2 * bs.c - original author: Bruce Holloway
3 * salvo option by: Chuck A DeGaul
4 * with improved user interface, autoconfiguration and code cleanup
5 * by Eric S. Raymond <esr@snark.thyrsus.com>
6 * v1.2 with color support and minor portability fixes, November 1990
7 * v2.0 featuring strict ANSI/POSIX conformance, November 1993.
21 #ifndef A_UNDERLINE /* BSD curses */
22 #define beep() write(1,"\007",1);
24 #define saveterm savetty
25 #define resetterm resetty
26 #define nocbreak nocrmode
28 #endif /* !A_UNDERLINE */
32 * Constants for tuning the random-fire algorithm. It prefers moves that
33 * diagonal-stripe the board with a stripe separation of srchstep. If
34 * no such preferred moves are found, srchstep is decremented.
36 #define BEGINSTEP 3 /* initial value of srchstep */
38 /* miscellaneous constants */
40 #define OTHER (1-turn)
45 #define CTRLC '\003' /* used as terminate command */
46 #define FF '\014' /* used as redraw command */
48 /* coordinate handling */
54 #define SHOWSPLASH ' '
55 #define IS_SHIP(c) isupper(c)
57 /* how to position us on player board */
60 #define PY(y) (PYBASE + (y))
61 #define PX(x) (PXBASE + (x)*3)
62 #define pgoto(y, x) (void)move(PY(y), PX(x))
64 /* how to position us on cpu board */
67 #define CY(y) (CYBASE + (y))
68 #define CX(x) (CXBASE + (x)*3)
69 #define cgoto(y, x) (void)move(CY(y), CX(x))
71 #define ONBOARD(x, y) (x >= 0 && x < BWIDTH && y >= 0 && y < BDEPTH)
73 /* other board locations */
75 #define PROMPTLINE 21 /* prompt line */
76 #define SYBASE CYBASE + BDEPTH + 3 /* move key diagram */
78 #define MYBASE SYBASE - 1 /* diagram caption */
80 #define HYBASE SYBASE - 1 /* help area */
83 /* this will need to be changed if BWIDTH changes */
84 static char numbers[] = " 0 1 2 3 4 5 6 7 8 9";
86 static char carrier[] = "Aircraft Carrier";
87 static char battle[] = "Battleship";
88 static char sub[] = "Submarine";
89 static char destroy[] = "Destroyer";
90 static char ptboat[] = "PT Boat";
93 static char dftname[] = "stranger";
95 /* direction constants */
96 enum directions { E, SE, S, SW, W, NW, N, NE };
97 static int xincr[8] = {1, 1, 0, -1, -1, -1, 0, 1};
98 static int yincr[8] = {0, 1, 1, 1, 0, -1, -1, -1};
100 /* current ship position and direction */
101 static int curx = (BWIDTH / 2);
102 static int cury = (BDEPTH / 2);
106 char *name; /* name of the ship type */
107 unsigned int hits; /* how many times has this ship been hit? */
108 char symbol; /* symbol for game purposes */
109 char length; /* length of ship */
110 char x, y; /* coordinates of ship start point */
111 enum directions dir;/* direction of `bow' */
112 bool placed; /* has it been placed on the board? */
116 ship_t plyship[SHIPTYPES] =
118 { carrier, 0, 'A', 5},
119 { battle, 0, 'B', 4},
120 { destroy, 0, 'D', 3},
122 { ptboat, 0, 'P', 2},
125 ship_t cpuship[SHIPTYPES] =
127 { carrier, 0, 'A', 5},
128 { battle, 0, 'B', 4},
129 { destroy, 0, 'D', 3},
