billr@saab.CNA.TEK.COM (Bill Randle) (09/15/89)
Submitted-by: Eric Raymond <eric@snark.uu.net>
Posting-number: Volume 8, Issue 25
Archive-name: bs/Part01
[This should work on either SysV or BSD based Unixes. Eric
is running SysV; I tested it on my Sun 3/60 (OS 3.5), which
is BSD based. -br]
#! /bin/sh
# This is a shell archive. Remove anything before this line, then unpack
# it by saving it into a file and typing "sh file". To overwrite existing
# files, type "sh file -c". You can also feed this as standard input via
# unshar, or by typing "sh <file", e.g.. If this archive is complete, you
# will see the following message at the end:
# "End of archive 1 (of 1)."
# Contents: README Makefile bs.6 bs.c
# Wrapped by billr@saab on Fri Sep 15 06:55:27 1989
PATH=/bin:/usr/bin:/usr/ucb ; export PATH
if test -f 'README' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'README'\"
else
echo shar: Extracting \"'README'\" \(1342 characters\)
sed "s/^X//" >'README' <<'END_OF_FILE'
XBattleships is an intrinsically silly game, but I couldn't resist fixing this
Xsucker. It now has a purely visual interface (you place ships and call for
Xshots by moving the cursor around the board using the standard yuhjklbn keys).
X
XThe default game now disallows placement of ships so that they touch. A new
X-c option is available to force the older behavior.
X
XI also removed the `seemiss' option (now always on) and `ask' (which is only
Xuseful for cheating). And I ifdefed out the ditsy opening screen; if you want
Xit back, compile with -DPENGUIN. One strike against featureitis...
X
XThe code now lints as clean as the broken SysV curses lint library will let it.
X
XSome #ifdefs in the code should result in the right things being done for
XBSD or USG systems. They key off A_UNDERLINE.
X
XThis was probably a waste of a day or so. But what the hack -- rewriting the
Xstrategy robot as an FSM was fun, and maybe the interface will set a good
Xexample for the next guy.
X
X<*** FLAME ON ***>
X
XPeople who write termcap games that require you to enter #@!!#$! coordinates
Xrather than doing the natural pick-and-place with cursor motions should be
Xstuffed in suits and condemned to write COBOL for the rest of their days...
X
X<*** FLAME OFF ***>
X
XO.K., I feel better now that I've got that off my chest...
X
X Eric S. Raymond
X eric@snark.uu.net
X
END_OF_FILE
if test 1342 -ne `wc -c <'README'`; then
echo shar: \"'README'\" unpacked with wrong size!
fi
# end of 'README'
fi
if test -f 'Makefile' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'Makefile'\"
else
echo shar: Extracting \"'Makefile'\" \(218 characters\)
sed "s/^X//" >'Makefile' <<'END_OF_FILE'
X# Makefile for Battleships
X
XCFLAGS=-DNDEBUG
X
XLIBS = -lcurses -ltermcap
X
Xbs: bs.c
X cc $(CFLAGS) -o bs bs.c $(LIBS)
X
Xlint:
X lint bs.c $(LIBS)
X
Xclean:
X rm -f bs bs.shar *~
X
Xshar:
X shar READ.ME bs.c Makefile bs.6 >bs.shar
END_OF_FILE
if test 218 -ne `wc -c <'Makefile'`; then
echo shar: \"'Makefile'\" unpacked with wrong size!
fi
# end of 'Makefile'
fi
if test -f 'bs.6' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'bs.6'\"
else
echo shar: Extracting \"'bs.6'\" \(1812 characters\)
sed "s/^X//" >'bs.6' <<'END_OF_FILE'
X.TH BATTLESHIPS 6 "Aug 23, 1989"
X.SH NAME
Xbs \- battleships game
X.SH SYNOPSIS
Xbattle [ -b | -s ] [ -c ]
X.SH DESCRIPTION
XThis program allows you to play the familiar Battleships game against the
Xcomputer on a 10x10 board. The interface is visual and largely
Xself-explanatory; you place your ships and pick your shots by moving the
Xcursor around the `sea' with the rogue/hack motion keys hjklyubn.
X.PP
XNote that when selecting a ship to place, you must type the capital letter
X(these are, after all, capital ships). During ship placement, the `r' command
Xmay be used to ignore the current position and randomly place your currently
Xselected ship. The `R' command will place all remaining ships randomly. The ^L
Xcommand (form feed, ASCII 12) will force a screen redraw).
