xref: /dragonfly/games/sail/sail.6 (revision f116de0a)
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28.\"	@(#)sail.6	8.2 (Berkeley) 12/30/93
29.\" $FreeBSD: src/games/sail/sail.6,v 1.5.2.1 2001/07/22 11:32:37 dd Exp $
30.\"
31.Dd July 25, 2013
32.Dt SAIL 6
33.Os
34.Sh NAME
35.Nm sail
36.Nd multi-user wooden ships and iron men
37.Sh SYNOPSIS
38.Nm
39.Op Fl bx
40.Op Fl s Op Fl l
41.Op Ar number
42.Sh DESCRIPTION
43.Nm
44is a computer version of Avalon Hill's game of fighting sail
45originally developed by S. Craig Taylor.
46.Pp
47Players of
48.Nm
49take command of an old-fashioned Man of War and fight other
50players or the computer.
51They may re-enact one of the many historical sea battles recorded
52in the game, or they can choose a fictional battle.
53.Pp
54As a sea captain in the
55.Nm
56Navy, the player has complete control over the workings of his ship.
57He must order every maneuver, change the set of his sails, and judge the
58right moment to let loose the terrible destruction of his broadsides.
59In addition to fighting the enemy, he must harness the powers of the wind
60and sea to make them work for him.
61The outcome of many battles during the age of sail was decided by the
62ability of one captain to hold the
63.Sq weather gage .
64.Pp
65The flags are:
66.Bl -tag -width flag
67.It Fl b
68No bells.
69.It Fl l
70Show the login name.
71Only effective with
72.Fl s .
73.It Fl s
74Print the names and ships of the top ten sailors.
75.It Fl x
76Play the first available ship instead of prompting for a choice.
77.El
78.Sh IMPLEMENTATION
79.Nm
80is really two programs in one.
81Each player starts up a process which runs his own ship.
82In addition, a
83.Em driver
84process is forked
85.Pq by the first player
86to run the computer ships and take care of global bookkeeping.
87.Pp
88Because the driver must calculate moves for each ship it controls, the
89more ships the computer is playing, the slower the game will appear.
90.Pp
91If a player joins a game in progress, he will synchronize
92with the other players
93.Pq a rather slow process for everyone ,
94and then he may play along with the rest.
95.Pp
96To implement a multi-user game in
97.Ux
98Version 7,
99which was the operating system
100.Nm
101was first written under, the communicating processes must use a common
102temporary file as a place to read and write messages.
103In addition, a locking mechanism must be provided to ensure exclusive
104access to the shared file.
105For example,
106.Nm
107uses a temporary file named
108.Pa /tmp/#sailsink.21
109for scenario 21, and corresponding file names for the other scenarios.
110To provide exclusive access to the temporary file,
111.Nm
112uses a technique stolen from an old game called
113.Ic pubcaves
114by Jeff Cohen.
115Processes do a busy wait in the loop
116.Bd -literal -offset indent
117for (n = 0; link(sync_file, sync_lock) == -1 && n < 30; n++)
118	sleep(2);
119.Ed
120.Pp
121until they are able to create a link to a file named
122.Pa /tmp/#saillock.?? .
123The
124.Dq ??
125correspond to the scenario number of the game.
126Since
127.Ux
128guarantees that a link will point to only one file, the process
129that succeeds in linking will have exclusive access to the temporary file.
130.Ss CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
131When players do something of global interest, such as moving or firing,
132the driver must coordinate the action with the other ships in the game.
133For example, if a player wants to move in a certain direction, he writes a
134message into the temporary file requesting that the driver move his ship.
135Each
136.Dq turn ,
137the driver reads all the messages sent from the players and
138decides what happened.
139It then writes back into the temporary file new values of variables, etc.
140.Pp
141The most noticeable effect this communication has on the game is the
142delay in moving.
143Suppose a player types a move for his ship and hits return.
144What happens then?
145The player process saves up messages to
146be written to the temporary file in a buffer.
147Every 7 seconds or so, the player process gets exclusive access
148to the temporary file and writes out its buffer to the file.
149The driver, running asynchronously, must
150read in the movement command, process it, and write out the results.
151This takes two exclusive accesses to the temporary file.
152Finally, when the player process gets around to doing another 7-second update,
153the results of the move are displayed on the screen.
154Hence, every movement requires four
155exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
156depending upon asynchrony) before the player sees the results of his moves.
157.Pp
158In practice, the delays are not as annoying as they would appear.
159There is room for
160.Dq pipelining
161in the movement.
162After the player writes out a first movement message,
163a second movement command can then be issued.
164The first message will be in the temporary file waiting for the driver, and
165the second will be in the file buffer waiting to be written to the file.
166Thus, by always typing moves a turn ahead of the time, the player can
167sail around quite quickly.
168.Pp
169If the player types several movement commands between two 7-second updates,
170only the last movement command typed will be seen by the driver.
171Movement commands within the same update
172.Dq overwrite
173each other, in a sense.
