billr@saab.CNA.TEK.COM (Bill Randle) (12/22/90)
Submitted-by: Rich Burridge <rburridge@sun.COM> Posting-number: Volume 12, Issue 10 Archive-name: reve/Patch4a Patch-To: reve: Volume 11, Issue 52-58 Environment: SunView, XView, X11R4, termcap [Previously posted to the .bugs newsgroup, included here for archival purposes. -br] /* Official patch #4 for Reve v1.1. * * Copyright (C) 1990 - Rich Burridge & Yves Gallot. * All rights reserved. * * Permission is granted to copy this patch, for redistribution * in patch form only, provided the news headers in "substantially * unaltered format" are retained, the introductory messages are not * removed, and no monies are exchanged. * * Permission is also granted to copy this patch, without the news * headers, for the purposes of patching the Reve source and making * an executable copy by means of compilation, provided that such * copy will not be used for the purposes of competition in any othello * tournaments, without prior permission from the authors. */ CONTENTS: 1. What is reve? 2/ Changes made in this patch. 3/ How to install this patch. 4/ How to get previous patches. ---------------- 1/ What is reve? Reve is an othello game. It works under SunView, XView, X11 (Xlib) and on dumb tty terminals. Reve has nine levels of difficulty. Levels 1-3 should be useful to beginners, levels 4-6 would satisfy amateurs, and the higher levels will give experts a good game. Level 8 (30 minutes) is the tournament level. ---------------- 2/ Changes made in this patch. * From Jonathan I. Kamens <jik@pit-manager.MIT.EDU> From Rod Whitby <rwhitby@adl.austek.oz.au> From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> You forgot to add common.c and common.o to the file lists in the Imakefile. * The props button for the SunView and X11 version now toggles the display of the property window, rather than closing it down to an icon. * Added in a redraw request (^L for example) for the other versions (not just the tty one). * It was possible to number the 0th stone by toggling the "number move" option. * Added in keyboard options for all the toggles on the property sheet. * From Soren Hein <shein@ferdowsi.berkeley.edu> I'm not sure what the connection is between the level and the #moves lookahead. Does one override the other? For instance, what if I set level to 1 and #moves to 8? [Valerie Haecky has rewritten this section of the README file, and I've modified the manual pages appropriately. The Difficulty and Set Search Depth items on the property sheet have been modified to better reflect the situation - Rich.] * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> It would be nice to have the ability to "make tty" in the Imakefile as well as being able to generate the X11 version. [Rod Whitby has kindly added this to the Imakefile for me - Rich.] * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> Add the ability to change the default background colour of the board to a (not too bright !) green colour. After all, that's the colour of the othello sets you buy in the shops! [I'll do these with settable resources. I'll allow you to set some of them on the command line, and I'll add a .reverc file, which will be read from the users home directory. For the X11/XView versions, I'll allow the resources to be set in all the standard X places, and the .reverc file can superceed them - Rich.] * From: robert@anucsd.anu.oz.au (Robert Cohen) It might be useful to have a way of setting the difficulty absolutely ie in a way not dependant on the machine being used as otherwise level 3 say is harder on a faster machine than a slower machine. Then you could say to someone else as a measure of your Othello playing ability "I can beat reve on level a3" (a3 stands for absolute level 3). [This functionality is now available with the "set search depth" option.] * Added the -props command line option, to automatically display the reve property sheet on startup. * Added the reve.properties X resource, to achieve the same result. * Fixed the problem of the property sheet coming up with the incorrect size under X11R3. * Added in support for online help window via a "help" button on the main panel. The help file is just a copy of the nroff'ed version of the manual pages placed in the $(LIBDIR) directory. The Makefile.dist file has been updated to move this file to $(LIBDIR) with the "make install". You can also specify the location of the reve help file with the new HELPNAMEFILE and HELPNAME definitions. * The -h <helpfile> command line options have been added to allow you to specify an alternate location for the helpfile. The manual pages have been updated. * Modifying the "Computer plays:" selection, failed to update the "Black:" and "White:" messages. * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> * From Valerie Haecky <vmh@Eng.Sun.COM> Allow the player to go forwards through a game as well as backwards (Undo only performs the latter and not the former). In other words, "undo the Undo" ! ---------------- 3/ How to install this patch. This patch consists of four parts. Save each one first. You should use Larry Wall's patch program to apply these changes. Assuming the four files are called patch4-1, patch4-2, patch4-3 and patch4-4 do the following: cd reve_src # directory where your reve source files are. patch <patch4-1 patch <patch4-2 patch <patch4-3 patch <patch4-4 Copy Makefile.dist to Makefile, and adjust for your site. See the README file for things you might have to tweak in order to get Reve to work on your machine. You will then have to do the appropriate make, to generate the graphics version you require. Do a "make help" to obtain more information on this. Finally, you should do a "make install". You will probably have to be super-user to do this. If you have any problems with Reve after applying this patch, and your problem is not listed in the TODO file, please let us know. ---------------- 4/ How to get previous patches. If you need to get patches 1, 2 or 3, then they can be obtained from the automatic mail archive server, by sending a message to rb-archive-server@Aus.Sun.COM containing the