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29 * bs.c - original author: Bruce Holloway
30 * salvo option by: Chuck A DeGaul
31 * with improved user interface, autoconfiguration and code cleanup
32 * by Eric S. Raymond <esr@snark.thyrsus.com>
33 * v1.2 with color support and minor portability fixes, November 1990
34 * v2.0 featuring strict ANSI/POSIX conformance, November 1993.
35 * v2.1 with ncurses mouse support, September 1995
37 * $Id: bs.c,v 1.45 2007/04/07 17:13:11 tom Exp $
40 #include <test.priv.h>
45 #define SIGIOT SIGABRT
48 static int getcoord(int);
51 * Constants for tuning the random-fire algorithm. It prefers moves that
52 * diagonal-stripe the board with a stripe separation of srchstep. If
53 * no such preferred moves are found, srchstep is decremented.
55 #define BEGINSTEP 3 /* initial value of srchstep */
57 /* miscellaneous constants */
59 #define OTHER (1-turn)
64 #define CTRLC '\003' /* used as terminate command */
65 #define FF '\014' /* used as redraw command */
67 /* coordinate handling */
73 #define SHOWSPLASH ' '
74 #define IS_SHIP(c) (isupper(UChar(c)) ? TRUE : FALSE)
76 /* how to position us on player board */
79 #define PY(y) (PYBASE + (y))
80 #define PX(x) (PXBASE + (x)*3)
81 #define pgoto(y, x) (void)move(PY(y), PX(x))
83 /* how to position us on cpu board */
86 #define CY(y) (CYBASE + (y))
87 #define CX(x) (CXBASE + (x)*3)
88 #define CYINV(y) ((y) - CYBASE)
89 #define CXINV(x) (((x) - CXBASE) / 3)
90 #define cgoto(y, x) (void)move(CY(y), CX(x))
92 #define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
94 /* other board locations */
96 #define PROMPTLINE 21 /* prompt line */
97 #define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
99 #define MYBASE SYBASE - 1 /* diagram caption */
101 #define HYBASE SYBASE - 1 /* help area */
104 /* this will need to be changed if BWIDTH changes */
105 static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
107 static char carrier[] = "Aircraft Carrier";
108 static char battle[] = "Battleship";
109 static char sub[] = "Submarine";
110 static char destroy[] = "Destroyer";
111 static char ptboat[] = "PT Boat";
113 static char name[40];
114 static char dftname[] = "stranger";
116 /* direction constants */
125 static int xincr[8] =
126 {1, 1, 0, -1, -1, -1, 0, 1};
127 static int yincr[8] =
128 {0, 1, 1, 1, 0, -1, -1, -1};
130 /* current ship position and direction */
131 static int curx = (BWIDTH / 2);
132 static int cury = (BDEPTH / 2);
135 char *name; /* name of the ship type */
136 int hits; /* how many times has this ship been hit? */
137 char symbol; /* symbol for game purposes */
138 int length; /* length of ship */
139 int x, y; /* coordinates of ship start point */
140 int dir; /* direction of `bow' */
141 bool placed; /* has it been placed on the board? */
144 static bool checkplace(int b, ship_t * ss, int vis);
146 #define SHIPIT(name, symbol, length) { name, 0, symbol, length, 0,0, 0, FALSE }
148 static ship_t plyship[SHIPTYPES] =
150 SHIPIT(carrier, 'A', 5),
151 SHIPIT(battle, 'B', 4),
152 SHIPIT(destroy, 'D', 3),
154 SHIPIT(ptboat, 'P', 2),
157 static ship_t cpuship[SHIPTYPES] =
159 SHIPIT(carrier, 'A', 5),
