bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
+ for (i = 0; i < SHIPTYPES; i++)
+ {
+ ss = cpuship + i;
+ ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
+ ss = plyship + i;
+ ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
+ }
+
+ /* draw empty boards */
+ (void) mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
+ (void) mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
+ for(i=0; i < BDEPTH; ++i)
+ {
+ (void) mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
+#ifdef A_COLOR
+ if (has_colors())
+ attron(COLOR_PAIR(COLOR_BLUE));
+#endif /* A_COLOR */
+ (void) addch(' ');
+ for (j = 0; j < BWIDTH; j++)
+ (void) addstr(" . ");
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+ (void) addch(' ');
+ (void) addch(i + 'A');
+ }
+ (void) mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
+ (void) mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
+ (void) mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
+ for(i=0; i < BDEPTH; ++i)
+ {
+ (void) mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
+#ifdef A_COLOR
+ if (has_colors())
+ attron(COLOR_PAIR(COLOR_BLUE));
+#endif /* A_COLOR */
+ (void) addch(' ');
+ for (j = 0; j < BWIDTH; j++)
+ (void) addstr(" . ");
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+ (void) addch(' ');
+ (void) addch(i + 'A');
+ }
+
+ (void) mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
+
+ (void) mvprintw(HYBASE, HXBASE,
+ "To position your ships: move the cursor to a spot, then");
+ (void) mvprintw(HYBASE+1,HXBASE,
+ "type the first letter of a ship type to select it, then");
+ (void) mvprintw(HYBASE+2,HXBASE,
+ "type a direction ([hjkl] or [4862]), indicating how the");
+ (void) mvprintw(HYBASE+3,HXBASE,
+ "ship should be pointed. You may also type a ship letter");
+ (void) mvprintw(HYBASE+4,HXBASE,
+ "followed by `r' to position it randomly, or type `R' to");
+ (void) mvprintw(HYBASE+5,HXBASE,
+ "place all remaining ships randomly.");
+
+ (void) mvaddstr(MYBASE, MXBASE, "Aiming keys:");
+ (void) mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
+ (void) mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
+ (void) mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
+ (void) mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
+ (void) mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
+
+ /* have the computer place ships */
+ for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
+ {
+ randomplace(COMPUTER, ss);
+ placeship(COMPUTER, ss, FALSE);
+ }
+
+ ss = (ship_t *)NULL;
+ do {
+ extern char *strchr();
+ static char getcoord();
+ char c, docked[SHIPTYPES + 2], *cp = docked;
+
+ /* figure which ships still wait to be placed */
+ *cp++ = 'R';
+ for (i = 0; i < SHIPTYPES; i++)
+ if (!plyship[i].placed)
+ *cp++ = plyship[i].symbol;
+ *cp = '\0';
+
+ /* get a command letter */
+ prompt(1, "Type one of [%s] to pick a ship.", docked+1);
+ do {
+ c = getcoord(PLAYER);
+ } while
+ (!strchr(docked, c));
+
+ if (c == 'R')
+ (void) ungetch('R');
+ else
+ {
+ /* map that into the corresponding symbol */
+ for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
+ if (ss->symbol == c)
+ break;
+
+ prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
+ pgoto(cury, curx);
+ }
+