131 { ptboat, 0, 'P', 2},
134 /* "Hits" board, and main board. */
135 static char hits[2][BWIDTH][BDEPTH], board[2][BWIDTH][BDEPTH];
137 static int turn; /* 0=player, 1=computer */
138 static int plywon=0, cpuwon=0; /* How many games has each won? */
140 static int salvo, blitz, closepack;
142 #define PR (void)addstr
144 static bool checkplace __P((int, ship_t *, int));
145 static int getcoord __P((int));
146 int playagain __P((void));
148 static void uninitgame(sig)
149 /* end the game, either normally or due to signal */
160 static void announceopts()
161 /* announce which game options are enabled */
163 if (salvo || blitz || closepack)
165 (void) printw("Playing optional game (");
167 (void) printw("salvo, ");
169 (void) printw("nosalvo, ");
171 (void) printw("blitz ");
173 (void) printw("noblitz, ");
175 (void) printw("closepack)");
177 (void) printw("noclosepack)");
181 "Playing standard game (noblitz, nosalvo, noclosepack)");
190 tmpname = getlogin();
191 (void) signal(SIGINT,uninitgame);
192 (void) signal(SIGINT,uninitgame);
193 (void) signal(SIGIOT,uninitgame); /* for assert(3) */
194 if(signal(SIGQUIT,SIG_IGN) != SIG_IGN)
195 (void)signal(SIGQUIT,uninitgame);
199 (void)strcpy(name,tmpname);
200 name[0] = toupper(name[0]);
203 (void)strcpy(name,dftname);
207 keypad(stdscr, TRUE);
216 (void)mvaddstr(4,29,"Welcome to Battleship!");
220 PR(" \\ \\ \\ \\ \\_____________\n");
221 PR(" \\ \\ \\_____________ \\ \\/ |\n");
222 PR(" \\ \\/ \\ \\/ |\n");
223 PR(" \\/ \\_____/ |__\n");
224 PR(" ________________/ |\n");
225 PR(" \\ S.S. Penguin |\n");
227 PR(" \\___________________________________________________/\n");
229 (void) mvaddstr(22,27,"Hit any key to continue..."); (void)refresh();
236 init_pair(COLOR_BLACK, COLOR_BLACK, COLOR_BLACK);
237 init_pair(COLOR_GREEN, COLOR_GREEN, COLOR_BLACK);
238 init_pair(COLOR_RED, COLOR_RED, COLOR_BLACK);
239 init_pair(COLOR_CYAN, COLOR_CYAN, COLOR_BLACK);
240 init_pair(COLOR_WHITE, COLOR_WHITE, COLOR_BLACK);
241 init_pair(COLOR_MAGENTA, COLOR_MAGENTA, COLOR_BLACK);
242 init_pair(COLOR_BLUE, COLOR_BLUE, COLOR_BLACK);
243 init_pair(COLOR_YELLOW, COLOR_YELLOW, COLOR_BLACK);
249 static void prompt(n, f, s)
250 /* print a message at the prompt line */
254 (void) move(PROMPTLINE + n, 0);
263 (void) move(PROMPTLINE + 2, 0);
272 static void placeship(b, ss, vis)
279 for(l = 0; l < ss->length; ++l)
281 int newx = ss->x + l * xincr[ss->dir];
282 int newy = ss->y + l * yincr[ss->dir];
284 board[b][newx][newy] = ss->symbol;
288 (void) addch((chtype)ss->symbol);
297 return(random() % n);
300 static void randomplace(b, ss)
301 /* generate a valid random ship placement into px,py */
305 int bwidth = BWIDTH - ss->length;
306 int bdepth = BDEPTH - ss->length;
311 ss->dir = rnd(2) ? E : S;
313 (!checkplace(b, ss, FALSE));
316 static void initgame()
322 (void) mvaddstr(0,35,"BATTLESHIPS");
323 (void) move(PROMPTLINE + 2, 0);
