BSD 4_4 release
[unix-history] / usr / src / games / sail / pl_1.c
index 91ef4ec..4687b1f 100644 (file)
+/*
+ * Copyright (c) 1983, 1993
+ *     The Regents of the University of California.  All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions
+ * are met:
+ * 1. Redistributions of source code must retain the above copyright
+ *    notice, this list of conditions and the following disclaimer.
+ * 2. Redistributions in binary form must reproduce the above copyright
+ *    notice, this list of conditions and the following disclaimer in the
+ *    documentation and/or other materials provided with the distribution.
+ * 3. All advertising materials mentioning features or use of this software
+ *    must display the following acknowledgement:
+ *     This product includes software developed by the University of
+ *     California, Berkeley and its contributors.
+ * 4. Neither the name of the University nor the names of its contributors
+ *    may be used to endorse or promote products derived from this software
+ *    without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
+ * ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
+ * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
+ * ARE DISCLAIMED.  IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE
+ * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
+ * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS
+ * OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
+ * HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT
+ * LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY
+ * OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
+ * SUCH DAMAGE.
+ */
+
 #ifndef lint
 #ifndef lint
-static char *sccsid = "@(#)pl_1.c      1.8 83/05/20";
-#endif
+static char sccsid[] = "@(#)pl_1.c     8.1 (Berkeley) 5/31/93";
+#endif /* not lint */
 
 #include "player.h"
 #include <sys/types.h>
 
 #include "player.h"
 #include <sys/types.h>
+#include <sys/wait.h>
 
 
-WINDOW *view,*slot;
-char done_curses = 0;
-
-acceptcombat()
-{
-       int crew[3], men = 0, rangeofshot, target, temp;
-       int n, r, guns[2], load[2], car[2], roll[2];
-       int ready[2], index, rakehim, sternrake;
-       int shootat[2], hit[2], closest[2], ship;
-       int hhits = 0, ghits = 0, rhits = 0, chits = 0;
-       int buf;
-       struct shipspecs *ptr;
-       struct File *ptr1;
-
-       ptr = &specs[scene[game].ship[player].shipnum];
-       ptr1 = scene[game].ship[player].file;
-       crew[0] = ptr -> crew1;
-       crew[1] = ptr -> crew2;
-       crew[2] = ptr -> crew3;
-       ready[0] = ptr1 -> readyL;
-       ready[1] = ptr1 -> readyR;
-       load[0] = ptr1 -> loadL;
-       load[1] = ptr1 -> loadR;
-       guns[0] = ptr -> gunL;
-       guns[1] = ptr -> gunR;
-       car[0] = ptr -> carL;
-       car[1] = ptr -> carR;
-       for (n = 0; n < 3; n++) {
-               if (ptr1 -> OBP[n].turnsent)
-                       men += ptr1 -> OBP[n].mensent;
-       }
-       for (n = 0; n < 3; n++) {
-               if (ptr1 -> DBP[n].turnsent)
-                       men += ptr1 -> DBP[n].mensent;
-       }
-       if (men) {
-               crew[0] = men/100 ? 0 : crew[0] != 0;
-               crew[1] = (men%100)/10 ? 0 : crew[1] != 0;
-               crew[2] = men%10 ? 0 : crew[2] != 0;
-       }
-       for (r = 0; r < 2; r++) {
-               if ((guns[r] || car[r]) && crew[2] && load[r] && ready[r] <= 0 && !ptr1 -> struck && ((closest[r] = closestenemy(player, (r ? 'r' : 'l'), 1)) != 30000)) {
-                       switch(load[r]) {
-                       case GRAPE:
-                               rangeofshot = 1;
-                               break;
-                       case CHAIN:
-                               rangeofshot = 3;
-                               break;
-                       case DOUBLE:
-                               rangeofshot = 1;
-                               break;
-                       case ROUND:
-                               rangeofshot = 10;
-                               break;
-                       }
-                       if ((target = range(player, closest[r])) <= rangeofshot && !scene[game].ship[closest[r]].file -> struck && (guns[r] || (car[r] && target < 3))) {
-                               Signal("%s (%c%c) within range of %s broadside.", closest[r], (r?"right":"left"));
-                               if (load[r] > CHAIN && target < 6) {
-                                       Signal("Aim for hull or rigging? ", -1, 0);
-                                       while ((buf = getch()) == EOF);
-                                       addch(buf);
-                                       if(buf == 'r')
-                                               shootat[r] = RIGGING;
-                                       else if (buf == 'h')
-                                               shootat[r] = HULL;
-                                       else {
-                                               shootat[r] = -1;
-                                               Signal("'Avast there! Hold your fire.'", -1, 0);
-                                       }
-                               } else {
-                                       shootat[r] = RIGGING;
-                                       Signal("Fire? ", -1, 0);
-                                       while ((buf = getch()) == EOF);
-                                       addch(buf);
-                                       if (buf == 'n') {
-                                               shootat[r] = -1;
-                                               Signal("Belay that! Hold your fire.", -1, 0);
-                                       }
-                               }
-                               if (shootat[r] != -1) {
-                                       fired = 1;
-                                       rakehim = gunsbear(player, closest[r]) && !gunsbear(closest[r], player);
-                                       temp = portside(closest[r], player, 1) - pos[closest[r]].dir + 1;
