[comp.sources.games] v08i025: bs - curses based battleships, Part01/01

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