1252 lines
27 KiB
C
1252 lines
27 KiB
C
/*
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* bs.c - original author: Bruce Holloway
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* salvo option by: Chuck A DeGaul
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* with improved user interface, autoconfiguration and code cleanup
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* by Eric S. Raymond <esr@snark.thyrsus.com>
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* v1.2 with color support and minor portability fixes, November 1990
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* v2.0 featuring strict ANSI/POSIX conformance, November 1993.
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* v2.1 for Linux, October 1994.
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* Slipstreamed in fixes to make it gcc -Wall clean, May '95.
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* fairly seriously hacked for Hitech C and CP/M, rjm 95/8/14
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*/
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#include <stdio.h>
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#include <ctype.h>
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#include <stdlib.h>
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#include <string.h>
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/* the usual hacks for curses stuff */
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#define printw printf
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#define refresh()
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void clear()
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{
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printf("%c[2J%c[H",27,27);
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}
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void move(int y,int x)
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{
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printf("%c[%d;%dH",27,y+1,x+1);
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}
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void addch(int c)
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{
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putchar(c);
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}
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void mvaddch(int y,int x,int c)
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{
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move(y,x); putchar(c);
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}
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void mvaddstr(int y,int x,char *str)
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{
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move(y,x);
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printf(str);
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}
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void addstr(char *str)
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{
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printf(str);
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}
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void clrtoeol()
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{
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printf("%c[K",27);
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}
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static int getcoord(int atcpu);
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#ifndef SIGIOT
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#define SIGIOT SIGABRT
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#endif
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#define TRUE 1
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#define FALSE 0
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typedef int bool;
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#define beep() putchar(7)
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#define bzero(s, n) (void)memset((char *)(s), 0, n)
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void sleep(int n)
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{
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int f;
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for(f=0;f<5000*n;f++);
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}
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extern char *strchr(), *strcpy();
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extern long time();
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static bool checkplace();
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/*
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* Constants for tuning the random-fire algorithm. It prefers moves that
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* diagonal-stripe the board with a stripe separation of srchstep. If
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* no such preferred moves are found, srchstep is decremented.
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*/
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#define BEGINSTEP 3 /* initial value of srchstep */
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/* miscellaneous constants */
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#define SHIPTYPES 5
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#define OTHER (1-turn)
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#define PLAYER 0
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#define COMPUTER 1
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#define MARK_HIT 'H'
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#define MARK_MISS 'o'
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#define CTRLC 'Q' /* used as terminate command */
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#define FF '\014' /* used as redraw command */
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/* coordinate handling */
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#define BWIDTH 10
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#define BDEPTH 10
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/* display symbols */
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#define SHOWHIT '*'
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#define SHOWSPLASH ' '
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#define IS_SHIP(c) isupper(c)
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/* how to position us on player board */
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#define PYBASE 2
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#define PXBASE 3
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#define PY(y) (PYBASE + (y))
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#define PX(x) (PXBASE + (x)*3)
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#define pgoto(y, x) (void)move(PY(y), PX(x))
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/* how to position us on cpu board */
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#define CYBASE 2
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#define CXBASE 48
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#define CY(y) (CYBASE + (y))
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#define CX(x) (CXBASE + (x)*3)
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#define cgoto(y, x) (void)move(CY(y), CX(x))
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#define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
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/* other board locations */
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#define COLWIDTH 80
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#define PROMPTLINE 21 /* prompt line */
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#define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
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#define SXBASE 63
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#define MYBASE SYBASE - 1 /* diagram caption */
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#define MXBASE 64
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#define HYBASE SYBASE - 1 /* help area */
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#define HXBASE 0
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/* this will need to be changed if BWIDTH changes */
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static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
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static char carrier[] = "Aircraft Carrier";
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static char battle[] = "Battleship";
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static char sub[] = "Submarine";
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static char destroy[] = "Destroyer";
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static char ptboat[] = "PT Boat";
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static char name[40];
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static char dftname[] = "player";
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/* direction constants */
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#define E 0
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#define SE 1
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#define S 2
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#define SW 3
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#define W 4
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#define NW 5
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#define N 6
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#define NE 7
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static int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
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static int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
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/* current ship position and direction */
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static int curx = (BWIDTH / 2);
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static int cury = (BDEPTH / 2);
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typedef struct
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{
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char *name; /* name of the ship type */
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unsigned hits; /* how many times has this ship been hit? */
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char symbol; /* symbol for game purposes */
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char length; /* length of ship */
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char x, y; /* coordinates of ship start point */
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unsigned char dir; /* direction of `bow' */
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bool placed; /* has it been placed on the board? */
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}
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ship_t;
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ship_t plyship[SHIPTYPES] =
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{
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{ carrier, 0, 'A', 5},
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{ battle, 0, 'B', 4},
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{ destroy, 0, 'D', 3},
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{ sub, 0, 'S', 3},
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{ ptboat, 0, 'P', 2},
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};
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ship_t cpuship[SHIPTYPES] =
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{