-                                       if (temp < 1)
-                                               temp += 8;
-                                       if (temp > 8)
-                                               temp -= 8;
-                                       sternrake = temp > 4 && temp < 6;
-                                       if (rakehim && !sternrake)
-                                               Signal("Raking the %s!", closest[r], 0);
-                                       else if (rakehim && sternrake)
-                                               Signal("Stern Rake! %s splintering!", closest[r], 0);
-                                       index = guns[r];
-                                       if (target < 3)
-                                               index += car[r];
-                                       index = (index - 1)/3;
-                                       index = index > 8 ? 8 : index;
-                                       if (!rakehim)
-                                               hit[r] = HDT[index][target-1];
-                                       else
-                                               hit[r] = HDTrake[index][target-1];
-                                       if (rakehim && sternrake)
-                                               hit[r]++;
-                                       hit[r] += QUAL[index][ptr -> qual-1];
-                                       for (n=0; n < 3 && ptr1 -> captured < 0; n++)
-                                               if (!crew[n])
-                                                       if (index <= 5)
-                                                               hit[r]--;
-                                                       else
-                                                               hit[r] -= 2;
-                                       if (ready[r] <= -30000)
-                                               if (index <= 3)
-                                                       hit[r]++;
-                                               else
-                                                       hit[r] += 2;
-                                       if (ptr1 -> captured > -1)
-                                               if (index <= 1)
-                                                       hit[r]--;
-                                               else
-                                                       hit[r] -= 2;
-                                       hit[r] += AMMO[index][load[r] - 1];
-                                       if (((temp = ptr -> class) >= 5 || temp == 1) && windspeed == 5)
-                                               hit[r]--;
-                                       if (windspeed == 6 && temp == 4)
-                                               hit[r] -= 2;
-                                       if (windspeed == 6 && temp <= 3)
-                                               hit[r]--;
-                                       if (hit[r] >= 0) {
-                                               roll[r] = die();
-                                               if (load[r] == GRAPE)
-                                                       chits = hit[r];
-                                               else {
-                                                       struct Tables *t;
-                                                       hit[r] = hit[r] > 10 ? 10 : hit[r];
-                                                       t = &(shootat[r] ? RigTable : HullTable)[hit[r]][roll[r]-1];
-                                                       chits = t->C;
-                                                       rhits = t->R;
-                                                       hhits = t->H;
-                                                       ghits = t->G;
-                                                       if (scene[game].ship[closest[r]].file -> FS)
-                                                               rhits *= 2;
-                                                       if (load[r] == CHAIN) {
-                                                               ghits = 0;
-                                                               hhits = 0;
-                                                       }
-                                               }
-                                               table(shootat[r], load[r], hit[r], closest[r], player, roll[r]);
-                                       }
-                                       scroll = 18;
-                                       move(scroll++, 0);
-                                       clearline();
-                                       printw("Damage inflicted on the %s:", scene[game].ship[closest[r]].shipname);
-                                       move(scroll++, 0);
-                                       clearline();
-                                       printw("\t%d HULL, %d GUNS, %d CREW, %d RIGGING", hhits, ghits, chits, rhits);
-                                       load[r] = 0;
-                                       if (!r) {
-                                               ptr1 -> loadL = 0;
-                                               ptr1 -> readyL = 0;
-                                       } else {
-                                               ptr1 -> loadR = 0;
-                                               ptr1 -> readyR = 0;
-                                       }
-                               }
-                       } else {
-                               load[r] = 0;
-                               Signal("Unable to fire %s broadside", -1, (r?"right":"left"));
-                       }
-               } else
-                       Signal("Unable to fire %s broadside", -1, (r?"right":"left"));
-       }
-}
-
+/*
+ * If we get here before a ship is chosen, then ms == 0 and
+ * we don't want to update the score file, or do any Write's either.
