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-rw-r--r--bs/Makefile10
-rw-r--r--bs/bs.676
-rw-r--r--bs/bs.c1196
3 files changed, 1282 insertions, 0 deletions
diff --git a/bs/Makefile b/bs/Makefile
new file mode 100644
index 0000000..b7d56ae
--- /dev/null
+++ b/bs/Makefile
@@ -0,0 +1,10 @@
+# $FreeBSD: src/games/bs/Makefile,v 1.5.2.1 2001/04/25 09:28:49 ru Exp $
+# $DragonFly: src/games/bs/Makefile,v 1.4 2006/10/08 16:22:35 pavalos Exp $
+
+PROG= bs
+MAN= bs.6
+DPADD= ${LIBNCURSES}
+LDADD= -lncurses
+HIDEGAME=hidegame
+
+.include <bsd.prog.mk>
diff --git a/bs/bs.6 b/bs/bs.6
new file mode 100644
index 0000000..65f61b3
--- /dev/null
+++ b/bs/bs.6
@@ -0,0 +1,76 @@
+.\" $FreeBSD: src/games/bs/bs.6,v 1.1.1.1.12.1 2001/07/22 11:32:10 dd Exp $
+.Dd August 23, 1989
+.Dt BS 6
+.Os
+.Sh NAME
+.Nm bs
+.Nd battleships game
+.Sh SYNOPSIS
+.Nm
+.Op Fl bsc
+.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
+.Sq sea
+with the
+.Xr rogue 6
+/
+.Xr hack 6
+motion keys
+.Dq 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.
+.Bl -tag -width ".Fl b"
+.It Fl b
+selects a
+.Dq blitz
+variant
+.It Fl s
+selects a
+.Dq salvo
+variant
+.It Fl c
+permits ships to be placed adjacently
+.El
+.Pp
+The
+.Dq blitz
+variant allows a side to shoot for as long as it continues to score hits.
+.Pp
+The
+.Dq 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
+.Fl 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
+.An -nosplit
+Originally written by one
+.An Bruce Holloway
+in 1986.
+Salvo mode added by
+.An Chuck A. DeGaul Aq cbosgd!cad .
+Visual user interface,
+.Sq closepack
+option, code rewrite and manual page by
+.An Eric S. Raymond Aq Mt esr@snark.thyrsus.com ,
+August 1989.
diff --git a/bs/bs.c b/bs/bs.c
new file mode 100644
index 0000000..712851a
--- /dev/null
+++ b/bs/bs.c
@@ -0,0 +1,1196 @@
+/*-
+ * 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.
+ *
+ * $FreeBSD: src/games/bs/bs.c,v 1.9 2000/02/21 03:07:31 billf Exp $
+ * $DragonFly: src/games/bs/bs.c,v 1.7 2007/04/18 18:32:12 swildner Exp $
+ */
+
+#include <assert.h>
+#include <ctype.h>
+#include <ncurses.h>
+#include <signal.h>
+#include <stdlib.h>
+#include <string.h>
+#include <time.h>
+#include <unistd.h>
+
+/*
+ * 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) 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) 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 */
+enum directions { E, SE, S, SW, W, NW, N, NE };
+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 */
+ char x, y; /* coordinates of ship start point */
+ enum directions dir; /* direction of `bow' */
+ bool placed; /* has it been placed on the board? */
+}
+ship_t;
+
+ship_t plyship[SHIPTYPES] =
+{
+ { carrier, 0, 'A', 5, 0, 0, E, FALSE},
+ { battle, 0, 'B', 4, 0, 0, E, FALSE},
+ { destroy, 0, 'D', 3, 0, 0, E, FALSE},
+ { sub, 0, 'S', 3, 0, 0, E, FALSE},
+ { ptboat, 0, 'P', 2, 0, 0, E, FALSE},
+};
+
+ship_t cpuship[SHIPTYPES] =
+{
+ { carrier, 0, 'A', 5, 0, 0, E, FALSE},
+ { battle, 0, 'B', 4, 0, 0, E, FALSE},
+ { destroy, 0, 'D', 3, 0, 0, E, FALSE},
+ { sub, 0, 'S', 3, 0, 0, E, FALSE},
+ { ptboat, 0, 'P', 2, 0, 0, E, FALSE},
+};
+
+/* "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 addstr
+
+static void prompt(int, const char *, ...) __printflike(2, 3);
+static bool checkplace (int, ship_t *, int);
+static int getcoord (int);
+int playagain (void);
+
+/* end the game, either normally or due to signal */
+static void
+uninitgame(void)
+{
+ clear();
+ refresh();
+ resetterm();
+ echo();
+ endwin();
+ exit(0);
+}
+
+static void
+sighandler(__attribute__((unused)) int sig)
+{
+ uninitgame();
+}
+
+/* announce which game options are enabled */
+static void
+announceopts(void)
+{
+ printw("Playing %s game (", (salvo || blitz || closepack) ?