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{ carrier, 0, 'A', 5},
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{ battle, 0, 'B', 4},
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{ destroy, 0, 'D', 3},
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{ sub, 0, 'S', 3},
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{ ptboat, 0, 'P', 2},
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};
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/* "Hits" board, and main board. */
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static char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
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static int turn; /* 0=player, 1=computer */
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static int plywon=0, cpuwon=0; /* How many games has each won? */
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static int salvo, blitz, closepack;
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#define PR (void)addstr
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static void uninitgame(sig)
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/* end the game, either normally or due to signal */
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int sig;
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{
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clear();
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#if 0
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(void)refresh();
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(void)resetterm();
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(void)echo();
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(void)endwin();
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#endif
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exit(0);
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}
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static void announceopts()
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/* announce which game options are enabled */
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{
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if (salvo || blitz || closepack)
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{
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(void) printw("Playing optional game (");
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if (salvo)
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(void) printw("salvo, ");
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else
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(void) printw("nosalvo, ");
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if (blitz)
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(void) printw("blitz ");
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else
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(void) printw("noblitz, ");
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if (closepack)
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(void) printw("closepack)");
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else
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(void) printw("noclosepack)");
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}
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else
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(void) printw(
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"Playing standard game (noblitz, nosalvo, noclosepack)");
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}
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static void intro()
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{
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#if 0
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extern char *getlogin();
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#endif
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unsigned char *ptr=(unsigned char *)0xFF;
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#if 0
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srand(time(0L)+getpid()); /* Kick the random number generator */
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#else
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/* slightly more tricky when you don't have a clock or process
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* numbers. :-) a quick hack to use R instead, then.
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*/
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#asm
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ld a,r
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ld (255),a
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#endasm
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srand(64*(*ptr)+(*ptr));
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#endif
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#if 0
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(void) signal(SIGINT,uninitgame);
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(void) signal(SIGINT,uninitgame);
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if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
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(void)signal(SIGQUIT,uninitgame);
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if((tmpname = getlogin()) != 0)
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{
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(void)strcpy(name,tmpname);
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name[0] = toupper(name[0]);
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}
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else
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#endif
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(void)strcpy(name,dftname);
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#if 0
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(void)initscr();
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(void)saveterm();
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(void)nonl();
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(void)cbreak();
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(void)noecho();
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#endif
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}
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/* XXX just for a sec :-) */
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static void prompt0(int,char *);
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static void prompt1(int,char *,char *);
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static void prompt0(n, f)
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/* print a message at the prompt line */
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int n;
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char *f;
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{
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(void) move(PROMPTLINE + n, 0);
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(void) clrtoeol();
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(void) printw(f);
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}
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static void prompt1(n, f, s)
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/* print a message at the prompt line */
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int n;
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char *f, *s;
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{
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(void) move(PROMPTLINE + n, 0);
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(void) clrtoeol();
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(void) printw(f, s);
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}
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static void error(s)
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char *s;
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{
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(void) move(PROMPTLINE + 2, 0);
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(void) clrtoeol();
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if (s)
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{
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(void) addstr(s);
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(void) beep();
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}
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}
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static void placeship(b, ss, vis)
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int b;
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ship_t *ss;
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int vis;
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{
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int l;
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for(l = 0; l < ss->length; ++l)
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{
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int newx = ss->x + l * xincr[ss->dir];
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int newy = ss->y + l * yincr[ss->dir];
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board[b][newx][newy] = ss->symbol;
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if (vis)
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{
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pgoto(newy, newx);
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(void) addch(ss->symbol);
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}
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}
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ss->hits = 0;
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}
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static int rnd(n)
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int n;
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{
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return(rand() % n);
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}
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static void randomplace(b, ss)
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/* generate a valid random ship placement into px,py */
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int b;
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ship_t *ss;
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{
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register int bwidth = BWIDTH - ss->length;
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register int bdepth = BDEPTH - ss->length;
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do {
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ss->y = rnd(bdepth);
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ss->x = rnd(bwidth);
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ss->dir = rnd(2) ? E : S;
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} while
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(!checkplace(b, ss, FALSE));
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}
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static void initgame()
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{
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int i, j, unplaced, do_all;
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ship_t *ss;
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(void) clear();
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(void) mvaddstr(0,35,"BATTLESHIPS");
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(void) move(PROMPTLINE + 2, 0);
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announceopts();
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#if 0