+ * We can assume the sync file is already created and may need
+ * to be removed.
+ * Of course, we don't do any more Sync()'s if we got here
+ * because of a Sync() failure.
+ */
 leave(conditions)
 int conditions;
 {
 leave(conditions)
 int conditions;
 {
-       FILE *fp;
-       int people;
-       float net;
-       char * capn;
-       char message[60];
-       register int n;
-       struct logs log[10], temp;
+       (void) signal(SIGHUP, SIG_IGN);
+       (void) signal(SIGINT, SIG_IGN);
+       (void) signal(SIGQUIT, SIG_IGN);
+       (void) signal(SIGALRM, SIG_IGN);
+       (void) signal(SIGCHLD, SIG_IGN);
 
 
-       signal(SIGHUP, SIG_IGN);
-       signal(SIGINT, SIG_IGN);
-       signal(SIGQUIT, SIG_IGN);
-       signal(SIGALRM, SIG_IGN);
-       signal(SIGCHLD, SIG_IGN);
-
-       if (conditions != -1) {
-               capn = scene[game].ship[player].file -> captain;
-               sprintf(message,"Captain %s relinquishing.",capn);
-               Write(FILES + player, 1, 164, message);
-
-               if (fp = fopen(LOGFILE, "r+")) {
-                       net = (float) (scene[game].ship[player].file -> points) / specs[scene[game].ship[player].shipnum].pts;
-                       people = getw(fp);
-                       n = fread(log, sizeof(struct logs), 10, fp);
-                       for (; n < 10; n++)
-                               log[n].fname[0] = log[n].uid = log[n].fshipnum = log[n].fgamenum = log[n].netpoints = 0;
-                       rewind(fp);
-                       if(people < 0)
-                               putw(1, fp);
-                       else
-                               putw(people+1, fp);
-                       for (n=0; n < 10; n++)
-                               if (net > (float) log[n].netpoints / specs[scene[log[n].fgamenum].ship[log[n].fshipnum].shipnum].pts) {
-                                       fwrite(log, sizeof(struct logs), n, fp);
-                                       strcpy(temp.fname, capn);
-                                       temp.uid = getuid();
-                                       temp.fshipnum = player;
-                                       temp.fgamenum = game;
-                                       temp.netpoints = scene[game].ship[player].file -> points;
-                                       fwrite(&temp, sizeof(struct logs), 1, fp);
-                                       fwrite(log + n, sizeof(struct logs), 9 - n, fp);
-                                       break;
-                               }
-                       fclose(fp);
-               }
-               Write(FILES + player, 1, 0, " ");
-               Write(SCENARIO, 0, 8, scene[game].people - 1);
-               if (done_curses) {
-                       screen();
-                       Signal("It looks like you've had it!", -1, 0);
-                       if (conditions == 1)
-                               Signal("Your ship was captured.", -1, 0);
-                       else if (conditions == 2)
-                               Signal("No more enemies.", -1, 0);
-                       else if (conditions == 3)
-                               Signal("Hurricane!  All ships destroyed.",
-                                       -1, 0);
-                       else if (conditions == 4)
-                               Signal("The driver died.", -1, 0);
-                       move(0, LINES-1);
-                       scroll = LINES;
-                       clearline();
-                       refresh();
-               } else {
-                       if (conditions == 4)
-                               printf("The driver died.\n");
-               }
-               fclose(syncfile);
-       }
        if (done_curses) {
        if (done_curses) {
-               nocrmode();
-               echo();
-               endwin();
-       }
-       exit(0);
-}
-
-choke()
-{
-       leave(0);
-}
-
-#include <wait.h>
-
-child()
-{
-       union wait status;
-       int pid;
-
-       signal(SIGCHLD, SIG_IGN);
-       do {
-               pid = wait3(&status, WNOHANG|WUNTRACED, 0);
-               if (pid < 0 || pid > 0 && !WIFSTOPPED(status))
-                       leave(4);
-       } while (pid != 0);
-       signal(SIGCHLD, child);
-}
-
-grapungrap()
-{
-       register int n, k, l, number, captured;
-       int buf;
-
-       for (n=0; n < scene[game].vessels ; n++) {
-               if (n != player && (range(player, n) <= 1 || grapple(player, n))) {
