diff options
author | Jason Downs <downsj@cvs.openbsd.org> | 1996-08-21 08:18:37 +0000 |
---|---|---|
committer | Jason Downs <downsj@cvs.openbsd.org> | 1996-08-21 08:18:37 +0000 |
commit | dc9ec230296ea6642a86a80f7eb5c79b77cbc657 (patch) | |
tree | 350784bc7306af12114c3f2b0d69c84f111bcaab /games | |
parent | 2d4bae9f2bb7c75b75ebb82c4e9c61d0b6967e24 (diff) |
battleships, from FreeBSD
Diffstat (limited to 'games')
-rw-r--r-- | games/bs/Makefile | 9 | ||||
-rw-r--r-- | games/bs/bs.6 | 43 | ||||
-rw-r--r-- | games/bs/bs.c | 1253 |
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 */ |