174.Sh HISTORICAL INFO
175Old square-riggers were very maneuverable ships capable of intricate
176sailing.
177Their only disadvantage was an inability to sail very close to the wind.
178The design of a wooden ship allowed only for the
179guns to bear to the left and right sides.
180A few guns of small aspect
181.Pq usually 6 or 9 pounders
182could point forward, but their
183effect was small compared to a 68-gun broadside of 24 or 32 pounders.
184The guns bear approximately like so:
185.Bd -literal -offset indent
186       \e
187        b----------------
188    ---0
189        \e
190         \e
191          \e     up to a range of ten (for round shot)
192           \e
193            \e
194             \e
195.Ed
196.Pp
197An interesting phenomenon occurred when a broadside was fired
198down the length of an enemy ship.
199The shot tended to bounce along the deck and did several times more damage.
200This phenomenon was called a rake.
201Because the bows of a ship are very strong and present a smaller
202target than the stern, a stern rake
203.Pq firing from the stern to the bow
204causes more damage than a bow rake.
205.Bd -literal -offset indent
206                        b
207                       00   ----  Stern rake!
208                         a
209.Ed
210.Pp
211Most ships were equipped with carronades, which were very large,
212close-range cannons.
213American ships from the revolution until the War of 1812
214were almost entirely armed with carronades.
215.Pp
216The period of history covered in
217.Nm
218is approximately from the 1770s until the end of Napoleonic France in 1815.
219There are many excellent books about the age of sail
220.Pq see Sx REFERENCES .
221.Pp
222Fighting ships came in several sizes classed by armament.
223The mainstays of any fleet were its
224.Dq Ships of the Line ,
225or
226.Dq Line of Battle Ships .
227They were so named because these ships fought together in great lines.
228They were close enough for mutual support, yet every ship could fire
229both its broadsides.
230The modern terms
231.Dq ocean liner ,
232and
233.Dq battleship
234are derived from
235.Dq ship of the line .
236.Pp
237The pride of the fleet were the
238.Dq first-rates .
239These were huge three decked ships of the line mounting 80 to 136 guns.
240.Pp
241Lesser ships were known as
242.Dq second-rates ,
243.Dq third-rates ,
244and even
245.Dq fourth-rates .
246The most common size was the 74 gun two-decked ship of the line.
247The two gun decks usually mounted 18 and 24 pounder guns.
248The guns in the three tiers were usually 18, 24, and 32 pounders in
249that order from top to bottom.
250.Pp
251Various other ships came next.
252They were almost all
253.Dq razees ,
254or ships of the line with one deck sawed off.
255They mounted 40-64 guns and were
256a poor cross between a frigate and a line of battle ship.
257They neither had the speed of the former nor the firepower of the latter.
258.Pp
259Next came the
260.Dq eyes of the fleet .
261Frigates came in many sizes mounting anywhere from 32 to 44 guns.
262They were very handy vessels.
263They could outsail anything bigger and outshoot anything smaller.
264Frigates didn't fight in lines of battle as the much bigger 74's did.
265Instead, they harassed the enemy's rear or captured crippled ships.
266They were much more useful in missions away from the fleet,
267such as cutting out expeditions or boat actions.
268They could hit hard and get away fast.
269.Pp
270Lastly, there were the corvettes, sloops, and brigs.
271These were smaller ships mounting typically fewer than 20 guns.
272A corvette was only slightly smaller than a frigate,
273so one might have up to 30 guns.
274Sloops were used for carrying dispatches or passengers.
275Brigs were something you built for land-locked lakes.
276.Ss SAIL PARTICULARS
277Ships in
278.Nm
279are represented by two characters.
280One character represents the bow of the ship,
281and the other represents the stern.
282Ships have nationalities and numbers.
283The first ship of a nationality is number 0, the second
284number 1, etc.
285Therefore, the first British ship in a game would be printed as
286.Sq b0 .
287The second Brit would be
288.Sq b1 ,
289and the fifth Don would be
290.Sq s4 .
291.Pp
292Ships can set normal sails, called Battle Sails, or bend on extra canvas
293called Full Sails.
294A ship under full sail is a beautiful sight indeed,
295and it can move much faster than a ship under Battle Sails.
296The only trouble is, with full sails set, there is so much tension on sail and
297rigging that a well aimed round shot can burst a sail into ribbons where
298it would only cause a little hole in a loose sail.
299For this reason, rigging damage is doubled on a ship with full sails set.
300Don't let that discourage you from using full sails:
301I like to keep them up right into the heat of battle.
302A ship with full sails set has a capital letter for its nationality.
303E.g., a Frog,
304.Sq f0 ,
305with full sails set would be printed as
306.Sq F0 .
307.Pp
308When a ship is battered into a listing hulk, the last man aboard
309.Dq strikes the colors .
310This ceremony is the ship's formal surrender.
311The nationality character of a surrendered ship is printed as
312.Sq \&! .