160 SHIPIT(battle, 'B', 4),
161 SHIPIT(destroy, 'D', 3),
163 SHIPIT(ptboat, 'P', 2),
166 /* "Hits" board, and main board. */
167 static char hits[2][BWIDTH][BDEPTH];
168 static char board[2][BWIDTH][BDEPTH];
170 static int turn; /* 0=player, 1=computer */
171 static int plywon = 0, cpuwon = 0; /* How many games has each won? */
173 static int salvo, blitz, closepack;
175 #define PR (void)addstr
177 static RETSIGTYPE uninitgame(int sig) GCC_NORETURN;
180 uninitgame(int sig GCC_UNUSED)
181 /* end the game, either normally or due to signal */
185 (void) reset_shell_mode();
188 ExitProgram(sig ? EXIT_FAILURE : EXIT_SUCCESS);
193 /* announce which game options are enabled */
195 if (salvo || blitz || closepack) {
196 (void) printw("Playing optional game (");
198 (void) printw("salvo, ");
200 (void) printw("nosalvo, ");
202 (void) printw("blitz ");
204 (void) printw("noblitz, ");
206 (void) printw("closepack)");
208 (void) printw("noclosepack)");
211 "Playing standard game (noblitz, nosalvo, noclosepack)");
219 srand((unsigned) (time(0L) + getpid())); /* Kick the random number generator */
221 CATCHALL(uninitgame);
223 if ((tmpname = getlogin()) != 0) {
224 (void) strcpy(name, tmpname);
225 name[0] = toupper(name[0]);
227 (void) strcpy(name, dftname);
230 keypad(stdscr, TRUE);
231 (void) def_prog_mode();
238 (void) mvaddstr(4, 29, "Welcome to Battleship!");
242 PR(" \\ \\ \\ \\ \\_____________\n");
243 PR(" \\ \\ \\_____________ \\ \\/ |\n");
244 PR(" \\ \\/ \\ \\/ |\n");
245 PR(" \\/ \\_____/ |__\n");
246 PR(" ________________/ |\n");
247 PR(" \\ S.S. Penguin |\n");
249 PR(" \\___________________________________________________/\n");
251 (void) mvaddstr(22, 27, "Hit any key to continue...");
259 init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
260 init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
261 init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
262 init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
263 init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
264 init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
265 init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
266 init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
269 #ifdef NCURSES_MOUSE_VERSION
270 (void) mousemask(BUTTON1_CLICKED, (mmask_t *) NULL);
271 #endif /* NCURSES_MOUSE_VERSION */
276 prompt(int n, NCURSES_CONST char *f, const char *s)
277 /* print a message at the prompt line */
279 (void) move(PROMPTLINE + n, 0);
286 error(NCURSES_CONST char *s)
288 (void) move(PROMPTLINE + 2, 0);
297 placeship(int b, ship_t * ss, int vis)
301 for (l = 0; l < ss->length; ++l) {
302 int newx = ss->x + l * xincr[ss->dir];
303 int newy = ss->y + l * yincr[ss->dir];
305 board[b][newx][newy] = ss->symbol;
308 (void) addch((chtype) ss->symbol);
317 return (((rand() & 0x7FFF) % n));
321 randomplace(int b, ship_t * ss)
322 /* generate a valid random ship placement into px,py */
326 ss->dir = rnd(2) ? E : S;
327 ss->x = rnd(BWIDTH - (ss->dir == E ? ss->length : 0));
328 ss->y = rnd(BDEPTH - (ss->dir == S ? ss->length : 0));
330 (!checkplace(b, ss, FALSE));
340 (void) mvaddstr(0, 35, "BATTLESHIPS");