line: send reve patchn where n is the patch number you require. You can also include a path line in these requests to indicate the mail path that the archive server should use to send the files to you. Such a path line could be: path uunet.uu.net!hostname!user Note that this is uunet.uu.net and not just uunet. Sun.COM doesn't recognise just uunet. [NOTE: When unpacking the shars generated by the automatic mail service, it is possible you will get error messages for incorrect length. Please ignore; hopefully the files should still unpack correctly]. Rich Burridge richb@Aus.Sun.COM Yves Gallot galloty@cernvax.cern.ch ------CUT HERE------patch 4 - part 1------CUT HERE------ #! /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 4)." # Contents: patches04a # Wrapped by billr@saab on Fri Dec 21 11:35:22 1990 PATH=/bin:/usr/bin:/usr/ucb ; export PATH if test -f 'patches04a' -a "${1}" != "-c" ; then echo shar: Will not clobber existing file \"'patches04a'\" else echo shar: Extracting \"'patches04a'\" \(46506 characters\) sed "s/^X//" >'patches04a' <<'END_OF_FILE' X X X------- patchlevel.h ------- XPrereq: 3 X*** /tmp/da06643 Tue Dec 18 10:00:46 1990 X--- patchlevel.h Mon Dec 10 17:39:00 1990 X*************** X*** 22,25 **** X * (see README file), then an attempt will be made to fix them. X */ X X! #define PATCHLEVEL 3 X--- 22,25 ---- X * (see README file), then an attempt will be made to fix them. X */ X X! #define PATCHLEVEL 4 X X------- Makefile.dist ------- X*** /tmp/da06646 Tue Dec 18 10:00:46 1990 X--- Makefile.dist Sun Dec 16 11:07:04 1990 X*************** X*** 34,39 **** X--- 34,45 ---- X EDGENAMEFILE = $(LIBDIR)/reve.edgetable X EDGENAME = -DEDGENAME=\"$(EDGENAMEFILE)\" X #----------------------------------------------------------------------- X+ # Full pathname of the reve online help file. This can also be overridden X+ # with a command line option. X+ # X+ HELPNAMEFILE = $(LIBDIR)/reve.help X+ HELPNAME = -DHELPNAME=\"$(HELPNAMEFILE)\" X+ #----------------------------------------------------------------------- X # Not all machines have the index() string library function. If you X # don't have this function then you should uncomment the NOINDEX X # definition below. X*************** X*** 106,112 **** X # Compilation flags and standard macro definitions. X # X CDEFS = $(NOINDEX) $(NOSELECT) $(NO_USLEEP) $(NO_TIMEVAL) \ X! $(EDGENAME) $(SELTYPE) $(SIGRET) $(SYSV) \ X $(X11R3) $(X11INCDIR) $(XVIEWINCDIR) X CFLAGS = -O $(CDEFS) X # X--- 112,118 ---- X # Compilation flags and standard macro definitions. X # X CDEFS = $(NOINDEX) $(NOSELECT) $(NO_USLEEP) $(NO_TIMEVAL) \ X! $(EDGENAME) $(HELPNAME) $(SELTYPE) $(SIGRET) $(SYSV) \ X $(X11R3) $(X11INCDIR) $(XVIEWINCDIR) X CFLAGS = -O $(CDEFS) X # X*************** X*** 116,121 **** X--- 122,128 ---- X X BINARIES = sv_reve tty_reve xreve xv_reve X ETABLE = reve.edgetable X+ HFILE = reve.help X X CC = cc X X*************** X*** 194,200 **** X X xview: $(STDOBJS) $(REVEOBJS) common.o reve_proc.o xview.o X $(CC) -o xv_reve $(XVIEWLIBDIR) $(CFLAGS) $(STDOBJS) \ X! xview.o $(XVIEWLIBS) X -cp xv_reve reve X $(CC) -o reve_proc $(CFLAGS) common.o reve_proc.o $(REVEOBJS) X X--- 201,207 ---- X X xview: $(STDOBJS) $(REVEOBJS) common.o reve_proc.o xview.o X $(CC) -o xv_reve $(XVIEWLIBDIR) $(CFLAGS) $(STDOBJS) \ X! common.o xview.o $(XVIEWLIBS) X -cp xv_reve reve X $(CC) -o reve_proc $(CFLAGS) common.o reve_proc.o $(REVEOBJS) X X*************** X*** 205,210 **** X--- 212,219 ---- X -cat reve.edge1 reve.edge2 > $(ETABLE) X -cp $(ETABLE) $(LIBDIR) X -chmod 644 $(LIBDIR)/$(ETABLE) X+ -cp reve.man.text $(LIBDIR)/$(HFILE) X+ -chmod 644 $(LIBDIR)/$(HFILE) X -cp reve.man $(MANDIR)/reve.$(MANSECT) X -chmod 644 $(MANDIR)/reve.$(MANSECT) X X X------- CHANGES ------- X*** /tmp/da06649 Tue Dec 18 10:00:47 1990 X--- CHANGES Tue Dec 18 09:51:40 1990 X*************** X*** 23,28 **** X--- 23,113 ---- X Reve change history. X ==================== X X+ v1.1 - patchlevel 4. 18th December 1990. X+ X+ * From Jonathan I. Kamens <jik@pit-manager.MIT.EDU> X+ From Rod Whitby <rwhitby@adl.austek.oz.au> X+ From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X+ You forgot to add common.c and common.o to the file lists in the X+ Imakefile. X+ X+ * The props button for the SunView and X11 version now toggles the X+ display of the property window, rather than closing it down to an X+ icon. X+ X+ * Added in a redraw request (^L for example) for the other versions X+ (not just the tty one). X+ X+ * It was possible to number the 0th stone by toggling the "number X+ move" option. X+ X+ * Added in keyboard options for all the toggles on the property sheet. X+ X+ * From Soren Hein <shein@ferdowsi.berkeley.edu> X+ I'm not sure what the connection is between the level and the #moves X+ lookahead. Does one override the other? For instance, what if I set X+ level to 1 and #moves to 8? X+ X+ [Valerie Haecky has rewritten this section of the README file, and X+ I've modified the manual pages appropriately. The Difficulty and X+ Set Search Depth items on the property sheet have been modified X+ to better reflect the situation - Rich.] X+ X+ * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X+ It would be nice to have the ability to "make tty" in the Imakefile X+ as well as being able to generate the X11 version. X+ X+ [Rod Whitby has kindly added this to the Imakefile for me - Rich.] X+ X+ * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X+ Add the ability to change the default background colour of the board X+ to a (not too bright !) green colour. After all, that's the colour of X+ the othello sets you buy in the shops! X+ X+ [I'll do these with settable resources. I'll allow you to set some of X+ them on the command line, and I'll add a .reverc file, which will be X+ read from the users home directory. For the X11/XView versions, I'll X+ allow the resources to be set in all the standard X places, and the X+ .reverc file can superceed them - Rich.] X+ X+ * From: robert@anucsd.anu.oz.au (Robert Cohen) X+ It might be useful to have a way of setting the difficulty absolutely X+ ie in a way not dependant on the machine