1 /* $OpenBSD: bs.c,v 1.42 2021/10/23 11:22:48 mestre Exp $ */
2 /*
3 * Copyright (c) 1986, Bruce Holloway
4 * All rights reserved.
5 *
6 * Redistribution and use in source and binary forms, with or without
7 * modification, are permitted provided that the following conditions are
8 * met:
9 *
10 * - Redistributions of source code must retain the above copyright
11 * notice, this list of conditions and the following disclaimer.
12 * - Redistributions in binary form must reproduce the above copyright
13 * notice, this list of conditions and the following disclaimer in the
14 * documentation and/or other materials provided with the distribution.
15 * - Neither the name of the <ORGANIZATION> nor the names of its
16 * contributors may be used to endorse or promote products derived from
17 * this software without specific prior written permission.
18 *
19 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS
20 * IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED
21 * TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A
22 * PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
23 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
24 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
25 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
26 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
27 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
28 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
29 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
30 */
31 /*
32 * bs.c - original author: Bruce Holloway
33 * salvo option by: Chuck A DeGaul
34 * with improved user interface, autoconfiguration and code cleanup
35 * by Eric S. Raymond <esr@snark.thyrsus.com>
36 * v1.2 with color support and minor portability fixes, November 1990
37 * v2.0 featuring strict ANSI/POSIX conformance, November 1993.
38 * v2.1 with ncurses mouse support, September 1995
39 * v2.2 with bugfixes and strategical improvements, March 1998.
40 */
41
42 #include <ctype.h>
43 #include <curses.h>
44 #include <err.h>
45 #include <limits.h>
46 #include <signal.h>
47 #include <stdlib.h>
48 #include <string.h>
49 #include <unistd.h>
50
51 typedef struct {
52 char *name; /* name of the ship type */
53 char hits; /* how many times has this ship been hit? */
54 char symbol; /* symbol for game purposes */
55 char length; /* length of ship */
56 signed char x, y; /* coordinates of ship start point */
57 unsigned char dir; /* direction of `bow' */
58 bool placed; /* has it been placed on the board? */
59 } ship_t;
60
61 static void announceopts(void);
62 static int awinna(void);
63 static bool checkplace(int, ship_t *, int);
64 static int collidecheck(int, int, int);
65 static int cpufire(int, int);
66 static bool cpushipcanfit(int, int, int, int);
67 static int cputurn(void);
68 static void do_options(int, char *[]);
69 static void error(char *);
70 static int getcoord(int);
71 static ship_t *hitship(int, int);
72 static void initgame(void);
73 static void intro(void);
74 static void placeship(int, ship_t *, int);
75 static int playagain(void);
76 static int plyturn(void);
77 static void prompt(int, const char *, ...)
78 __attribute__((__format__ (printf, 2, 3)));
79 static void randomfire(int *, int *);
80 static void randomplace(int, ship_t *);
81 static int rnd(int);
82 static int scount(int);
83 static int sgetc(char *);
84 __dead static void uninitgame(int);
85 __dead void usage(void);
86
87 /*
88 * Constants for tuning the random-fire algorithm. It prefers moves that
89 * diagonal-stripe the board with a stripe separation of srchstep. If
90 * no such preferred moves are found, srchstep is decremented.
91 */
92 #define BEGINSTEP 3 /* initial value of srchstep */
93
94 /* miscellaneous constants */
95 #define SHIPTYPES 5
96 #define OTHER (1-turn)
97 #define PLAYER 0
98 #define COMPUTER 1
99 #define MARK_HIT 'H'
100 #define MARK_MISS 'o'
101 #define CTRLC '\003' /* used as terminate command */
102 #define FF '\014' /* used as redraw command */
103
104 /* coordinate handling */
105 #define BWIDTH 10
106 #define BDEPTH 10
107
108 /* display symbols */
109 #define SHOWHIT '*'
110 #define SHOWSPLASH ' '
111 #define IS_SHIP(c) isupper(c)
112
113 /* how to position us on player board */
114 #define PYBASE 3
115 #define PXBASE 3
116 #define PY(y) (PYBASE + (y))
117 #define PX(x) (PXBASE + (x)*3)
118 #define pgoto(y, x) (void)move(PY(y), PX(x))
119
120 /* how to position us on cpu board */
121 #define CYBASE 3
122 #define CXBASE 48
123 #define CY(y) (CYBASE + (y))
124 #define CX(x) (CXBASE + (x)*3)
125 #define CYINV(y) ((y) - CYBASE)
126 #define CXINV(x) (((x) - CXBASE) / 3)
127 #define cgoto(y, x) (void)move(CY(y), CX(x))
128
129 #define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
130
131 /* other board locations */
132 #define COLWIDTH 80
133 #define PROMPTLINE 21 /* prompt line */
134 #define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
135 #define SXBASE 63
136 #define MYBASE SYBASE - 1 /* diagram caption */
137 #define MXBASE 64
138 #define HYBASE SYBASE - 1 /* help area */
139 #define HXBASE 0
140
141 /* this will need to be changed if BWIDTH changes */
