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freebsd/contrib/ncurses/test/bs.c

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/*
* 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 with ncurses mouse support, September 1995
*
* $Id: bs.c,v 1.24 1999/08/21 23:14:38 tom Exp $
*/
#include <test.priv.h>
#include <signal.h>
#include <ctype.h>
#include <string.h>
#include <assert.h>
#include <time.h>
#ifndef SIGIOT
#define SIGIOT SIGABRT
#endif
#ifndef A_UNDERLINE /* BSD curses */
#define beep() write(1,"\007",1);
#define cbreak crmode
#define saveterm savetty
#define resetterm resetty
#define nocbreak nocrmode
#define strchr index
#endif /* !A_UNDERLINE */
static int getcoord(int);
/*
* Constants for tuning the random-fire algorithm. It prefers moves that
* diagonal-stripe the board with a stripe separation of srchstep. If
* no such preferred moves are found, srchstep is decremented.
*/
#define BEGINSTEP 3 /* initial value of srchstep */
/* miscellaneous constants */
#define SHIPTYPES 5
#define OTHER (1-turn)
#define PLAYER 0
#define COMPUTER 1
#define MARK_HIT 'H'
#define MARK_MISS 'o'
#define CTRLC '\003' /* used as terminate command */
#define FF '\014' /* used as redraw command */
/* coordinate handling */
#define BWIDTH 10
#define BDEPTH 10
/* display symbols */
#define SHOWHIT '*'
#define SHOWSPLASH ' '
#define IS_SHIP(c) (isupper(c) ? TRUE : FALSE)
/* how to position us on player board */
#define PYBASE 3
#define PXBASE 3
#define PY(y) (PYBASE + (y))
#define PX(x) (PXBASE + (x)*3)
#define pgoto(y, x) (void)move(PY(y), PX(x))
/* how to position us on cpu board */
#define CYBASE 3
#define CXBASE 48
#define CY(y) (CYBASE + (y))
#define CX(x) (CXBASE + (x)*3)
#define CYINV(y) ((y) - CYBASE)
#define CXINV(x) (((x) - CXBASE) / 3)
#define cgoto(y, x) (void)move(CY(y), CX(x))
#define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
/* other board locations */
#define COLWIDTH 80
#define PROMPTLINE 21 /* prompt line */
#define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
#define SXBASE 63
#define MYBASE SYBASE - 1 /* diagram caption */
#define MXBASE 64
#define HYBASE SYBASE - 1 /* help area */
#define HXBASE 0
/* this will need to be changed if BWIDTH changes */
static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
static char carrier[] = "Aircraft Carrier";
static char battle[] = "Battleship";
static char sub[] = "Submarine";
static char destroy[] = "Destroyer";
static char ptboat[] = "PT Boat";
static char name[40];
static char dftname[] = "stranger";
/* direction constants */
#define E 0
#define SE 1
#define S 2
#define SW 3
#define W 4
#define NW 5
#define N 6
#define NE 7
static int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
static int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
/* current ship position and direction */
static int curx = (BWIDTH / 2);
static int cury = (BDEPTH / 2);
typedef struct
{
char *name; /* name of the ship type */
int hits; /* how many times has this ship been hit? */
char symbol; /* symbol for game purposes */