-                       if ((captured = scene[game].ship[n].file -> captured) < 0)
-                               captured = n;
-                       Signal("Attempt to grapple or ungrapple %s (%c%c): ", n, 0);
-                       while ((buf = getch()) == EOF);
-                       addch(buf);
-                       if (buf == 'g') {
-                               number = die() < 3;
-                               if (!number && scene[game].ship[player].nationality == scene[game].ship[captured].nationality)
-                                       number = 1;
-                               if (number) {
-                                       for (l=0; l < 10 && scene[game].ship[player].file -> grapples[l].turnfoul; l++);
-                                       if (!scene[game].ship[player].file -> grapples[l].turnfoul) {
-                                               Write(FILES + player, 0, 124 + l*4, turn);
-                                               Write(FILES + player, 0, 124 + l*4 + 2, n);
-                                       }
-                                       for (l=0; l < 10 && scene[game].ship[n].file -> grapples[l].turnfoul; l++);
-                                       if (!scene[game].ship[n].file -> grapples[l].turnfoul) {
-                                               Write(FILES + n, 0, 124 + l*4, turn);
-                                               Write(FILES + n, 0, 124 + l*4 + 2, player);
-                                       }
-                               }
-                               if (number) {
-                                       Signal("Attempt succeeds!", 0, 0);
-                                       makesignal("grappled with %s (%c%c)", n, player);
-                               } else
-                                       Signal("Attempt fails.", 0, 0);
-                       }
-                       if (buf == 'u') {
-                               for (k=0; k < 10; k++) {
-                                       if (scene[game].ship[player].file -> grapples[k].turnfoul && n == scene[game].ship[player].file -> grapples[k].toship) {
-                                               if (die() < 3 || scene[game].ship[player].nationality == scene[game].ship[captured].nationality) {
-                                                       cleangrapple(player, n, k);
-                                                       Signal("Attempt succeeds!", 0, 0);
-                                                       makesignal("ungrappling with %s (%c%c)", n, player);
-                                               } else
-                                                       Signal("Attempt fails.", 0, 0);
-                                       }
-                               }
-                       }
-               }
-       }
-}
-
-unfoulplayer()
-{
-       register int n, toship;
-       int buf;
-
-       for (n=0; n < 10; n++) {
-               if (scene[game].ship[player].file -> fouls[n].turnfoul) {
-                       Signal("Attempt to unfoul with the %s (%c%c)? ", (toship = scene[game].ship[player].file -> fouls[n].toship), 0);
-                       while ((buf = getch()) == EOF);
-                       addch(buf);
-                       if (buf == 'y' && die() < 3) {
-                               cleanfoul(player, toship, n);
-                               Signal("Attempt succeeds!", 0, 0);
-                               makesignal("unfouling %s (%c%c)", toship, player);
-                       } else if (buf == 'y')
-                               Signal("Attempt fails.", 0, 0);
-               }
-       }
-}
-
-initialize(nodriver, randomize, debug)
-char randomize, nodriver, debug;
-{
-       char comm[80], file[25], capn;
-       char message[60];
-       int load = ROUND, ready = -30000;
-       int people = 0;
-       int pid;
-       register int n;
-       register int k;
-       char *nameptr;
-
-       srand(pid = getpid());
-
-       if (game < 0) {
-               puts("Choose a scenario:\n");
-               puts("\n\tNUMBER\tSHIPS\tIN PLAY\tTITLE");
-               for (n=0; n < NUMOFSCENES; n++) {
-                       sprintf(file, "/tmp/.%d", n);
-                       printf("\t%d):\t%d", n, scene[n].vessels);
-                       if (access(file, 0) >= 0)
-                               printf("\tYES");
-                       else
-                               printf("\tno");
-                       printf("\t%s\n", scene[n].name);
-               }
-reprint:
-               printf("\nScenario number? ");
-               fflush(stdout);
-               scanf("%d", &game);
-               while (getchar() != '\n');
-       }
-       if (game < 0 || game >= NUMOFSCENES) {
-               puts("Very funny.");
-               exit(1);
-       }
-       sprintf(file, "/tmp/.%d", game);
-       if (access(file, 0) < 0) {
-               int omask;
-#ifdef SETUID
-               omask = umask(077);
-#else
-               omask = umask(011);
-#endif
-               syncfile = fopen(file, "w+");
-               umask(omask);
-       } else {
-               syncfile = fopen(file, "r+");
-               people = 1;
-       }
-       lastsync = 0;
-       for (n=0; n < scene[game].vessels; n++) {
-               nation[scene[game].ship[n].nationality + 1] = n + 1;
-               if ((scene[game].ship[n].file =  (struct File *) calloc(1, sizeof(struct File))) == NULL) {
-                       puts("OUT OF MEMORY");
-                       exit(0);
-               }
-               scene[game].ship[n].file -> captured = -1;
-       }
-       if (!nation[2])
-               nation[2] = nation[1];
-       if (!nation[3])
-               nation[3] = nation[2];
-       if (people > 0) {
-               puts("Synchronizing with the other players...");
-               fflush(stdout);
-               sync();
-               capn = 1;
-               for (n=0; n < scene[game].vessels && capn; n++) {
-                       capn = scene[game].ship[n].file -> captain[0];
-                       if (scene[game].ship[n].file -> struck || scene[game].ship[n].file -> captured > -1)
-                               capn = 1;
-               }
-               if (!capn)
-                       player = n-1;
-               else {
-                       puts("All ships taken in that scenario.");
-                       for (n=0; n < scene[game].vessels; n++)
-                               free(scene[game].ship[n].file);
-                       people = 0;
-                       for (n=0; n < 5; n++)
-                               nation[n] = 0;
-                       fclose(syncfile);
-                       goto reprint;
-               }
-       } else
-               player = 0;
-       while (randomize) {
-               static char *color[] =
-                       { "(American)", "(British)", "(Spanish)", "(French)" };
-               puts(scene[game].name);
-               putchar('\n');
-               for (n=0; n < scene[game].vessels; n++) {
-                       printf("  %2d:  %-10s %-15s  (%-2d pts)   ",
-                               n,
-                               color[scene[game].ship[n].nationality],
-                               scene[game].ship[n].shipname,
-                               specs[scene[game].ship[n].shipnum].pts);
-                       if(scene[game].ship[n].file -> captain[0])
-                               puts(scene[game].ship[n].file -> captain);
-                       else if (scene[game].ship[n].file -> struck)
-                               puts("(struck)");
-                       else if(scene[game].ship[n].file -> captured > -1)
-                               puts("(captured)");
-                       else
-                               puts("(available)");
-               }
-               putchar('\n');
-               printf("Which ship do you want (0-%d)? ",scene[game].vessels-1);
-               fflush(stdout);
-               if (scanf("%d",&player) != 1 || player < 0 || player >= scene[game].vessels) {
-                       while (getchar() != '\n');
-                       puts("Say what?");
-               } else {
-                       while (getchar() != '\n');
-                       sync();
-                       if (scene[game].ship[player].file -> captain[0] || scene[game].ship[player].file -> struck || scene[game].ship[player].file -> captured > -1)
-                               puts("Sorry, that ship is taken.");
-                       else
-                               break;
-               }
-       }
-
-       signal(SIGHUP, choke);
-       signal(SIGINT, choke);
-       signal(SIGQUIT, choke);
-       signal(SIGCHLD, child);
-
-       Write(FILES + player, 1, 0, "begin");  /* he now exists */
-       if (people)
-               Write(SCENARIO, 0, 8, scene[game].people + 1);
-       sync();
-       printf("Your ship is the %s, a %s (%s crew).\n", scene[game].ship[player].shipname, info(player, message), quality(player));
