/* * 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 for Linux, October 1994. * Slipstreamed in fixes to make it gcc -Wall clean, May '95. * fairly seriously hacked for Hitech C and CP/M, rjm 95/8/14 */ #include #include #include #include /* the usual hacks for curses stuff */ #define printw printf #define refresh() void clear() { printf("%c[2J%c[H",27,27); } void move(int y,int x) { printf("%c[%d;%dH",27,y+1,x+1); } void addch(int c) { putchar(c); } void mvaddch(int y,int x,int c) { move(y,x); putchar(c); } void mvaddstr(int y,int x,char *str) { move(y,x); printf(str); } void addstr(char *str) { printf(str); } void clrtoeol() { printf("%c[K",27); } static int getcoord(int atcpu); #ifndef SIGIOT #define SIGIOT SIGABRT #endif #define TRUE 1 #define FALSE 0 typedef int bool; #define beep() putchar(7) #define bzero(s, n) (void)memset((char *)(s), 0, n) void sleep(int n) { int f; for(f=0;f<5000*n;f++); } extern char *strchr(), *strcpy(); extern long time(); 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 'Q' /* 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 2 #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 2 #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[] = "player"; /* 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 */ unsigned 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(); #if 0 (void)refresh(); (void)resetterm(); (void)echo(); (void)endwin(); #endif 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() { #if 0 extern char *getlogin(); #endif unsigned char *ptr=(unsigned char *)0xFF; #if 0 srand(time(0L)+getpid()); /* Kick the random number generator */ #else /* slightly more tricky when you don't have a clock or process * numbers. :-) a quick hack to use R instead, then. */ #asm ld a,r ld (255),a #endasm srand(64*(*ptr)+(*ptr)); #endif #if 0 (void) signal(SIGINT,uninitgame); (void) signal(SIGINT,uninitgame); if(signal(SIGQUIT,SIG_IGN) != SIG_IGN) (void)signal(SIGQUIT,uninitgame); if((tmpname = getlogin()) != 0) { (void)strcpy(name,tmpname); name[0] = toupper(name[0]); } else #endif (void)strcpy(name,dftname); #if 0 (void)initscr(); (void)saveterm(); (void)nonl(); (void)cbreak(); (void)noecho(); #endif } /* XXX just for a sec :-) */ static void prompt0(int,char *); static void prompt1(int,char *,char *); static void prompt0(n, f) /* print a message at the prompt line */ int n; char *f; { (void) move(PROMPTLINE + n, 0); (void) clrtoeol(); (void) printw(f); } static void prompt1(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); } 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(ss->symbol); } } ss->hits = 0; } static int rnd(n) int n; { return(rand() % 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, do_all; ship_t *ss; (void) clear(); (void) mvaddstr(0,35,"BATTLESHIPS"); (void) move(PROMPTLINE + 2, 0); announceopts(); #if 0 bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2); bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2); #else /* Hitech C doesn't like that at all, so do it properly... */ { int a,b,c; for(a=0;a<2;a++) for(b=0;bx = 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'); (void) addch(' '); for (j = 0; j < BWIDTH; j++) (void) addstr(" . "); (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'); (void) addch(' '); for (j = 0; j < BWIDTH; j++) (void) addstr(" . "); (void) addch(' '); (void) addch(i + 'A'); } (void) mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers); (void) move(HYBASE, HXBASE);printf( "To position your ships: move the cursor to a spot, then"); (void) move(HYBASE+1,HXBASE);printf( "type the first letter of a ship type to select it, then"); (void) move(HYBASE+2,HXBASE);printf( "type a direction ([hjkl] or [4862]), indicating how the"); (void) move(HYBASE+3,HXBASE);printf( "ship should be pointed. You may also type a ship letter"); (void) move(HYBASE+4,HXBASE);printf( "followed by `r' to position it randomly, or type `R' to"); (void) move(HYBASE+5,HXBASE);printf( "place all remaining ships randomly."); (void) move(MYBASE, MXBASE);printf("Aiming keys:"); (void) move(SYBASE, SXBASE);printf("yz k u 7 8 9"); (void) move(SYBASE+1, SXBASE);printf(" \\|/ \\|/ "); (void) move(SYBASE+2, SXBASE);printf(" h-+-l 