int 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;
static bool checkplace(int b, ship_t *ss, int vis);
#define SHIPIT(name, symbol, length) { name, 0, symbol, length, 0,0, 0, FALSE }
static ship_t plyship[SHIPTYPES] =
{
SHIPIT(carrier, 'A', 5),
SHIPIT(battle, 'B', 4),
SHIPIT(destroy, 'D', 3),
SHIPIT(sub, 'S', 3),
SHIPIT(ptboat, 'P', 2),
};
static ship_t cpuship[SHIPTYPES] =
{
SHIPIT(carrier, 'A', 5),
SHIPIT(battle, 'B', 4),
SHIPIT(destroy, 'D', 3),
SHIPIT(sub, 'S', 3),
SHIPIT(ptboat, 'P', 2),
};
/* "Hits" board, and main board. */
static char hits[2][BWIDTH][BDEPTH];
static char 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 RETSIGTYPE uninitgame(int sig) GCC_NORETURN;
static RETSIGTYPE uninitgame(int sig GCC_UNUSED)
/* end the game, either normally or due to signal */
{
clear();
(void)refresh();
(void)resetterm();
(void)echo();
(void)endwin();
exit(EXIT_FAILURE);
}
static void announceopts(void)
/* announce which game options are enabled */
{
if (salvo || blitz || closepack)
{
(void) printw("Playing optional game (");
if (salvo)
(void) printw("salvo, ");
else
(void) printw("nosalvo, ");
if (blitz)
(void) printw("blitz ");
else
(void) printw("noblitz, ");
if (closepack)
(void) printw("closepack)");
else
(void) printw("noclosepack)");
}
else
(void) printw(
"Playing standard game (noblitz, nosalvo, noclosepack)");
}
static void intro(void)
{
char *tmpname;
srand((unsigned)(time(0L)+getpid())); /* Kick the random number generator */
(void) signal(SIGINT,uninitgame);
(void) signal(SIGINT,uninitgame);
(void) signal(SIGIOT,uninitgame); /* for assert(3) */
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
(void)strcpy(name,dftname);
(void)initscr();
#ifdef KEY_MIN
keypad(stdscr, TRUE);
#endif /* KEY_MIN */
(void)saveterm();
(void)nonl();
(void)cbreak();
(void)noecho();
#ifdef PENGUIN
(void)clear();
(void)mvaddstr(4,29,"Welcome to Battleship!");
(void)move(8,0);
PR(" \\\n");
PR(" \\ \\ \\\n");
PR(" \\ \\ \\ \\ \\_____________\n");
PR(" \\ \\ \\_____________ \\ \\/ |\n");
PR(" \\ \\/ \\ \\/ |\n");
PR(" \\/ \\_____/ |__\n");
PR(" ________________/ |\n");
PR(" \\ S.S. Penguin |\n");
PR(" \\ /\n");
PR(" \\___________________________________________________/\n");
(void) mvaddstr(22,27,"Hit any key to continue..."); (void)refresh();
(void) getch();
#endif /* PENGUIN */
#ifdef A_COLOR
start_color();
init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
#endif /* A_COLOR */
#ifdef NCURSES_MOUSE_VERSION
(void) mousemask(BUTTON1_CLICKED, (mmask_t *)NULL);
#endif /* NCURSES_MOUSE_VERSION*/
}
/* VARARGS1 */
static void prompt(int n, NCURSES_CONST char *f, const char *s)
/* print a message at the prompt line */
{
(void) move(PROMPTLINE + n, 0);
(void) clrtoeol();
(void) printw(f, s);
(void) refresh();
}
static void error(NCURSES_CONST char *s)
{
(void) move(PROMPTLINE + 2, 0);
(void) clrtoeol();
if (s)
{
(void) addstr(s);
(void) beep();
}
}
static void placeship(int b, ship_t *ss, int vis)
{
int l;
for(l = 0; l < ss->length; ++l)
{
int newx = ss->x + l * xincr[ss->dir];
int newy = ss->y + l * yincr[ss->dir];