X.PP
XThe command-line arguments control game modes.
X
X.nf
X -b selects a `blitz' variant
X -s selects a `salvo' variant
X -c permits ships to be placed adjacently
X.fi
X
XThe `blitz' variant allows a side to shoot for as long as it continues to
Xscore hits.
X.PP
XThe `salvo' game allows a player one shot per turn for each of his/her ships
Xstill afloat. This puts a premium scoring hits early and knocking out some
Xships and also makes much harder the situation where you face a superior force
Xwith only your PT-boat.
X.PP
XNormally, ships must be separated by at least one square of open water. The
X-c option disables this check and allows them to close-pack.
X.PP
XThe algorithm the computer uses once it has found a ship to sink is provably
Xoptimal. The dispersion criterion for the random-fire algorithm may not be.
X.SH AUTHORS
XOriginally written by one Bruce Holloway in 1986. Salvo mode added by Chuck A.
XDeGaul (cbosgd!cad). Visual user interface, `closepack' option, code rewrite
Xand manual page by Eric S. Raymond (eric@snark.uu.net) August 1989.
END_OF_FILE
if test 1812 -ne `wc -c <'bs.6'`; then
echo shar: \"'bs.6'\" unpacked with wrong size!
fi
# end of 'bs.6'
fi
if test -f 'bs.c' -a "${1}" != "-c" ; then
echo shar: Will not clobber existing file \"'bs.c'\"
else
echo shar: Extracting \"'bs.c'\" \(25206 characters\)
sed "s/^X//" >'bs.c' <<'END_OF_FILE'
X/*
X * bs.c - original author: Bruce Holloway
X * salvo option by: Chuck A DeGaul
X * with improved user interface, autoconfiguration and code cleanup
X * by Eric S. Raymond
X */
X
X#include <stdio.h>
X#include <curses.h>
X#include <signal.h>
X#include <ctype.h>
X#include <assert.h>
X
X#ifndef A_UNDERLINE /* BSD curses */
X#define beep() write(1,"\007",1);
X#define saveterm savetty
X#define resetterm resetty
X#ifndef cbreak /* Sun curses.h has cbreak() */
X#define cbreak crmode
X#define nocbreak nocrmode
X#endif
X#define strchr index
X#define chtype char
X#define ungetch ungetc
X#else
X#define srand(n) srand48(n)
X#define rand() lrand48()
Xextern long lrand48();
Xextern void srand48();
X#define bzero(s, n) (void)memset((char *)(s), '\0', n)
Xextern char *memset();
X#endif
X
Xextern unsigned sleep();
Xextern char *strchr(), *strcpy();
Xextern long time();
Xextern void exit();
X
X/*
X * Constants for tuning the random-fire algorithm. It prefers moves that
X * diagonal-stripe the board with a stripe separation of srchstep. If
X * no such preferred moves are found, srchstep is decremented.
X */
X#define BEGINSTEP 3 /* initial value of srchstep */
X
X/* miscellaneous constants */
X#define SHIPTYPES 5
X#define OTHER (1-turn)
X#define PLAYER 0
X#define COMPUTER 1
X#define FF '\014' /* used as redraw command */
X#define MARK_HIT 'H'
X#define MARK_MISS 'o'
X
X/* coordinate handling */
X#define BWIDTH 10
X#define BDEPTH 10
X
X/* display symbols */
X#define SHOWHIT '*'
X#define SHOWSPLASH ' '
X#define IS_SHIP(c) isupper(c)
X
X/* how to position us on player board */
X#define PYBASE 3
X#define PXBASE 3
X#define PY(y) (PYBASE + (y))
X#define PX(x) (PXBASE + (x)*3)
X#define pgoto(y, x) (void)move(PY(y), PX(x))
X
X/* how to position us on cpu board */
X#define CYBASE 3
X#define CXBASE 48
X#define CY(y) (CYBASE + (y))
X#define CX(x) (CXBASE + (x)*3)
X#define cgoto(y, x) (void)move(CY(y), CX(x))
X
X#define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
X
X/* other board locations */
X#define COLWIDTH 80
X#define PROMPTLINE 21 /* prompt line */
X#define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
X#define SXBASE 63
X#define MYBASE SYBASE - 1 /* diagram caption */
X#define MXBASE 64
X#define HYBASE SYBASE - 1 /* help area */
X#define HXBASE 0
X