-       if ((nameptr = (char *) getenv("NAME")) && *nameptr)
-               strcpy(comm,nameptr);
-       else {
-               fputs("Your name, Captain? ", stdout);
-               fflush(stdout);
-               gets(comm);
-               if (!*comm) strcpy(comm, "no name");
-       }
-       comm[19] = '\0';
-       for (k=0; k < 2; k++) {
-               printf("\nInitial broadside %s (grape, chain, round, double): ", (k ? "right" : "left"));
-               fflush(stdout);
-               scanf("%s", file);
-               switch(*file) {
-               case 'g':
-                       load = GRAPE;
+               Signal("It looks like you've had it!",
+                       (struct ship *)0);
+               switch (conditions) {
+               case LEAVE_QUIT:
                        break;
                        break;
-               case 'c':
-                       load = CHAIN;
+               case LEAVE_CAPTURED:
+                       Signal("Your ship was captured.",
+                               (struct ship *)0);
                        break;
                        break;
-               case 'r':
-                       load = ROUND;
+               case LEAVE_HURRICAN:
+                       Signal("Hurricane!  All ships destroyed.",
+                               (struct ship *)0);
                        break;
                        break;
-               case 'd':
-                       load = DOUBLE;
+               case LEAVE_DRIVER:
+                       Signal("The driver died.", (struct ship *)0);
                        break;
                        break;
-               }
-               if (k) {
-                       scene[game].ship[player].file -> loadR = load;
-                       scene[game].ship[player].file -> readyR = ready;
-               } else {
-                       scene[game].ship[player].file -> loadL = load;
-                       scene[game].ship[player].file -> readyL = ready;
-               }
-       }
-       Write(FILES + player, 1, 0, comm);
-       if (!people && !nodriver) {
-               char num[10];
-               sprintf(num, "%d", game);
-               if (!fork()) {
-                       if (debug)
-                               execl(DEBUGDRIVER, DRIVERNAME, num, 0);
-                       else
-                               execl(DRIVER, DRIVERNAME, num, 0);
-                       perror(DRIVER);
-                       kill(pid, SIGKILL);
-                       exit(1);
-               }
-       }
-
-       initscr();
-       view = newwin(ROWSINVIEW, COLSINVIEW, 2, 1);
-       slot = newwin(ROWSINVIEW, 3, 2, 1+COLSINVIEW);
-       done_curses++;
-       noecho();
-       crmode();
-
-       board();
-       sprintf(message, "Captain %s assuming command",comm);
-       Write(FILES + player, 1, 164, message);
-       windspeed = scene[game].windspeed;
-       winddir = scene[game].winddir;
-       turn = scene[game].turn;
-
-       iplotships();   /* new turn */
-}
-
-/*
- * Returns the NUMBER of the closest ship
- */
-closestenemy(fromship, side, anyship)
-int fromship;
-char side, anyship;
-{
-       register int n, olddist = 30000, ident, captured;
-       register int dist, eclosest = 30000;
-
-       if ((ident = scene[game].ship[fromship].file -> captured) < 0)
-               ident = fromship;
-       for (n=0; n < scene[game].vessels; n++) {
-               if ((captured = scene[game].ship[n].file -> captured) < 0)
-                       captured = n;
-               if (n != fromship && pos[n].dir && (scene[game].ship[ident].nationality != scene[game].ship[captured].nationality || anyship)) {
-                       if (!side || gunsbear(fromship, n) == side) {
-                               dist = range(fromship, n);
-                               if (dist < olddist) {
-                                       eclosest = n;
-                                       olddist = dist;
-                               }
-                       }
-               }
-       }
-       if (!side && olddist == 30000)
-               leave(2);
-       return(eclosest);
-}
-
-main(argc, argv)
-int argc;
-char ** argv;
-{
-       register int crew, aheadfirst, ma, n;
-       int ta;
-       char message[60], ch;
-       int uid;
-       char nodrive = 0, randomize = 0, debug = 0;
-       char *badstring();
-       extern char _sobuf[];
-
-       setbuf(stdout, _sobuf);
-       if (timetoplay() != 0 && gooduid(uid) != 0) {
