mirror of
https://git.FreeBSD.org/src.git
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39f2269fcb
Obtained from: ftp://dickey.his.com/ncurses/
1227 lines
28 KiB
C
1227 lines
28 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 with ncurses mouse support, September 1995
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*
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* $Id: bs.c,v 1.35 2002/04/06 23:10:12 tom Exp $
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*/
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#include <ctype.h>
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#include <assert.h>
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#include <time.h>
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#include <test.priv.h>
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#ifndef SIGIOT
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#define SIGIOT SIGABRT
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#endif
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static int getcoord(int);
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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 '\003' /* 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(UChar(c)) ? TRUE : FALSE)
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/* how to position us on player board */
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#define PYBASE 3
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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 3
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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 CYINV(y) ((y) - CYBASE)
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#define CXINV(x) (((x) - CXBASE) / 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[] = "stranger";
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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] =
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{1, 1, 0, -1, -1, -1, 0, 1};
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static int yincr[8] =
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{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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char *name; /* name of the ship type */
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int hits; /* how many times has this ship been hit? */
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char symbol; /* symbol for game purposes */
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int length; /* length of ship */
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int x, y; /* coordinates of ship start point */
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int dir; /* direction of `bow' */
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bool placed; /* has it been placed on the board? */
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} ship_t;
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static bool checkplace(int b, ship_t * ss, int vis);
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#define SHIPIT(name, symbol, length) { name, 0, symbol, length, 0,0, 0, FALSE }
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static ship_t plyship[SHIPTYPES] =
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{
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SHIPIT(carrier, 'A', 5),
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SHIPIT(battle, 'B', 4),
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SHIPIT(destroy, 'D', 3),
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SHIPIT(sub, 'S', 3),
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SHIPIT(ptboat, 'P', 2),
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};
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static ship_t cpuship[SHIPTYPES] =
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{
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SHIPIT(carrier, 'A', 5),
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SHIPIT(battle, 'B', 4),
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SHIPIT(destroy, 'D', 3),
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SHIPIT(sub, 'S', 3),
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SHIPIT(ptboat, '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];
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static char 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 RETSIGTYPE uninitgame(int sig) GCC_NORETURN;
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static RETSIGTYPE uninitgame(int sig GCC_UNUSED)
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/* end the game, either normally or due to signal */
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{
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clear();
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(void) refresh();
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(void) reset_shell_mode();
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(void) echo();
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(void) endwin();
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ExitProgram(sig ? EXIT_FAILURE : EXIT_SUCCESS);
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}
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static void
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announceopts(void)
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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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(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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} 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
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intro(void)
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{
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char *tmpname;
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srand((unsigned) (time(0L) + getpid())); /* Kick the random number generator */
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(void) signal(SIGINT, uninitgame);
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(void) signal(SIGINT, uninitgame);
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(void) signal(SIGIOT, uninitgame); /* for assert(3) */
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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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(void) strcpy(name, tmpname);
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name[0] = toupper(name[0]);
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} else
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(void) strcpy(name, dftname);
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(void) initscr();
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keypad(stdscr, TRUE);
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(void) def_prog_mode();
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(void) nonl();
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(void) cbreak();
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(void) noecho();
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#ifdef PENGUIN
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(void) clear();
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(void) mvaddstr(4, 29, "Welcome to Battleship!");
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(void) move(8, 0);
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PR(" \\\n");
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PR(" \\ \\ \\\n");
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PR(" \\ \\ \\ \\ \\_____________\n");
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PR(" \\ \\ \\_____________ \\ \\/ |\n");
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PR(" \\ \\/ \\ \\/ |\n");
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PR(" \\/ \\_____/ |__\n");
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PR(" ________________/ |\n");
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PR(" \\ S.S. Penguin |\n");
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PR(" \\ /\n");
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PR(" \\___________________________________________________/\n");