X/* this will need to be changed if BWIDTH changes */
Xstatic char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
X
Xstatic char carrier[] = "Aircraft Carrier";
Xstatic char battle[] = "Battleship";
Xstatic char sub[] = "Submarine";
Xstatic char destroy[] = "Destroyer";
Xstatic char ptboat[] = "PT Boat";
X
Xstatic char name[40];
Xstatic char dftname[] = "Stranger";
X
X/* direction constants */
X#define E 0
X#define SE 1
X#define S 2
X#define SW 3
X#define W 4
X#define NW 5
X#define N 6
X#define NE 7
Xstatic int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
Xstatic int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
X
X/* current ship position and direction */
Xstatic int curx = (BWIDTH / 2);
Xstatic int cury = (BDEPTH / 2);
X
Xtypedef struct
X{
X char *name; /* name of the ship type */
X unsigned hits; /* how many times has this ship been hit? */
X char symbol; /* symbol for game purposes */
X char length; /* length of ship */
X char x, y; /* coordinates of ship start point */
X char dir; /* direction of `bow' */
X bool placed; /* has it been placed on the board? */
X}
Xship_t;
X
Xship_t plyship[SHIPTYPES] =
X{
X { carrier, 0, 'A', 5},
X { battle, 0, 'B', 4},
X { destroy, 0, 'D', 3},
X { sub, 0, 'S', 3},
X { ptboat, 0, 'P', 2},
X};
X
Xship_t cpuship[SHIPTYPES] =
X{
X { carrier, 0, 'A', 5},
X { battle, 0, 'B', 4},
X { destroy, 0, 'D', 3},
X { sub, 0, 'S', 3},
X { ptboat, 0, 'P', 2},
X};
X
X/* "Hits" board, and main board. */
Xstatic char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
X
Xstatic int turn; /* 0=player, 1=computer */
Xstatic int plywon=0, cpuwon=0; /* How many games has each won? */
X
Xstatic int salvo, blitz, closepack;
X
X#define PR (void)addstr
X
Xstatic void uninitgame()
X/* end the game, either normally or due to signal */
X{
X clear();
X (void)refresh();
X (void)resetterm();
X (void)echo();
X (void)endwin();
X exit(0);
X}
X
Xstatic void announceopts()
X/* announce which game options are enabled */
X{
X if (salvo || blitz || closepack)
X {
X (void) printw("Playing optional game (");
X if (salvo)
X (void) printw("salvo, ");
X else
X (void) printw("nosalvo, ");
X if (blitz)
X (void) printw("blitz ");
X else
X (void) printw("noblitz, ");
X if (closepack)
X (void) printw("closepack)");
X else
X (void) printw("noclosepack)");
X }
X else
X (void) printw(
X "Playing standard game (noblitz, nosalvo, noclosepack)");
X}
X
Xstatic void intro()
X{
X extern char *getlogin();
X char *tmpname;
X
X srand(time(0L)+getpid()); /* Kick the random number generator */
X
X (void) signal(SIGINT,uninitgame);
X (void) signal(SIGINT,uninitgame);
X (void) signal(SIGIOT,uninitgame); /* for assert(3) */
X if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
X (void)signal(SIGQUIT,uninitgame);
X
X if(tmpname = getlogin())
X (void)strcpy(name,tmpname);
X else
X (void)strcpy(name,dftname);
X name[0] = toupper(name[0]);
X
X (void)initscr();
X (void)saveterm();
X (void)nonl();
X (void)cbreak();
X (void)noecho();
X
X#ifdef PENGUIN
X (void)clear();
X (void)mvaddstr(4,29,"Welcome to Battleship!");
X (void)move(8,0);
X PR(" \\\n");
X PR(" \\ \\ \\\n");
X PR(" \\ \\ \\ \\ \\_____________\n");
X PR(" \\ \\ \\_____________ \\ \\/ |\n");
X PR(" \\ \\/ \\ \\/ |\n");
X PR(" \\/ \\_____/ |__\n");
X PR(" ________________/ |\n");
X PR(" \\ S.S. Penguin |\n");
X PR(" \\ /\n");
X PR(" \\___________________________________________________/\n");
X
X (void) mvaddstr(22,27,"Hit any key to continue..."); (void)refresh();
X (void) getch();
X#endif /* PENGUIN */
X
X (void) clear();
X (void) mvaddstr(0,35,"BATTLESHIPS");
X (void) move(PROMPTLINE + 2, 0);
X announceopts();
X
X (void) mvaddstr(MYBASE, MXBASE, "Aiming keys:");