341 (void) move(PROMPTLINE + 2, 0);
344 memset(board, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
345 memset(hits, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
346 for (i = 0; i < SHIPTYPES; i++) {
364 /* draw empty boards */
365 (void) mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
366 (void) mvaddstr(PYBASE - 1, PXBASE - 3, numbers);
367 for (i = 0; i < BDEPTH; ++i) {
368 (void) mvaddch(PYBASE + i, PXBASE - 3, (chtype) (i + 'A'));
371 attron(COLOR_PAIR(COLOR_BLUE));
374 for (j = 0; j < BWIDTH; j++)
375 (void) addstr(" . ");
380 (void) addch((chtype) (i + 'A'));
382 (void) mvaddstr(PYBASE + BDEPTH, PXBASE - 3, numbers);
383 (void) mvaddstr(CYBASE - 2, CXBASE + 7, "Hit/Miss Board");
384 (void) mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
385 for (i = 0; i < BDEPTH; ++i) {
386 (void) mvaddch(CYBASE + i, CXBASE - 3, (chtype) (i + 'A'));
389 attron(COLOR_PAIR(COLOR_BLUE));
392 for (j = 0; j < BWIDTH; j++)
393 (void) addstr(" . ");
398 (void) addch((chtype) (i + 'A'));
401 (void) mvaddstr(CYBASE + BDEPTH, CXBASE - 3, numbers);
403 (void) mvprintw(HYBASE, HXBASE,
404 "To position your ships: move the cursor to a spot, then");
405 (void) mvprintw(HYBASE + 1, HXBASE,
406 "type the first letter of a ship type to select it, then");
407 (void) mvprintw(HYBASE + 2, HXBASE,
408 "type a direction ([hjkl] or [4862]), indicating how the");
409 (void) mvprintw(HYBASE + 3, HXBASE,
410 "ship should be pointed. You may also type a ship letter");
411 (void) mvprintw(HYBASE + 4, HXBASE,
412 "followed by `r' to position it randomly, or type `R' to");
413 (void) mvprintw(HYBASE + 5, HXBASE,
414 "place all remaining ships randomly.");
416 (void) mvaddstr(MYBASE, MXBASE, "Aiming keys:");
417 (void) mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
418 (void) mvaddstr(SYBASE + 1, SXBASE, " \\|/ \\|/ ");
419 (void) mvaddstr(SYBASE + 2, SXBASE, "h-+-l 4-+-6");
420 (void) mvaddstr(SYBASE + 3, SXBASE, " /|\\ /|\\ ");
421 (void) mvaddstr(SYBASE + 4, SXBASE, "b j n 1 2 3");
423 /* have the computer place ships */
424 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++) {
425 randomplace(COMPUTER, ss);
426 placeship(COMPUTER, ss, FALSE);
429 ss = (ship_t *) NULL;
431 char c, docked[SHIPTYPES + 2], *cp = docked;
433 /* figure which ships still wait to be placed */
435 for (i = 0; i < SHIPTYPES; i++)
436 if (!plyship[i].placed)
437 *cp++ = plyship[i].symbol;
440 /* get a command letter */
441 prompt(1, "Type one of [%s] to pick a ship.", docked + 1);
443 c = getcoord(PLAYER);
445 (!strchr(docked, c));
450 /* map that into the corresponding symbol */
451 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
455 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
462 (!(strchr("hjklrR", c) || c == FF));
465 (void) clearok(stdscr, TRUE);
467 } else if (c == 'r') {
468 prompt(1, "Random-placing your %s", ss->name);
469 randomplace(PLAYER, ss);
470 placeship(PLAYER, ss, TRUE);
471 error((char *) NULL);
473 } else if (c == 'R') {
474 prompt(1, "Placing the rest of your fleet at random...", "");
475 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
477 randomplace(PLAYER, ss);
478 placeship(PLAYER, ss, TRUE);