142 static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
143
144 static char carrier[] = "Aircraft Carrier";
145 static char battle[] = "Battleship";
146 static char sub[] = "Submarine";
147 static char destroy[] = "Destroyer";
148 static char ptboat[] = "PT Boat";
149
150 static char name[LOGIN_NAME_MAX];
151 static char dftname[] = "stranger";
152
153 /* direction constants */
154 #define E 0
155 #define SE 1
156 #define S 2
157 #define SW 3
158 #define W 4
159 #define NW 5
160 #define N 6
161 #define NE 7
162 static int xincr[8] = { 1, 1, 0, -1, -1, -1, 0, 1 };
163 static int yincr[8] = { 0, 1, 1, 1, 0, -1, -1, -1 };
164
165 /* current ship position and direction */
166 static int curx = (BWIDTH / 2);
167 static int cury = (BDEPTH / 2);
168
169 ship_t plyship[SHIPTYPES] =
170 {
171 { carrier, 0, 'A', 5, 0, 0, 0, FALSE },
172 { battle, 0, 'B', 4, 0, 0, 0, FALSE },
173 { destroy, 0, 'D', 3, 0, 0, 0, FALSE },
174 { sub, 0, 'S', 3, 0, 0, 0, FALSE },
175 { ptboat, 0, 'P', 2, 0, 0, 0, FALSE }
176 };
177
178 ship_t cpuship[SHIPTYPES] =
179 {
180 { carrier, 0, 'A', 5, 0, 0, 0, FALSE },
181 { battle, 0, 'B', 4, 0, 0, 0, FALSE },
182 { destroy, 0, 'D', 3, 0, 0, 0, FALSE },
183 { sub, 0, 'S', 3, 0, 0, 0, FALSE },
184 { ptboat, 0, 'P', 2, 0, 0, 0, FALSE }
185 };
186
187 /* The following variables (and associated defines), used for computer
188 * targetting, must be global so that they can be reset for each new game
189 * played without restarting the program.
190 */
191 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
192 #define RANDOM_FIRE 0
193 #define RANDOM_HIT 1
194 #define HUNT_DIRECT 2
195 #define FIRST_PASS 3
196 #define REVERSE_JUMP 4
197 #define SECOND_PASS 5
198 static int next = RANDOM_FIRE;
199 static int turncount = 0;
200 static int srchstep = BEGINSTEP;
201 /* Computer needs to keep track of longest and shortest player ships still
202 * not sunk, for better targetting.
203 */
204 static int cpushortest;
205 static int cpulongest;
206
207 /* "Hits" board, and main board. */
208 static char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
209
210 static int turn; /* 0=player, 1=computer */
211 static int plywon=0, cpuwon=0; /* How many games has each won? */
212
213 static int salvo, blitz, closepack;
214
215 /* end the game, either normally or due to signal */
216 static void
uninitgame(int sig)217 uninitgame(int sig)
218 {
219 clear();
220 (void)refresh();
221 (void)resetterm();
222 (void)echo();
223 (void)endwin();
224 exit(sig);
225 }
226
227 /* announce which game options are enabled */
228 static void
announceopts(void)229 announceopts(void)
230 {
231 if (salvo || blitz || closepack)
232 {
233 (void) printw("Playing optional game (");
234 if (salvo)
235 (void) printw("salvo, ");
236 else
237 (void) printw("nosalvo, ");
238 if (blitz)
239 (void) printw("blitz ");
240 else
241 (void) printw("noblitz, ");
242 if (closepack)
243 (void) printw("closepack)");
244 else
245 (void) printw("noclosepack)");
246 }
247 else
248 (void) printw(
249 "Playing standard game (noblitz, nosalvo, noclosepack)");
250 }
251
252 static void
intro(void)253 intro(void)
254 {
255 char *tmpname;
256
257 (void) signal(SIGINT,uninitgame);
258 if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
259 (void)signal(SIGQUIT,uninitgame);
260
261 if ((tmpname = getlogin()) != NULL)
262 {
263 (void)strlcpy(name, tmpname, sizeof(name));
264 name[0] = toupper((unsigned char)name[0]);
265 }
266 else
267 (void)strlcpy(name, dftname, sizeof(name));
268
269 (void)initscr();
270 keypad(stdscr, TRUE);
271 (void)saveterm();
272 (void)nonl();
273 (void)cbreak();
274 (void)noecho();
275
276 if ((LINES < PROMPTLINE + 3) || (COLS < COLWIDTH)) {
277 endwin();
278 errx(1, "screen must be at least %dx%d.", PROMPTLINE + 3, COLWIDTH);
279 }
280
281 #define PR (void)addstr
282 (void)clear();
283 (void)mvaddstr(4,29,"Welcome to Battleship!");
284 (void)move(8,0);
285 PR(" \\\n");
286 PR(" \\ \\ \\\n");
287 PR(" \\ \\ \\ \\ \\_____________\n");
288 PR(" \\ \\ \\_____________ \\ \\/ |\n");
289 PR(" \\ \\/ \\__/ \\ \\/ |\n");
290 PR(" \\/ \\/ \\/ \\_____/ |__\n");
291 PR(" ________________/ /\\/ ..\\/ |\n");
292 PR(" \\ S.S. Puffy \\/\\___o/ |\n");
293 PR(" \\ / /\\ \\ /\n");
294 PR(" \\___________________________________________________/\n");
295
296 (void) mvaddstr(22,27,"Hit any key to continue..."); (void)refresh();
297 (void) getch();
298
299 start_color();
300
301 init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
302 init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
303 init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
304 init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
305 init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
306 init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
307 init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
308 init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
309
310 (void) mousemask(BUTTON1_CLICKED, (mmask_t *)NULL);
311 }
312
313 /* print a message at the prompt line */
314 static void
prompt(int n,const char * f,...)315 prompt(int n, const char *f, ...)