+ do {
+ c = getch();
+ } while
+ (!strchr("hjklrR", c) || c == FF);
+
+ if (c == FF)
+ {
+ (void)clearok(stdscr, TRUE);
+ (void)refresh();
+ }
+ else if (c == 'r')
+ {
+ prompt(1, "Random-placing your %s", ss->name);
+ randomplace(PLAYER, ss);
+ placeship(PLAYER, ss, TRUE);
+ error((char *)NULL);
+ ss->placed = TRUE;
+ }
+ else if (c == 'R')
+ {
+ prompt(1, "Placing the rest of your fleet at random...");
+ for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
+ if (!ss->placed)
+ {
+ randomplace(PLAYER, ss);
+ placeship(PLAYER, ss, TRUE);
+ ss->placed = TRUE;
+ }
+ error((char *)NULL);
+ }
+ else if (strchr("hjkl8462", c))
+ {
+ ss->x = curx;
+ ss->y = cury;
+
+ switch(c)
+ {
+ case 'k': case '8': ss->dir = N; break;
+ case 'j': case '2': ss->dir = S; break;
+ case 'h': case '4': ss->dir = W; break;
+ case 'l': case '6': ss->dir = E; break;
+ }
+
+ if (checkplace(PLAYER, ss, TRUE))
+ {
+ placeship(PLAYER, ss, TRUE);
+ error((char *)NULL);
+ ss->placed = TRUE;
+ }
+ }
+
+ for (unplaced = i = 0; i < SHIPTYPES; i++)
+ unplaced += !plyship[i].placed;
+ } while
+ (unplaced);
+
+ turn = rnd(2);
+
+ (void) mvprintw(HYBASE, HXBASE,
+ "To fire, move the cursor to your chosen aiming point ");
+ (void) mvprintw(HYBASE+1, HXBASE,
+ "and strike any key other than a motion key. ");
+ (void) mvprintw(HYBASE+2, HXBASE,
+ " ");
+ (void) mvprintw(HYBASE+3, HXBASE,
+ " ");
+ (void) mvprintw(HYBASE+4, HXBASE,
+ " ");
+ (void) mvprintw(HYBASE+5, HXBASE,
+ " ");
+
+ (void) prompt(0, "Press any key to start...");
+ (void) getch();
+}
+
+static int getcoord(atcpu)
+int atcpu;
+{
+ int ny, nx, c;
+
+ if (atcpu)
+ cgoto(cury,curx);
+ else
+ pgoto(cury, curx);
+ (void)refresh();
+ for (;;)
+ {
+ if (atcpu)
+ {
+ (void) mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
+ cgoto(cury, curx);
+ }
+ else
+ {
+ (void) mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
+ pgoto(cury, curx);
+ }
+
+ switch(c = getch())
+ {
+ case 'k': case '8':
+#ifdef KEY_MIN
+ case KEY_UP:
+#endif /* KEY_MIN */
+ ny = cury+BDEPTH-1; nx = curx;
+ break;
+ case 'j': case '2':
+#ifdef KEY_MIN
+ case KEY_DOWN:
+#endif /* KEY_MIN */
+ ny = cury+1; nx = curx;
+ break;
+ case 'h': case '4':
+#ifdef KEY_MIN
+ case KEY_LEFT:
+#endif /* KEY_MIN */
+ ny = cury; nx = curx+BWIDTH-1;
+ break;
+ case 'l': case '6':
+#ifdef KEY_MIN
+ case KEY_RIGHT:
+#endif /* KEY_MIN */
+ ny = cury; nx = curx+1;
+ break;
+ case 'y': case '7':
+#ifdef KEY_MIN
+ case KEY_A1:
+#endif /* KEY_MIN */
+ ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
+ break;
+ case 'b': case '1':
+#ifdef KEY_MIN
+ case KEY_C1:
+#endif /* KEY_MIN */
+ ny = cury+1; nx = curx+BWIDTH-1;
+ break;
+ case 'u': case '9':
+#ifdef KEY_MIN
+ case KEY_A3:
+#endif /* KEY_MIN */
+ ny = cury+BDEPTH-1; nx = curx+1;
+ break;
+ case 'n': case '3':
+#ifdef KEY_MIN
+ case KEY_C3:
+#endif /* KEY_MIN */
+ ny = cury+1; nx = curx+1;
+ break;
+ case FF:
+ nx = curx; ny = cury;
+ (void)clearok(stdscr, TRUE);
+ (void)refresh();
+ break;
+ default:
+ if (atcpu)
+ (void) mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
+ else
+ (void) mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
+ return(c);
+ }
+
+ curx = nx % BWIDTH;
+ cury = ny % BDEPTH;
+ }
+}
+
+static int collidecheck(b, y, x)