313E.g., the Frog of our last example would soon be
314.Sq !0 .
315.Pp
316A ship has a random chance of catching fire or sinking when it reaches the
317stage of listing hulk.
318A sinking ship has a tilde
319.Sq ~
320printed for its nationality, and a ship on fire and about to explode has a
321.Sq #
322printed.
323.Pp
324Captured ships become the nationality of the prize crew.
325Therefore, if
326an American ship captures a British ship, the British ship will have an
327.Sq a
328printed for its nationality.
329In addition, the ship number is changed
330to
331.Sq & ,
332.Sq ' ,
333.Sq \&( ,
334.Sq \&) ,
335.Sq * ,
336or
337.Sq +
338depending upon the original number,
339be it 0, 1, 2, 3, 4, or 5.
340E.g., the
341.Sq b0
342captured by an American becomes the
343.Sq a& .
344The
345.Sq s4
346captured by a Frog becomes the
347.Sq f* .
348.Pp
349The ultimate example is, of course, an exploding Brit captured by an
350American:
351.Sq #& .
352.Ss MOVEMENT
353Movement is the most confusing part of
354.Nm
355to many.
356Ships can head in 8 directions:
357.Bd -literal
358                                 0      0      0
359        b       b       b0      b       b       b       0b      b
360        0        0                                             0
361.Ed
362.Pp
363The stern of a ship moves when it turns.
364The bow remains stationary.
365Ships can always turn, regardless of the wind (unless they are becalmed).
366All ships drift when they lose headway.
367If a ship doesn't move forward at all for two turns, it will begin to drift.
368If a ship has begun to drift, then it must move forward before it turns, if
369it plans to do more than make a right or left turn, which is always
370possible.
371.Pp
372Movement commands to
373.Nm
374are a string of forward moves and turns.
375An example is
376.Sq l3 .
377It will turn a ship left and then move it ahead 3 spaces.
378In the drawing above, the
379.Sq b0
380made 7 successive left turns.
381When
382.Nm
383prompts you for a move, it prints three characters of import.
384E.g.,
385.Pp
386.Dl move (7, 4):
387.Pp
388The first number is the maximum number of moves you can make,
389including turns.
390The second number is the maximum number of turns you can make.
391Between the numbers is sometimes printed a quote
392.Sq ' .
393If the quote is present, it means that your ship has been drifting, and
394you must move ahead to regain headway before you turn (see note above).
395Some of the possible moves for the example above are as follows:
396.Bd -literal -offset indent
397move (7, 4): 7
398move (7, 4): 1
399move (7, 4): d		/* drift, or do nothing */
400move (7, 4): 6r
401move (7, 4): 5r1
402move (7, 4): 4r1r
403move (7, 4): l1r1r2
404move (7, 4): 1r1r1r1
405.Ed
406.Pp
407Because square riggers performed so poorly sailing into the wind, if at
408any point in a movement command you turn into the wind, the movement stops
409there.
410E.g.,
411.Bd -literal -offset indent
412move (7, 4): l1l4
413Movement Error;
414Helm: l1l
415.Ed
416.Pp
417Moreover, whenever you make a turn, your movement allowance drops to
418the lesser of what's left or what you would have at the new attitude.
419In short,
420if you turn closer to the wind, you most likely won't be able to sail the
421full allowance printed in the "move" prompt.
422.Pp
423Old sailing captains had to keep an eye constantly on the wind.
424Captains in
425.Nm
426are no different.
427A ship's ability to move depends on its attitude to the wind.
428The best angle possible is to have the wind off your quarter, that is,
429just off the stern.
430The direction rose on the side of the screen gives the
431possible movements for your ship at all positions to the wind.
432Battle sail speeds are given first,
433and full sail speeds are given in parentheses.
434.Bd -literal
435				 0 1(2)
436				\e|/
437				-^-3(6)
438				/|\e
439				 | 4(7)
440				3(6)
441.Ed
442.Pp
443Pretend the bow of your ship
444.Pq the Sq ^
445is pointing upward and the wind is
446blowing from the bottom to the top of the page.
447The numbers at the bottom
448.Sq 3(6)
449will be your speed under battle or full sails in such a situation.
450If the wind is off your quarter, then you can move
451.Sq 4(7) .
452If the wind is off your beam,
453.Sq 3(6) .
454If the wind is off your bow, then you can only move
455.Sq 1(2) .
456If you are facing into the wind, you can't move at all;
457ships facing into the wind were said to be
458.Dq in irons .
459.Ss WINDSPEED AND DIRECTION
460The windspeed and direction is displayed as a little weather vane on the
461side of the screen.
462The number in the middle of the vane indicates the wind
463speed, and the + to - indicates the wind direction.
464The wind blows from
465the + sign (high pressure) to the - sign (low pressure).
466E.g.,
467.Bd -literal -offset indent-two
468|
4693
470+
471.Ed
472.Pp
473The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
4743 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
475If a hurricane shows up, all ships are destroyed.