316 {
317 va_list va;
318
319 (void) move(PROMPTLINE + n, 0);
320 (void) clrtoeol();
321 va_start(va, f);
322 (void) vw_printw(stdscr, f, va);
323 va_end(va);
324 (void) refresh();
325 }
326
327 static void
error(char * s)328 error(char *s)
329 {
330 (void) move(PROMPTLINE + 2, 0);
331 (void) clrtoeol();
332 if (s)
333 {
334 (void) addstr(s);
335 (void) beep();
336 }
337 }
338
339 static void
placeship(int b,ship_t * ss,int vis)340 placeship(int b, ship_t *ss, int vis)
341 {
342 int l;
343
344 for(l = 0; l < ss->length; ++l)
345 {
346 int newx = ss->x + l * xincr[ss->dir];
347 int newy = ss->y + l * yincr[ss->dir];
348
349 board[b][newx][newy] = ss->symbol;
350 if (vis)
351 {
352 pgoto(newy, newx);
353 (void) addch((chtype)ss->symbol);
354 }
355 }
356 ss->hits = 0;
357 }
358
359 static int
rnd(int n)360 rnd(int n)
361 {
362 return(arc4random_uniform(n));
363 }
364
365 /* generate a valid random ship placement into px,py */
366 static void
randomplace(int b,ship_t * ss)367 randomplace(int b, ship_t *ss)
368 {
369 do {
370 ss->dir = rnd(2) ? E : S;
371 ss->x = rnd(BWIDTH - (ss->dir == E ? ss->length : 0));
372 ss->y = rnd(BDEPTH - (ss->dir == S ? ss->length : 0));
373 } while
374 (!checkplace(b, ss, FALSE));
375 }
376
377 static void
initgame(void)378 initgame(void)
379 {
380 int i, j, unplaced;
381 ship_t *ss;
382
383 (void) clear();
384 (void) mvaddstr(0,35,"BATTLESHIPS");
385 (void) move(PROMPTLINE + 2, 0);
386 announceopts();
387
388 /* Set up global CPU algorithm variables. */
389 next = RANDOM_FIRE;
390 turncount = 0;
391 srchstep = BEGINSTEP;
392 /* set up cpulongest and cpushortest (computer targetting variables) */
393 cpushortest = cpulongest = cpuship->length;
394
395 memset(board, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
396 memset(hits, 0, sizeof(char) * BWIDTH * BDEPTH * 2);
397 for (i = 0; i < SHIPTYPES; i++)
398 {
399 ss = cpuship + i;
400 ss->x = ss->y = ss->dir = ss->hits = 0;
401 ss->placed = FALSE;
402 ss = plyship + i;
403 ss->x = ss->y = ss->dir = ss->hits = 0;
404 ss->placed = FALSE;
405
406 if (ss->length > cpulongest)
407 cpulongest = ss->length;
408 if (ss->length < cpushortest)
409 cpushortest = ss->length;
410 }
411
412 /* draw empty boards */
413 (void) mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
414 (void) mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
415 for(i=0; i < BDEPTH; ++i)
416 {
417 (void) mvaddch(PYBASE + i, PXBASE - 3, (chtype)(i + 'A'));
418 if (has_colors())
419 attron(COLOR_PAIR(COLOR_BLUE));
420 (void) addch(' ');
421 for (j = 0; j < BWIDTH; j++)
422 (void) addstr(" . ");
423 attrset(0);
424 (void) addch(' ');
425 (void) addch((chtype)(i + 'A'));
426 }
427 (void) mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
428 (void) mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
429 (void) mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
430 for(i=0; i < BDEPTH; ++i)
431 {
432 (void) mvaddch(CYBASE + i, CXBASE - 3, (chtype)(i + 'A'));
433 if (has_colors())
434 attron(COLOR_PAIR(COLOR_BLUE));
435 (void) addch(' ');
436 for (j = 0; j < BWIDTH; j++)
437 (void) addstr(" . ");
438 attrset(0);
439 (void) addch(' ');
440 (void) addch((chtype)(i + 'A'));
441 }
442
443 (void) mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
444
445 (void) mvprintw(HYBASE, HXBASE,
446 "To position your ships: move the cursor to a spot, then");
447 (void) mvprintw(HYBASE+1,HXBASE,
448 "type the first letter of a ship type to select it, then");
449 (void) mvprintw(HYBASE+2,HXBASE,
450 "type a direction ([hjkl] or [4862]), indicating how the");
451 (void) mvprintw(HYBASE+3,HXBASE,
452 "ship should be pointed. You may also type a ship letter");
453 (void) mvprintw(HYBASE+4,HXBASE,
454 "followed by `r' to position it randomly, or type `R' to");
455 (void) mvprintw(HYBASE+5,HXBASE,
456 "place all remaining ships randomly.");
457
458 (void) mvaddstr(MYBASE, MXBASE, "Aiming keys:");
459 (void) mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
460 (void) mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
461 (void) mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
462 (void) mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