+/* is this location on the selected zboard adjacent to a ship? */
+int b;
+int y, x;
+{
+ int collide;
+
+ /* anything on the square */
+ if (collide = IS_SHIP(board[b][x][y]))
+ return(collide);
+
+ /* anything on the neighbors */
+ if (!closepack)
+ {
+ int i;
+
+ for (i = 0; i < 8; i++)
+ {
+ int xend, yend;
+
+ yend = y + yincr[i];
+ xend = x + xincr[i];
+ if (ONBOARD(xend, yend))
+ collide += IS_SHIP(board[b][xend][yend]);
+ }
+ }
+ return(collide);
+}
+
+static bool checkplace(b, ss, vis)
+int b;
+ship_t *ss;
+int vis;
+{
+ int l, xend, yend;
+
+ /* first, check for board edges */
+ xend = ss->x + ss->length * xincr[ss->dir];
+ yend = ss->y + ss->length * yincr[ss->dir];
+ if (!ONBOARD(xend, yend))
+ {
+ if (vis)
+ switch(rnd(3))
+ {
+ case 0:
+ error("Ship is hanging from the edge of the world");
+ break;
+ case 1:
+ error("Try fitting it on the board");
+ break;
+ case 2:
+ error("Figure I won't find it if you put it there?");
+ break;
+ }
+ return(0);
+ }
+
+ for(l = 0; l < ss->length; ++l)
+ {
+ if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir]))
+ {
+ if (vis)
+ switch(rnd(3))
+ {
+ case 0:
+ error("There's already a ship there");
+ break;
+ case 1:
+ error("Collision alert! Aaaaaagh!");
+ break;
+ case 2:
+ error("Er, Admiral, what about the other ship?");
+ break;
+ }
+ return(FALSE);
+ }
+ }
+ return(TRUE);
+}
+
+static int awinna()
+{
+ int i, j;
+ ship_t *ss;
+
+ for(i=0; i<2; ++i)
+ {
+ ss = (i) ? cpuship : plyship;
+ for(j=0; j < SHIPTYPES; ++j, ++ss)
+ if(ss->length > ss->hits)
+ break;
+ if (j == SHIPTYPES)
+ return(OTHER);
+ }
+ return(-1);
+}
+
+static ship_t *hitship(x, y)
+/* register a hit on the targeted ship */
+int x, y;
+{
+ ship_t *sb, *ss;
+ char sym;
+ int oldx, oldy;
+
+ getyx(stdscr, oldy, oldx);
+ sb = (turn) ? plyship : cpuship;
+ if(!(sym = board[OTHER][x][y]))
+ return((ship_t *)NULL);
+ for(ss = sb; ss < sb + SHIPTYPES; ++ss)
+ if(ss->symbol == sym)
+ {
+ if (++ss->hits < ss->length) /* still afloat? */
+ return((ship_t *)NULL);
+ else /* sunk! */
+ {
+ int i, j;
+
+ if (!closepack)
+ for (j = -1; j <= 1; j++)
+ {
+ int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
+ int by = ss->y + j * yincr[(ss->dir + 2) % 8];
+
+ for (i = -1; i <= ss->length; ++i)
+ {
+ int x, y;
+
+ x = bx + i * xincr[ss->dir];
+ y = by + i * yincr[ss->dir];
+ if (ONBOARD(x, y))
+ {
+ hits[turn][x][y] = MARK_MISS;
+ if (turn % 2 == PLAYER)
+ {
+ cgoto(y, x);
+#ifdef A_COLOR
+ if (has_colors())
+ attron(COLOR_PAIR(COLOR_GREEN));
+#endif /* A_COLOR */
+ (void)addch(MARK_MISS);
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+ }
+ }
+ }
+ }
+
+ for (i = 0; i < ss->length; ++i)
+ {
+ int x = ss->x + i * xincr[ss->dir];
+ int y = ss->y + i * yincr[ss->dir];
+
+ hits[turn][x][y] = ss->symbol;
+ if (turn % 2 == PLAYER)
+ {
+ cgoto(y, x);
+ (void) addch(ss->symbol);
+ }
+ }
+
+ (void) move(oldy, oldx);
+ return(ss);
+ }
+ }
+ (void) move(oldy, oldx);
+ return((ship_t *)NULL);
+}
+
+static int plyturn()
+{
+ ship_t *ss;
+ bool hit;
+ char *m;
+
+ prompt(1, "Where do you want to shoot? ");
+ for (;;)
+ {
+ (void) getcoord(COMPUTER);
+ if (hits[PLAYER][curx][cury])
+ {
+ prompt(1, "You shelled this spot already! Try again.");
+ beep();
+ }
+ else
+ break;