being used as otherwise level X+ 3 say is harder on a faster machine than a slower machine. Then you X+ could say to someone else as a measure of your Othello playing ability X+ "I can beat reve on level a3" (a3 stands for absolute level 3). X+ X+ [This functionality is now available with the "set search depth" X+ option.] X+ X+ * Added the -props command line option, to automatically display the X+ reve property sheet on startup. X+ X+ * Added the reve.properties X resource, to achieve the same result. X+ X+ * Fixed the problem of the property sheet coming up with the incorrect X+ size under X11R3. X+ X+ * Added in support for online help window via a "help" button on the X+ main panel. The help file is just a copy of the nroff'ed version of X+ the manual pages placed in the $(LIBDIR) directory. The Makefile.dist X+ file has been updated to move this file to $(LIBDIR) with the "make X+ install". You can also specify the location of the reve help file X+ with the new HELPNAMEFILE and HELPNAME definitions. X+ X+ * The -h <helpfile> command line options have been added to allow you X+ to specify an alternate location for the helpfile. The manual pages X+ have been updated. X+ X+ * Modifying the "Computer plays:" selection, failed to update the X+ "Black:" and "White:" messages. X+ X+ * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X+ * From Valerie Haecky <vmh@Eng.Sun.COM> X+ Allow the player to go forwards through a game as well as backwards X+ (Undo only performs the latter and not the former). In other words, X+ "undo the Undo" ! X+ X v1.1 - patchlevel 3. 9th December 1990. X X * Added a description of the -bestmove command line option to the X X------- README ------- X*** /tmp/da06652 Tue Dec 18 10:00:48 1990 X--- README Sat Dec 15 11:47:45 1990 X*************** X*** 39,48 **** X X See the manual pages for a detailed description of the rules of Othello. X X! Reve has nine levels of difficulty. Levels 1-3 should be useful to beginners, X! levels 4-6 would satisfy amateurs, and the higher levels will give experts a X! good game. Level 8 (30 minutes) is the tournament level. X X The address where people can get information about tournaments, Othello X Quarterly, and "Othello Brief and Basic' is: X X--- 39,94 ---- X X See the manual pages for a detailed description of the rules of Othello. X X! Reve has various levels of difficulty. X X+ You can decide, whether you would like to set a time limit, or a search depth X+ limit on the computer move. X+ X+ The levels of play can be rated approximately as follows: X+ X+ Instant: X+ Beginner level. The search depth is one ply. Even at this level, X+ beating reve is not trivial! X+ X+ 1 Minute/3 Minutes/5 Minutes: X+ Intermediate levels. If you often beat reve at the 5 minute level, you X+ have probably mastered the basics, and played a lot of games. Interested X+ in playing real people in tournaments ? X+ X+ 10 Minutes: X+ Advanced. Beating reve at this level is no piece of cake. X+ X+ 30 Minutes: (tournament level) X+ More advanced. None of us has beaten reve at this level yet. If you do, X+ you should seriously consider participating in your countries national X+ championship. X+ X+ 60 Minutes: X+ At this level reve looks further ahead than most humans can. If you X+ win a game here, send us a transcript, because you have either found X+ a serious bug in the algorithm, or your game deserves to be published. X+ X+ Set Search Depth: X+ Setting the depth is an alternative to using a clock. With a clock, the time X+ left decides, how many plys you search for each move. This usually varies X+ by one or two plys, depending on where in the game you are, and towards X+ the end, it is often worth calculating all the way and then storing some X+ moves. X+ X+ By setting the depth you force the computer to search n plys, no matter where X+ in the game you are. There is no clock. This means, that if the depth is set X+ to something other than say '0', or whatever you want to use, the computer X+ uses the depth, otherwise it will use the time. Or something like that. X+ The point of this feature is game analysis. Especially towards the endgame X+ you want to be able to let the computer run (for example, over night). Or if X+ you know that you usually look 4 plys ahead, you want to play an opponent X+ that consistently examines 6 plys. Or you are simply curious what the X+ computer would have played had it searched a little further (like situations X+ which can only be recognized properly in 6 plys etc. Note, that for each X+ additional ply, the compute time increases by about a factor of 4. X+ X+ ---------- X+ X The address where people can get information about tournaments, Othello X Quarterly, and "Othello Brief and Basic' is: X X*************** X*** 81,86 **** X--- 127,134 ---- X X EDGENAMEFILE - alternate location for the Reve edge table. X EDGENAME - alternate location for the Reve edge table. X+ HELPNAMEFILE - alternate location for the Reve online help file. X+ HELPNAME - alternate location for the Reve online help file. X NOINDEX - uncomment if you don't have the index() function. X NOSELECT - uncomment if your machine doesn't have the select() call. X NO_USLEEP - uncomment if you don't have the usleep(3) call. X X------- TODO ------- X*** /tmp/da06655 Tue Dec 18 10:00:49 1990 X--- TODO Sun Dec 16 12:21:40 1990 X*************** X*** 49,59 **** X because of the inability with some of the graphics versions to interrupt X it, once it's started. X X- * From Valerie Haecky <vmh@Eng.Sun.COM> X- It might be nice to have an additional button for <help>. X- It pops up an alert, giving a short summary of the rules and explaining X- non-obvious things, like how Difficulty is measured. X- X * There are several problems outstanding with the XView version: X ~ **IMPORTANT** It's still possible to hang the server, if the left X mouse button is clicked at the wrong time. X--- 49,54 ---- X*************** X*** 77,93 **** X Display the time left for the user[s] and computer. X X * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X- Add the ability to change the default background colour