+ "optional" : "standard");
+
+ if (salvo)
+ printw("salvo, ");
+ else
+ printw("nosalvo, ");
+
+ if (blitz)
+ printw("blitz, ");
+ else
+ printw("noblitz, ");
+
+ if (closepack)
+ printw("closepack)");
+ else
+ printw("noclosepack)");
+}
+
+static void
+intro(void)
+{
+ char *tmpname;
+
+ srandomdev();
+
+ tmpname = getlogin();
+ signal(SIGINT,sighandler);
+ signal(SIGINT,sighandler);
+ signal(SIGIOT,sighandler); /* for assert(3) */
+ if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
+ signal(SIGQUIT,sighandler);
+
+ if(tmpname != '\0') {
+ strcpy(name,tmpname);
+ name[0] = toupper(name[0]);
+ } else {
+ strcpy(name,dftname);
+ }
+
+ initscr();
+#ifdef KEY_MIN
+ keypad(stdscr, TRUE);
+#endif /* KEY_MIN */
+ saveterm();
+ nonl();
+ cbreak();
+ noecho();
+
+#ifdef PENGUIN
+ clear();
+ mvaddstr(4,29,"Welcome to Battleship!");
+ 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");
+
+ mvaddstr(22,27,"Hit any key to continue..."); refresh();
+ 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 */
+
+}
+
+/* print a message at the prompt line */
+static void
+prompt(int n, const char *f, ...)
+{
+ char buf[COLWIDTH + 1];
+ va_list ap;
+
+ va_start(ap, f);
+ move(PROMPTLINE + n, 0);
+ clrtoeol();
+ vsnprintf(buf, COLWIDTH + 1, f, ap);
+ printw("%s", buf);
+ refresh();
+ va_end(ap);
+}
+
+static void
+error(const char *s)
+{
+ move(PROMPTLINE + 2, 0);
+ clrtoeol();
+ if (s) {
+ addstr(s);
+ 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);
+ addch((chtype)ss->symbol);
+ }
+ }
+ ss->hits = 0;
+}
+
+static int
+rnd(int n)
+{
+ return(random() % n);
+}
+
+/* generate a valid random ship placement into px,py */
+static void
+randomplace(int b, ship_t *ss)
+{
+ do {
+ ss->y = rnd(BDEPTH);
+ ss->x = rnd(BWIDTH);
+ ss->dir = rnd(2) ? E : S;
+ } while (!checkplace(b, ss, FALSE));
+}
+
+static void
+initgame(void)
+{
+ int i, j, unplaced;
+ ship_t *ss;
+
+ clear();
+ mvaddstr(0,35,"BATTLESHIPS");
+ 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 */
+ mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
+ mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
+ for(i=0; i < BDEPTH; ++i)
+ {
+ mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
+#ifdef A_COLOR
+ if (has_colors())
+ attron(COLOR_PAIR(COLOR_BLUE));
+#endif /* A_COLOR */
+ addch(' ');
+ for (j = 0; j < BWIDTH; j++)
+ addstr(" . ");
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+ addch(' ');
+ addch(i + 'A');
+ }
+ mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
+ mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
+ mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
+ for(i=0; i < BDEPTH; ++i)
+ {
+ mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
+#ifdef A_COLOR
+ if (has_colors())
+ attron(COLOR_PAIR(COLOR_BLUE));
+#endif /* A_COLOR */
+ addch(' ');
+ for (j = 0; j < BWIDTH; j++)
+ addstr(" . ");
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+ addch(' ');
+ addch(i + 'A');
+ }
+
+ mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
+
+ mvprintw(HYBASE, HXBASE,
+ "To position your ships: move the cursor to a spot, then");
+ mvprintw(HYBASE+1,HXBASE,
+ "type the first letter of a ship type to select it, then");
+ mvprintw(HYBASE+2,HXBASE,
+ "type a direction ([hjkl] or [4862]), indicating how the");
+ mvprintw(HYBASE+3,HXBASE,