board[b][newx][newy] = ss->symbol;
if (vis)
{
pgoto(newy, newx);
(void) addch((chtype)ss->symbol);
}
}
ss->hits = 0;
}
static int rnd(int n)
{
return(((rand() & 0x7FFF) % n));
}
static void randomplace(int b, ship_t *ss)
/* generate a valid random ship placement into px,py */
{
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(void)
{
int i, j, unplaced;
ship_t *ss;
(void) clear();
(void) mvaddstr(0,35,"BATTLESHIPS");
(void) move(PROMPTLINE + 2, 0);
announceopts();
memset(board, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
memset(hits, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
for (i = 0; i < SHIPTYPES; i++)
{
ss = cpuship + i;
ss->x =
ss->y =
ss->dir =
ss->hits = 0;
ss->placed = FALSE;
ss = plyship + i;
ss->x =
ss->y =
ss->dir =
ss->hits = 0;
ss->placed = FALSE;
}
/* draw empty boards */
(void) mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
(void) mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
for(i=0; i < BDEPTH; ++i)
{
(void) mvaddch(PYBASE + i, PXBASE - 3, (chtype)(i + 'A'));
#ifdef A_COLOR
if (has_colors())
attron(COLOR_PAIR(COLOR_BLUE));
#endif /* A_COLOR */
(void) addch(' ');
for (j = 0; j < BWIDTH; j++)
(void) addstr(" . ");
#ifdef A_COLOR
attrset(0);
#endif /* A_COLOR */
(void) addch(' ');
(void) addch((chtype)(i + 'A'));
}
(void) mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
(void) mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
(void) mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
for(i=0; i < BDEPTH; ++i)
{
(void) mvaddch(CYBASE + i, CXBASE - 3, (chtype)(i + 'A'));
#ifdef A_COLOR
if (has_colors())
attron(COLOR_PAIR(COLOR_BLUE));
#endif /* A_COLOR */
(void) addch(' ');
for (j = 0; j < BWIDTH; j++)
(void) addstr(" . ");
#ifdef A_COLOR
attrset(0);
#endif /* A_COLOR */
(void) addch(' ');
(void) addch((chtype)(i + 'A'));
}
(void) mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
(void) mvprintw(HYBASE, HXBASE,
"To position your ships: move the cursor to a spot, then");
(void) mvprintw(HYBASE+1,HXBASE,
"type the first letter of a ship type to select it, then");
(void) mvprintw(HYBASE+2,HXBASE,
"type a direction ([hjkl] or [4862]), indicating how the");
(void) mvprintw(HYBASE+3,HXBASE,
"ship should be pointed. You may also type a ship letter");
(void) mvprintw(HYBASE+4,HXBASE,
"followed by `r' to position it randomly, or type `R' to");
(void) mvprintw(HYBASE+5,HXBASE,
"place all remaining ships randomly.");
(void) mvaddstr(MYBASE, MXBASE, "Aiming keys:");
(void) mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
(void) mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
(void) mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
(void) mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
(void) mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
/* have the computer place ships */
for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
{
randomplace(COMPUTER, ss);
placeship(COMPUTER, ss, FALSE);
}
ss = (ship_t *)NULL;
do {
char c, docked[SHIPTYPES + 2], *cp = docked;
/* figure which ships still wait to be placed */