of the board to X- a (not too bright !) green colour. After all, that's the colour of the X- othello sets you buy in the shops! X- X- [I'll do these with settable resources. I'll allow you to set some of X- them on the command line, and I'll add a .reverc file, which will be read X- from the users home directory. For the X11/XView versions, I'll allow the X- resources to be set in all the standard X places, and the .reverc file can X- superceed them - Rich.] X- X- * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X Supply a way of forcing the computer to move before its search is complete. X This would be very handy at the higher levels. X X--- 72,77 ---- X*************** X*** 104,113 **** X on-screen renumbering would have to be done on-the-fly). X X * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X- Allow the player to go forwards through a game as well as backwards (Undo X- only performs the latter and not the former). In other words, "undo the X- Undo" ! X- X "New Game" should just undo the game right back to the start. That way X a player can use the move forwards facility to replay the game easily X right from the start. Of course, as soon as the player makes a new move, X--- 88,93 ---- X*************** X*** 236,245 **** X times faster overall. X X * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X- It would be nice to have the ability to "make tty" in the Imakefile as X- well as being able to generate the X11 version. X- X- * From Richard K. Lloyd <RKL@anduin.compsci.liverpool.ac.uk> X Add in a move list window, which would contain a scrollable list of all X the moves so far (plus evaluation for the computers moves). X X--- 216,221 ---- X*************** X*** 255,267 **** X you would have a simple regression test for checking for compiler bugs X on new architectures. X X- * From: robert@anucsd.anu.oz.au (Robert Cohen) X- It might be useful to have a way of setting the difficulty absolutely ie X- in a way not dependant on the machine being used as otherwise level 3 say X- is harder on a faster machine than a slower machine. Then you could say to X- someone else as a measure of your Othello playing ability "I can beat reve X- on level a3" (a3 stands for absolute level 3). X- X * From: robert@anucsd.anu.oz.au (Robert Cohen) X A cute feature I noticed in the standard X11r4 othello is that it thinks X during the humans move time. If the person is a slow player this could make X--- 231,236 ---- X*************** X*** 277,289 **** X change some numerical constants eg the weighting put on mobility by slider. X Of course there would be a "tournament" setting to make reve play as well as X possible. X- X- * Add in a redraw request (^L for example) for the other versions (not just X- the tty one). X- X- * Now that reve has a property sheet, and some of the previous panel items X- no longer exist, the keyboard interface needed to be changed to include X- the new options, and alter some of the existing ones. X X X Items we're unlikely to implement. X--- 246,251 ---- X X------- reve.man ------- X*** /tmp/da06658 Tue Dec 18 10:00:49 1990 X--- reve.man Sun Dec 16 02:51:12 1990 X*************** X*** 1,5 **** X .\" %Z%%M% %I% %E% X! .TH REVE 6 "29 November 1990" X .SH NAME X reve \- an othello game. X .SH SYNOPSIS X--- 1,5 ---- X .\" %Z%%M% %I% %E% X! .TH REVE 6 "15 December 1990" X .SH NAME X reve \- an othello game. X .SH SYNOPSIS X*************** X*** 23,28 **** X--- 23,33 ---- X .B \-g X .I geometry X ] [ X+ .B \-h X+ .I helpfile X+ ] [ X+ .B \-help X+ ] [ X .B \-i X ] [ X .B \-last X*************** X*** 38,43 **** X--- 43,50 ---- X ] [ X .B \-number X ] [ X+ .B \-props X+ ] [ X .B \-quick X ] [ X .B \-v X*************** X*** 88,94 **** X Their meanings are given below, plus an indication of their keyboard X equivalents. With the cyclic selections, clicking over the left half of the X cycle item increments the selection, and clicking over the right half of the X! cycle item decrements the selection. X .LP X By default, a human will play black, and the computer will play white. If X you want a human vs human startup or some other combination, then you should X--- 95,104 ---- X Their meanings are given below, plus an indication of their keyboard X equivalents. With the cyclic selections, clicking over the left half of the X cycle item increments the selection, and clicking over the right half of the X! cycle item decrements the selection. Control-l is a keyboard accelerator X! for redrawing the X! .I reve X! windows. X .LP X By default, a human will play black, and the computer will play white. If X you want a human vs human startup or some other combination, then you should X*************** X*** 95,103 **** X use the appropriate command line options (see below). X .SH REVE BUTTONS X .LP X! With the graphics versions, there are eight buttons that are normally X! displayed at the top of the Reve window. Each of these buttons, has a X! keyboard equivalent which is given in brackets below. X .LP X .IP "\fBload [ L ]\fP" 18 X Load a game file. The format of this game file is given below. With the X--- 105,115 ---- X use the appropriate command line options (see below). X .SH REVE BUTTONS X .LP X! With the graphics versions, there are ten buttons that are normally X! displayed at the top of the X! .I reve X! window. Each of these buttons, has a keyboard equivalent which is given in X! brackets below. X .LP X .IP "\fBload [ L ]\fP" 18 X Load a game file. The format of this game file is given below. With the X*************** X*** 115,120 **** X--- 127,144 ---- X .IP "\fBnew game [ n ]\fP" 18 X Start a new game of X .I reve X+ .IP "\fBhelp [ H ]\fP" 18 X+ Display a window containing the online X+ .I reve X+ help information. A cycle at the top of this window allows you to page X+ through this file. X+ .IP "\fBredo [ r ]\fP" 18 X+ Redo the last "move". If the opponent is the computer, then two "moves" are X+ redone. A "move" is considered to be all consecutive moves by the opponent. X+ To redo a move, you must have undone a move. X+ .IP "\fBprops [ p ]\fP" 18 X+ Display a property sheet containing choices and toggles