463 (void) mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
464
465 /* have the computer place ships */
466 for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
467 {
468 randomplace(COMPUTER, ss);
469 placeship(COMPUTER, ss, FALSE);
470 }
471
472 ss = (ship_t *)NULL;
473 do {
474 char docked[SHIPTYPES + 2], *cp = docked;
475 int c;
476
477 /* figure which ships still wait to be placed */
478 *cp++ = 'R';
479 for (i = 0; i < SHIPTYPES; i++)
480 if (!plyship[i].placed)
481 *cp++ = plyship[i].symbol;
482 *cp = '\0';
483
484 /* get a command letter */
485 prompt(1, "Type one of [%s] to pick a ship.", docked+1);
486 do {
487 c = getcoord(PLAYER);
488 } while
489 (!strchr(docked, c));
490
491 if (c == 'R')
492 (void) ungetch('R');
493 else
494 {
495 /* map that into the corresponding symbol */
496 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
497 if (ss->symbol == c)
498 break;
499
500 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
501 pgoto(cury, curx);
502 }
503 regetchar:
504 c = getch();
505 switch (c) {
506 case FF:
507 (void)clearok(stdscr, TRUE);
508 (void)refresh();
509 break;
510 case 'r':
511 prompt(1, "Random-placing your %s", ss->name);
512 randomplace(PLAYER, ss);
513 placeship(PLAYER, ss, TRUE);
514 error(NULL);
515 ss->placed = TRUE;
516 break;
517 case 'R':
518 prompt(1, "Placing the rest of your fleet at random...");
519 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
520 if (!ss->placed)
521 {
522 randomplace(PLAYER, ss);
523 placeship(PLAYER, ss, TRUE);
524 ss->placed = TRUE;
525 }
526 error(NULL);
527 break;
528
529 case 'k': case 'j': case 'h': case 'l':
530 case '8': case '2': case '4': case '6':
531 case KEY_LEFT: case KEY_RIGHT: case KEY_UP: case KEY_DOWN:
532 ss->x = curx;
533 ss->y = cury;
534
535 switch(c)
536 {
537 case 'k': case '8': case KEY_UP: ss->dir = N; break;
538 case 'j': case '2': case KEY_DOWN: ss->dir = S; break;
539 case 'h': case '4': case KEY_LEFT: ss->dir = W; break;
540 case 'l': case '6': case KEY_RIGHT: ss->dir = E; break;
541 }
542
543 if (checkplace(PLAYER, ss, TRUE))
544 {
545 placeship(PLAYER, ss, TRUE);
546 error(NULL);
547 ss->placed = TRUE;
548 }
549 break;
550 default:
551 goto regetchar;
552 }
553
554 for (unplaced = i = 0; i < SHIPTYPES; i++)
555 unplaced += !plyship[i].placed;
556 } while
557 (unplaced);
558
559 turn = rnd(2);
560
561 (void) mvprintw(HYBASE, HXBASE,
562 "To fire, move the cursor to your chosen aiming point ");
563 (void) mvprintw(HYBASE+1, HXBASE,
564 "and strike any key other than a motion key. ");
565 (void) mvprintw(HYBASE+2, HXBASE,
566 " ");
567 (void) mvprintw(HYBASE+3, HXBASE,
568 " ");
569 (void) mvprintw(HYBASE+4, HXBASE,
570 " ");
571 (void) mvprintw(HYBASE+5, HXBASE,
572 " ");
573
574 (void) prompt(0, "Press any key to start...");
575 (void) getch();
576 }
577
578 static int
getcoord(int atcpu)579 getcoord(int atcpu)
580 {
581 int ny, nx, c;
582
583 if (atcpu)
584 cgoto(cury,curx);
585 else
586 pgoto(cury, curx);
587 (void)refresh();
588 for (;;)
589 {
590 if (atcpu)
591 {
592 (void) mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
593 cgoto(cury, curx);
594 }
595 else
596 {
597 (void) mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
598 pgoto(cury, curx);
599 }
600
601 switch(c = getch())
602 {
603 case 'k': case '8':
604 case KEY_UP:
605 ny = cury+BDEPTH-1; nx = curx;
606 break;
607 case 'j': case '2':
608 case KEY_DOWN:
609 ny = cury+1; nx = curx;
610 break;
611 case 'h': case '4':
612 case KEY_LEFT:
613 ny = cury; nx = curx+BWIDTH-1;
614 break;
615 case 'l': case '6':
616 case KEY_RIGHT:
617 ny = cury; nx = curx+1;
618 break;
619 case 'y': case '7':
620 case KEY_A1:
621 ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
622 break;
623 case 'b': case '1':
624 case KEY_C1:
625 ny = cury+1; nx = curx+BWIDTH-1;
626 break;
627 case 'u': case '9':
628 case KEY_A3:
629 ny = cury+BDEPTH-1; nx = curx+1;
630 break;
631 case 'n': case '3':
632 case KEY_C3:
633 ny = cury+1; nx = curx+1;
634 break;
635 case FF:
636 nx = curx; ny = cury;
637 (void)clearok(stdscr, TRUE);
638 (void)refresh();
639 break;
640 case KEY_MOUSE:
641 {
642 MEVENT myevent;
643
644 getmouse(&myevent);
645 if (atcpu