4-+-6"); (void) move(SYBASE+3, SXBASE);printf(" /|\\ /|\\ "); (void) move(SYBASE+4, SXBASE);printf(" 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(); 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 */ prompt1(1, "Type one of [%s] to pick a ship.", docked+1); do { c = getcoord(PLAYER); } while (!strchr(docked, c)); do_all=0; if (c == 'R') do_all=1; else { /* map that into the corresponding symbol */ for (ss = plyship; ss < plyship + SHIPTYPES; ss++) if (ss->symbol == c) break; prompt1(1, "Type one of [hjklrR2468] to place your %s.", ss->name); pgoto(cury, curx); } do { if(do_all) c = 'R'; else c = getch(); } while (!strchr("hjklrR2468", c) || c == FF); if (c == FF) { } else if (c == 'r') { prompt1(1, "Random-placing your %s", ss->name); randomplace(PLAYER, ss); placeship(PLAYER, ss, TRUE); error((char *)NULL); ss->placed = TRUE; } else if (c == 'R') { prompt0(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) move(HYBASE, HXBASE);printf( "To fire, move the cursor to your chosen aiming point "); (void) move(HYBASE+1, HXBASE);printf( "and strike any key other than a motion key. "); (void) move(HYBASE+2, HXBASE);printf( " "); (void) move(HYBASE+3, HXBASE);printf( " "); (void) move(HYBASE+4, HXBASE);printf( " "); (void) move(HYBASE+5, HXBASE);printf( " "); (void) prompt0(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); for (;;) { if (atcpu) { (void) move(CYBASE + BDEPTH+1, CXBASE+11);printf("(%d, %c)", curx, 'A'+cury); cgoto(cury, curx); } else { (void) move(PYBASE + BDEPTH+1, PXBASE+11);printf("(%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': case 'z': #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; break; case 'Q': uninitgame(); 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])) != 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(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; 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); (void)addch(MARK_MISS); } } } } 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); } } return(ss); } } return((ship_t *)NULL); } static int plyturn() { ship_t *ss; bool hit; char *m = NULL; prompt0(1, "Where do you want to shoot? "); for (;;) { (void) getcoord(COMPUTER); if (hits[PLAYER][curx][cury]) { prompt0(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); (void) addch(hits[PLAYER][curx][cury]); prompt1(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; } move(PROMPTLINE+2,0); (void)printw(m, ss->name); (void)beep(); return(awinna() == -1); } return(hit); } static int sgetc(s) char *s; { char *s1; int ch; for(;;) { ch = getch(); if (ch == CTRLC) uninitgame(); if (islower(ch)) ch = toupper(ch); for (s1=s; *s1 && ch != *s1; ++s1) continue; if (*s1) { (void) addch(ch); return(ch); } } } int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs; int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref; 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 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 = NULL; hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS; move(PROMPTLINE,0);clrtoeol(); move(PROMPTLINE+1,0);clrtoeol(); move(PROMPTLINE+2,0);clrtoeol(); (void) move(PROMPTLINE, 0);printf( "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss"); if ((sunk = (hit && (ss = hitship(x, y))))) { move(PROMPTLINE+1,0); (void) printw(" I've sunk your %s", ss->name); } pgoto(y, x); (void)addch((hit ? SHOWHIT : SHOWSPLASH)); 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++; used[d] = FALSE; 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) && (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)sleep(1); } if (awinna() != -1) return(FALSE); #ifdef DEBUG (void) move(PROMPTLINE + 2, 0);printf( "New state %d, x=%d, y=%d, d=%d", next, x, y, d); #endif /* DEBUG */ return(hit); } int 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(ss->symbol); } if(awinna()) ++cpuwon; else ++plywon; j = 18 + strlen(name); if(plywon >= 10) ++j; if(cpuwon >= 10) ++j; (void) move(1,(COLWIDTH-j)/2);printf( "%s: %d Computer: %d",name,plywon,cpuwon); prompt1(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; ihits >= 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 */