476.Ss GRAPPLING AND FOULING
477If two ships collide, they run the risk of becoming tangled together.
478This is called
479.Dq fouling .
480Fouled ships are stuck together, and neither can move.
481They can unfoul each other if they want to.
482Boarding parties can only be
483sent across to ships when the antagonists are either fouled or grappled.
484.Pp
485Ships can grapple each other by throwing grapnels into the rigging of
486the other.
487.Pp
488The number of fouls and grapples you have are displayed on the upper
489right of the screen.
490.Ss BOARDING
491Boarding was a very costly venture in terms of human life.
492Boarding parties may be formed in
493.Nm
494to either board an enemy ship or to defend your own ship against attack.
495Men organized as Defensive Boarding Parties fight twice as hard to save
496their ship as men left unorganized.
497.Pp
498The boarding strength of a crew depends upon its quality and upon the
499number of men sent.
500.Ss CREW QUALITY
501The British seaman was world renowned for his sailing abilities.
502American sailors, however, were actually the best seamen in the world.
503Because the American Navy offered twice the wages of the Royal Navy,
504British seamen who liked the sea defected to America by the thousands.
505.Pp
506In
507.Nm ,
508crew quality is quantized into 5 energy levels.
509.Em Elite
510crews can outshoot and outfight all other sailors.
511.Em Crack
512crews are next.
513.Em Mundane
514crews are average, and
515.Em Green
516and
517.Em Mutinous
518crews are below average.
519A good rule of thumb is that
520.Em Crack
521or
522.Em Elite
523crews get one extra hit per broadside compared to
524.Em Mundane
525crews.
526Don't expect too much from
527.Em Green
528crews.
529.Ss BROADSIDES
530Your two broadsides may be loaded with four kinds of shot:
531grape, chain, round, and double.
532You have guns and carronades in both the port and starboard batteries.
533Carronades only have a range of two, so you have to get in
534close to be able to fire them.
535You have the choice of firing at the hull
536or rigging of another ship.
537If the range of the ship is greater than 6,
538then you may only shoot at the rigging.
539.Pp
540The types of shot and their advantages are:
541.Bl -tag -width DOUBLEx
542.It ROUND
543Range of 10.
544Good for hull or rigging hits.
545.It DOUBLE
546Range of 1.
547Extra good for hull or rigging hits.
548Double takes two turns to load.
549.It CHAIN
550Range of 3.
551Excellent for tearing down rigging.
552Cannot damage hull or guns, though.
553.It GRAPE
554Range of 1.
555Sometimes devastating against enemy crews.
556.El
557.Pp
558On the side of the screen is displayed some vital information about your
559ship:
560.Bd -literal -offset indent
561Load  D! R!
562Hull  9
563Crew  4  4  2
564Guns  4  4
565Carr  2  2
566Rigg  5 5 5 5
567.Ed
568.Pp
569"Load" shows what your port (left) and starboard (right) broadsides are
570loaded with.
571A
572.Sq \&!
573after the type of shot indicates that it is an initial broadside.
574Initial broadside were loaded with care before battle and before
575the decks ran red with blood.
576As a consequence, initial broadsides are a
577little more effective than broadsides loaded later.
578A
579.Sq *
580after the type of shot indicates that the gun
581crews are still loading it, and you cannot fire yet.
582"Hull" shows how much hull you have left.
583"Crew" shows your three sections of crew.
584As your crew dies off, your ability to fire decreases.
585"Guns" and "Carr" show your port and starboard guns.
586As you lose guns, your ability to fire decreases.
587"Rigg" shows how much rigging you have on your 3 or 4 masts.
588As rigging is shot away, you lose mobility.
589.Ss EFFECTIVENESS OF FIRE
590It is very dramatic when a ship fires its thunderous broadsides, but the
591mere opportunity to fire them does not guarantee any hits.
592Many factors influence the destructive force of a broadside.
593First of all, and the chief factor, is distance.
594It is harder to hit a ship at range ten than it is
595to hit one sloshing alongside.
596Next is raking.
597Raking fire, as mentioned before,
598can sometimes dismast a ship at range ten.
599Next, crew size and quality affects the damage done by a broadside.
600The number of guns firing also bears on the point,
601so to speak.
602Lastly, weather affects the accuracy of a broadside.
603If the seas are high (5 or 6), then the lower gunports of ships of the line
604can't even be opened to run out the guns.
605This gives frigates and other flush decked vessels an advantage in a storm.
606The scenario
607.Em Pellew vs. The Droits de L'Homme
608takes advantage of this peculiar circumstance.
609.Ss REPAIRS
610Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
611two points per three turns.
612The message "Repairs Completed" will be
613printed if no more repairs can be made.
614.Ss PECULIARITIES OF COMPUTER SHIPS
615Computer ships in
616.Nm
617follow all the rules above with a few exceptions.
618Computer ships never repair damage.
619If they did, the players could never beat them.
620They play well enough as it is.