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bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
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bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
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#else
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/* Hitech C doesn't like that at all, so do it properly... */
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{
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int a,b,c;
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for(a=0;a<2;a++)
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for(b=0;b<BWIDTH;b++)
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for(c=0;c<BDEPTH;c++)
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board[a][b][c]=hits[a][b][c]=0;
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}
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#endif
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for (i = 0; i < SHIPTYPES; i++)
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{
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ss = cpuship + i;
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ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
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ss = plyship + i;
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ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
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}
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/* draw empty boards */
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(void) mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
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(void) mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
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for(i=0; i < BDEPTH; ++i)
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{
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(void) mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
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(void) addch(' ');
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for (j = 0; j < BWIDTH; j++)
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(void) addstr(" . ");
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(void) addch(' ');
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(void) addch(i + 'A');
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}
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(void) mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
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(void) mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
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(void) mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
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for(i=0; i < BDEPTH; ++i)
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{
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(void) mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
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(void) addch(' ');
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for (j = 0; j < BWIDTH; j++)
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(void) addstr(" . ");
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(void) addch(' ');
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(void) addch(i + 'A');
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}
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(void) mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
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(void) move(HYBASE, HXBASE);printf(
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"To position your ships: move the cursor to a spot, then");
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(void) move(HYBASE+1,HXBASE);printf(
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"type the first letter of a ship type to select it, then");
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(void) move(HYBASE+2,HXBASE);printf(
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"type a direction ([hjkl] or [4862]), indicating how the");
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(void) move(HYBASE+3,HXBASE);printf(
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"ship should be pointed. You may also type a ship letter");
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(void) move(HYBASE+4,HXBASE);printf(
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"followed by `r' to position it randomly, or type `R' to");
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(void) move(HYBASE+5,HXBASE);printf(
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"place all remaining ships randomly.");
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(void) move(MYBASE, MXBASE);printf("Aiming keys:");
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(void) move(SYBASE, SXBASE);printf("yz k u 7 8 9");
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(void) move(SYBASE+1, SXBASE);printf(" \\|/ \\|/ ");
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(void) move(SYBASE+2, SXBASE);printf(" h-+-l 4-+-6");
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(void) move(SYBASE+3, SXBASE);printf(" /|\\ /|\\ ");
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(void) move(SYBASE+4, SXBASE);printf(" b j n 1 2 3");
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/* have the computer place ships */
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for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
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{
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randomplace(COMPUTER, ss);
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placeship(COMPUTER, ss, FALSE);
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}
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ss = (ship_t *)NULL;
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do {
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extern char *strchr();
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char c, docked[SHIPTYPES + 2], *cp = docked;
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/* figure which ships still wait to be placed */
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*cp++ = 'R';
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for (i = 0; i < SHIPTYPES; i++)
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if (!plyship[i].placed)
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*cp++ = plyship[i].symbol;
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*cp = '\0';
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/* get a command letter */
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prompt1(1, "Type one of [%s] to pick a ship.", docked+1);
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do {
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c = getcoord(PLAYER);
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} while
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(!strchr(docked, c));
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do_all=0;
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if (c == 'R')
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do_all=1;
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else
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{
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/* map that into the corresponding symbol */
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for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
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if (ss->symbol == c)
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break;
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prompt1(1, "Type one of [hjklrR2468] to place your %s.", ss->name);
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pgoto(cury, curx);
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}
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do {
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if(do_all) c = 'R'; else c = getch();
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} while
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(!strchr("hjklrR2468", c) || c == FF);
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if (c == FF)
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{
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}
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else if (c == 'r')
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{
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prompt1(1, "Random-placing your %s", ss->name);
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randomplace(PLAYER, ss);
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placeship(PLAYER, ss, TRUE);
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error((char *)NULL);
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ss->placed = TRUE;
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}
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else if (c == 'R')
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{
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prompt0(1, "Placing the rest of your fleet at random...");
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for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
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if (!ss->placed)
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{
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randomplace(PLAYER, ss);
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placeship(PLAYER, ss, TRUE);
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ss->placed = TRUE;
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}
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error((char *)NULL);
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}
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else if (strchr("hjkl8462", c))
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{
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ss->x = curx;
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ss->y = cury;
|
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switch(c)
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{
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case 'k': case '8': ss->dir = N; break;
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case 'j': case '2': ss->dir = S; break;
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case 'h': case '4': ss->dir = W; break;
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case 'l': case '6': ss->dir = E; break;
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}
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|
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if (checkplace(PLAYER, ss, TRUE))
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{
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placeship(PLAYER, ss, TRUE);
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error((char *)NULL);
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ss->placed = TRUE;
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}
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}
|
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for (unplaced = i = 0; i < SHIPTYPES; i++)
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unplaced += !plyship[i].placed;
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} while
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(unplaced);
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|
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turn = rnd(2);
|
|
|
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(void) move(HYBASE, HXBASE);printf(
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|
"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 */
|