-               printf("Sorry Captain, but since you are not an Admiral and this is\n");
-               printf("a weekday between %s, you are not permitted to\n",badstring());
-               printf("sail.  Come back again some time when the harbor is open.\n");
-               exit(1);
-       }
-
-       while (*++argv && **argv == '-')
-               switch (*++*argv) {
-               case 'd':
-                       nodrive = 1;
-                       break;
-               case 'D':
-                       debug++;
-                       break;
-               case 'x':
-                       randomize = 1;
+               case LEAVE_SYNC:
+                       Signal("Synchronization error.", (struct ship *)0);
                        break;
                default:
                        break;
                default:
-                       printf("Unknown flag '%s'\n",*argv);
-                       break;
+                       Signal("A funny thing happened (%d).",
+                               (struct ship *)0, conditions);
                }
                }
-       if (*argv)
-               game = atoi(*argv);
-       else
-               game = -1;
-       initialize(nodrive, randomize, debug);
-       Signal("Aye aye, Sir", 0, 0);
-       for(;;) {
-               move(scroll++,0);
-               clearline();
-               addch('~');
-               move(--scroll,0);
-               refresh();
-               ch = getch();
-               switch(ch) {
-               case 'm':
-                       crew = specs[scene[game].ship[player].shipnum].crew3;
-                       if (crew && !grappled(player) && !fouled(player) && windspeed) {
-                               ta = maxturns(player);
-                               aheadfirst = ta & 0100000;
-                               ma = maxmove(player, pos[player].dir, 0);
-                               ta &= 077777;
-                               acceptmove(ma, ta, aheadfirst);
-                       } else
-                               Signal("Unable to move", 0, 0);
-                       break;
-               case 's':
-                       acceptsignal();
-                       break;
-               case 'g':
-                       grapungrap();
-                       break;
-               case 'u':
-                       unfoulplayer();
-                       break;
-               case 'v':
-                       version();
-                       break;
-               case 'b':
-                       boarding();
-                       break;
-               case 'f':
-                       acceptcombat();
-                       break;
-               case 'l':
-                       loadplayer();
-                       break;
-               case 'c':
-                       changesail();
-                       break;
-               case 'r':
-                       repair();
-                       break;
-               case 'B':
-                       Signal("'Hands to stations!'", 0, 0);
-                       unboard(player, player, 1);     /* cancel DBP's */
-                       unboard(player, player, 0);     /* cancel offense */
-                       break;
-               case '\f':
-                       signal(SIGALRM, SIG_IGN);
-                       viewrow = pos[player].row - ROWSINVIEW / 2;
-                       viewcol = pos[player].col - COLSINVIEW / 2;
-                       board();
-                       plotships(); /* don't create new turn */
-                       break;
-               case 'L':
-                       scene[game].ship[player].file -> loadL = 0;
-                       scene[game].ship[player].file -> loadR = 0;
-                       scene[game].ship[player].file -> readyL = 0;
-                       scene[game].ship[player].file -> readyR = 0;
-                       Signal("Broadsides unloaded", 0, 0);
-                       break;
-               case 'q':
-                       Signal("Type 'Q' to quit", 0, 0);
+       } else {
+               switch (conditions) {
+               case LEAVE_QUIT:
                        break;
                        break;
-               case 'Q':
-                       leave(0);
+               case LEAVE_DRIVER:
+                       printf("The driver died.\n");
                        break;
                        break;
-               case 'I':
-                       for (n = 0; n < scene[game].vessels; n++)
-                               eyeball(player, n);