481 error((char *) NULL);
482 } else if (strchr("hjkl8462", c)) {
505 if (checkplace(PLAYER, ss, TRUE)) {
506 placeship(PLAYER, ss, TRUE);
507 error((char *) NULL);
512 for (unplaced = i = 0; i < SHIPTYPES; i++)
513 unplaced += !plyship[i].placed;
519 (void) mvprintw(HYBASE, HXBASE,
520 "To fire, move the cursor to your chosen aiming point ");
521 (void) mvprintw(HYBASE + 1, HXBASE,
522 "and strike any key other than a motion key. ");
523 (void) mvprintw(HYBASE + 2, HXBASE,
525 (void) mvprintw(HYBASE + 3, HXBASE,
527 (void) mvprintw(HYBASE + 4, HXBASE,
529 (void) mvprintw(HYBASE + 5, HXBASE,
532 (void) prompt(0, "Press any key to start...", "");
548 (void) mvprintw(CYBASE + BDEPTH + 1, CXBASE + 11, "(%d, %c)",
552 (void) mvprintw(PYBASE + BDEPTH + 1, PXBASE + 11, "(%d, %c)",
557 switch (c = getch()) {
561 ny = cury + BDEPTH - 1;
574 nx = curx + BWIDTH - 1;
585 ny = cury + BDEPTH - 1;
586 nx = curx + BWIDTH - 1;
592 nx = curx + BWIDTH - 1;
597 ny = cury + BDEPTH - 1;
609 (void) clearok(stdscr, TRUE);
612 #ifdef NCURSES_MOUSE_VERSION
619 && myevent.y >= CY(0) && myevent.y <= CY(BDEPTH)
620 && myevent.x >= CX(0) && myevent.x <= CX(BDEPTH)) {
621 curx = CXINV(myevent.x);
622 cury = CYINV(myevent.y);
629 /* no fall through */
630 #endif /* NCURSES_MOUSE_VERSION */
634 (void) mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
636 (void) mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
646 collidecheck(int b, int y, int x)
647 /* is this location on the selected zboard adjacent to a ship? */
651 /* anything on the square */
652 if ((collide = IS_SHIP(board[b][x][y])) != FALSE)
655 /* anything on the neighbors */
659 for (i = 0; i < 8; i++) {
664 if (ONBOARD(xend, yend)
665 && IS_SHIP(board[b][xend][yend])) {
675 checkplace(int b, ship_t * ss, int vis)
679 /* first, check for board edges */
680 xend = ss->x + (ss->length - 1) * xincr[ss->dir];
681 yend = ss->y + (ss->length - 1) * yincr[ss->dir];
682 if (!ONBOARD(xend, yend)) {
686 error("Ship is hanging from the edge of the world");
689 error("Try fitting it on the board");
692 error("Figure I won't find it if you put it there?");
698 for (l = 0; l < ss->length; ++l) {
699 if (collidecheck(b, ss->y + l * yincr[ss->dir], ss->x + l * xincr[ss->dir])) {
703 error("There's already a ship there");
706 error("Collision alert! Aaaaaagh!");
709 error("Er, Admiral, what about the other ship?");
724 for (i = 0; i < 2; ++i) {
725 ss = (i) ? cpuship : plyship;
726 for (j = 0; j < SHIPTYPES; ++j, ++ss)
727 if (ss->length > ss->hits)
736 hitship(int x, int y)
737 /* register a hit on the targeted ship */
743 getyx(stdscr, oldy, oldx);
744 sb = (turn) ? plyship : cpuship;
745 if ((sym = board[OTHER][x][y]) == 0)
746 return ((ship_t *) NULL);
747 for (ss = sb; ss < sb + SHIPTYPES; ++ss)
748 if (ss->symbol == sym) {
749 if (++ss->hits < ss->length) /* still afloat? */
750 return ((ship_t *) NULL);
755 for (j = -1; j <= 1; j++) {
756 int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
757 int by = ss->y + j * yincr[(ss->dir + 2) % 8];
759 for (i = -1; i <= ss->length; ++i) {
762 x1 = bx + i * xincr[ss->dir];
763 y1 = by + i * yincr[ss->dir];