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(void) mvaddstr(22, 27, "Hit any key to continue...");
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(void) refresh();
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(void) getch();
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#endif /* PENGUIN */
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#ifdef A_COLOR
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start_color();
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init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
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init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
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init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
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init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
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init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
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init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
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init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
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init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
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#endif /* A_COLOR */
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#ifdef NCURSES_MOUSE_VERSION
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(void) mousemask(BUTTON1_CLICKED, (mmask_t *) NULL);
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#endif /* NCURSES_MOUSE_VERSION */
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}
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/* VARARGS1 */
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static void
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prompt(int n, NCURSES_CONST char *f, const char *s)
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/* print a message at the prompt line */
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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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(void) refresh();
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}
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static void
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error(NCURSES_CONST 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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(void) addstr(s);
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(void) beep();
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}
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}
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static void
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placeship(int b, ship_t * ss, 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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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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pgoto(newy, newx);
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(void) addch((chtype) 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
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rnd(int n)
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{
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return (((rand() & 0x7FFF) % n));
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}
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static void
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randomplace(int b, ship_t * ss)
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/* generate a valid random ship placement into px,py */
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{
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do {
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ss->dir = rnd(2) ? E : S;
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ss->x = rnd(BWIDTH - (ss->dir == E ? ss->length : 0));
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ss->y = rnd(BDEPTH - (ss->dir == S ? ss->length : 0));
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} while
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(!checkplace(b, ss, FALSE));
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}
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static void
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initgame(void)
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{
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int i, j, unplaced;
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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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memset(board, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
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memset(hits, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
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for (i = 0; i < SHIPTYPES; i++) {
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ss = cpuship + i;
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ss->x =
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ss->y =
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ss->dir =
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ss->hits = 0;
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ss->placed = FALSE;
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ss = plyship + i;
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ss->x =
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ss->y =
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ss->dir =
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ss->hits = 0;
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ss->placed = FALSE;
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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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(void) mvaddch(PYBASE + i, PXBASE - 3, (chtype) (i + 'A'));
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#ifdef A_COLOR
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if (has_colors())
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attron(COLOR_PAIR(COLOR_BLUE));
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#endif /* A_COLOR */
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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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#ifdef A_COLOR
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attrset(0);
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#endif /* A_COLOR */
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(void) addch(' ');
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(void) addch((chtype) (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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(void) mvaddch(CYBASE + i, CXBASE - 3, (chtype) (i + 'A'));
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#ifdef A_COLOR
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if (has_colors())
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attron(COLOR_PAIR(COLOR_BLUE));
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#endif /* A_COLOR */
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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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#ifdef A_COLOR
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attrset(0);
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#endif /* A_COLOR */
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(void) addch(' ');
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(void) addch((chtype) (i + 'A'));
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}
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(void) mvaddstr(CYBASE + BDEPTH, CXBASE - 3, numbers);
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(void) mvprintw(HYBASE, HXBASE,
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"To position your ships: move the cursor to a spot, then");
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(void) mvprintw(HYBASE + 1, HXBASE,