+               case LEAVE_FORK:
+                       perror("fork");
                        break;
                        break;
-               case 'i':
-                       n = closestenemy(player, 0, 1);
-                       eyeball(player, n);
+               case LEAVE_SYNC:
+                       printf("Synchronization error\n.");
                        break;
                        break;
+               default:
+                       printf("A funny thing happened (%d).\n",
+                               conditions);
                }
                }
-               signalflags();
-               lost();
        }
        }
+
+       if (ms != 0) {
+               log(ms);
+               if (conditions != LEAVE_SYNC) {
+                       makesignal(ms, "Captain %s relinquishing.",
+                               (struct ship *)0, mf->captain);
+                       Write(W_END, ms, 0, 0, 0, 0, 0);
+                       (void) Sync();
+               }
+       }
+       sync_close(!hasdriver);
+       cleanupscreen();
+       exit(0);
 }
 
 }
 
-char *saywhat(n)
-int n;
+void
+choke()
 {
 {
-       if(scene[game].ship[n].file -> captain[0])
-               return(scene[game].ship[n].file -> captain);
-       else if (scene[game].ship[n].file -> struck)
-               return("(struck)");
-       else if(scene[game].ship[n].file -> captured > -1)
-               return("(captured)");
-       else
-               return("(computer)");
+       leave(LEAVE_QUIT);
 }
 
 }
 
-eyeball(player, n)
-int player, n;
+void
+child()
 {
 {
-       char message[80];
-       register i;
+       union wait status;
+       int pid;
 
 
-       if (scene[game].ship[n].shipdir) {
-               sprintf(message, "%d, %s", range(player, n), saywhat(n));
-               Signal("Sail ho! (range %s)", -1, message);
-               switch(scene[game].ship[n].nationality) {
-               case 0:
-                       strcpy(message, "American ");
-                       break;
-               case 1:
-                       strcpy(message, "British ");
-                       break;
-               case 2:
-                       strcpy(message, "Spanish ");
-                       break;
-               case 3:
-                       strcpy(message, "French ");
-                       break;
-               default:
-                       strcpy(message, "Gremlin ");
-                       break;
-               }
-               switch(specs[scene[game].ship[n].shipnum].class) {
-               case 1:
-               case 2:
-                       strcat(message, "Ship of the Line ");
-                       break;
-               case 3:
-               case 4:
-                       strcat(message, "Frigate ");
-                       break;
-               case 5:
-               case 6:
-                       strcat(message, "Sloop ");
-                       break;
-               }
-               switch(portside(player, n, 1) - pos[player].dir) {
-               case -7:
-               case 1:
-                       strcat(message, "off the starboard bow.");
-                       break;
-               case -6:
-               case 2:
-                       strcat(message, "off the starboard beam.");
-                       break;
-               case -5:
-               case 3:
-                       strcat(message, "off the starboard quarter.");
-                       break;
-               case -4:
-               case 4:
-                       strcat(message, "dead astern.");
-                       break;
-               case -3:
-               case 5:
-                       strcat(message, "off the port quarter.");
-                       break;
-               case -2:
-               case 6:
-                       strcat(message, "off the port beam.");
-                       break;
-               case -1:
-               case 7:
-                       strcat(message, "off the port bow.");
-                       break;
-               case 0:
-                       strcat(message, "dead ahead.");
-                       break;
-               }
-               Signal(message, 0, 0);
-       }
+       (void) signal(SIGCHLD, SIG_IGN);
+       do {
+               pid = wait3((int *)&status, WNOHANG, (struct rusage *)0);
+               if (pid < 0 || pid > 0 && !WIFSTOPPED(status))
+                       hasdriver = 0;
+       } while (pid > 0);
+       (void) signal(SIGCHLD, child);
 }
 }