621As a consolation, the computer ships can fire double
622shot every turn.
623That fluke is a good reason to keep your distance.
624The driver figures out the moves of the computer ships.
625It computes them with a typical
626A.I. distance function and a depth-first search to find the maximum
627.Dq score .
628It seems to work fairly well, although
629it isn't perfect.
630.Sh HOW TO PLAY
631Commands are given to
632.Nm
633by typing a single character.
634You will then be prompted for further input.
635A brief summary of the commands follows.
636.Ss COMMAND SUMMARY
637.Bl -tag -width xxx
638.It f
639Fire broadsides if they bear
640.It l
641Reload
642.It L
643Unload broadsides (to change ammo)
644.It m
645Move
646.It i
647Print the closest ship
648.It I
649Print all ships
650.It F
651Find a particular ship or ships (e.g.\&
652.Sq a?
653for all Americans)
654.It s
655Send a message around the fleet
656.It b
657Attempt to board an enemy ship
658.It B
659Recall boarding parties
660.It c
661Change set of sail
662.It r
663Repair
664.It u
665Attempt to unfoul
666.It g
667Grapple/ungrapple
668.It v
669Print version number of game
670.It ^L
671Redraw screen
672.It Q
673Quit
674.It C
675Center your ship in the window
676.It U
677Move window up
678.It D,N
679Move window down
680.It H
681Move window left
682.It J
683Move window right
684.It S
685Toggle window to follow your ship or stay where it is
686.El
687.Sh SCENARIOS
688Here is a summary of the scenarios in
689.Nm :
690.Ss Ranger vs. Drake:
691Wind from the N, blowing a fresh breeze.
692.Bd -literal
693(a) Ranger            19 gun Sloop (crack crew) (7 pts)
694(b) Drake             17 gun Sloop (crack crew) (6 pts)
695.Ed
696.Ss The Battle of Flamborough Head:
697Wind from the S, blowing a fresh breeze.
698.Pp
699This is John Paul Jones' first famous battle.
700Aboard the Bonhomme Richard,
701he was able to overcome the Serapis's greater firepower
702by quickly boarding her.
703.Bd -literal
704(a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
705(b) Serapis           44 gun Frigate (crack crew) (12 pts)
706.Ed
707.Ss Arbuthnot and Des Touches:
708Wind from the N, blowing a gale.
709.Bd -literal
710(b) America           64 gun Ship of the Line (crack crew) (20 pts)
711(b) Befford           74 gun Ship of the Line (crack crew) (26 pts)
712(b) Adamant           50 gun Ship of the Line (crack crew) (17 pts)
713(b) London            98 gun 3 Decker SOL (crack crew) (28 pts)
714(b) Royal Oak         74 gun Ship of the Line (crack crew) (26 pts)
715(f) Neptune           74 gun Ship of the Line (average crew) (24 pts)
716(f) Duc de Bourgogne  80 gun 3 Decker SOL (average crew) (27 pts)
717(f) Conquerant        74 gun Ship of the Line (average crew) (24 pts)
718(f) Provence          64 gun Ship of the Line (average crew) (18 pts)
719(f) Romulus           44 gun Ship of the Line (average crew) (10 pts)
720.Ed
721.Ss Suffren and Hughes:
722Wind from the S, blowing a fresh breeze.
723.Bd -literal
724(b) Monmouth          74 gun Ship of the Line (average crew) (24 pts)
725(b) Hero              74 gun Ship of the Line (crack crew) (26 pts)
726(b) Isis              50 gun Ship of the Line (crack crew) (17 pts)
727(b) Superb            74 gun Ship of the Line (crack crew) (27 pts)
728(b) Burford           74 gun Ship of the Line (average crew) (24 pts)
729(f) Flamband          50 gun Ship of the Line (average crew) (14 pts)
730(f) Annibal           74 gun Ship of the Line (average crew) (24 pts)
731(f) Severe            64 gun Ship of the Line (average crew) (18 pts)
732(f) Brilliant         80 gun Ship of the Line (crack crew) (31 pts)
733(f) Sphinx            80 gun Ship of the Line (average crew) (27 pts)
734.Ed
735.Ss Nymphe vs. Cleopatre:
736Wind from the S, blowing a fresh breeze.
737.Bd -literal
738(b) Nymphe            36 gun Frigate (crack crew) (11 pts)
739(f) Cleopatre         36 gun Frigate (average crew) (10 pts)
740.Ed
741.Ss Mars vs. Hercule:
742Wind from the S, blowing a fresh breeze.
743.Bd -literal
744(b) Mars              74 gun Ship of the Line (crack crew) (26 pts)
745(f) Hercule           74 gun Ship of the Line (average crew) (23 pts)
746.Ed
747.Ss Ambuscade vs. Baionnaise:
748Wind from the N, blowing a fresh breeze.
749.Bd -literal
750(b) Ambuscade         32 gun Frigate (average crew) (9 pts)
751(f) Baionnaise        24 gun Corvette (average crew) (9 pts)
752.Ed
753.Ss Constellation vs. Insurgent:
754Wind from the S, blowing a gale.