646 && myevent.y >= CY(0) && myevent.y < CY(BDEPTH)
647 && myevent.x >= CX(0) && myevent.x < CX(BWIDTH))
648 {
649 curx = CXINV(myevent.x);
650 cury = CYINV(myevent.y);
651 return(' ');
652 }
653 else
654 beep();
655 }
656 break;
657 case ERR:
658 uninitgame(1);
659 break;
660 default:
661 if (atcpu)
662 (void) mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
663 else
664 (void) mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
665 return(c);
666 }
667
668 curx = nx % BWIDTH;
669 cury = ny % BDEPTH;
670 }
671 }
672
673 /* is this location on the selected zboard adjacent to a ship? */
674 static int
collidecheck(int b,int y,int x)675 collidecheck(int b, int y, int x)
676 {
677 int collide;
678
679 /* anything on the square */
680 if ((collide = IS_SHIP(board[b][x][y])) != 0)
681 return(collide);
682
683 /* anything on the neighbors */
684 if (!closepack)
685 {
686 int i;
687
688 for (i = 0; i < 8; i++)
689 {
690 int xend, yend;
691
692 yend = y + yincr[i];
693 xend = x + xincr[i];
694 if (ONBOARD(xend, yend))
695 collide += IS_SHIP(board[b][xend][yend]);
696 }
697 }
698 return(collide);
699 }
700
701 static bool
checkplace(int b,ship_t * ss,int vis)702 checkplace(int b, ship_t *ss, int vis)
703 {
704 int l, xend, yend;
705
706 /* first, check for board edges */
707 xend = ss->x + (ss->length - 1) * xincr[ss->dir];
708 yend = ss->y + (ss->length - 1) * yincr[ss->dir];
709 if (!ONBOARD(xend, yend))
710 {
711 if (vis)
712 switch(rnd(3))
713 {
714 case 0:
715 error("Ship is hanging from the edge of the world");
716 break;
717 case 1:
718 error("Try fitting it on the board");
719 break;
720 case 2:
721 error("Figure I won't find it if you put it there?");
722 break;
723 }
724 return(FALSE);
725 }
726
727 for(l = 0; l < ss->length; ++l)
728 {
729 if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir]))
730 {
731 if (vis)
732 switch(rnd(3))
733 {
734 case 0:
735 error("There's already a ship there");
736 break;
737 case 1:
738 error("Collision alert! Aaaaaagh!");
739 break;
740 case 2:
741 error("Er, Admiral, what about the other ship?");
742 break;
743 }
744 return(FALSE);
745 }
746 }
747 return(TRUE);
748 }
749
750 static int
awinna(void)751 awinna(void)
752 {
753 int i, j;
754 ship_t *ss;
755
756 for(i=0; i<2; ++i)
757 {
758 ss = (i) ? cpuship : plyship;
759 for(j=0; j < SHIPTYPES; ++j, ++ss)
760 if(ss->length > ss->hits)
761 break;
762 if (j == SHIPTYPES)
763 return(OTHER);
764 }
765 return(-1);
766 }
767
768 /* register a hit on the targeted ship */
769 static ship_t *
hitship(int x,int y)770 hitship(int x, int y)
771 {
772 ship_t *sb, *ss;
773 char sym;
774 int oldx, oldy;
775
776 getyx(stdscr, oldy, oldx);
777 sb = (turn) ? plyship : cpuship;
778 if(!(sym = board[OTHER][x][y]))
779 return((ship_t *)NULL);
780 for(ss = sb; ss < sb + SHIPTYPES; ++ss)
781 if(ss->symbol == sym)
782 {
783 if (++ss->hits < ss->length) /* still afloat? */
784 return((ship_t *)NULL);
785 else /* sunk! */
786 {
787 int i, j;
788
789 if (!closepack)
790 for (j = -1; j <= 1; j++)
791 {
792 int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
793 int by = ss->y + j * yincr[(ss->dir + 2) % 8];
794
795 for (i = -1; i <= ss->length; ++i)
796 {
797 int x1, y1;
798
799 x1 = bx + i * xincr[ss->dir];
800 y1 = by + i * yincr[ss->dir];
801 if (ONBOARD(x1, y1))
802 {
803 hits[turn][x1][y1] = MARK_MISS;
804 if (turn == PLAYER)
805 {
806 cgoto(y1, x1);
807 if (has_colors())
808 attron(COLOR_PAIR(COLOR_GREEN));
809 (void)addch(MARK_MISS);
810 attrset(0);
811 }
812 }
813 }
814 }
815
816 for (i = 0; i < ss->length; ++i)
817 {
818 int x1 = ss->x + i * xincr[ss->dir];
819 int y1 = ss->y + i * yincr[ss->dir];
820
821 hits[turn][x1][y1] = ss->symbol;
822 if (turn == PLAYER)
823 {
824 cgoto(y1, x1);
825 (void) addch((chtype)(ss->symbol));
826 }
827 }
828
829 (void) move(oldy, oldx);
830 return(ss);
831 }
832 }
833 (void) move(oldy, oldx);
834 return((ship_t *)NULL);
835 }
836
837 static int
plyturn(void)838 plyturn(void)
839 {
840 ship_t *ss;
841 int hit;
842 char *m = NULL;
843
844 prompt(1, "Where do you want to shoot? ");
845 for (;;)
846 {
847 (void) getcoord(COMPUTER);
848 if (hits[PLAYER][curx][cury])
849 {
850 prompt(1, "You shelled this spot already! Try again.");