+ "ship should be pointed. You may also type a ship letter");
+ mvprintw(HYBASE+4,HXBASE,
+ "followed by `r' to position it randomly, or type `R' to");
+ mvprintw(HYBASE+5,HXBASE,
+ "place all remaining ships randomly.");
+
+ mvaddstr(MYBASE, MXBASE, "Aiming keys:");
+ mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
+ mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
+ mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
+ mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
+ 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 = 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')
+ 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)
+ {
+ clearok(stdscr, TRUE);
+ refresh();
+ }
+ else if (c == 'r')
+ {
+ prompt(1, "Random-placing your %s", ss->name);
+ randomplace(PLAYER, ss);
+ placeship(PLAYER, ss, TRUE);
+ error(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(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(NULL);
+ ss->placed = TRUE;
+ }
+ }
+
+ for (unplaced = i = 0; i < SHIPTYPES; i++)
+ unplaced += !plyship[i].placed;
+ } while
+ (unplaced);
+
+ turn = rnd(2);
+
+ mvprintw(HYBASE, HXBASE,
+ "To fire, move the cursor to your chosen aiming point ");
+ mvprintw(HYBASE+1, HXBASE,
+ "and strike any key other than a motion key. ");
+ mvprintw(HYBASE+2, HXBASE,
+ " ");
+ mvprintw(HYBASE+3, HXBASE,
+ " ");
+ mvprintw(HYBASE+4, HXBASE,
+ " ");
+ mvprintw(HYBASE+5, HXBASE,
+ " ");
+
+ prompt(0, "Press any key to start...");
+ getch();
+}
+
+static int
+getcoord(int atcpu)
+{
+ int ny, nx, c;
+
+ if (atcpu)
+ cgoto(cury,curx);
+ else
+ pgoto(cury, curx);
+ refresh();
+ for (;;)
+ {
+ if (atcpu)
+ {
+ mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
+ cgoto(cury, curx);
+ }
+ else
+ {
+ 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;
+ clearok(stdscr, TRUE);
+ refresh();
+ break;
+ default:
+ if (atcpu)
+ mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
+ else
+ mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
+ return(c);
+ }
+
+ curx = nx % BWIDTH;
+ cury = ny % BDEPTH;
+ }
+}
+
+/* is this location on the selected zboard adjacent to a ship? */
+static int
+collidecheck(int b, int y, int x)
+{
+ 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(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(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);
+}
+
+/* a hit on the targeted ship */
+static ship_t *
+hitship(int x, int 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(NULL);
+ for(ss = sb; ss < sb + SHIPTYPES; ++ss)
+ if(ss->symbol == sym)
+ {
+ if (++ss->hits < ss->length) { /* still afloat? */
+ return(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 cx, cy;
+
+ cx = bx + i * xincr[ss->dir];
+ cy = by + i * yincr[ss->dir];
+ if (ONBOARD(cx, cy)) {
+ hits[turn][cx][cy] = MARK_MISS;
+ if (turn % 2 == PLAYER) {
+ cgoto(cy, cx);
+#ifdef A_COLOR
+ if (has_colors())
+ attron(COLOR_PAIR(COLOR_GREEN));
+#endif /* A_COLOR */
+
+ addch(MARK_MISS);
+#ifdef A_COLOR
+ attrset(0);
+#endif /* A_COLOR */
+ }
+ }
+ }
+ }
+ }
+
+ for (i = 0; i < ss->length; ++i)
+ {
+ int dx = ss->x + i * xincr[ss->dir];
+ int dy = ss->y + i * yincr[ss->dir];
+
+ hits[turn][dx][dy] = ss->symbol;
+ if (turn % 2 == PLAYER)
+ {
+ cgoto(dy, dx);
+ addch(ss->symbol);
+ }
+ }
+
+ move(oldy, oldx);