755.Bd -literal
756(a) Constellation     38 gun Corvette (elite crew) (17 pts)
757(f) Insurgent         36 gun Corvette (average crew) (11 pts)
758.Ed
759.Ss Constellation vs. Vengeance:
760Wind from the S, blowing a fresh breeze.
761.Bd -literal
762(a) Constellation     38 gun Corvette (elite crew) (17 pts)
763(f) Vengeance         40 gun Frigate (average crew) (15 pts)
764.Ed
765.Ss The Battle of Lissa:
766Wind from the S, blowing a fresh breeze.
767.Bd -literal
768(b) Amphion           32 gun Frigate (elite crew) (13 pts)
769(b) Active            38 gun Frigate (elite crew) (18 pts)
770(b) Volage            22 gun Frigate (elite crew) (11 pts)
771(b) Cerberus          32 gun Frigate (elite crew) (13 pts)
772(f) Favorite          40 gun Frigate (average crew) (15 pts)
773(f) Flore             40 gun Frigate (average crew) (15 pts)
774(f) Danae             40 gun Frigate (crack crew) (17 pts)
775(f) Bellona           32 gun Frigate (green crew) (9 pts)
776(f) Corona            40 gun Frigate (green crew) (12 pts)
777(f) Carolina          32 gun Frigate (green crew) (7 pts)
778.Ed
779.Ss Constitution vs. Guerriere:
780Wind from the SW, blowing a gale.
781.Bd -literal
782(a) Constitution      44 gun Corvette (elite crew) (24 pts)
783(b) Guerriere         38 gun Frigate (crack crew) (15 pts)
784.Ed
785.Ss United States vs. Macedonian:
786Wind from the S, blowing a fresh breeze.
787.Bd -literal
788(a) United States     44 gun Frigate (elite crew) (24 pts)
789(b) Macedonian        38 gun Frigate (crack crew) (16 pts)
790.Ed
791.Ss Constitution vs. Java:
792Wind from the S, blowing a fresh breeze.
793.Bd -literal
794(a) Constitution      44 gun Corvette (elite crew) (24 pts)
795(b) Java              38 gun Corvette (crack crew) (19 pts)
796.Ed
797.Ss Chesapeake vs. Shannon:
798Wind from the S, blowing a fresh breeze.
799.Bd -literal
800(a) Chesapeake        38 gun Frigate (average crew) (14 pts)
801(b) Shannon           38 gun Frigate (elite crew) (17 pts)
802.Ed
803.Ss The Battle of Lake Erie:
804Wind from the S, blowing a light breeze.
805.Bd -literal
806(a) Lawrence          20 gun Sloop (crack crew) (9 pts)
807(a) Niagara           20 gun Sloop (elite crew) (12 pts)
808(b) Lady Prevost      13 gun Brig (crack crew) (5 pts)
809(b) Detroit           19 gun Sloop (crack crew) (7 pts)
810(b) Q. Charlotte      17 gun Sloop (crack crew) (6 pts)
811.Ed
812.Ss Wasp vs. Reindeer:
813Wind from the S, blowing a light breeze.
814.Bd -literal
815(a) Wasp              20 gun Sloop (elite crew) (12 pts)
816(b) Reindeer          18 gun Sloop (elite crew) (9 pts)
817.Ed
818.Ss Constitution vs. Cyane and Levant:
819Wind from the S, blowing a moderate breeze.
820.Bd -literal
821(a) Constitution      44 gun Corvette (elite crew) (24 pts)
822(b) Cyane             24 gun Sloop (crack crew) (11 pts)
823(b) Levant            20 gun Sloop (crack crew) (10 pts)
824.Ed
825.Ss Pellew vs. Droits de L'Homme:
826Wind from the N, blowing a gale.
827.Bd -literal
828(b) Indefatigable     44 gun Frigate (elite crew) (14 pts)
829(b) Amazon            36 gun Frigate (crack crew) (14 pts)
830(f) Droits L'Hom      74 gun Ship of the Line (average crew) (24 pts)
831.Ed
832.Ss Algeciras:
833Wind from the SW, blowing a moderate breeze.
834.Bd -literal
835(b) Caesar            80 gun Ship of the Line (crack crew) (31 pts)
836(b) Pompee            74 gun Ship of the Line (crack crew) (27 pts)
837(b) Spencer           74 gun Ship of the Line (crack crew) (26 pts)
838(b) Hannibal          98 gun 3 Decker SOL (crack crew) (28 pts)
839(s) Real-Carlos       112 gun 3 Decker SOL (green crew) (27 pts)
840(s) San Fernando      96 gun 3 Decker SOL (green crew) (24 pts)
841(s) Argonauta         80 gun Ship of the Line (green crew) (23 pts)
842(s) San Augustine     74 gun Ship of the Line (green crew) (20 pts)
843(f) Indomptable       80 gun Ship of the Line (average crew) (27 pts)
844(f) Desaix            74 gun Ship of the Line (average crew) (24 pts)
845.Ed
846.Ss Lake Champlain:
847Wind from the N, blowing a fresh breeze.