326 bzero(board, sizeof(char) * BWIDTH * BDEPTH * 2);
327 bzero(hits, sizeof(char) * BWIDTH * BDEPTH * 2);
328 for (i = 0; i < SHIPTYPES; i++)
331 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
333 ss->x = ss->y = ss->dir = ss->hits = ss->placed = 0;
336 /* draw empty boards */
337 (void) mvaddstr(PYBASE - 2, PXBASE + 5, "Main Board");
338 (void) mvaddstr(PYBASE - 1, PXBASE - 3,numbers);
339 for(i=0; i < BDEPTH; ++i)
341 (void) mvaddch(PYBASE + i, PXBASE - 3, i + 'A');
344 attron(COLOR_PAIR(COLOR_BLUE));
347 for (j = 0; j < BWIDTH; j++)
348 (void) addstr(" . ");
353 (void) addch(i + 'A');
355 (void) mvaddstr(PYBASE + BDEPTH, PXBASE - 3,numbers);
356 (void) mvaddstr(CYBASE - 2, CXBASE + 7,"Hit/Miss Board");
357 (void) mvaddstr(CYBASE - 1, CXBASE - 3, numbers);
358 for(i=0; i < BDEPTH; ++i)
360 (void) mvaddch(CYBASE + i, CXBASE - 3, i + 'A');
363 attron(COLOR_PAIR(COLOR_BLUE));
366 for (j = 0; j < BWIDTH; j++)
367 (void) addstr(" . ");
372 (void) addch(i + 'A');
375 (void) mvaddstr(CYBASE + BDEPTH,CXBASE - 3,numbers);
377 (void) mvprintw(HYBASE, HXBASE,
378 "To position your ships: move the cursor to a spot, then");
379 (void) mvprintw(HYBASE+1,HXBASE,
380 "type the first letter of a ship type to select it, then");
381 (void) mvprintw(HYBASE+2,HXBASE,
382 "type a direction ([hjkl] or [4862]), indicating how the");
383 (void) mvprintw(HYBASE+3,HXBASE,
384 "ship should be pointed. You may also type a ship letter");
385 (void) mvprintw(HYBASE+4,HXBASE,
386 "followed by `r' to position it randomly, or type `R' to");
387 (void) mvprintw(HYBASE+5,HXBASE,
388 "place all remaining ships randomly.");
390 (void) mvaddstr(MYBASE, MXBASE, "Aiming keys:");
391 (void) mvaddstr(SYBASE, SXBASE, "y k u 7 8 9");
392 (void) mvaddstr(SYBASE+1, SXBASE, " \\|/ \\|/ ");
393 (void) mvaddstr(SYBASE+2, SXBASE, "h-+-l 4-+-6");
394 (void) mvaddstr(SYBASE+3, SXBASE, " /|\\ /|\\ ");
395 (void) mvaddstr(SYBASE+4, SXBASE, "b j n 1 2 3");
397 /* have the computer place ships */
398 for(ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
400 randomplace(COMPUTER, ss);
401 placeship(COMPUTER, ss, FALSE);
406 char c, docked[SHIPTYPES + 2], *cp = docked;
408 /* figure which ships still wait to be placed */
410 for (i = 0; i < SHIPTYPES; i++)
411 if (!plyship[i].placed)
412 *cp++ = plyship[i].symbol;
415 /* get a command letter */
416 prompt(1, "Type one of [%s] to pick a ship.", docked+1);
418 c = getcoord(PLAYER);
420 (!strchr(docked, c));
426 /* map that into the corresponding symbol */
427 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
431 prompt(1, "Type one of [hjklrR] to place your %s.", ss->name);
438 (!strchr("hjklrR", c) || c == FF);
442 (void)clearok(stdscr, TRUE);
447 prompt(1, "Random-placing your %s", ss->name);
448 randomplace(PLAYER, ss);
449 placeship(PLAYER, ss, TRUE);
455 prompt(1, "Placing the rest of your fleet at random...");
456 for (ss = plyship; ss < plyship + SHIPTYPES; ss++)
