/* $OpenBSD: bs.c,v 1.20 2003/06/11 08:47:44 pjanzen Exp $ */ /* * Copyright (c) 1986, Bruce Holloway * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are * met: * * - Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * - Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * - Neither the name of the nor the names of its * contributors may be used to endorse or promote products derived from * this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ /* * bs.c - original author: Bruce Holloway * salvo option by: Chuck A DeGaul * with improved user interface, autoconfiguration and code cleanup * by Eric S. Raymond * v1.2 with color support and minor portability fixes, November 1990 * v2.0 featuring strict ANSI/POSIX conformance, November 1993. * v2.1 with ncurses mouse support, September 1995 * v2.2 with bugfixes and strategical improvements, March 1998. */ #ifndef lint static const char rcsid[] = "$OpenBSD: bs.c,v 1.20 2003/06/11 08:47:44 pjanzen Exp $"; #endif /* #define _POSIX_SOURCE */ /* ( random() ) */ #include #include #include #include #include #include #include #include #include #include static int getcoord(int atcpu); /* * 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 CYINV(y) ((y) - CYBASE) #define CXINV(x) (((x) - CXBASE) / 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[MAXLOGNAME]; 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 */ char hits; /* how many times has this ship been hit? */ char symbol; /* symbol for game purposes */ char length; /* length of ship */ signed char x, y; /* coordinates of ship start point */ unsigned char dir; /* direction of `bow' */ bool placed; /* has it been placed on the board? */ } ship_t; static bool checkplace(int b, ship_t *ss, int vis); ship_t plyship[SHIPTYPES] = { { carrier, 0, 'A', 5, 0, 0, 0, FALSE}, { battle, 0, 'B', 4, 0, 0, 0, FALSE}, { destroy, 0, 'D', 3, 0, 0, 0, FALSE}, { sub, 0, 'S', 3, 0, 0, 0, FALSE}, { ptboat, 0, 'P', 2, 0, 0, 0, FALSE} }; ship_t cpuship[SHIPTYPES] = { { carrier, 0, 'A', 5, 0, 0, 0, FALSE}, { battle, 0, 'B', 4, 0, 0, 0, FALSE}, { destroy, 0, 'D', 3, 0, 0, 0, FALSE}, { sub, 0, 'S', 3, 0, 0, 0, FALSE}, { ptboat, 0, 'P', 2, 0, 0, 0, FALSE} }; /* The following variables (and associated defines), used for computer * targetting, must be global so that they can be reset for each new game * played without restarting the program. */ #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 int turncount = 0; static int srchstep = BEGINSTEP; /* Computer needs to keep track of longest and shortest player ships still * not sunk, for better targetting. */ static int cpushortest; static int cpulongest; /* "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; static void uninitgame(int sig) /* end the game, either normally or due to signal */ { clear(); (void)refresh(); (void)resetterm(); (void)echo(); (void)endwin(); exit(sig); } static void announceopts(void) /* 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(void) { char *tmpname; srandomdev(); /* Kick the random number generator */ (void) signal(SIGINT,uninitgame); (void) signal(SIGINT,uninitgame); if(signal(SIGQUIT,SIG_IGN) != SIG_IGN) (void)signal(SIGQUIT,uninitgame); if ((tmpname = getlogin()) != NULL) { (void)strlcpy(name, tmpname, sizeof(name)); name[0] = toupper(name[0]); } else (void)strlcpy(name, dftname, sizeof(name)); (void)initscr(); #ifdef KEY_MIN keypad(stdscr, TRUE); #endif /* KEY_MIN */ (void)saveterm(); (void)nonl(); (void)cbreak(); (void)noecho(); if ((LINES < PROMPTLINE + 3) || (COLS < COLWIDTH)) { endwin(); errx(1, "screen must be at least %dx%d.", PROMPTLINE + 3, COLWIDTH); } #ifdef PENGUIN #define PR (void)addstr (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 */ #ifdef NCURSES_MOUSE_VERSION (void) mousemask(BUTTON1_CLICKED, (mmask_t *)NULL); #endif /* NCURSES_MOUSE_VERSION*/ } /* VARARGS1 */ static void prompt(int n, char *f, char *s) /* print a message at the prompt line */ { (void) move(PROMPTLINE + n, 0); (void) clrtoeol(); (void) printw(f, s); (void) refresh(); } static void error(char *s) { (void) move(PROMPTLINE + 2, 0); (void) clrtoeol(); if (s) { (void) addstr(s); (void) beep(); } } static void placeship(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(int n) { return(((random() & 0x7FFF) % n)); } static void randomplace(int b, ship_t *ss) /* generate a valid random ship placement into px,py */ { do { ss->dir = rnd(2) ? E : S; ss->x = rnd(BWIDTH - (ss->dir == E ? ss->length : 0)); ss->y = rnd(BDEPTH - (ss->dir == S ? ss->length : 0)); } while (!checkplace(b, ss, FALSE)); } static void initgame(void) { int i, j, unplaced; ship_t *ss; (void) clear(); (void) mvaddstr(0,35,"BATTLESHIPS"); (void) move(PROMPTLINE + 2, 0); announceopts(); /* Set up global CPU algorithm variables. */ next = RANDOM_FIRE; turncount = 0; srchstep = BEGINSTEP; /* set up cpulongest and cpushortest (computer targetting variables) */ cpushortest = cpulongest = cpuship->length; memset(board, 0, sizeof(char) * BWIDTH * BDEPTH * 2); memset(hits, 0, sizeof(char) * BWIDTH * BDEPTH * 2); for (i = 0; i < SHIPTYPES; i++) { ss = cpuship + i; ss->x = ss->y = ss->dir = ss->hits = 0; ss->placed = FALSE; ss = plyship + i; ss->x = ss->y = ss->dir = ss->hits = 0; ss->placed = FALSE; if (ss->length > cpulongest) cpulongest = ss->length; if (ss->length < cpushortest) cpushortest = ss->length; } /* 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, (chtype)(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((chtype)(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, (chtype)(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((chtype)(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 { 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(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; #ifdef NCURSES_MOUSE_VERSION case KEY_MOUSE: { MEVENT myevent; getmouse(&myevent); if (atcpu && myevent.y >= CY(0) && myevent.y < CY(BDEPTH) && myevent.x >= CX(0) && myevent.x < CX(BWIDTH)) { curx = CXINV(myevent.x); cury = CYINV(myevent.y); return(' '); } else beep(); } break; #endif /* NCURSES_MOUSE_VERSION */ case ERR: uninitgame(1); 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(int b, int y, int x) /* is this location on the selected zboard adjacent to a ship? */ { int collide; /* anything on the square */ if ((collide = IS_SHIP(board[b][x][y])) != 0) 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(int b, ship_t *ss, int vis) { int l, xend, yend; /* first, check for board edges */ xend = ss->x + (ss->length - 1) * xincr[ss->dir]; yend = ss->y + (ss->length - 1) * 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(FALSE); } 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(void) { 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(int x, int y) /* register a hit on the targeted ship */ { 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 x1, y1; x1 = bx + i * xincr[ss->dir]; y1 = by + i * yincr[ss->dir]; if (ONBOARD(x1, y1)) { hits[turn][x1][y1] = MARK_MISS; if (turn == PLAYER) { cgoto(y1, x1); #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 x1 = ss->x + i * xincr[ss->dir]; int y1 = ss->y + i * yincr[ss->dir]; hits[turn][x1][y1] = ss->symbol; if (turn == PLAYER) { cgoto(y1, x1); (void) addch((chtype)(ss->symbol)); } } (void) move(oldy, oldx); return(ss); } } (void) move(oldy, oldx); return((ship_t *)NULL); } static int plyturn(void) { ship_t *ss; int hit; char *m = NULL; 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 %s, I hope...!"; break; } (void)printw(m, ss->name); (void)beep(); } return(hit); } static int sgetc(char *s) { char *s1; int ch; (void)refresh(); for(;;) { ch = getch(); if (islower(ch)) ch = toupper(ch); if (ch == CTRLC) uninitgame(0); for (s1=s; *s1 && ch != *s1; ++s1) continue; if (*s1) { (void) addch((chtype)ch); (void) refresh(); return(ch); } } } static bool cpushipcanfit(int x, int y, int length, int direction) /* Checks to see if there's room for a ship of a given length in a given * direction. If direction is negative, check in all directions. Note * that North and South are equivalent, as are East and West. */ { int len = 1; int x1, y1; if (direction >= 0) { direction %= 4; while (direction < 8) { x1 = x + xincr[direction]; y1 = y + yincr[direction]; while (POSSIBLE(x1,y1)) { len++; x1 += xincr[direction]; y1 += yincr[direction]; } direction += 4; } return (len >= length); } else { return ((cpushipcanfit(x,y,length,E)) || (cpushipcanfit(x,y,length,S))); } } static void randomfire(int *px, int *py) /* random-fire routine -- implements simple diagonal-striping strategy */ { static int huntoffs; /* Offset on search strategy */ int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs; int x, y, i; if (turncount++ == 0) huntoffs = rnd(srchstep); /* first, list all possible moves on the diagonal stripe */ nposs = 0; for (x = 0; x < BWIDTH; x++) for (y = 0; y < BDEPTH; y++) if ((!hits[COMPUTER][x][y]) && (((x+huntoffs) % srchstep) == (y % srchstep)) && (cpushipcanfit(x,y,cpulongest,-1))) { xpossible[nposs] = x; ypossible[nposs] = y; nposs++; } if (nposs) { i = rnd(nposs); *px = xpossible[i]; *py = ypossible[i]; } else if (srchstep > cpulongest) { --srchstep; randomfire(px, py); } else { error("No moves possible?? Help!"); exit(1); } } #define S_MISS 0 #define S_HIT 1 #define S_SUNK -1 static int cpufire(int x, int y) /* fire away at given location */ { int hit; bool sunk; ship_t *ss = NULL; 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 int cputurn(void) { static bool used[4]; static ship_t ts; int navail, x, y, d, n, hit = S_MISS; bool closenoshot = FALSE; 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[W/2] = (!