848.Bd -literal
849(a) Saratoga          26 gun Sloop (crack crew) (12 pts)
850(a) Eagle             20 gun Sloop (crack crew) (11 pts)
851(a) Ticonderoga       17 gun Sloop (crack crew) (9 pts)
852(a) Preble            7 gun Brig (crack crew) (4 pts)
853(b) Confiance         37 gun Frigate (crack crew) (14 pts)
854(b) Linnet            16 gun Sloop (elite crew) (10 pts)
855(b) Chubb             11 gun Brig (crack crew) (5 pts)
856.Ed
857.Ss Last Voyage of the USS President:
858Wind from the N, blowing a fresh breeze.
859.Bd -literal
860(a) President         44 gun Frigate (elite crew) (24 pts)
861(b) Endymion          40 gun Frigate (crack crew) (17 pts)
862(b) Pomone            44 gun Frigate (crack crew) (20 pts)
863(b) Tenedos           38 gun Frigate (crack crew) (15 pts)
864.Ed
865.Ss Hornblower and the Natividad:
866Wind from the E, blowing a gale.
867.Pp
868A scenario for you Horny fans.
869Remember, he sank the Natividad against heavy odds and winds.
870Hint: don't try to board the Natividad;
871her crew is much bigger, albeit green.
872.Bd -literal
873(b) Lydia             36 gun Frigate (elite crew) (13 pts)
874(s) Natividad         50 gun Ship of the Line (green crew) (14 pts)
875.Ed
876.Ss Curse of the Flying Dutchman:
877Wind from the S, blowing a fresh breeze.
878.Pp
879Just for fun, take the Piece of cake.
880.Bd -literal
881(s) Piece of Cake     24 gun Corvette (average crew) (9 pts)
882(f) Flying Dutchy     120 gun 3 Decker SOL (elite crew) (43 pts)
883.Ed
884.Ss The South Pacific:
885Wind from the S, blowing a strong breeze.
886.Bd -literal
887(a) USS Scurvy        136 gun 3 Decker SOL (mutinous crew) (27 pts)
888(b) HMS Tahiti        120 gun 3 Decker SOL (elite crew) (43 pts)
889(s) Australian        32 gun Frigate (average crew) (9 pts)
890(f) Bikini Atoll      7 gun Brig (crack crew) (4 pts)
891.Ed
892.Ss Hornblower and the battle of Rosas bay:
893Wind from the E, blowing a fresh breeze.
894.Pp
895The only battle Hornblower ever lost.
896He was able to dismast one ship and stern rake the others though.
897See if you can do as well.
898.Bd -literal
899(b) Sutherland        74 gun Ship of the Line (crack crew) (26 pts)
900(f) Turenne           80 gun 3 Decker SOL (average crew) (27 pts)
901(f) Nightmare         74 gun Ship of the Line (average crew) (24 pts)
902(f) Paris             112 gun 3 Decker SOL (green crew) (27 pts)
903(f) Napoleon          74 gun Ship of the Line (green crew) (20 pts)
904.Ed
905.Ss Cape Horn:
906Wind from the NE, blowing a strong breeze.
907.Bd -literal
908(a) Concord           80 gun Ship of the Line (average crew) (27 pts)
909(a) Berkeley          98 gun 3 Decker SOL (crack crew) (28 pts)
910(b) Thames            120 gun 3 Decker SOL (elite crew) (43 pts)
911(s) Madrid            112 gun 3 Decker SOL (green crew) (27 pts)
912(f) Musket            80 gun 3 Decker SOL (average crew) (27 pts)
913.Ed
914.Ss New Orleans:
915Wind from the SE, blowing a fresh breeze.
916.Pp
917Watch that little Cypress go!
918.Bd -literal
919(a) Alligator         120 gun 3 Decker SOL (elite crew) (43 pts)
920(b) Firefly           74 gun Ship of the Line (crack crew) (27 pts)
921(b) Cypress           44 gun Frigate (elite crew) (14 pts)
922.Ed
923.Ss Botany Bay:
924Wind from the N, blowing a fresh breeze.
925.Bd -literal
926(b) Shark             64 gun Ship of the Line (average crew) (18 pts)
927(f) Coral Snake       44 gun Corvette (elite crew) (24 pts)
928(f) Sea Lion          44 gun Frigate (elite crew) (24 pts)
929.Ed
930.Ss Voyage to the Bottom of the Sea:
931Wind from the NW, blowing a fresh breeze.
932.Pp
933This one is dedicated to Richard Basehart and David Hedison.