which will X+ alter various \fIreve\fP properties. X .IP "\fBsave [ S ]\fP" 18 X Save the current game to file. See the entry for the \fBload\fP button X above for details of how to enter the filename. X*************** X*** 122,133 **** X Let the computer suggest a good move for you. This move will be dependent X upon the current level of difficulty set. X .IP "\fBundo [ u ]\fP" 18 X! Undo the last "move". If the opponent is the computer, the two "moves" are X undone. A "move" is considered to be all previous consecutive moves by X the opponent. X- .IP "\fBprops [ p ]\fP" 18 X- Display a property sheet containing choices and toggles which will X- alter various \fIreve\fP properties. X .IP "\fBquit [ q ]\fP" 18 X Exit the X .I reve X--- 146,154 ---- X Let the computer suggest a good move for you. This move will be dependent X upon the current level of difficulty set. X .IP "\fBundo [ u ]\fP" 18 X! Undo the last "move". If the opponent is the computer, then two "moves" are X undone. A "move" is considered to be all previous consecutive moves by X the opponent. X .IP "\fBquit [ q ]\fP" 18 X Exit the X .I reve X*************** X*** 140,149 **** X the appropriate half, to either increment or decrement the current value. X Clicking left over the toggle item boxes, will toggle the value of that item X on or off. X! The choice items also have keyboard equivalents which are given in brackets X! below. They must be followed by the value of the new selection you wish to X! make. The dumb tty version has the equivalent of these items displayed to the X! right of the reve board display. X .LP X .IP "\fBComputer plays: [ C ]\fP" 18 X A choice item which selects what color[s] the computer should play. The X--- 161,170 ---- X the appropriate half, to either increment or decrement the current value. X Clicking left over the toggle item boxes, will toggle the value of that item X on or off. X! The choice and toggle items also have keyboard equivalents which are given in X! brackets below. The choice items must be followed by the value of the new X! selection you wish to make. The dumb tty version has the equivalent of these X! items displayed to the right of the reve board display. X .LP X .IP "\fBComputer plays: [ C ]\fP" 18 X A choice item which selects what color[s] the computer should play. The X*************** X*** 178,197 **** X .LP X Level eight is tournament level. X .IP "\fBSet search depth: [ No keyboard equivalent ]\fP" 18 X! A cyclic item which sets the maximum search depth for a computer move. X! .IP "\fBAnimate move option. [ No keyboard equivalent ]\fP" 18 X A toggle item for animating the computer move and the dragging of human pieces. X! .IP "\fBShow current best move option. [ No keyboard equivalent ]\fP" 18 X A toggle item for showing the current best move as the computer makes it's X move. X! .IP "\fBShow last move option. [ No keyboard equivalent ]\fP" 18 X A toggle item for outlining the square containing the last move. X! .IP "\fBShow evaluation information option. [ No keyboard equivalent ]\fP" 18 X A toggle information for displaying evaluation information for each computer X move. X! .IP "\fBNumber last move option. [ No keyboard equivalent ]\fP" 18 X A toggle item for number the last move stone. X! .IP "\fBDon't show flip option. [ No keyboard equivalent ]\fP" 18 X A toggle item to prevent the flip of the stones as a turn is completed. X .SH OPTIONS X .TP X--- 199,221 ---- X .LP X Level eight is tournament level. X .IP "\fBSet search depth: [ No keyboard equivalent ]\fP" 18 X! A cyclic item which sets the maximum search depth for each and every computer X! move. By default this option is turned off, and the computer uses a clock to X! time it's moves. Depending on where in the game you are, the search depth X! usually varies by one or two plys. Turning on this option disables the clock. X! .IP "\fBAnimate move option. [ O followed by a or A ]\fP" 18 X A toggle item for animating the computer move and the dragging of human pieces. X! .IP "\fBShow current best move option. [ O followed by b or B ]\fP" 18 X A toggle item for showing the current best move as the computer makes it's X move. X! .IP "\fBShow last move option. [ O followed by l or L ]\fP" 18 X A toggle item for outlining the square containing the last move. X! .IP "\fBShow evaluation information option. [ O followed by e or E ]\fP" 18 X A toggle information for displaying evaluation information for each computer X move. X! .IP "\fBNumber last move option. [ O followed by n or N ]\fP" 18 X A toggle item for number the last move stone. X! .IP "\fBDon't show flip option. [ O followed by f or F ]\fP" 18 X A toggle item to prevent the flip of the stones as a turn is completed. X .SH OPTIONS X .TP X*************** X*** 231,236 **** X--- 255,274 ---- X .I reve X to give geometry information. X .TP X+ .BI \-h " helpfile" X+ Specify an alternate location for the X+ .I reve X+ online help file. Normally the location of this file is compiled X+ in when the program is created, but X+ .I reve X+ will search every directory on your search path looking file a file called X+ .I reve.help. X+ .TP X+ .B \-help X+ Initially show the X+ .I reve X+ help window. X+ .TP X .B \-i X Invert the reve window before displaying it. For use by people who X started their graphics environment in inverse mode. This option is X*************** X*** 258,263 **** X--- 296,306 ---- X .B \-number X Show the move number on the last stone placed. X .TP X+ .B \-props X+ Initially show the X+ .I reve X+ property window. X+ .TP X .B \-quick X Play a quick game. Don't flash the stones as they are being turned. X .TP X*************** X*** 293,299 **** X .SH RESOURCES X On startup, the X11 and XView version of X .I reve X! will use the following X resources: X .TP 15 X .PD 0 X .B Resource: X--- 336,348 ---- X .SH RESOURCES X On startup, the X11 and XView version of X .I reve X! will use the following X resources. These resources can be placed in all the X! normal X places. You can also set a X! .I REVEDEFAULTS X! environment variable to X! point to a file containing them, or place them in a X! .I .reverc X! file in your home directory. X .TP 15 X .PD 0 X .B Resource: X*************** X*** 378,383 **** X--- 427,512 ---- X Indicates whether a quick game should be played. Stones are not flashed as X they are placed, if this resource is set true. X .sp X+ .TP X+ .B Resource: X+ reve.properties X+ .TP X+ .B Values: X+ True, False (False) X+ .TP X+ .B Description X+ Indicates whether the properties window is initially displayed. X+ .sp X+ .TP X+ .B Resource: X+ reve.showHelp X+ .TP X+ .B Values: X+ True, False (False) X+ .TP X+ .B Description X+ Indicates whether the online help window is initially displayed. X+ .sp X+ .TP X+ .B Resource: X+ reve.panelColor X+ .TP X+ .B Values: X+ Color name string or hexadecimal color specification string X+ .TP X+ .B Description X+ The background color of the main and property panels. X+ .sp X+ .TP X+ .B Resource: X+ reve.boardColor X+ .TP X+ .B Values: X+ Color name string or hexadecimal color specification string X+ .TP X+ .B Description X+ The color of the reve playing board. X+ .sp X+ .TP X+ .B Resource: X+ reve.boardBorderColor X+ .TP X+ .B Values: X+ Color name string or hexadecimal color specification string X+ .TP X+ .B Description X+ The border color of the reve playing board. X+ .sp X+ .TP X+ .B Resource: X+ reve.gridColor X+ .TP X+ .B Values: X+ Color name string or hexadecimal color specification string X+ .TP X+ .B Description X+ The color of the grid lines on the reve playing board. X+ .sp X+ .TP X+ .B Resource: X+ reve.textColor X+ .TP X+ .B Values: X+ Color name string or hexadecimal color specification string X+ .TP X+ .B Description X+ The color of all text panel text items. X+ .sp X+ .TP X+ .B Resource: X+ reve.itemColor X+ .TP X+ .B Values: X+ Color name string or hexadecimal color specification string X+ .TP X+ .B Description X+ The background color of the button and cycle items. X+ .sp X .SH REVE GAMES FILE FORMAT X .I Reve X has the ability to load or save games. The format of the games files are: X*************** X*** 405,410 **** X--- 534,541 ---- X .SH FILES X .TP X .B /usr/local/lib/reve.edgetable X+ .TP X+ .B ~/.reverc X edge stability table for all possible edge combinations. X .SH BUGS X See the TODO file for the list of known problems. X X------- reve.man.text ------- X*** /tmp/da06661 Tue Dec 18 10:00:50 1990 X--- reve.man.text Sun Dec 16 02:51:25 1990 X*************** X*** 10,19 **** X X SYNOPSIS X reve [ -animate ] [ -bestmove ] [ -black [ display ] ] [ -c X! ] [ -d difficulty ] [ -e edgefile ] [ -g geometry ] [ -i ] [ X! -last ] [ -load gamefile ] [ -log ] [ -m ] [ -notes ] [ X! -number ] [ -quick ] [ -v ] [ -white [ display ] ] [ -? ] [ X! -Wi ] [ -Wp x y ] [ -WP x y ] X X DESCRIPTION X Reve is a version of the popular Othello game. It contains X--- 10,20 ---- X X SYNOPSIS X reve [ -animate ] [ -bestmove ] [ -black [ display ] ] [ -c X! ] [ -d difficulty ] [ -e edgefile ] [ -g geometry ] [ -h X! helpfile ] [ -help ] [ -i ] [ -last ] [ -load gamefile ] [ X! -log ] [ -m ] [ -notes ] [ -number ] [ -props ] [ -quick ] [ X! -v ] [ -white [ display ] ] [ -? ] [ -Wi ] [ -Wp x y ] [ -WP X! x y ] X X DESCRIPTION X Reve is a version of the popular Othello game. It contains X*************** X*** 51,66 **** X indication of their keyboard equivalents. With the cyclic X selections, clicking over the left half of the cycle item X increments the selection, and clicking over the right half X! of the cycle item decrements the selection. X X By default, a human will play black, and the computer will X play white. If you want a human vs human startup or some X- other combination, then you should use the appropriate com- X- mand line options (see below). X X X X! Sun Release 4.1 Last change: 29 November 1990 1 X X X X--- 52,66 ---- X indication of their keyboard equivalents. With the cyclic X selections, clicking over the left half of the cycle item X increments the selection, and clicking over the right half X! of the cycle item decrements the selection. Control-l is a X! keyboard accelerator for redrawing the reve windows. X X By default, a human will play black, and the computer will X play white. If you want a human vs human startup or some X X X X! Sun Release 4.1 Last change: 15 December 1990 1 X X X X*************** X*** 71,79 **** X X X X REVE BUTTONS X! With the graphics versions, there are eight buttons that are X! normally displayed at the top of the Reve window. Each of X these buttons, has a keyboard equivalent which is given in X brackets below. X X--- 71,82 ---- X X X X+ other combination, then you should use the appropriate com- X+ mand line options (see below). X+ X REVE BUTTONS X! With the graphics versions, there are ten buttons that are X! normally displayed at the top of the reve window. Each of X these buttons, has a keyboard equivalent which is given in X brackets below. X X*************** X*** 99,104 **** X--- 102,122 ---- X X new game [ n ] Start a new game of reve X X+ help [ H ] Display a window containing the online X+ reve help information. A cycle at the top X+ of this window allows you to page through X+ this file. X+ X+ redo [ r ] Redo the last "move". If the opponent is X+ the computer, then two "moves" are redone. X+ A "move" is considered to be all consecu- X+ tive moves by the opponent. To redo a X+ move, you must have undone a move. X+ X+ props [ p ] Display a property sheet containing X+ choices and toggles which will alter vari- X+ ous reve properties. X+ X save [ S ] Save the current game to file. See the X entry for the load button above for X details of how to enter the filename. X*************** X*** 105,151 **** X X suggest [ s ] Let the computer suggest a good move for X you. This move will be dependent upon the X- current level of difficulty set. X X- undo [ u ] Undo the last "move". If the opponent is X- the computer, the two "moves" are undone. X- A "move" is considered to be all previous X- consecutive moves by the opponent. X X- props [ p ] Display a property sheet containing X- choices and toggles which will alter vari- X- ous reve properties. X X! quit [ q ] Exit the reve program. X X- REVE PROPERTY SHEET