764 if (ONBOARD(x1, y1)) {
765 hits[turn][x1][y1] = MARK_MISS;
766 if (turn % 2 == PLAYER) {
770 attron(COLOR_PAIR(COLOR_GREEN));
772 (void) addch(MARK_MISS);
778 (void) addch(SHOWSPLASH);
784 for (i = 0; i < ss->length; ++i) {
785 int x1 = ss->x + i * xincr[ss->dir];
786 int y1 = ss->y + i * yincr[ss->dir];
788 hits[turn][x1][y1] = ss->symbol;
789 if (turn % 2 == PLAYER) {
791 (void) addch((chtype) (ss->symbol));
796 attron(COLOR_PAIR(COLOR_RED));
798 (void) addch(SHOWHIT);
805 (void) move(oldy, oldx);
809 (void) move(oldy, oldx);
810 return ((ship_t *) NULL);
818 NCURSES_CONST char *m = NULL;
820 prompt(1, "Where do you want to shoot? ", "");
822 (void) getcoord(COMPUTER);
823 if (hits[PLAYER][curx][cury]) {
824 prompt(1, "You shelled this spot already! Try again.", "");
829 hit = IS_SHIP(board[COMPUTER][curx][cury]);
830 hits[PLAYER][curx][cury] = (hit ? MARK_HIT : MARK_MISS);
835 attron(COLOR_PAIR(COLOR_RED));
837 attron(COLOR_PAIR(COLOR_GREEN));
840 (void) addch((chtype) hits[PLAYER][curx][cury]);
845 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
846 if (hit && (ss = hitship(curx, cury))) {
849 m = " You sank my %s!";
852 m = " I have this sinking feeling about my %s....";
855 m = " My %s has gone to Davy Jones's locker!";
858 m = " Glub, glub -- my %s is headed for the bottom!";
861 m = " You'll pick up survivors from my %s, I hope...!";
864 (void) printw(m, ss->name);
883 for (s1 = s; *s1 && ch != *s1; ++s1)
886 (void) addch((chtype) ch);
894 randomfire(int *px, int *py)
895 /* random-fire routine -- implements simple diagonal-striping strategy */
897 static int turncount = 0;
898 static int srchstep = BEGINSTEP;
899 static int huntoffs; /* Offset on search strategy */
900 int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
901 int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
904 if (turncount++ == 0)
905 huntoffs = rnd(srchstep);
907 /* first, list all possible moves */
909 for (x = 0; x < BWIDTH; x++)
910 for (y = 0; y < BDEPTH; y++)
911 if (!hits[COMPUTER][x][y]) {
912 xpossible[nposs] = x;
913 ypossible[nposs] = y;
915 if (((x + huntoffs) % srchstep) != (y % srchstep)) {
916 xpreferred[npref] = x;
917 ypreferred[npref] = y;
936 error("No moves possible?? Help!");
937 ExitProgram(EXIT_FAILURE);
947 cpufire(int x, int y)
948 /* fire away at given location */
953 hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
954 (void) mvprintw(PROMPTLINE, 0,
955 "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" :
957 if ((sunk = (hit && (ss = hitship(x, y)))) != 0)
958 (void) printw(" I've sunk your %s", ss->name);
965 attron(COLOR_PAIR(COLOR_RED));
967 attron(COLOR_PAIR(COLOR_GREEN));
970 (void) addch((chtype) (hit ? SHOWHIT : SHOWSPLASH));
975 return hit ? (sunk ? S_SUNK : S_HIT) : S_MISS;
979 * This code implements a fairly irregular FSM, so please forgive the rampant
980 * unstructuredness below. The five labels are states which need to be held
981 * between computer turns.
983 * The FSM is not externally reset to RANDOM_FIRE if the player wins. Instead,
984 * the other states check for "impossible" conditions which signify a new
985 * game, then if found transition to RANDOM_FIRE.