851 beep();
852 }
853 else
854 break;
855 }
856 hit = IS_SHIP(board[COMPUTER][curx][cury]);
857 hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
858 cgoto(cury, curx);
859 if (has_colors()) {
860 if (hit)
861 attron(COLOR_PAIR(COLOR_RED));
862 else
863 attron(COLOR_PAIR(COLOR_GREEN));
864 }
865 (void) addch((chtype)hits[PLAYER][curx][cury]);
866 attrset(0);
867
868 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
869 if(hit && (ss = hitship(curx, cury)))
870 {
871 switch(rnd(5))
872 {
873 case 0:
874 m = " You sank my %s!";
875 break;
876 case 1:
877 m = " I have this sinking feeling about my %s....";
878 break;
879 case 2:
880 m = " My %s has gone to Davy Jones's locker!";
881 break;
882 case 3:
883 m = " Glub, glub -- my %s is headed for the bottom!";
884 break;
885 case 4:
886 m = " You'll pick up survivors from my %s, I hope...!";
887 break;
888 }
889 (void)printw(m, ss->name);
890 (void)beep();
891 }
892 return(hit);
893 }
894
895 static int
sgetc(char * s)896 sgetc(char *s)
897 {
898 char *s1;
899 int ch;
900
901 (void)refresh();
902 for(;;)
903 {
904 ch = getch();
905 if (islower(ch))
906 ch = toupper(ch);
907 if (ch == CTRLC)
908 uninitgame(0);
909 for (s1=s; *s1 && ch != *s1; ++s1)
910 continue;
911 if (*s1)
912 {
913 (void) addch((chtype)ch);
914 (void) refresh();
915 return(ch);
916 }
917 }
918 }
919
920 /* Checks to see if there's room for a ship of a given length in a given
921 * direction. If direction is negative, check in all directions. Note
922 * that North and South are equivalent, as are East and West.
923 */
924 static bool
cpushipcanfit(int x,int y,int length,int direction)925 cpushipcanfit(int x, int y, int length, int direction)
926 {
927 int len = 1;
928 int x1, y1;
929
930 if (direction >= 0)
931 {
932 direction %= 4;
933 while (direction < 8)
934 {
935 x1 = x + xincr[direction];
936 y1 = y + yincr[direction];
937 while (POSSIBLE(x1,y1))
938 {
939 len++;
940 x1 += xincr[direction];
941 y1 += yincr[direction];
942 }
943 direction += 4;
944 }
945 return (len >= length);
946 }
947 else
948 {
949 return ((cpushipcanfit(x,y,length,E)) ||
950 (cpushipcanfit(x,y,length,S)));
951 }
952 }
953
954 /* random-fire routine -- implements simple diagonal-striping strategy */
955 static void
randomfire(int * px,int * py)956 randomfire(int *px, int *py)
957 {
958 static int huntoffs; /* Offset on search strategy */
959 int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
960 int x, y, i;
961
962 if (turncount++ == 0)
963 huntoffs = rnd(srchstep);
964
965 /* first, list all possible moves on the diagonal stripe */
966 nposs = 0;
967 for (x = 0; x < BWIDTH; x++)
968 for (y = 0; y < BDEPTH; y++)
969 if ((!hits[COMPUTER][x][y]) &&
970 (((x+huntoffs) % srchstep) == (y % srchstep)) &&
971 (cpushipcanfit(x,y,cpulongest,-1)))
972 {
973 xpossible[nposs] = x;
974 ypossible[nposs] = y;
975 nposs++;
976 }
977 if (nposs)
978 {
979 i = rnd(nposs);
980
981 *px = xpossible[i];
982 *py = ypossible[i];
983 }
984 else if (srchstep > cpulongest)
985 {
986 --srchstep;
987 randomfire(px, py);
988 }
989 else
990 {
991 error("No moves possible?? Help!");
992 exit(1);
993 }
994 }
995
996 #define S_MISS 0
997 #define S_HIT 1
998 #define S_SUNK -1
999
1000 /* fire away at given location */
1001 static int
cpufire(int x,int y)1002 cpufire(int x, int y)
1003 {
1004 int hit;
1005 bool sunk;
1006 ship_t *ss = NULL;
1007
1008 hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
1009 (void) mvprintw(PROMPTLINE, 0,
1010 "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
1011 if ((sunk = (hit && (ss = hitship(x, y)))))
1012 (void) printw(" I've sunk your %s", ss->name);
1013 (void)clrtoeol();
1014
1015 pgoto(y, x);
1016 if (has_colors()) {
1017 if (hit)
1018 attron(COLOR_PAIR(COLOR_RED));
1019 else
1020 attron(COLOR_PAIR(COLOR_GREEN));
1021 }
1022 (void) addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
1023 attrset(0);
1024
1025 return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
1026 }
1027
1028 /*
1029 * This code implements a fairly irregular FSM, so please forgive the rampant
1030 * unstructuredness below. The five labels are states which need to be held
1031 * between computer turns.