X (void) mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
X (void) mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
X (void) mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
X (void) mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
X (void) mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
X}
X
X/* VARARGS1 */
Xstatic void prompt(n, f, s)
X/* print a message at the prompt line */
Xint n;
Xchar *f, *s;
X{
X (void) move(PROMPTLINE + n, 0);
X (void) clrtoeol();
X (void) printw(f, s);
X (void) refresh();
X}
X
Xstatic void error(s)
Xchar *s;
X{
X (void) move(PROMPTLINE + 2, 0);
X (void) clrtoeol();
X if (s)
X {
X (void) addstr(s);
X (void) beep();
X }
X}
X
Xstatic void placeship(b, ss, vis)
Xint b;
Xship_t *ss;
Xint vis;
X{
X int l;
X
X for(l = 0; l < ss->length; ++l)
X {
X int newx = ss->x + l * xincr[ss->dir];
X int newy = ss->y + l * yincr[ss->dir];
X
X board[b][newx][newy] = ss->symbol;
X if (vis)
X {
X pgoto(newy, newx);
X (void) addch((chtype)ss->symbol);
X }
X }
X ss->hits = 0;
X}
X
Xstatic void randomplace(b, ss)
X/* generate a valid random ship placement into px,py */
Xint b;
Xship_t *ss;
X{
X register int bwidth = BWIDTH - ss->length;
X register int bdepth = BDEPTH - ss->length;
X
X do {
X ss->y = rnd(bdepth);
X ss->x = rnd(bwidth);
X ss->dir = rnd(2) ? E : S;
X } while
X (!checkplace(b, ss, FALSE));
X}
X
Xstatic void initgame()
X{
X int i, unplaced;
X ship_t *ss;
X
X bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
X bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
X for (i = 0; i < SHIPTYPES; i++)
X {
X ss = cpuship + i;
X ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
X ss = plyship + i;
X ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
X }
X
X /* draw empty boards */
X (void) mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
X (void) mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
X for(i=0; i < BDEPTH; ++i)
X (void) mvprintw(PYBASE + i, PXBASE - 3,
X "%c . . . . . . . . . . %c",i+'A',i+'A');
X (void) mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
X (void) mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
X (void) mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
X for(i=0; i < BDEPTH; ++i)
X (void) mvprintw(CYBASE + i, CXBASE - 3,
X "%c . . . . . . . . . . %c",i+'A',i+'A');
X (void) mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
X
X (void) mvprintw(HYBASE, HXBASE,
X "To position your ships: move the cursor to a spot, then");
X (void) mvprintw(HYBASE+1,HXBASE,
X "type the first letter of a ship type to select it, then");
X (void) mvprintw(HYBASE+2,HXBASE,
X "type a direction ([hjkl] or [4862]), indicating how the");
X (void) mvprintw(HYBASE+3,HXBASE,
X "ship should be pointed. You may also type a ship letter");
X (void) mvprintw(HYBASE+4,HXBASE,
X "followed by `r' to position it randomly, or type `R' to");
X (void) mvprintw(HYBASE+5,HXBASE,
X "place all remaining ships randomly.");
X
X /* have the computer place ships */
X for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
X {
X randomplace(COMPUTER, ss);
X placeship(COMPUTER, ss, FALSE);
X }
X
X ss = (ship_t *)NULL;
X do {
X extern char *strchr();
X char c, docked[SHIPTYPES + 2], *cp = docked;
X
X /* figure which ships still wait to be placed */
X *cp++ = 'R';
X for (i = 0; i < SHIPTYPES; i++)
X if (!plyship[i].placed)
X *cp++ = plyship[i].symbol;
X *cp = '\0';
X
X /* get a command letter */
X prompt(1, "Type one of [%s] to pick a ship.", docked+1);
X do {
X c = getcoord(PLAYER);
X } while
X (!strchr(docked, c));
X
X if (c == 'R')
X (void) ungetch('R');
X else
X {
X /* map that into the corresponding symbol */
X for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