+ }
+ hit = IS_SHIP(board[COMPUTER][curx][cury]);
+ hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
+ cgoto(cury, curx);
+#ifdef A_COLOR
+ if (has_colors())
+ if (hit)
+ attron(COLOR_PAIR(COLOR_RED));
+ else
+ attron(COLOR_PAIR(COLOR_GREEN));
+#endif /* A_COLOR */
+ (void) addch((chtype)hits[PLAYER][curx][cury]);
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+
+ prompt(1, "You %s.", hit ? "scored a hit" : "missed");
+ if(hit && (ss = hitship(curx, cury)))
+ {
+ switch(rnd(5))
+ {
+ case 0:
+ m = " You sank my %s!";
+ break;
+ case 1:
+ m = " I have this sinking feeling about my %s....";
+ break;
+ case 2:
+ m = " My %s has gone to Davy Jones's locker!";
+ break;
+ case 3:
+ m = " Glub, glub -- my %s is headed for the bottom!";
+ break;
+ case 4:
+ m = " You'll pick up survivors from my my %s, I hope...!";
+ break;
+ }
+ (void)printw(m, ss->name);
+ (void)beep();
+ return(awinna() == -1);
+ }
+ return(hit);
+}
+
+static int sgetc(s)
+char *s;
+{
+ char *s1;
+ int ch;
+
+ (void)refresh();
+ for(;;)
+ {
+ ch = getch();
+ if (islower(ch))
+ ch = toupper(ch);
+ if (ch == CTRLC)
+ uninitgame();
+ for (s1=s; *s1 && ch != *s1; ++s1)
+ continue;
+ if (*s1)
+ {
+ (void) addch((chtype)ch);
+ (void)refresh();
+ return(ch);
+ }
+ }
+}
+
+
+static void randomfire(px, py)
+/* random-fire routine -- implements simple diagonal-striping strategy */
+int *px, *py;
+{
+ static int turncount = 0;
+ static int srchstep = BEGINSTEP;
+ static int huntoffs; /* Offset on search strategy */
+ int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
+ int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
+ int x, y, i;
+
+ if (turncount++ == 0)
+ huntoffs = rnd(srchstep);
+
+ /* first, list all possible moves */
+ nposs = npref = 0;
+ for (x = 0; x < BWIDTH; x++)
+ for (y = 0; y < BDEPTH; y++)
+ if (!hits[COMPUTER][x][y])
+ {
+ xpossible[nposs] = x;
+ ypossible[nposs] = y;
+ nposs++;
+ if (((x+huntoffs) % srchstep) != (y % srchstep))
+ {
+ xpreferred[npref] = x;
+ ypreferred[npref] = y;
+ npref++;
+ }
+ }
+
+ if (npref)
+ {
+ i = rnd(npref);
+
+ *px = xpreferred[i];
+ *py = ypreferred[i];
+ }
+ else if (nposs)
+ {
+ i = rnd(nposs);
+
+ *px = xpossible[i];
+ *py = ypossible[i];
+
+ if (srchstep > 1)
+ --srchstep;
+ }
+ else
+ {
+ error("No moves possible?? Help!");
+ exit(1);
+ /*NOTREACHED*/
+ }
+}
+
+#define S_MISS 0
+#define S_HIT 1
+#define S_SUNK -1
+
+static bool cpufire(x, y)
+/* fire away at given location */
+int x, y;
+{
+ bool hit, sunk;
+ ship_t *ss;
+
+ hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
+ (void) mvprintw(PROMPTLINE, 0,
+ "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
+ if (sunk = (hit && (ss = hitship(x, y))))
+ (void) printw(" I've sunk your %s", ss->name);
+ (void)clrtoeol();
+
+ pgoto(y, x);
+#ifdef A_COLOR
+ if (has_colors())
+ if (hit)
+ attron(COLOR_PAIR(COLOR_RED));
+ else
+ attron(COLOR_PAIR(COLOR_GREEN));
+#endif /* A_COLOR */
+ (void)addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+
+ return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
+}
+
+/*
+ * This code implements a fairly irregular FSM, so please forgive the rampant
+ * unstructuredness below. The five labels are states which need to be held
+ * between computer turns.