1032 */
1033 static int
cputurn(void)1034 cputurn(void)
1035 {
1036 static bool used[4];
1037 static ship_t ts;
1038 int navail, x, y, d, n, hit = S_MISS;
1039 bool closenoshot = FALSE;
1040
1041 switch(next)
1042 {
1043 case RANDOM_FIRE: /* last shot was random and missed */
1044 refire:
1045 randomfire(&x, &y);
1046 if (!(hit = cpufire(x, y)))
1047 next = RANDOM_FIRE;
1048 else
1049 {
1050 ts.x = x; ts.y = y;
1051 ts.hits = 1;
1052 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
1053 }
1054 break;
1055
1056 case RANDOM_HIT: /* last shot was random and hit */
1057 used[E/2] = used[W/2] = (!(cpushipcanfit(ts.x,ts.y,cpushortest,E)));
1058 used[S/2] = used[N/2] = (!(cpushipcanfit(ts.x,ts.y,cpushortest,S)));
1059 /* FALLTHROUGH */
1060
1061 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
1062 for (d = navail = 0; d < 4; d++)
1063 {
1064 x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
1065 if (!used[d] && POSSIBLE(x, y))
1066 navail++;
1067 else
1068 used[d] = TRUE;
1069 }
1070 if (navail == 0) /* no valid places for shots adjacent... */
1071 goto refire; /* ...so we must random-fire */
1072 else
1073 {
1074 for (d = 0, n = rnd(navail) + 1; n; n--,d++)
1075 while (used[d])
1076 d++;
1077 d--;
1078
1079 x = ts.x + xincr[d*2];
1080 y = ts.y + yincr[d*2];
1081
1082 if (!(hit = cpufire(x, y)))
1083 next = HUNT_DIRECT;
1084 else
1085 {
1086 ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
1087 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1088 }
1089 }
1090 break;
1091
1092 case FIRST_PASS: /* we have a start and a direction now */
1093 x = ts.x + xincr[ts.dir];
1094 y = ts.y + yincr[ts.dir];
1095 if (POSSIBLE(x, y))
1096 {
1097 if ((hit = cpufire(x, y)))
1098 {
1099 ts.x = x; ts.y = y; ts.hits++;
1100 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1101 }
1102 else
1103 next = REVERSE_JUMP;
1104 break;
1105 }
1106 else
1107 next = REVERSE_JUMP;
1108 /* FALL THROUGH */
1109
1110 case REVERSE_JUMP: /* nail down the ship's other end */
1111 ts.dir = (ts.dir + 4) % 8;
1112 ts.x += (ts.hits-1) * xincr[ts.dir];
1113 ts.y += (ts.hits-1) * yincr[ts.dir];
1114 /* FALL THROUGH */
1115
1116 case SECOND_PASS: /* kill squares not caught on first pass */
1117 x = ts.x + xincr[ts.dir];
1118 y = ts.y + yincr[ts.dir];
1119 if (POSSIBLE(x, y))
1120 {
1121 if ((hit = cpufire(x, y)))
1122 {
1123 ts.x = x; ts.y = y; ts.hits++;
1124 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1125 }
1126 else
1127 {
1128 /* The only way to get here is if closepack is on; otherwise,
1129 * we _have_ sunk the ship. I set hit to S_SUNK just to get
1130 * the additional closepack logic at the end of the switch.
1131 */
1132 /*assert closepack*/
1133 if (!closepack) error("Assertion failed: not closepack 1");
1134 hit = S_SUNK;
1135 next = RANDOM_FIRE;
1136 }
1137 }
1138 else
1139 {
1140 /*assert closepack*/
1141 if (!closepack) error("Assertion failed: not closepack 2");
1142 hit = S_SUNK;
1143 closenoshot = TRUE; /* Didn't shoot yet! */
1144 next = RANDOM_FIRE;
1145 }
1146 break;
1147 } /* switch(next) */
1148
1149 if (hit == S_SUNK)
1150 {
1151 /* Update cpulongest and cpushortest. We could increase srchstep
1152 * if it's smaller than cpushortest but that makes strategic sense
1153 * only if we've been doing continuous diagonal stripes, and that's
1154 * less interesting to watch.
1155 */
1156 ship_t *sp = plyship;
1157
1158 cpushortest = cpulongest;
1159 cpulongest = 0;
1160 for (d=0 ; d < SHIPTYPES; d++, sp++)
1161 {
1162 if (sp->hits < sp->length)
1163 {
1164 cpushortest = (cpushortest < sp->length) ? cpushortest : sp->length;
1165 cpulongest = (cpulongest > sp->length) ? cpulongest : sp->length;
1166 }
1167 }
1168 /* Now, if we're in closepack mode, we may have knocked off part of
1169 * another ship, in which case we shouldn't do RANDOM_FIRE. A
1170 * more robust implementation would probably do this check regardless
1171 * of whether closepack was set or not.
1172 * Note that MARK_HIT is set only for ships that aren't sunk;
1173 * hitship() changes the marker to the ship's character when the
1174 * ship is sunk.
1175 */
1176 if (closepack)
1177 {
1178 ts.hits = 0;
1179 for (x = 0; x < BWIDTH; x++)
1180 for (y = 0; y < BDEPTH; y++)
1181 {
1182 if (hits[COMPUTER][x][y] == MARK_HIT)
1183 {
1184 /* So we found part of another ship. It may have more
1185 * than one hit on it. Check to see if it does. If no
1186 * hit does, take the last MARK_HIT and be RANDOM_HIT.