X if (ss->symbol == c)
X break;
X
X prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
X pgoto(cury, curx);
X }
X
X do {
X c = getch();
X } while
X (!strchr("hjklrR", c) || c == FF);
X
X if (c == FF)
X {
X (void)clearok(stdscr, TRUE);
X (void)refresh();
X }
X else if (c == 'r')
X {
X prompt(1, "Random-placing your %s", ss->name);
X randomplace(PLAYER, ss);
X placeship(PLAYER, ss, TRUE);
X error((char *)NULL);
X ss->placed = TRUE;
X }
X else if (c == 'R')
X {
X prompt(1, "Placing the rest of your fleet at random...");
X for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
X if (!ss->placed)
X {
X randomplace(PLAYER, ss);
X placeship(PLAYER, ss, TRUE);
X ss->placed = TRUE;
X }
X error((char *)NULL);
X }
X else if (strchr("hjkl8462", c))
X {
X ss->x = curx;
X ss->y = cury;
X
X switch(c)
X {
X case 'k': case '8': ss->dir = N; break;
X case 'j': case '2': ss->dir = S; break;
X case 'h': case '4': ss->dir = W; break;
X case 'l': case '6': ss->dir = E; break;
X }
X
X if (checkplace(PLAYER, ss, TRUE))
X {
X placeship(PLAYER, ss, TRUE);
X error((char *)NULL);
X ss->placed = TRUE;
X }
X }
X
X for (unplaced = i = 0; i < SHIPTYPES; i++)
X unplaced += !plyship[i].placed;
X } while
X (unplaced);
X
X turn = rnd(2);
X
X (void) mvprintw(HYBASE, HXBASE,
X "To fire, move the cursor to your chosen aiming point ");
X (void) mvprintw(HYBASE+1, HXBASE,
X "and strike any key other than a motion key. ");
X (void) mvprintw(HYBASE+2, HXBASE,
X " ");
X (void) mvprintw(HYBASE+3, HXBASE,
X " ");
X (void) mvprintw(HYBASE+4, HXBASE,
X " ");
X (void) mvprintw(HYBASE+5, HXBASE,
X " ");
X
X (void) prompt(0, "Press any key to start...");
X (void) getch();
X}
X
Xstatic int rnd(n)
Xint n;
X{
X return(((rand() & 0x7FFF) % n));
X}
X
Xstatic int getcoord(atcpu)
Xint atcpu;
X{
X int ny, nx, c;
X
X if (atcpu)
X cgoto(cury,curx);
X else
X pgoto(cury, curx);
X (void)refresh();
X for (;;)
X {
X if (atcpu)
X {
X (void) mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
X cgoto(cury, curx);
X }
X else
X {
X (void) mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
X pgoto(cury, curx);
X }
X (void)refresh();
X
X switch(c = getch())
X {
X case 'k': case '8': ny = cury+BDEPTH-1; nx = curx; break;
X case 'j': case '2': ny = cury+1; nx = curx; break;
X case 'h': case '4': ny = cury; nx = curx+BWIDTH-1; break;
X case 'l': case '6': ny = cury; nx = curx+1; break;
X case 'y': case '7': ny = cury+BDEPTH-1; nx = curx+BWIDTH-1; break;
X case 'b': case '1': ny = cury+1; nx = curx+BWIDTH-1; break;
X case 'u': case '9': ny = cury+BDEPTH-1; nx = curx+1; break;
X case 'n': case '3': ny = cury+1; nx = curx+1; break;
X case '\014': (void)clearok(stdscr, TRUE); (void)refresh(); break;
X default:
X if (atcpu)
X (void) mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
X else
X (void) mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
X return(c);
X }
X
X curx = nx % BWIDTH;
X cury = ny % BDEPTH;
X }
X}
X
Xstatic int collidecheck(b, y, x)
X/* is this location on the selected zboard adjacent to a ship? */
Xint b;
Xint y, x;
X{
X int collide;
X
X /* anything on the square */
X if (collide = IS_SHIP(board[b][x][y]))
X return(collide);
X
X /* anything on the neighbors */
X if (!closepack)
X {
X int i;
X
X for (i = 0; i < 8; i++)
X {
X int xend, yend;
X
X yend = y + yincr[i];
X xend = x + xincr[i];
X if (ONBOARD(xend, yend))
X collide += IS_SHIP(board[b][xend][yend]);
X }
X }
X return(collide);
X}
X
Xstatic int checkplace(b, ss, vis)
Xint b;
Xship_t *ss;
Xint vis;
X{
X int l, xend, yend;
X
X /* first, check for board edges */
X xend = ss->x + ss->length * xincr[ss->dir];
X yend = ss->y + ss->length * yincr[ss->dir];
X if (!ONBOARD(xend, yend))