459 randomplace(PLAYER, ss);
460 placeship(PLAYER, ss, TRUE);
465 else if (strchr("hjkl8462", c))
472 case 'k': case '8': ss->dir = N; break;
473 case 'j': case '2': ss->dir = S; break;
474 case 'h': case '4': ss->dir = W; break;
475 case 'l': case '6': ss->dir = E; break;
478 if (checkplace(PLAYER, ss, TRUE))
480 placeship(PLAYER, ss, TRUE);
486 for (unplaced = i = 0; i < SHIPTYPES; i++)
487 unplaced += !plyship[i].placed;
493 (void) mvprintw(HYBASE, HXBASE,
494 "To fire, move the cursor to your chosen aiming point ");
495 (void) mvprintw(HYBASE+1, HXBASE,
496 "and strike any key other than a motion key. ");
497 (void) mvprintw(HYBASE+2, HXBASE,
499 (void) mvprintw(HYBASE+3, HXBASE,
501 (void) mvprintw(HYBASE+4, HXBASE,
503 (void) mvprintw(HYBASE+5, HXBASE,
506 (void) prompt(0, "Press any key to start...");
510 static int getcoord(atcpu)
524 (void) mvprintw(CYBASE + BDEPTH+1, CXBASE+11, "(%d, %c)", curx, 'A'+cury);
529 (void) mvprintw(PYBASE + BDEPTH+1, PXBASE+11, "(%d, %c)", curx, 'A'+cury);
539 ny = cury+BDEPTH-1; nx = curx;
545 ny = cury+1; nx = curx;
551 ny = cury; nx = curx+BWIDTH-1;
557 ny = cury; nx = curx+1;
563 ny = cury+BDEPTH-1; nx = curx+BWIDTH-1;
569 ny = cury+1; nx = curx+BWIDTH-1;
575 ny = cury+BDEPTH-1; nx = curx+1;
581 ny = cury+1; nx = curx+1;
584 nx = curx; ny = cury;
585 (void)clearok(stdscr, TRUE);
590 (void) mvaddstr(CYBASE + BDEPTH + 1, CXBASE + 11, " ");
592 (void) mvaddstr(PYBASE + BDEPTH + 1, PXBASE + 11, " ");
601 static int collidecheck(b, y, x)
602 /* is this location on the selected zboard adjacent to a ship? */
608 /* anything on the square */
609 if ((collide = IS_SHIP(board[b][x][y])) != 0)
612 /* anything on the neighbors */
617 for (i = 0; i < 8; i++)
623 if (ONBOARD(xend, yend))
624 collide += IS_SHIP(board[b][xend][yend]);
630 static bool checkplace(b, ss, vis)
637 /* first, check for board edges */
638 xend = ss->x + ss->length * xincr[ss->dir];
639 yend = ss->y + ss->length * yincr[ss->dir];
640 if (!ONBOARD(xend, yend))
646 error("Ship is hanging from the edge of the world");
649 error("Try fitting it on the board");
652 error("Figure I won't find it if you put it there?");
658 for(l = 0; l < ss->length; ++l)
660 if(collidecheck(b, ss->y+l*yincr[ss->dir], ss->x+l*xincr[ss->dir]))
666 error("There's already a ship there");
669 error("Collision alert! Aaaaaagh!");
672 error("Er, Admiral, what about the other ship?");
688 ss = (i) ? cpuship : plyship;
689 for(j=0; j < SHIPTYPES; ++j, ++ss)
690 if(ss->length > ss->hits)
698 static ship_t *hitship(x, y)
699 /* a hit on the targeted ship */
706 getyx(stdscr, oldy, oldx);
707 sb = (turn) ? plyship : cpuship;
708 if(!(sym = board[OTHER][x][y]))
709 return((ship_t *)NULL);
710 for(ss = sb; ss < sb + SHIPTYPES; ++ss)
711 if(ss->symbol == sym)
713 if (++ss->hits < ss->length) /* still afloat? */
714 return((ship_t *)NULL);
720 for (j = -1; j <= 1; j++)
722 int bx = ss->x + j * xincr[(ss->dir + 2) % 8];