(cpushipcanfit(ts.x,ts.y,cpushortest,E))); used[S/2] = used[N/2] = (!(cpushipcanfit(ts.x,ts.y,cpushortest,S))); /* 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--,d++) while (used[d]) d++; d--; x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2]; 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)) { if ((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; } else next = REVERSE_JUMP; /* FALL THROUGH */ case REVERSE_JUMP: /* nail down the ship's other end */ ts.dir = (ts.dir + 4) % 8; ts.x += (ts.hits-1) * xincr[ts.dir]; ts.y += (ts.hits-1) * yincr[ts.dir]; /* FALL THROUGH */ 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)) { if ((hit = cpufire(x, y))) { ts.x = x; ts.y = y; ts.hits++; next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS; } else { /* The only way to get here is if closepack is on; otherwise, * we _have_ sunk the ship. I set hit to S_SUNK just to get * the additional closepack logic at the end of the switch. */ /*assert closepack*/ if (!closepack) error("Assertion failed: not closepack 1"); hit = S_SUNK; next = RANDOM_FIRE; } } else { /*assert closepack*/ if (!closepack) error("Assertion failed: not closepack 2"); hit = S_SUNK; closenoshot = TRUE; /* Didn't shoot yet! */ next = RANDOM_FIRE; } break; } /* switch(next) */ if (hit == S_SUNK) { /* Update cpulongest and cpushortest. We could increase srchstep * if it's smaller than cpushortest but that makes strategic sense * only if we've been doing continuous diagonal stripes, and that's * less interesting to watch. */ ship_t *sp = plyship; cpushortest = cpulongest; cpulongest = 0; for (d=0 ; d < SHIPTYPES; d++, sp++) { if (sp->hits < sp->length) { cpushortest = (cpushortest < sp->length) ? cpushortest : sp->length; cpulongest = (cpulongest > sp->length) ? cpulongest : sp->length; } } /* Now, if we're in closepack mode, we may have knocked off part of * another ship, in which case we shouldn't do RANDOM_FIRE. A * more robust implementation would probably do this check regardless * of whether closepack was set or not. * Note that MARK_HIT is set only for ships that aren't sunk; * hitship() changes the marker to the ship's character when the * ship is sunk. */ if (closepack) { ts.hits = 0; for (x = 0; x < BWIDTH; x++) for (y = 0; y < BDEPTH; y++) { if (hits[COMPUTER][x][y] == MARK_HIT) { /* So we found part of another ship. It may have more * than one hit on it. Check to see if it does. If no * hit does, take the last MARK_HIT and be RANDOM_HIT. */ ts.x = x; ts.y = y; ts.hits = 1; for (d = 0; d < 8; d += 2) { while ((ONBOARD(ts.x, ts.y)) && (hits[COMPUTER][(int)ts.x][(int)ts.y] == MARK_HIT)) { ts.x += xincr[d]; ts.y += yincr[d]; ts.hits++; } if ((--ts.hits > 1) && (ONBOARD(ts.x, ts.y)) && (hits[COMPUTER][(int)ts.x][(int)ts.y] == 0)) { ts.dir = d; ts.x -= xincr[d]; ts.y -= yincr[d]; d = 100; /* use as a flag */ x = BWIDTH; y = BDEPTH; /* end the loop */ } else { ts.x = x; ts.y = y; ts.hits = 1; } } } if (ts.hits) { next = (d >= 100) ? FIRST_PASS : RANDOM_HIT; } else next = RANDOM_FIRE; } } if (closenoshot) { return(cputurn()); } } /* check for continuation and/or winner */ if (salvo) { (void)refresh(); (void)sleep(1); } #ifdef DEBUG (void) mvprintw(PROMPTLINE + 2, 0, "New state %d, x=%d, y=%d, d=%d", next, x, y, d); #endif /* DEBUG */ return(hit); } static int playagain(void) { 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 you play a hundred games or more at a go, you deserve a badly * centred score output. */ 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'); } void usage() { (void) fprintf(stderr, "Usage: bs [-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); } static void do_options(int c, char *op[]) { int i; if (c > 1) { for (i=1; ihits >= sp->length) continue; /* dead ship */ else shots++; } return(shots); } int main(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 /* salvo */ { int i; i = scount(turn); while (i--) { if (turn) { if (cputurn() && awinna() != -1) i = 0; } else { if (plyturn() && awinna() != -1) i = 0; } } } } else /* blitz */ while(turn ? cputurn() : plyturn()) { if (turn) /* Pause between successive computer shots */ { (void)refresh(); (void)sleep(1); } if (awinna() != -1) break; } turn = OTHER; } } while (playagain()); uninitgame(0); /*NOTREACHED*/ exit(0); }