*cp++ = 'R';
for (i = 0; i < SHIPTYPES; i++)
if (!plyship[i].placed)
*cp++ = plyship[i].symbol;
*cp = '\0';
/* get a command letter */
prompt(1, "Type one of [%s] to pick a ship.", docked+1);
do {
c = getcoord(PLAYER);
} while
(!strchr(docked, c));
if (c == 'R')
(void) ungetch('R');
else
{
/* map that into the corresponding symbol */
for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
if (ss->symbol == c)
break;
prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
pgoto(cury, curx);
}
do {
c = getch();
} while
(!strchr("hjklrR", c) || c == FF);
if (c == FF)
{
(void)clearok(stdscr, TRUE);
(void)refresh();
}
else if (c == 'r')
{
prompt(1, "Random-placing your %s", ss->name);
randomplace(PLAYER, ss);
placeship(PLAYER, ss, TRUE);
error((char *)NULL);
ss->placed = TRUE;
}
else if (c == 'R')
{
prompt(1, "Placing the rest of your fleet at random...", "");
for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
if (!ss->placed)
{
randomplace(PLAYER, ss);
placeship(PLAYER, ss, TRUE);
ss->placed = TRUE;
}
error((char *)NULL);
}
else if (strchr("hjkl8462", c))
{
ss->x = curx;
ss->y = cury;
switch(c)
{
case 'k': case '8': ss->dir = N; break;
case 'j': case '2': ss->dir = S; break;
case 'h': case '4': ss->dir = W; break;
case 'l': case '6': ss->dir = E; break;
}
if (checkplace(PLAYER, ss, TRUE))
{
placeship(PLAYER, ss, TRUE);
error((char *)NULL);
ss->placed = TRUE;
}
}
for (unplaced = i = 0; i < SHIPTYPES; i++)
unplaced += !plyship[i].placed;
} while
(unplaced);
turn = rnd(2);
(void) mvprintw(HYBASE, HXBASE,
"To fire, move the cursor to your chosen aiming point ");
(void) mvprintw(HYBASE+1, HXBASE,
"and strike any key other than a motion key. ");
(void) mvprintw(HYBASE+2, HXBASE,
" ");
(void) mvprintw(HYBASE+3, HXBASE,
" ");
(void) mvprintw(HYBASE+4, HXBASE,
" ");
(void) mvprintw(HYBASE+5, HXBASE,
" ");
(void) prompt(0, "Press any key to start...", "");
(void) getch();
}
static int getcoord(int atcpu)
{
int ny, nx, c;
if (atcpu)
cgoto(cury,curx);
else
pgoto(cury, curx);
(void)refresh();
for (;;)
{
if (atcpu)
{
(void) mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
cgoto(cury, curx);
}
else
{
(void) mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
pgoto(cury, curx);
}
switch(c = getch())
{
case 'k': case '8':
#ifdef KEY_MIN
case KEY_UP:
#endif /* KEY_MIN */
ny = cury+BDEPTH-1; nx = curx;
break;
case 'j': case '2':
#ifdef KEY_MIN
case KEY_DOWN:
#endif /* KEY_MIN */
ny = cury+1; nx = curx;
break;
case 'h': case '4':
#ifdef KEY_MIN
case KEY_LEFT:
#endif /* KEY_MIN */
ny = cury; nx = curx+BWIDTH-1;
break;
case 'l': case '6':
#ifdef KEY_MIN
case KEY_RIGHT:
#endif /* KEY_MIN */
ny = cury; nx = curx+1;
break;
case 'y': case '7':
#ifdef KEY_MIN
case KEY_A1:
#endif /* KEY_MIN */
ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
break;
case 'b': case '1':
#ifdef KEY_MIN
case KEY_C1:
#endif /* KEY_MIN */
ny = cury+1; nx = curx+BWIDTH-1;
break;
case 'u': case '9':
#ifdef KEY_MIN
case KEY_A3:
#endif /* KEY_MIN */
ny = cury+BDEPTH-1; nx = curx+1;
break;
case 'n': case '3':
#ifdef KEY_MIN
case KEY_C3:
#endif /* KEY_MIN */
ny = cury+1; nx = curx+1;
break;
case FF:
nx = curx; ny = cury;
(void)clearok(stdscr, TRUE);
(void)refresh();
break;
#ifdef NCURSES_MOUSE_VERSION
case KEY_MOUSE:
{
MEVENT myevent;
getmouse(&myevent);
if (atcpu
&& myevent.y >= CY(0) && myevent.y <= CY(BDEPTH)
&& myevent.x >= CX(0) && myevent.x <= CX(BDEPTH))
{
curx = CXINV(myevent.x);
cury = CYINV(myevent.y);
return(' ');
}
else
{
beep();
continue;
}
}
/* no fall through */
#endif /* NCURSES_MOUSE_VERSION */
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 bool collidecheck(int b, int y, int x)
/* is this location on the selected zboard adjacent to a ship? */
{
bool collide;
/* anything on the square */
if ((collide = IS_SHIP(board[b][x][y])) != FALSE)
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)
&& IS_SHIP(board[b][xend][yend])) {
collide = TRUE;
break;
}
}
}
return(collide);
}
static bool checkplace(int b, ship_t *ss, int vis)
{
int l, xend, yend;
/* first, check for board edges */
xend = ss->x + ss->length * 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(FALSE);
}
for(l = 0; l < ss->length; ++l)
{
if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir]))
{
if (vis)
switch(rnd(3))
{
case 0:
error("There's already a ship there");
break;
case 1:
error("Collision alert! Aaaaaagh!");
break;
case 2:
error("Er, Admiral, what about the other ship?");
break;
}
return(FALSE);
}
}
return(TRUE);
}
static int awinna(void)
{
int i, j;
ship_t *ss;
for(i=0; i<2; ++i)
{
ss = (i) ? cpuship : plyship;
for(j=0; j < SHIPTYPES; ++j, ++ss)
if(ss->length > ss->hits)
break;
if (j == SHIPTYPES)
return(OTHER);
}
return(-1);
}
static ship_t *hitship(int x, int y)
/* register a hit on the targeted ship */
{
ship_t *sb, *ss;
char sym;
int oldx, oldy;
getyx(stdscr, oldy, oldx);
sb = (turn) ? plyship : cpuship;
if((sym = board[OTHER][x][y]) == 0)
return((ship_t *)NULL);
for(ss = sb; ss < sb + SHIPTYPES; ++ss)
if(ss->symbol == sym)
{
if (++ss->hits < ss->length) /* still afloat? */
return((ship_t *)NULL);
else /* sunk! */
{
int i, j;
if (!closepack)
for (j = -1; j <= 1; j++)
{
int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
int by = ss->y + j * yincr[(ss->dir + 2) % 8];
for (i = -1; i <= ss->length; ++i)
{
int x1, y1;
x1 = bx + i * xincr[ss->dir];
y1 = by + i * yincr[ss->dir];
if (ONBOARD(x1, y1))
{
hits[turn][x1][y1] = MARK_MISS;
if (turn % 2 == PLAYER)
{
cgoto(y1, x1);
#ifdef A_COLOR
if (has_colors())
attron(COLOR_PAIR(COLOR_GREEN));
#endif /* A_COLOR */
(void)addch(MARK_MISS);
#ifdef A_COLOR
attrset(0);
#endif /* A_COLOR */
}
}
}
}
for (i = 0; i < ss->length; ++i)
{
int x1 = ss->x + i * xincr[ss->dir];
int y1 = ss->y + i * yincr[ss->dir];
hits[turn][x1][y1] = ss->symbol;
if (turn % 2 == PLAYER)
{
cgoto(y1, x1);
(void) addch((chtype)(ss->symbol));
}
}
(void) move(oldy, oldx);
return(ss);
}
}
(void) move(oldy, oldx);
return((ship_t *)NULL);
}
static int plyturn(void)
{
ship_t *ss;
bool hit;
NCURSES_CONST char *m = NULL;
prompt(1, "Where do you want to shoot? ", "");
for (;;)
{
(void) getcoord(COMPUTER);
if (hits[PLAYER][curx][cury])
{