723 int by = ss->y + j * yincr[(ss->dir + 2) % 8];
725 for (i = -1; i <= ss->length; ++i)
729 x = bx + i * xincr[ss->dir];
730 y = by + i * yincr[ss->dir];
733 hits[turn][x][y] = MARK_MISS;
734 if (turn % 2 == PLAYER)
739 attron(COLOR_PAIR(COLOR_GREEN));
741 (void)addch(MARK_MISS);
750 for (i = 0; i < ss->length; ++i)
752 int x = ss->x + i * xincr[ss->dir];
753 int y = ss->y + i * yincr[ss->dir];
755 hits[turn][x][y] = ss->symbol;
756 if (turn % 2 == PLAYER)
759 (void) addch(ss->symbol);
763 (void) move(oldy, oldx);
767 (void) move(oldy, oldx);
768 return((ship_t *)NULL);
778 prompt(1, "Where do you want to shoot? ");
781 (void) getcoord(COMPUTER);
782 if (hits[PLAYER][curx][cury])
784 prompt(1, "You shelled this spot already! Try again.");
790 hit = IS_SHIP(board[COMPUTER][curx][cury]);
791 hits[PLAYER][curx][cury] = hit ? MARK_HIT : MARK_MISS;
796 attron(COLOR_PAIR(COLOR_RED));
798 attron(COLOR_PAIR(COLOR_GREEN));
801 (void) addch((chtype)hits[PLAYER][curx][cury]);
806 prompt(1, "You %s.", hit ? "scored a hit" : "missed");
807 if(hit && (ss = hitship(curx, cury)))
812 m = " You sank my %s!";
815 m = " I have this sinking feeling about my %s....";
818 m = " My %s has gone to Davy Jones's locker!";
821 m = " Glub, glub -- my %s is headed for the bottom!";
824 m = " You'll pick up survivors from my %s, I hope...!";
827 (void)printw(m, ss->name);
829 return(awinna() == -1);
848 for (s1=s; *s1 && ch != *s1; ++s1)
852 (void) addch((chtype)ch);
860 static void randomfire(px, py)
861 /* random-fire routine -- implements simple diagonal-striping strategy */
864 static int turncount = 0;
865 static int srchstep = BEGINSTEP;
866 static int huntoffs; /* Offset on search strategy */
867 int ypossible[BWIDTH * BDEPTH], xpossible[BWIDTH * BDEPTH], nposs;
868 int ypreferred[BWIDTH * BDEPTH], xpreferred[BWIDTH * BDEPTH], npref;
871 if (turncount++ == 0)
872 huntoffs = rnd(srchstep);
874 /* first, list all possible moves */
876 for (x = 0; x < BWIDTH; x++)
877 for (y = 0; y < BDEPTH; y++)
878 if (!hits[COMPUTER][x][y])
880 xpossible[nposs] = x;
881 ypossible[nposs] = y;
883 if (((x+huntoffs) % srchstep) != (y % srchstep))
885 xpreferred[npref] = x;
886 ypreferred[npref] = y;
910 error("No moves possible?? Help!");
920 static bool cpufire(x, y)
921 /* fire away at given location */
928 hits[COMPUTER][x][y] = (hit = (board[PLAYER][x][y])) ? MARK_HIT : MARK_MISS;
929 (void) mvprintw(PROMPTLINE, 0,
930 "I shoot at %c%d. I %s!", y + 'A', x, hit ? "hit" : "miss");
934 (void) printw(" I've sunk your %s", ss->name);
941 attron(COLOR_PAIR(COLOR_RED));
943 attron(COLOR_PAIR(COLOR_GREEN));
946 (void)addch((chtype)(hit ? SHOWHIT : SHOWSPLASH));
951 return(hit ? (sunk ? S_SUNK : S_HIT) : S_MISS);
955 * This code implements a fairly irregular FSM, so please forgive the rampant
956 * unstructuredness below. The five labels are states which need to be held
957 * between computer turns.
