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vt100-games/Battleships/bs.c

1252 lines
27 KiB
C

/*
* 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.
* 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 <stdio.h>
#include <ctype.h>
#include <stdlib.h>
#include <string.h>
/* 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;b<BWIDTH;b++)
for(c=0;c<BDEPTH;c++)
board[a][b][c]=hits[a][b][c]=0;
}
#endif
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');
(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; i<c; i++)
{
switch(op[i][0])
{
default:
case '?':
printf("Usage: battle [-s | -b] [-c]\n");
printf("\tWhere the options are:\n");
printf("\t-s : play a salvo game\n");
printf("\t-b : play a blitz game\n");
printf("\t-c : ships may be adjacent\n");
exit(1);
break;
case '-':
switch(op[i][1])
{
case 'b':
blitz = 1;
if (salvo == 1)
{
printf("Bad Arg: -b and -s are mutually exclusive\n");
exit(1);
}
break;
case 's':
salvo = 1;
if (blitz == 1)
{
printf("Bad Arg: -s and -b are mutually exclusive\n");
exit(1);
}
break;
case 'c':
closepack = 1;
break;
default:
printf("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 */