X {
X if(vis)
X switch(rnd(3))
X {
X case 0:
X error("Ship is hanging from the edge of the world");
X break;
X case 1:
X error("Try fitting it on the board");
X break;
X case 2:
X error("Figure I won't find it if you put it there?");
X break;
X }
X return(0);
X }
X
X for(l = 0; l < ss->length; ++l)
X {
X if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir]))
X {
X if (vis)
X switch(rnd(3))
X {
X case 0:
X error("There's already a ship there");
X break;
X case 1:
X error("Collision alert! Aaaaaagh!");
X break;
X case 2:
X error("Er, Admiral, what about the other ship?");
X break;
X }
X return(0);
X }
X }
X return(1);
X}
X
Xstatic int awinna()
X{
X int i, j;
X ship_t *ss;
X
X for(i=0; i<2; ++i)
X {
X ss = (i) ? cpuship : plyship;
X for(j=0; j < SHIPTYPES; ++j, ++ss)
X if(ss->length > ss->hits)
X break;
X if (j == SHIPTYPES)
X return(OTHER);
X }
X return(-1);
X}
X
Xstatic ship_t *hitship(x, y)
X/* register a hit on the targeted ship */
Xint x, y;
X{
X ship_t *sb, *ss;
X char sym;
X int oldx, oldy;
X
X getyx(stdscr, oldy, oldx);
X sb = (turn) ? plyship : cpuship;
X if(!(sym = board[OTHER][x][y]))
X return((ship_t *)NULL);
X for(ss = sb; ss < sb + SHIPTYPES; ++ss)
X if(ss->symbol == sym)
X {
X if (++ss->hits < ss->length) /* still afloat? */
X return((ship_t *)NULL);
X else /* sunk! */
X {
X int i, j;
X
X if (!closepack)
X for (j = -1; j <= 1; j++)
X {
X int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
X int by = ss->y + j * yincr[(ss->dir + 2) % 8];
X
X for (i = -1; i <= ss->length; ++i)
X {
X int x, y;
X
X x = bx + i * xincr[ss->dir];
X y = by + i * yincr[ss->dir];
X if (ONBOARD(x, y))
X {
X hits[turn][x][y] = MARK_MISS;
X if (turn % 2 == PLAYER)
X {
X cgoto(y, x);
X (void)addch(MARK_MISS);
X }
X }
X }
X }
X
X for (i = 0; i < ss->length; ++i)
X {
X int x = ss->x + i * xincr[ss->dir];
X int y = ss->y + i * yincr[ss->dir];
X
X hits[turn][x][y] = ss->symbol;
X if (turn % 2 == PLAYER)
X {
X cgoto(y, x);
X (void) addch(ss->symbol);
X }
X }
X
X (void) move(oldy, oldx);
X return(ss);
X }
X }
X (void) move(oldy, oldx);
X return((ship_t *)NULL);
X}
X
Xstatic int plyturn()
X{
X ship_t *ss;
X bool hit;
X char *m;
X
X prompt(1, "Where do you want to shoot? ");
X for (;;)
X {
X (void) getcoord(COMPUTER);
X if (hits[PLAYER][curx][cury])
X {
X prompt(1, "You shelled this spot already! Try again.");
X beep();
X }
X else
X break;
X }
X hit = IS_SHIP(board[COMPUTER][curx][cury]);
X hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
X cgoto(cury, curx);
X (void) addch((chtype)hits[PLAYER][curx][cury]);
X
X prompt(1, "You %s.", hit ? "scored a hit" : "missed");
X if(hit && (ss = hitship(curx, cury)))
X {
X switch(rnd(5))
X {
X case 0:
X m = " You sank my %s!";
X break;
X case 1:
X m = " I have this sinking feeling about my %s....";
X break;
X case 2:
X m = " My %s has gone to Davy Jones's locker!";
X break;
X case 3:
X m = " Glub, glub -- my %s is headed for the bottom!";
X break;
X case 4:
X m = " You'll pick up survivors from my my %s, I hope...!";
X break;
X }
X (void)printw(m, ss->name);
X (void)beep();
X return(awinna() == -1);
X }
X return(hit);
X}
X
Xstatic int sgetc(s)
Xchar *s;
X{
X char *s1;
X int ch;
X
X (void)refresh();
X for(;;)
X {
X ch = toupper(getch());
X if (ch == 3)
X uninitgame();
X for (s1=s; *s1 && ch != *s1; ++s1)
X continue;
X if (*s1)
X {
X (void) addch((chtype)ch);
X (void)refresh();
X return(ch);
X }
X }
X}
X
X
Xstatic void randomfire(px, py)
X/* random-fire routine -- implements simple diagonal-striping strategy */
Xint *px, *py;
X{
X static int turncount = 0;
X static int srchstep = BEGINSTEP;
X static int huntoffs; /* Offset on search strategy */
X int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