959 static bool cputurn()
961 #define POSSIBLE(x, y) (ONBOARD(x, y) && !hits[COMPUTER][x][y])
962 #define RANDOM_FIRE 0
964 #define HUNT_DIRECT 2
966 #define REVERSE_JUMP 4
967 #define SECOND_PASS 5
968 static int next = RANDOM_FIRE;
971 int navail, x, y, d, n, hit = S_MISS;
975 case RANDOM_FIRE: /* last shot was random and missed */
978 if (!(hit = cpufire(x, y)))
984 next = (hit == S_SUNK) ? RANDOM_FIRE : RANDOM_HIT;
988 case RANDOM_HIT: /* last shot was random and hit */
989 used[E/2] = used[S/2] = used[W/2] = used[N/2] = FALSE;
992 case HUNT_DIRECT: /* last shot hit, we're looking for ship's long axis */
993 for (d = navail = 0; d < 4; d++)
995 x = ts.x + xincr[d*2]; y = ts.y + yincr[d*2];
996 if (!used[d] && POSSIBLE(x, y))
1001 if (navail == 0) /* no valid places for shots adjacent... */
1002 goto refire; /* ...so we must random-fire */
1005 for (d = 0, n = rnd(navail) + 1; n; n--)
1012 x = ts.x + xincr[d*2];
1013 y = ts.y + yincr[d*2];
1015 assert(POSSIBLE(x, y));
1017 if (!(hit = cpufire(x, y)))
1021 ts.x = x; ts.y = y; ts.dir = d*2; ts.hits++;
1022 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1027 case FIRST_PASS: /* we have a start and a direction now */
1028 x = ts.x + xincr[ts.dir];
1029 y = ts.y + yincr[ts.dir];
1030 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1032 ts.x = x; ts.y = y; ts.hits++;
1033 next = (hit == S_SUNK) ? RANDOM_FIRE : FIRST_PASS;
1036 next = REVERSE_JUMP;
1039 case REVERSE_JUMP: /* nail down the ship's other end */
1041 x = ts.x + ts.hits * xincr[d];
1042 y = ts.y + ts.hits * yincr[d];
1043 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1045 ts.x = x; ts.y = y; ts.dir = d; ts.hits++;
1046 next = (hit == S_SUNK) ? RANDOM_FIRE : SECOND_PASS;
1052 case SECOND_PASS: /* kill squares not caught on first pass */
1053 x = ts.x + xincr[ts.dir];
1054 y = ts.y + yincr[ts.dir];
1055 if (POSSIBLE(x, y) && (hit = cpufire(x, y)))
1057 ts.x = x; ts.y = y; ts.hits++;
1058 next = (hit == S_SUNK) ? RANDOM_FIRE: SECOND_PASS;
1066 /* check for continuation and/or winner */
1076 (void) mvprintw(PROMPTLINE + 2, 0,
1077 "New state %d, x=%d, y=%d, d=%d",
1089 for (ss = cpuship; ss < cpuship + SHIPTYPES; ss++)
1090 for(j = 0; j < ss->length; j++)
1092 cgoto(ss->y + j * yincr[ss->dir], ss->x + j * xincr[ss->dir]);
1093 (void)addch((chtype)ss->symbol);
1100 j = 18 + strlen(name);
1105 (void) mvprintw(1,(COLWIDTH-j)/2,
1106 "%s: %d Computer: %d",name,plywon,cpuwon);
1108 prompt(2, (awinna()) ? "Want to be humiliated again, %s [yn]? "
1109 : "Going to give me a chance for revenge, %s [yn]? ",name);
1110 return(sgetc("YN") == 'Y');
1113 static void do_options(c,op)
1127 (void) fprintf(stderr, "Usage: battle [-s | -b] [-c]\n");
1128 (void) fprintf(stderr, "\tWhere the options are:\n");
1129 (void) fprintf(stderr, "\t-s : play a salvo game\n");
1130 (void) fprintf(stderr, "\t-b : play a blitz game\n");
1131 (void) fprintf(stderr, "\t-c : ships may be adjacent\n");
1141 (void) fprintf(stderr,
1142 "Bad Arg: -b and -s are mutually exclusive\n");
1150 (void) fprintf(stderr,
1151 "Bad Arg: -s and -b are mutually exclusive\n");
1159 (void) fprintf(stderr,
1160 "Bad arg: type \"%s ?\" for usage message\n", op[0]);
1168 static int scount(who)
1175 sp = cpuship; /* count cpu shots */
1177 sp = plyship; /* count player shots */
1179 for (i=0, shots = 0; i < SHIPTYPES; i++, sp++)
1181 if (sp->hits >= sp->length)
1182 continue; /* dead ship */
1197 do_options(argc, argv);
1202 while(awinna() == -1)
1222 if (cputurn() && awinna() != -1)
1227 if (plyturn() && awinna() != -1)
1234 while(turn ? cputurn() : plyturn())
1246 /* bs.c ends here */