SELECTIONS X- With the graphical versions, there is a property sheet win- X- dow which can be displayed. The property sheet has two X- choice items, one cyclic item, and six toggle items. Click X- with the left mouse button over the option you want from the X X X X- Sun Release 4.1 Last change: 29 November 1990 2 X X X X X X X! REVE(6) GAMES AND DEMOS REVE(6) X X X! X choice items. With the cyclic items, click with the left X mouse button over the appropriate half, to either increment X or decrement the current value. Clicking left over the tog- X gle item boxes, will toggle the value of that item on or X! off. The choice items also have keyboard equivalents which X! are given in brackets below. They must be followed by the X! value of the new selection you wish to make. The dumb tty X! version has the equivalent of these items displayed to the X! right of the reve board display. X X Computer plays: [ C ] X A choice item which selects what color[s] X--- 123,166 ---- X X suggest [ s ] Let the computer suggest a good move for X you. This move will be dependent upon the X X X X! Sun Release 4.1 Last change: 15 December 1990 2 X X X X X X X+ REVE(6) GAMES AND DEMOS REVE(6) X X X X+ current level of difficulty set. X X! undo [ u ] Undo the last "move". If the opponent is X! the computer, then two "moves" are undone. X! A "move" is considered to be all previous X! consecutive moves by the opponent. X X+ quit [ q ] Exit the reve program. X X! REVE PROPERTY SHEET SELECTIONS X! With the graphical versions, there is a property sheet win- X! dow which can be displayed. The property sheet has two X! choice items, one cyclic item, and six toggle items. Click X! with the left mouse button over the option you want from the X choice items. With the cyclic items, click with the left X mouse button over the appropriate half, to either increment X or decrement the current value. Clicking left over the tog- X gle item boxes, will toggle the value of that item on or X! off. The choice and toggle items also have keyboard X! equivalents which are given in brackets below. The choice X! items must be followed by the value of the new selection you X! wish to make. The dumb tty version has the equivalent of X! these items displayed to the right of the reve board X! display. X X Computer plays: [ C ] X A choice item which selects what color[s] X*************** X*** 174,222 **** X 6 15 minutes. X 7 20 minutes. X 8 30 minutes. X- 9 60 minutes. X X- Level eight is tournament level. X X- Set search depth: [ No keyboard equivalent ] X- A cyclic item which sets the maximum X- search depth for a computer move. X X! Animate move option. [ No keyboard equivalent ] X! A toggle item for animating the computer X! move and the dragging of human pieces. X X- Show current best move option. [ No keyboard equivalent ] X- A toggle item for showing the current best X- move as the computer makes it's move. X X X X- Sun Release 4.1 Last change: 29 November 1990 3 X X X X X X X! REVE(6) GAMES AND DEMOS REVE(6) X X X X! Show last move option. [ No keyboard equivalent ] X A toggle item for outlining the square X containing the last move. X X! Show evaluation information option. [ No keyboard equivalent ] X! A toggle information for displaying X! evaluation information for each computer X move. X X! Number last move option. [ No keyboard equivalent ] X A toggle item for number the last move X stone. X X! Don't show flip option. [ No keyboard equivalent ] X A toggle item to prevent the flip of the X stones as a turn is completed. X X--- 189,244 ---- X 6 15 minutes. X 7 20 minutes. X 8 30 minutes. X X X X! Sun Release 4.1 Last change: 15 December 1990 3 X X X X X X X+ REVE(6) GAMES AND DEMOS REVE(6) X X X X+ 9 60 minutes. X X! Level eight is tournament level. X X+ Set search depth: [ No keyboard equivalent ] X+ A cyclic item which sets the maximum X+ search depth for each and every computer X+ move. By default this option is turned X+ off, and the computer uses a clock to time X+ it's moves. Depending on where in the game X+ you are, the search depth usually varies X+ by one or two plys. Turning on this option X+ disables the clock. X X+ Animate move option. [ O followed by a or A ] X+ A toggle item for animating the computer X+ move and the dragging of human pieces. X X! Show current best move option. [ O followed by b or B ] X! A toggle item for showing the current best X! move as the computer makes it's move. X! X! Show last move option. [ O followed by l or L ] X A toggle item for outlining the square X containing the last move. X X! Show evaluation information option. [ O followed by e or E ] X! A toggle information for displaying X! evaluation information for each computer X move. X X! Number last move option. [ O followed by n or N ] X A toggle item for number the last move X stone. X X! Don't show flip option. [ O followed by f or F ] X A toggle item to prevent the flip of the X stones as a turn is completed. X X*************** X*** 233,238 **** X--- 255,274 ---- X -black [ display ] X Black will be played by a human. With the X11 variant X of reve it is possible to give an optional display X+ X+ X+ X+ Sun Release 4.1 Last change: 15 December 1990 4 X+ X+ X+ X+ X+ X+ X+ REVE(6) GAMES AND DEMOS REVE(6) X+ X+ X+ X value. X X -c The computer will play. Presence or absence of -b and X*************** X*** 254,274 **** X Used with the X11 variant of reve to give geometry X information. X X! -i Invert the reve window before displaying it. For use by X X X! X! Sun Release 4.1 Last change: 29 November 1990 4 X! X! X! X! X! X! X! REVE(6) GAMES AND DEMOS REVE(6) X! X! X! X people who started their graphics environment in X inverse mode. This option is currently only implemented X for the SunView version. X--- 290,306 ---- X Used with the X11 variant of reve to give geometry X information. X X! -h helpfile X! Specify an alternate location for the reve online help X! file. Normally the location of this file is compiled in X! when the program is created, but reve will search every X! directory on your search path looking file a file X! called reve.help. X X+ -help X+ Initially