prompt(1, "You shelled this spot already! Try again.", "");
beep();
}
else
break;
}
hit = IS_SHIP(board[COMPUTER][curx][cury]);
hits[PLAYER][curx][cury] = (hit ? MARK_HIT : MARK_MISS);
cgoto(cury, curx);
#ifdef A_COLOR
if (has_colors()) {
if (hit)
attron(COLOR_PAIR(COLOR_RED));
else
attron(COLOR_PAIR(COLOR_GREEN));
}
#endif /* A_COLOR */
(void) addch((chtype)hits[PLAYER][curx][cury]);
#ifdef A_COLOR
attrset(0);
#endif /* A_COLOR */
prompt(1, "You %s.", hit ? "scored a hit" : "missed");
if(hit && (ss = hitship(curx, cury)))
{
switch(rnd(5))
{
case 0:
m = " You sank my %s!";
break;
case 1:
m = " I have this sinking feeling about my %s....";
break;
case 2:
m = " My %s has gone to Davy Jones's locker!";
break;
case 3:
m = " Glub, glub -- my %s is headed for the bottom!";
break;
case 4:
m = " You'll pick up survivors from my %s, I hope...!";
break;
}
(void)printw(m, ss->name);
(void)beep();
return(awinna() == -1);
}
return (hit);
}
static int sgetc(const char *s)
{
const char *s1;
int ch;
(void)refresh();
for(;;)
{
ch = getch();
if (islower(ch))
ch = toupper(ch);
if (ch == CTRLC)
uninitgame(0);
for (s1=s; *s1 && ch != *s1; ++s1)
continue;
if (*s1)
{
(void) addch((chtype)ch);
(void)refresh();
return(ch);
}
}
}
static void randomfire(int *px, int *py)
/* random-fire routine -- implements simple diagonal-striping strategy */
{
static int turncount = 0;
static int srchstep = BEGINSTEP;
static int huntoffs; /* Offset on search strategy */
int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
int x, y, i;
if (turncount++ == 0)
huntoffs = rnd(srchstep);
/* first, list all possible moves */
nposs = npref = 0;
for (x = 0; x < BWIDTH; x++)
for (y = 0; y < BDEPTH; y++)
if (!hits[COMPUTER][x][y])
{
xpossible[nposs] = x;
ypossible[nposs] = y;
nposs++;
if (((x+huntoffs) % srchstep) != (y % srchstep))
{
xpreferred[npref] = x;
ypreferred[npref] = y;
npref++;
}
}
if (npref)
{
i = rnd(npref);
*px = xpreferred[i];
*py = ypreferred[i];
}
else if (nposs)
{
i = rnd(nposs);
*px = xpossible[i];
*py = ypossible[i];
if (srchstep > 1)
--srchstep;
}
else
{
error("No moves possible?? Help!");
exit(EXIT_FAILURE);
/*NOTREACHED*/
}
}
#define S_MISS 0
#define S_HIT 1
#define S_SUNK -1
static int cpufire(int x, int y)
/* fire away at given location */
{
bool hit, sunk;
ship_t *ss = NULL;
hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
(void) mvprintw(PROMPTLINE, 0,
"I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
if ((sunk = (hit && (ss = hitship(x, y)))) != 0)
(void) printw(" I've sunk your %s", ss->name);
(void)clrtoeol();
pgoto(y, x);
#ifdef A_COLOR
if (has_colors()) {
if (hit)
attron(COLOR_PAIR(COLOR_RED));
else
attron(COLOR_PAIR(COLOR_GREEN));
}
#endif /* A_COLOR */
(void)addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
#ifdef A_COLOR
attrset(0);
#endif /* A_COLOR */
return ((hit ? (sunk ? S_SUNK : S_HIT) : S_MISS) ? TRUE : FALSE);
}
/*
* This code implements a fairly irregular FSM, so please forgive the rampant
* unstructuredness below. The five labels are states which need to be held
* between computer turns.