+ */
+static bool cputurn()
+{
+#define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
+#define RANDOM_FIRE 0
+#define RANDOM_HIT 1
+#define HUNT_DIRECT 2
+#define FIRST_PASS 3
+#define REVERSE_JUMP 4
+#define SECOND_PASS 5
+ static int next = RANDOM_FIRE;
+ static bool used[4];
+ static ship_t ts;
+ int navail, x, y, d, n, hit = S_MISS;
+
+ switch(next)
+ {
+ case RANDOM_FIRE: /* last shot was random and missed */
+ refire:
+ randomfire(&x, &y);
+ if (!(hit = cpufire(x, y)))
+ next = RANDOM_FIRE;
+ else
+ {
+ ts.x = x; ts.y = y;
+ ts.hits = 1;
+ next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
+ }
+ break;
+
+ case RANDOM_HIT: /* last shot was random and hit */
+ used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
+ /* FALLTHROUGH */
+
+ case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
+ for (d = navail = 0; d < 4; d++)
+ {
+ x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
+ if (!used[d] && POSSIBLE(x, y))
+ navail++;
+ else
+ used[d] = TRUE;
+ }
+ if (navail == 0) /* no valid places for shots adjacent... */
+ goto refire; /* ...so we must random-fire */
+ else
+ {
+ for (d = 0, n = rnd(navail) + 1; n; n--)
+ while (used[d])
+ d++;
+
+ assert(d <= 4);
+
+ used[d] = FALSE;
+ x = ts.x + xincr[d*2];
+ y = ts.y + yincr[d*2];
+
+ assert(POSSIBLE(x, y));
+
+ if (!(hit = cpufire(x, y)))
+ next = HUNT_DIRECT;
+ else
+ {
+ ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
+ next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
+ }
+ }
+ break;
+
+ case FIRST_PASS: /* we have a start and a direction now */
+ x = ts.x + xincr[ts.dir];
+ y = ts.y + yincr[ts.dir];
+ if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
+ {
+ ts.x = x; ts.y = y; ts.hits++;
+ next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
+ }
+ else
+ next = REVERSE_JUMP;
+ break;
+
+ case REVERSE_JUMP: /* nail down the ship's other end */
+ d = ts.dir + 4;
+ x = ts.x + ts.hits * xincr[d];
+ y = ts.y + ts.hits * yincr[d];
+ if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
+ {
+ ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
+ next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
+ }
+ else
+ next = RANDOM_FIRE;
+ break;
+
+ case SECOND_PASS: /* kill squares not caught on first pass */
+ x = ts.x + xincr[ts.dir];
+ y = ts.y + yincr[ts.dir];
+ if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
+ {
+ ts.x = x; ts.y = y; ts.hits++;
+ next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
+ break;
+ }
+ else
+ next = RANDOM_FIRE;
+ break;
+ }
+
+ /* check for continuation and/or winner */
+ if (salvo)
+ {
+ (void)refresh();
+ (void)sleep(1);
+ }
+ if (awinna() != -1)
+ return(FALSE);