X int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
X int x, y, i;
X
X if (turncount++ == 0)
X huntoffs = rnd(srchstep);
X
X /* first, list all possible moves */
X nposs = npref = 0;
X for (x = 0; x < BWIDTH; x++)
X for (y = 0; y < BDEPTH; y++)
X if (!hits[COMPUTER][x][y])
X {
X xpossible[nposs] = x;
X ypossible[nposs] = y;
X nposs++;
X if (((x+huntoffs) % srchstep) != (y % srchstep))
X {
X xpreferred[npref] = x;
X ypreferred[npref] = y;
X npref++;
X }
X }
X
X if (npref)
X {
X i = rnd(npref);
X
X *px = xpreferred[i];
X *py = ypreferred[i];
X }
X else if (nposs)
X {
X i = rnd(nposs);
X
X *px = xpossible[i];
X *py = ypossible[i];
X
X if (srchstep > 1)
X --srchstep;
X }
X else
X {
X error("No moves possible?? Help!");
X exit(1);
X /*NOTREACHED*/
X }
X}
X
X#define S_MISS 0
X#define S_HIT 1
X#define S_SUNK -1
X
Xstatic bool cpufire(x, y)
X/* fire away at given location */
Xint x, y;
X{
X bool hit, sunk;
X ship_t *ss;
X
X hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
X (void) mvprintw(PROMPTLINE, 0,
X "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
X if (sunk = (hit && (ss = hitship(x, y))))
X (void) printw(" I've sunk your %s", ss->name);
X (void)clrtoeol();
X
X pgoto(y, x);
X (void)addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
X
X return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
X}
X
X/*
X * This code implements a fairly irregular FSM, so please forgive the rampant
X * unstructuredness below. The five labels are states which need to be held
X * between computer turns.
X */
Xstatic bool cputurn()
X{
X#define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
X#define RANDOM_FIRE 0
X#define RANDOM_HIT 1
X#define HUNT_DIRECT 2
X#define FIRST_PASS 3
X#define REVERSE_JUMP 4
X#define SECOND_PASS 5
X static int next = RANDOM_FIRE;
X static bool used[4];
X static ship_t ts;
X int navail, x, y, d, n, hit = S_MISS;
X
X switch(next)
X {
X case RANDOM_FIRE: /* last shot was random and missed */
X refire:
X randomfire(&x, &y);
X if (!(hit = cpufire(x, y)))
X next = RANDOM_FIRE;
X else
X {
X ts.x = x; ts.y = y;
X ts.hits = 1;
X next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
X }
X break;
X
X case RANDOM_HIT: /* last shot was random and hit */
X used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
X /* FALLTHROUGH */
X
X case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
X for (d = navail = 0; d < 4; d++)
X {
X x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
X if (!used[d] && POSSIBLE(x, y))
X navail++;
X else
X used[d] = TRUE;
X }
X if (navail == 0) /* no valid places for shots adjacent... */
X goto refire; /* ...so we must random-fire */
X else
X {
X for (d = 0, n = rnd(navail) + 1; n; n--)
X while (used[d])
X d++;
X
X assert(d <= 4);
X
X used[d] = FALSE;
X x = ts.x + xincr[d*2];
X y = ts.y + yincr[d*2];
X
X assert(POSSIBLE(x, y));
X
X if (!(hit = cpufire(x, y)))
X next = HUNT_DIRECT;
X else
X {
X ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
X next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
X }
X }
X break;
X
X case FIRST_PASS: /* we have a start and a direction now */
X x = ts.x + xincr[ts.dir];
X y = ts.y + yincr[ts.dir];
X if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
X {
X ts.x = x; ts.y = y; ts.hits++;
X next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
X }
X else
X next = REVERSE_JUMP;
X break;
X
X case REVERSE_JUMP: /* nail down the ship's other end */
X d = ts.dir + 4;
X x = ts.x + ts.hits * xincr[d];
X y = ts.y + ts.hits * yincr[d];
X if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
X {
X ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