show the reve help window. X X! -i Invert the reve window before displaying it. For use by X people who started their graphics environment in X inverse mode. This option is currently only implemented X for the SunView version. X*************** X*** 289,299 **** X--- 321,348 ---- X -m Always display in monochrome, even on a color screen. X X -notes X+ X+ X+ X+ Sun Release 4.1 Last change: 15 December 1990 5 X+ X+ X+ X+ X+ X+ X+ REVE(6) GAMES AND DEMOS REVE(6) X+ X+ X+ X Display computer notes. X X -number X Show the move number on the last stone placed. X X+ -props X+ Initially show the reve property window. X+ X -quick X Play a quick game. Don't flash the stones as they are X being turned. X*************** X*** 321,354 **** X X RESOURCES X On startup, the X11 and XView version of reve will use the X X X X! Sun Release 4.1 Last change: 29 November 1990 5 X X X X X X X- REVE(6) GAMES AND DEMOS REVE(6) X X X X! following X resources: X X- Resource: reve.animate X- Values: True, False (False) X- Description Indicates whether various animation effects X- are shown. X X- Resource: reve.bestmove X- Values: True, False (False) X- Description Indicates whether to continually show the X- best move so far, as the computer is making X- it's move. X X- Resource: reve.difficulty X Values: Difficulty value (numeric) X Description The computer difficulty level. X X--- 370,406 ---- X X RESOURCES X On startup, the X11 and XView version of reve will use the X+ following X resources. These resources can be placed in all X+ the normal X places. You can also set a REVEDEFAULTS X+ environment variable to point to a file containing them, or X+ place them in a .reverc file in your home directory. X X+ Resource: reve.animate X+ Values: True, False (False) X+ Description Indicates whether various animation effects X+ are shown. X X+ Resource: reve.bestmove X+ Values: True, False (False) X+ Description Indicates whether to continually show the X+ best move so far, as the computer is making X+ it's move. X X! Resource: reve.difficulty X X X X+ Sun Release 4.1 Last change: 15 December 1990 6 X X X X X X X! REVE(6) GAMES AND DEMOS REVE(6) X X X X Values: Difficulty value (numeric) X Description The computer difficulty level. X X*************** X*** 377,406 **** X played. Stones are not flashed as they are X placed, if this resource is set true. X X! REVE GAMES FILE FORMAT X! Reve has the ability to load or save games. The format of X! the games files are: X! 1, <C-4> - [ remarks field ] X! 2, - <E-3> [ remarks field ] X! There is one move per line. Lines starting with a '#' and X! blank lines are ignored. The first field of each line is the X! move number. This will be present before the comma. It is X! used as a consistency check. Next are the black and white X! fields. If the '<' character is present before the white. X X X X! Sun Release 4.1 Last change: 29 November 1990 6 X X X X X X X REVE(6) GAMES AND DEMOS REVE(6) X X X X The three characters between the '<' and '>' are the move, X and give the column and row. The column letter can be in X either lower or upper case. X--- 429,501 ---- X played. Stones are not flashed as they are X placed, if this resource is set true. X X! Resource: reve.properties X! Values: True, False (False) X! Description Indicates whether the properties window is X! initially displayed. X X+ Resource: reve.showHelp X+ Values: True, False (False) X+ Description Indicates whether the online help window is X+ initially displayed. X X+ Resource: reve.panelColor X+ Values: Color name string or hexadecimal color X+ specification string X+ Description The background color of the main and property X+ panels. X X! Resource: reve.boardColor X! Values: Color name string or hexadecimal color X! specification string X! Description The color of the reve playing board. X X+ Resource: reve.boardBorderColor X+ Values: Color name string or hexadecimal color X+ specification string X X X X+ Sun Release 4.1 Last change: 15 December 1990 7 X X X+ X+ X+ X+ X REVE(6) GAMES AND DEMOS REVE(6) X X X X+ Description The border color of the reve playing board. X+ X+ Resource: reve.gridColor X+ Values: Color name string or hexadecimal color X+ specification string X+ Description The color of the grid lines on the reve play- X+ ing board. X+ X+ Resource: reve.textColor X+ Values: Color name string or hexadecimal color X+ specification string X+ Description The color of all text panel text items. X+ X+ Resource: reve.itemColor X+ Values: Color name string or hexadecimal color X+ specification string X+ Description The background color of the button and cycle X+ items. X+ X+ REVE GAMES FILE FORMAT X+ Reve has the ability to load or save games. The format of X+ the games files are: X+ 1, <C-4> - [ remarks field ] X+ 2, - <E-3> [ remarks field ] X+ There is one move per line. Lines starting with a '#' and X+ blank lines are ignored. The first field of each line is the X+ move number. This will be present before the comma. It is X+ used as a consistency check. Next are the black and white X+ fields. If the '<' character is present before the white. X The three characters between the '<' and '>' are the move, X and give the column and row. The column letter can be in X either lower or upper case. X*************** X*** 413,418 **** X--- 508,514 ---- X file, the board is updated. X FILES X /usr/local/lib/reve.edgetable X+ ~/.reverc X edge stability table for all possible edge combina- X tions. X BUGS X*************** X*** 426,462 **** X X X X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! X! Sun Release 4.1 Last change: 29 November 1990 7 X X X X--- 522,528 ---- X X X X! Sun Release 4.1 Last change: 15 December 1990 8 X X X X X END_OF_FILE if test 46506 -ne `wc -c <'patches04a'`; then echo shar: \"'patches04a'\" unpacked with wrong size! fi # end of 'patches04a' fi echo shar: End of archive 1 \(of 4\). cp /dev/null ark1isdone MISSING="" for I in 1 2 3 4 ; do if test ! -f ark${I}isdone ; then MISSING="${MISSING} ${I}" fi done if test "${MISSING}" = "" ; then echo You have unpacked all 4 archives. 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