934.Bd -literal
935(a) Seaview           120 gun 3 Decker SOL (elite crew) (43 pts)
936(a) Flying Sub        40 gun Frigate (crack crew) (17 pts)
937(b) Mermaid           136 gun 3 Decker SOL (mutinous crew) (27 pts)
938(s) Giant Squid       112 gun 3 Decker SOL (green crew) (27 pts)
939.Ed
940.Ss Frigate Action:
941Wind from the E, blowing a fresh breeze.
942.Bd -literal
943(a) Killdeer          40 gun Frigate (average crew) (15 pts)
944(b) Sandpiper         40 gun Frigate (average crew) (15 pts)
945(s) Curlew            38 gun Frigate (crack crew) (16 pts)
946.Ed
947.Ss The Battle of Midway:
948Wind from the E, blowing a moderate breeze.
949.Bd -literal
950(a) Enterprise        80 gun Ship of the Line (crack crew) (31 pts)
951(a) Yorktown          80 gun Ship of the Line (average crew) (27 pts)
952(a) Hornet            74 gun Ship of the Line (average crew) (24 pts)
953(j) Akagi             112 gun 3 Decker SOL (green crew) (27 pts)
954(j) Kaga              96 gun 3 Decker SOL (green crew) (24 pts)
955(j) Soryu             80 gun Ship of the Line (green crew) (23 pts)
956.Ed
957.Ss Star Trek:
958Wind from the S, blowing a fresh breeze.
959.Bd -literal
960(a) Enterprise        450 gun Ship of the Line (elite crew) (75 pts)
961(a) Yorktown          450 gun Ship of the Line (elite crew) (75 pts)
962(a) Reliant           450 gun Ship of the Line (elite crew) (75 pts)
963(a) Galileo           450 gun Ship of the Line (elite crew) (75 pts)
964(k) Kobayashi Maru    450 gun Ship of the Line (elite crew) (75 pts)
965(k) Klingon II        450 gun Ship of the Line (elite crew) (75 pts)
966(o) Red Orion         450 gun Ship of the Line (elite crew) (75 pts)
967(o) Blue Orion        450 gun Ship of the Line (elite crew) (75 pts)
968.Ed
969.Sh HISTORY
970Dave Riggle wrote the first version of
971.Nm
972on a PDP 11/70 in the fall of 1980.
973Needless to say, says Dave, the code was horrendous,
974not portable in any sense of the word, and didn't work.
975The program was not
976very modular and had
977.Fn fseek Ns s
978and
979.Fn fwrite Ns s
980every few lines.
981After a tremendous rewrite from the top down,
982he got the first working version up by 1981.
983There were several annoying bugs concerning firing broadsides and
984finding angles.
985.Nm
986uses no floating point, by the way, so the direction routines are rather
987tricky.
988Ed Wang rewrote the
989.Fn angle
990routine in 1981 to be less incorrect, and he added code to let a player
991select which ship he wanted at the start of the game.
992.Pp
993Captain Happy (Craig Leres) is responsible for making
994.Nm
995portable for the first time.
996This was no easy task, by the way.
997.Pp
998.Nm
999received its fourth and most thorough rewrite in the summer and fall
1000of 1983:
1001Ed Wang rewrote and modularized the code
1002.Pq a monumental feat
1003almost from scratch.
1004Although he introduced many new bugs, the final
1005result was very much cleaner and
1006.Pq \&?
1007faster.
1008He added window movement commands and find ship commands.
1009.Sh AUTHORS
1010.Nm
1011has been a group effort.
1012.Pp
1013.An Dave Riggle
1014.Pp
1015.An Ed Wang ,
1016co-author
1017.Pp
1018.An Craig Leres ,
1019refitting
1020.Ss CONSULTANTS
1021.An -nosplit
1022.An Chris Guthrie ,
1023.An Captain Happy ,
1024.An Horatio Nelson
1025and many valiant others...
1026.Sh REFERENCES
1027.Rs
1028.%B Wooden Ships & Iron Men
1029.%A "Avalon Hill"
1030.Re
1031.Pp
1032.Rs
1033.%B Master and Commander
1034.%O and 20 more volumes
1035.%A Patrick O'Brian
1036.Re
1037.Pp
1038.Rs
1039.%B Captain Horatio Hornblower Novels
1040.%O "(13 of them)"
1041.%A "C.S. Forester"
1042.Re
1043.Pp
1044.Rs
1045.%B Captain Richard Bolitho Novels
1046.%O "(12 of them)"
1047.%A "Alexander Kent"
1048.Re
1049.Pp
1050.Rs
1051.%B The Complete Works of Captain Frederick Marryat
1052.Re
1053Of these, especially
1054.Bl -item -offset indent -compact
1055.It
1056.%B Mr. Midshipman Easy
1057.It
1058.%B Peter Simple
1059.It
1060.%B Jacob Faithful
1061.It
1062.%B Japhet in Search of a Father
1063.It
1064.%B Snarleyyow, or The Dog Fiend
1065.It
1066.%B Frank Mildmay, or The Naval Officer
1067.El
1068.Sh BUGS
1069Probably a few.
1070