+
+#ifdef DEBUG
+ (void) mvprintw(PROMPTLINE + 2, 0,
+ "New state %d, x=%d, y=%d, d=%d",
+ next, x, y, d);
+#endif /* DEBUG */
+ return(hit);
+}
+
+playagain()
+{
+ int j;
+ ship_t *ss;
+
+ for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
+ for(j = 0; j < ss->length; j++)
+ {
+ cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
+ (void)addch((chtype)ss->symbol);
+ }
+
+ if(awinna())
+ ++cpuwon;
+ else
+ ++plywon;
+ j = 18 + strlen(name);
+ if(plywon >= 10)
+ ++j;
+ if(cpuwon >= 10)
+ ++j;
+ (void) mvprintw(1,(COLWIDTH-j)/2,
+ "%s: %d Computer: %d",name,plywon,cpuwon);
+
+ prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
+ : "Going to give me a chance for revenge, %s [yn]? ",name);
+ return(sgetc("YN") == 'Y');
+}
+
+static void do_options(c,op)
+int c;
+char *op[];
+{
+ register int i;
+
+ if (c > 1)
+ {
+ for (i=1; i<c; i++)
+ {
+ switch(op[i][0])
+ {
+ default:
+ case '?':
+ (void) fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
+ (void) fprintf(stderr, "\tWhere the options are:\n");
+ (void) fprintf(stderr, "\t-s : play a salvo game\n");
+ (void) fprintf(stderr, "\t-b : play a blitz game\n");
+ (void) fprintf(stderr, "\t-c : ships may be adjacent\n");
+ exit(1);
+ break;
+ case '-':
+ switch(op[i][1])
+ {
+ case 'b':
+ blitz = 1;
+ if (salvo == 1)
+ {
+ (void) fprintf(stderr,
+ "Bad Arg: -b and -s are mutually exclusive\n");
+ exit(1);
+ }
+ break;
+ case 's':
+ salvo = 1;
+ if (blitz == 1)
+ {
+ (void) fprintf(stderr,
+ "Bad Arg: -s and -b are mutually exclusive\n");
+ exit(1);
+ }
+ break;
+ case 'c':
+ closepack = 1;
+ break;
+ default:
+ (void) fprintf(stderr,
+ "Bad arg: type \"%s ?\" for usage message\n", op[0]);
+ exit(1);
+ }
+ }
+ }
+ }
+}
+
+static int scount(who)
+int who;
+{
+ register int i, shots;
+ register ship_t *sp;
+
+ if (who)
+ sp = cpuship; /* count cpu shots */
+ else
+ sp = plyship; /* count player shots */
+
+ for (i=0, shots = 0; i < SHIPTYPES; i++, sp++)
+ {
+ if (sp->hits >= sp->length)
+ continue; /* dead ship */
+ else
+ shots++;
+ }
+ return(shots);
+}
+
+main(argc, argv)
+int argc;
+char *argv[];
+{
+ do_options(argc, argv);
+
+ intro();
+ do {
+ initgame();
+ while(awinna() == -1)
+ {
+ if (!blitz)
+ {
+ if (!salvo)
+ {
+ if(turn)
+ (void) cputurn();
+ else
+ (void) plyturn();
+ }
+ else
+ {
+ register int i;
+
+ i = scount(turn);
+ while (i--)
+ {
+ if (turn)
+ {
+ if (cputurn() && awinna() != -1)
+ i = 0;
+ }
+ else
+ {
+ if (plyturn() && awinna() != -1)
+ i = 0;
+ }
+ }
+ }
+ }
+ else
+ while(turn ? cputurn() : plyturn())
+ continue;
+ turn = OTHER;
+ }
+ } while
+ (playagain());
+ uninitgame();
+ /*NOTREACHED*/
+}
+
+/* bs.c ends here */