X next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
X }
X else
X next = RANDOM_FIRE;
X break;
X
X case SECOND_PASS: /* kill squares not caught on first pass */
X x = ts.x + xincr[ts.dir];
X y = ts.y + yincr[ts.dir];
X if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
X {
X ts.x = x; ts.y = y; ts.hits++;
X next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
X break;
X }
X else
X next = RANDOM_FIRE;
X break;
X }
X
X /* check for continuation and/or winner */
X if (salvo)
X {
X (void)refresh();
X (void)sleep(1);
X }
X if (awinna() != -1)
X return(FALSE);
X
X#ifdef DEBUG
X (void) mvprintw(PROMPTLINE + 2, 0,
X "New state %d, x=%d, y=%d, d=%d",
X next, x, y, d);
X#endif /* DEBUG */
X return(hit);
X}
X
Xplayagain()
X{
X int j;
X ship_t *ss;
X
X for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
X for(j = 0; j < ss->length; j++)
X {
X cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
X (void)addch((chtype)ss->symbol);
X }
X
X if(awinna())
X ++cpuwon;
X else
X ++plywon;
X j = 18 + strlen(name);
X if(plywon >= 10)
X ++j;
X if(cpuwon >= 10)
X ++j;
X (void) mvprintw(1,(COLWIDTH-j)/2,
X "%s: %d Computer: %d",name,plywon,cpuwon);
X
X prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
X : "Going to give me a chance for revenge, %s [yn]? ",name);
X return(sgetc("YN") == 'Y');
X}
X
Xstatic void do_options(c,op)
Xint c;
Xchar *op[];
X{
X register int i;
X
X if (c > 1)
X {
X for (i=1; i<c; i++)
X {
X switch(op[i][0])
X {
X default:
X case '?':
X (void) fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
X (void) fprintf(stderr, "\tWhere the options are:\n");
X (void) fprintf(stderr, "\t-s : play a salvo game\n");
X (void) fprintf(stderr, "\t-b : play a blitz game\n");
X (void) fprintf(stderr, "\t-c : ships may be adjacent\n");
X exit(1);
X break;
X case '-':
X switch(op[i][1])
X {
X case 'b':
X blitz = 1;
X if (salvo == 1)
X {
X (void) fprintf(stderr,
X "Bad Arg: -b and -s are mutually exclusive\n");
X exit(1);
X }
X break;
X case 's':
X salvo = 1;
X if (blitz == 1)
X {
X (void) fprintf(stderr,
X "Bad Arg: -s and -b are mutually exclusive\n");
X exit(1);
X }
X break;
X case 'c':
X closepack = 1;
X break;
X default:
X (void) fprintf(stderr,
X "Bad arg: type \"%s ?\" for usage message\n", op[0]);
X exit(1);
X }
X }
X }
X }
X}
X
Xstatic int scount(who)
Xint who;
X{
X register int i, shots;
X register ship_t *sp;
X
X if (who)
X sp = cpuship; /* count cpu shots */
X else
X sp = plyship; /* count player shots */
X
X for (i=0, shots = 0; i < SHIPTYPES; i++, sp++)
X {
X if (sp->hits >= sp->length)
X continue; /* dead ship */
X else
X shots++;
X }
X return(shots);
X}
X
Xmain(argc, argv)
Xint argc;
Xchar *argv[];
X{
X do_options(argc, argv);
X
X intro();
X do {
X initgame();
X while(awinna() == -1)
X {
X if (!blitz)
X {
X if (!salvo)
X {
X if(turn)
X (void) cputurn();
X else
X (void) plyturn();
X }
X else
X {
X register int i;
X
X i = scount(turn);
X while (i--)
X {
X if (turn)
X {
X if (cputurn() && awinna() != -1)
X i = 0;
X }
X else
X {
X if (plyturn() && awinna() != -1)
X i = 0;
X }
X }
X }
X }
X else
X while(turn ? cputurn() : plyturn())
X continue;
X turn = OTHER;
X }
X } while
X (playagain());
X uninitgame();
X /*NOTREACHED*/
X}
X
X/* bs.c ends here */
END_OF_FILE
if test 25206 -ne `wc -c <'bs.c'`; then
echo shar: \"'bs.c'\" unpacked with wrong size!
fi
# end of 'bs.c'
fi
echo shar: End of archive 1 \(of 1\).
cp /dev/null ark1isdone
MISSING=""
for I in 1 ; do
if test ! -f ark${I}isdone ; then
MISSING="${MISSING} ${I}"
fi
done
if test "${MISSING}" = "" ; then
echo You have the archive.
rm -f ark[1-9]isdone
else
echo You still need to unpack the following archives:
echo " " ${MISSING}
fi
## End of shell archive.
exit 0