+ return(ss);
+ }
+ }
+ move(oldy, oldx);
+ return(NULL);
+}
+
+static int
+plyturn(void)
+{
+ ship_t *ss;
+ bool hit;
+ char const *m;
+
+ m = NULL;
+ prompt(1, "Where do you want to shoot? ");
+ for (;;)
+ {
+ 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 */
+ 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;
+ }
+ printw(m, ss->name);
+ beep();
+ return(awinna() == -1);
+ }
+ return(hit);
+}
+
+static int
+sgetc(const char *s)
+{
+ const char *s1;
+ int ch;
+
+ refresh();
+ for(;;) {
+ ch = getch();
+ if (islower(ch))
+ ch = toupper(ch);
+
+ if (ch == CTRLC)
+ uninitgame();
+
+ for (s1=s; *s1 && ch != *s1; ++s1)
+ continue;
+
+ if (*s1) {
+ addch((chtype)ch);
+ refresh();
+ return(ch);
+ }
+ }
+}
+
+/* random-fire routine -- implements simple diagonal-striping strategy */
+static void
+randomfire(int *px, int *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
+
+/* fire away at given location */
+static bool
+cpufire(int x, int y)
+{
+ bool hit, sunk;
+ ship_t *ss;
+
+ ss = NULL;
+ hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
+ mvprintw(PROMPTLINE, 0,
+ "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
+ ss = hitship(x, y);
+ sunk = hit && ss;
+ if (sunk)
+ printw(" I've sunk your %s", ss->name);
+ 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 */
+ 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(void)
+{
+#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)
+ {
+ refresh();
+ sleep(1);
+ }
+ if (awinna() != -1)
+ return(FALSE);
+
+#ifdef DEBUG
+ mvprintw(PROMPTLINE + 2, 0,
+ "New state %d, x=%d, y=%d, d=%d",
+ next, x, y, d);
+#endif /* DEBUG */
+ return(hit);
+}
+
+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]);
+ addch((chtype)ss->symbol);
+ }
+ }
+
+ if(awinna()) {
+ ++cpuwon;
+ } else {
+ ++plywon;
+ }
+
+ j = 18 + strlen(name);
+ if(plywon >= 10) {
+ ++j;
+ } else if(cpuwon >= 10) {
+ ++j;
+ }
+
+ 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
+usage(void)
+{
+ fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
+ fprintf(stderr, "\tWhere the options are:\n");
+ fprintf(stderr, "\t-s : salvo - One shot per ship in play\n");
+ fprintf(stderr, "\t-b : blitz - Fire until you miss\n");
+ fprintf(stderr, "\t-c : closepack - Ships may be adjacent\n");
+ fprintf(stderr, "Blitz and Salvo are mutually exclusive\n");
+ exit(1);
+}
+
+static int
+scount(int who)
+{
+ int i, shots;
+ 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);
+}
+
+int
+main(int argc, char **argv)
+{
+ int ch;
+
+ /* revoke */
+ setgid(getgid());
+
+ while ((ch = getopt(argc, argv, "bsc")) != -1) {
+ switch (ch) {
+ case 'b':
+ blitz = 1;
+ break;
+ case 's':
+ salvo = 1;
+ break;
+ case 'c':
+ closepack = 1;
+ break;
+ case '?':
+ default:
+ usage();
+ }
+ }
+ argc -= optind;
+ argv += optind;
+
+ if (blitz && salvo)
+ usage();
+
+ intro();
+
+ do {
+ initgame();
+ while(awinna() == -1) {
+ if (blitz) {
+ while(turn ? cputurn() : plyturn())
+ continue;
+ } else if (salvo) {
+ int i;
+
+ i = scount(turn);
+ while (i--) {
+ if (turn) {
+ if (cputurn() && awinna() != -1)
+ i = 0;
+ } else {
+ if (plyturn() && awinna() != -1)
+ i = 0;
+ }
+ }
+ } else { /* Normal game */
+ if(turn)
+ cputurn();
+ else
+ plyturn();
+ }
+ turn = OTHER;
+ }
+ } while (playagain());
+
+ uninitgame();
+ exit(0);
+}