1187 */
1188 ts.x = x; ts.y = y; ts.hits = 1;
1189 for (d = 0; d < 8; d += 2)
1190 {
1191 while ((ONBOARD(ts.x, ts.y)) &&
1192 (hits[COMPUTER][(int)ts.x][(int)ts.y] == MARK_HIT))
1193 {
1194 ts.x += xincr[d]; ts.y += yincr[d]; ts.hits++;
1195 }
1196 if ((--ts.hits > 1) && (ONBOARD(ts.x, ts.y)) &&
1197 (hits[COMPUTER][(int)ts.x][(int)ts.y] == 0))
1198 {
1199 ts.dir = d;
1200 ts.x -= xincr[d]; ts.y -= yincr[d];
1201 d = 100; /* use as a flag */
1202 x = BWIDTH; y = BDEPTH; /* end the loop */
1203 } else {
1204 ts.x = x; ts.y = y; ts.hits = 1;
1205 }
1206
1207 }
1208 }
1209 if (ts.hits)
1210 {
1211 next = (d >= 100) ? FIRST_PASS : RANDOM_HIT;
1212 } else
1213 next = RANDOM_FIRE;
1214 }
1215 }
1216 if (closenoshot)
1217 {
1218 return(cputurn());
1219 }
1220 }
1221
1222 /* check for continuation and/or winner */
1223 if (salvo)
1224 {
1225 (void)refresh();
1226 (void)sleep(1);
1227 }
1228
1229 return(hit);
1230 }
1231
1232 static int
playagain(void)1233 playagain(void)
1234 {
1235 int j;
1236 ship_t *ss;
1237
1238 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
1239 for(j = 0; j < ss->length; j++)
1240 {
1241 cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
1242 (void) addch((chtype)ss->symbol);
1243 }
1244
1245 if(awinna())
1246 ++cpuwon;
1247 else
1248 ++plywon;
1249 j = 18 + strlen(name);
1250 /* If you play a hundred games or more at a go, you deserve a badly
1251 * centred score output.
1252 */
1253 if(plywon >= 10)
1254 ++j;
1255 if(cpuwon >= 10)
1256 ++j;
1257 (void) mvprintw(1,(COLWIDTH-j)/2,
1258 "%s: %d Computer: %d",name,plywon,cpuwon);
1259
1260 prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
1261 : "Going to give me a chance for revenge, %s [yn]? ",name);
1262 return(sgetc("YN") == 'Y');
1263 }
1264
1265 __dead void
usage(void)1266 usage(void)
1267 {
1268 (void) fprintf(stderr, "usage: %s [-b | -s] [-c]\n", getprogname());
1269 (void) fprintf(stderr, "\tWhere the options are:\n");
1270 (void) fprintf(stderr, "\t-b : play a blitz game\n");
1271 (void) fprintf(stderr, "\t-s : play a salvo game\n");
1272 (void) fprintf(stderr, "\t-c : ships may be adjacent\n");
1273 exit(1);
1274 }
1275
1276 static void
do_options(int c,char * op[])1277 do_options(int c, char *op[])
1278 {
1279 int ch;
1280
1281 while ((ch = getopt(c, op, "bchs")) != -1) {
1282 switch (ch) {
1283 case 'b':
1284 blitz = 1;
1285 if (salvo == 1)
1286 {
1287 (void) fprintf(stderr,
1288 "Bad Arg: -b and -s are mutually exclusive\n");
1289 exit(1);
1290 }
1291 break;
1292 case 's':
1293 salvo = 1;
1294 if (blitz == 1)
1295 {
1296 (void) fprintf(stderr,
1297 "Bad Arg: -s and -b are mutually exclusive\n");
1298 exit(1);
1299 }
1300 break;
1301 case 'c':
1302 closepack = 1;
1303 break;
1304 case 'h':
1305 default:
1306 (void) usage();
1307 exit(1);
1308 }
1309 }
1310 if (op[optind] != NULL)
1311 (void) usage();
1312 }
1313
1314 static int
scount(int who)1315 scount(int who)
1316 {
1317 int i, shots;
1318 ship_t *sp;
1319
1320 if (who)
1321 sp = cpuship; /* count cpu shots */
1322 else
1323 sp = plyship; /* count player shots */
1324
1325 for (i = 0, shots = 0; i < SHIPTYPES; i++, sp++)
1326 {
1327 if (sp->hits >= sp->length)
1328 continue; /* dead ship */
1329 else
1330 shots++;
1331 }
1332 return(shots);
1333 }
1334
1335 int
main(int argc,char * argv[])1336 main(int argc, char *argv[])
1337 {
1338 do_options(argc, argv);
1339
1340 intro();
1341
1342 if (pledge("stdio tty", NULL) == -1)
1343 err(1, "pledge");
1344
1345 do {
1346 initgame();
1347 while(awinna() == -1)
1348 {
1349 if (!blitz)
1350 {
1351 if (!salvo)
1352 {
1353 if(turn)
1354 (void) cputurn();
1355 else
1356 (void) plyturn();
1357 }
1358 else /* salvo */
1359 {
1360 int i;
1361
1362 i = scount(turn);
1363 while (i--)
1364 {
1365 if (turn)
1366 {
1367 if (cputurn() && awinna() != -1)
1368 i = 0;
1369 }
1370 else
1371 {
1372 if (plyturn() && awinna() != -1)
1373 i = 0;
1374 }
1375 }
1376 }
1377 }
1378 else /* blitz */
1379 while(turn ? cputurn() : plyturn())
1380 {
1381 if (turn) /* Pause between successive computer shots */
1382 {
1383 (void)refresh();
1384 (void)sleep(1);
1385 }
1386 if (awinna() != -1)
1387 break;
1388 }
1389 turn = OTHER;
1390 }
1391 } while
1392 (playagain());
1393 uninitgame(0);
1394 return 0;
1395 }
1396