990 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
991 #define RANDOM_FIRE 0
993 #define HUNT_DIRECT 2
995 #define REVERSE_JUMP 4
996 #define SECOND_PASS 5
997 static int next = RANDOM_FIRE;
1000 int navail, x, y, d, n;
1004 case RANDOM_FIRE: /* last shot was random and missed */
1007 if (!(hit = cpufire(x, y)))
1013 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
1017 case RANDOM_HIT: /* last shot was random and hit */
1018 used[E / 2] = used[S / 2] = used[W / 2] = used[N / 2] = FALSE;
1021 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
1022 for (d = navail = 0; d < 4; d++) {
1023 x = ts.x + xincr[d * 2];
1024 y = ts.y + yincr[d * 2];
1025 if (!used[d] && POSSIBLE(x, y))
1030 if (navail == 0) /* no valid places for shots adjacent... */
1031 goto refire; /* ...so we must random-fire */
1033 n = rnd(navail) + 1;
1034 for (d = 0; used[d]; d++) ;
1035 /* used[d] is first that == 0 */
1038 /* used[d] is next that == 0 */
1041 assert(used[d] == FALSE);
1044 x = ts.x + xincr[d * 2];
1045 y = ts.y + yincr[d * 2];
1047 assert(POSSIBLE(x, y));
1049 if (!(hit = cpufire(x, y)))
1056 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1061 case FIRST_PASS: /* we have a start and a direction now */
1062 x = ts.x + xincr[ts.dir];
1063 y = ts.y + yincr[ts.dir];
1064 if (POSSIBLE(x, y) && (hit = cpufire(x, y))) {
1068 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1070 next = REVERSE_JUMP;
1073 case REVERSE_JUMP: /* nail down the ship's other end */
1074 d = (ts.dir + 4) % 8;
1075 x = ts.x + ts.hits * xincr[d];
1076 y = ts.y + ts.hits * yincr[d];
1077 if (POSSIBLE(x, y) && (hit = cpufire(x, y))) {
1082 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1087 case SECOND_PASS: /* continue shooting after reversing */
1088 x = ts.x + xincr[ts.dir];
1089 y = ts.y + yincr[ts.dir];
1090 if (POSSIBLE(x, y) && (hit = cpufire(x, y))) {
1094 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1101 /* pause between shots in salvo */
1107 (void) mvprintw(PROMPTLINE + 2, 0,
1108 "New state %d, x=%d, y=%d, d=%d",
1111 return ((hit) ? TRUE : FALSE);
1120 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
1121 for (j = 0; j < ss->length; j++) {
1122 cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
1123 (void) addch((chtype) ss->symbol);
1130 j = 18 + strlen(name);
1135 (void) mvprintw(1, (COLWIDTH - j) / 2,
1136 "%s: %d Computer: %d", name, plywon, cpuwon);
1138 prompt(2, (awinna())? "Want to be humiliated again, %s [yn]? "
1139 : "Going to give me a chance for revenge, %s [yn]? ", name);
1140 return (sgetc("YN") == 'Y');
1144 do_options(int c, char *op[])
1149 for (i = 1; i < c; i++) {
1153 (void) fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
1154 (void) fprintf(stderr, "\tWhere the options are:\n");
1155 (void) fprintf(stderr, "\t-s : play a salvo game\n");
1156 (void) fprintf(stderr, "\t-b : play a blitz game\n");
1157 (void) fprintf(stderr, "\t-c : ships may be adjacent\n");
1158 ExitProgram(EXIT_FAILURE);
1165 (void) fprintf(stderr,
1166 "Bad Arg: -b and -s are mutually exclusive\n");
1167 ExitProgram(EXIT_FAILURE);
1173 (void) fprintf(stderr,
1174 "Bad Arg: -s and -b are mutually exclusive\n");
1175 ExitProgram(EXIT_FAILURE);
1182 (void) fprintf(stderr,
1183 "Bad arg: type \"%s ?\" for usage message\n",
1185 ExitProgram(EXIT_FAILURE);
1195 register int i, shots;
1196 register ship_t *sp;
1199 sp = cpuship; /* count cpu shots */
1201 sp = plyship; /* count player shots */
1203 for (i = 0, shots = 0; i < SHIPTYPES; i++, sp++) {
1204 if (sp->hits >= sp->length)
1205 continue; /* dead ship */
1213 main(int argc, char *argv[])
1215 setlocale(LC_ALL, "");
1217 do_options(argc, argv);
1222 while (awinna() == -1) {
1235 if (cputurn() && awinna() != -1)
1238 if (plyturn() && awinna() != -1)
1244 while ((turn ? cputurn() : plyturn()) && awinna() == -1)
1254 /* bs.c ends here */