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"type the first letter of a ship type to select it, then");
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(void) mvprintw(HYBASE + 2, HXBASE,
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"type a direction ([hjkl] or [4862]), indicating how the");
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(void) mvprintw(HYBASE + 3, HXBASE,
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"ship should be pointed. You may also type a ship letter");
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(void) mvprintw(HYBASE + 4, HXBASE,
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"followed by `r' to position it randomly, or type `R' to");
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(void) mvprintw(HYBASE + 5, HXBASE,
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"place all remaining ships randomly.");
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(void) mvaddstr(MYBASE, MXBASE, "Aiming keys:");
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(void) mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
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(void) mvaddstr(SYBASE + 1, SXBASE, " \\|/ \\|/ ");
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(void) mvaddstr(SYBASE + 2, SXBASE, "h-+-l 4-+-6");
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(void) mvaddstr(SYBASE + 3, SXBASE, " /|\\ /|\\ ");
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(void) mvaddstr(SYBASE + 4, SXBASE, "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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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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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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prompt(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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if (c == 'R')
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(void) ungetch('R');
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else {
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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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prompt(1, "Type one of [hjklrR] 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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c = getch();
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} while
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(!strchr("hjklrR", c) || c == FF);
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if (c == FF) {
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(void) clearok(stdscr, TRUE);
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(void) refresh();
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} else if (c == 'r') {
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prompt(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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} else if (c == 'R') {
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prompt(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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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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} else if (strchr("hjkl8462", c)) {
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ss->x = curx;
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ss->y = cury;
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switch (c) {
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case 'k':
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case '8':
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ss->dir = N;
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break;
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case 'j':
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case '2':
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ss->dir = S;
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break;
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case 'h':
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case '4':
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ss->dir = W;
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break;
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case 'l':
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case '6':
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ss->dir = E;
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break;
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}
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if (checkplace(PLAYER, ss, TRUE)) {
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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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turn = rnd(2);
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|
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(void) mvprintw(HYBASE, HXBASE,
|
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"To fire, move the cursor to your chosen aiming point ");
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(void) mvprintw(HYBASE + 1, HXBASE,
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"and strike any key other than a motion key. ");
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(void) mvprintw(HYBASE + 2, HXBASE,
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" ");
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(void) mvprintw(HYBASE + 3, HXBASE,
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" ");
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(void) mvprintw(HYBASE + 4, HXBASE,
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|
" ");
|
|
(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':
|
|
case KEY_UP:
|
|
ny = cury + BDEPTH - 1;
|
|
nx = curx;
|
|
break;
|
|
case 'j':
|
|
case '2':
|
|
case KEY_DOWN:
|
|
ny = cury + 1;
|
|
nx = curx;
|
|
break;
|
|
case 'h':
|
|
case '4':
|
|
case KEY_LEFT:
|
|
ny = cury;
|
|
nx = curx + BWIDTH - 1;
|
|
break;
|
|
case 'l':
|
|
case '6':
|
|
case KEY_RIGHT:
|
|
ny = cury;
|
|
nx = curx + 1;
|
|
break;
|
|
case 'y':
|
|
case '7':
|
|
case KEY_A1:
|
|
ny = cury + BDEPTH - 1;
|
|
nx = curx + BWIDTH - 1;
|
|
break;
|
|
case 'b':
|
|
case '1':
|
|
case KEY_C1:
|
|
ny = cury + 1;
|
|
nx = curx + BWIDTH - 1;
|
|
break;
|
|
case 'u':
|
|
case '9':
|
|
case KEY_A3:
|
|
ny = cury + BDEPTH - 1;
|
|
nx = curx + 1;
|
|
break;
|
|
case 'n':
|
|
case '3':
|
|
case KEY_C3:
|
|
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 - 1) * xincr[ss->dir];
|
|
yend = ss->y + (ss->length - 1) * yincr[ss->dir];
|
|
if (!ONBOARD(xend, yend)) {
|
|
if (vis)
|
|
switch (rnd(3)) {
|
|
case 0:
|
|
error("Ship is hanging from the edge of the world");
|
|
break;
|
|
case 1:
|
|
error("Try fitting it on the board");
|
|
break;
|
|
case 2:
|
|
error("Figure I won't find it if you put it there?");
|
|
break;
|
|
}
|
|
return (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 */
|
|
} else {
|
|
pgoto(y1, x1);
|
|
(void) addch(SHOWSPLASH);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
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));
|
|
} else {
|
|
pgoto(y1, x1);
|
|
#ifdef A_COLOR
|
|
if (has_colors())
|
|
attron(COLOR_PAIR(COLOR_RED));
|
|
#endif /* A_COLOR */
|
|
(void) addch(SHOWHIT);
|
|
#ifdef A_COLOR
|
|
attrset(0);
|
|
#endif /* A_COLOR */
|
|
}
|
|
}
|
|
|
|
(void) move(oldy, oldx);
|
|
return (ss);
|
|
}
|
|
}
|
|
(void) move(oldy, oldx);
|
|
return ((ship_t *) NULL);
|
|
}
|
|
|
|
static bool
|
|
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!");
|
|
ExitProgram(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");
|
|
ExitProgram(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");
|
|
ExitProgram(EXIT_FAILURE);
|
|
}
|
|
break;
|
|
case 's':
|
|
salvo = 1;
|
|
if (blitz == 1) {
|
|
(void) fprintf(stderr,
|
|
"Bad Arg: -s and -b are mutually exclusive\n");
|
|
ExitProgram(EXIT_FAILURE);
|
|
}
|
|
break;
|
|
case 'c':
|
|
closepack = 1;
|
|
break;
|
|
default:
|
|
(void) fprintf(stderr,
|
|
"Bad arg: type \"%s ?\" for usage message\n",
|
|
op[0]);
|
|
ExitProgram(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 */
|