*/
static bool cputurn(void)
{
#define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
#define RANDOM_FIRE 0
#define RANDOM_HIT 1
#define HUNT_DIRECT 2
#define FIRST_PASS 3
#define REVERSE_JUMP 4
#define SECOND_PASS 5
static int next = RANDOM_FIRE;
static bool used[4];
static ship_t ts;
int navail, x, y, d, n;
int hit = S_MISS;
switch(next)
{
case RANDOM_FIRE: /* last shot was random and missed */
refire:
randomfire(&x, &y);
if (!(hit = cpufire(x, y)))
next = RANDOM_FIRE;
else
{
ts.x = x; ts.y = y;
ts.hits = 1;
next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
}
break;
case RANDOM_HIT: /* last shot was random and hit */
used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
/* FALLTHROUGH */
case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
for (d = navail = 0; d < 4; d++)
{
x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
if (!used[d] && POSSIBLE(x, y))
navail++;
else
used[d] = TRUE;
}
if (navail == 0) /* no valid places for shots adjacent... */
goto refire; /* ...so we must random-fire */
else
{
for (d = 0, n = rnd(navail) + 1; n; n--)
while (used[d])
d++;
assert(d <= 4);
used[d] = FALSE;
x = ts.x + xincr[d*2];
y = ts.y + yincr[d*2];
assert(POSSIBLE(x, y));
if (!(hit = cpufire(x, y)))
next = HUNT_DIRECT;
else
{
ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
}
}
break;
case FIRST_PASS: /* we have a start and a direction now */
x = ts.x + xincr[ts.dir];
y = ts.y + yincr[ts.dir];
if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
{
ts.x = x; ts.y = y; ts.hits++;
next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
}
else
next = REVERSE_JUMP;
break;
case REVERSE_JUMP: /* nail down the ship's other end */
d = ts.dir + 4;
x = ts.x + ts.hits * xincr[d];
y = ts.y + ts.hits * yincr[d];
if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
{
ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
}
else
next = RANDOM_FIRE;
break;
case SECOND_PASS: /* kill squares not caught on first pass */
x = ts.x + xincr[ts.dir];
y = ts.y + yincr[ts.dir];
if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
{
ts.x = x; ts.y = y; ts.hits++;
next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
break;
}
else
next = RANDOM_FIRE;
break;
}
/* check for continuation and/or winner */
if (salvo)
{
(void)refresh();
(void)sleep(1);
}
if (awinna() != -1)
return(FALSE);
#ifdef DEBUG
(void) mvprintw(PROMPTLINE + 2, 0,
"New state %d, x=%d, y=%d, d=%d",
next, x, y, d);
#endif /* DEBUG */
return ((hit) ? TRUE : FALSE);
}
static
int playagain(void)
{
int j;
ship_t *ss;
for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
for(j = 0; j < ss->length; j++)
{
cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
(void)addch((chtype)ss->symbol);
}
if(awinna())
++cpuwon;
else
++plywon;
j = 18 + strlen(name);
if(plywon >= 10)
++j;
if(cpuwon >= 10)
++j;
(void) mvprintw(1,(COLWIDTH-j)/2,
"%s: %d Computer: %d",name,plywon,cpuwon);
prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
: "Going to give me a chance for revenge, %s [yn]? ",name);
return(sgetc("YN") == 'Y');
}
static void do_options(int c, char *op[])
{
register int i;
if (c > 1)
{
for (i=1; i<c; i++)
{
switch(op[i][0])
{
default:
case '?':
(void) fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
(void) fprintf(stderr, "\tWhere the options are:\n");
(void) fprintf(stderr, "\t-s : play a salvo game\n");
(void) fprintf(stderr, "\t-b : play a blitz game\n");
(void) fprintf(stderr, "\t-c : ships may be adjacent\n");
exit(EXIT_FAILURE);
break;
case '-':
switch(op[i][1])
{
case 'b':
blitz = 1;
if (salvo == 1)
{
(void) fprintf(stderr,
"Bad Arg: -b and -s are mutually exclusive\n");
exit(EXIT_FAILURE);
}
break;
case 's':
salvo = 1;
if (blitz == 1)
{
(void) fprintf(stderr,
"Bad Arg: -s and -b are mutually exclusive\n");
exit(EXIT_FAILURE);
}
break;
case 'c':
closepack = 1;
break;
default:
(void) fprintf(stderr,
"Bad arg: type \"%s ?\" for usage message\n", op[0]);
exit(EXIT_FAILURE);
}
}
}
}
}
static int scount(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);
}
int main(int argc, char *argv[])
{
do_options(argc, argv);
intro();
do {
initgame();
while(awinna() == -1)
{
if (!blitz)
{
if (!salvo)
{
if(turn)
(void) cputurn();
else
(void) plyturn();
}
else
{
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(0);
/*NOTREACHED*/
}
/* bs.c ends here */