1.\" $OpenBSD: sail.6,v 1.18 2010/03/26 19:30:40 jmc Exp $ 2.\" $NetBSD: sail.6,v 1.4 1995/04/22 10:37:24 cgd Exp $ 3.\" 4.\" Copyright (c) 1988, 1993 5.\" The Regents of the University of California. All rights reserved. 6.\" 7.\" Redistribution and use in source and binary forms, with or without 8.\" modification, are permitted provided that the following conditions 9.\" are met: 10.\" 1. Redistributions of source code must retain the above copyright 11.\" notice, this list of conditions and the following disclaimer. 12.\" 2. Redistributions in binary form must reproduce the above copyright 13.\" notice, this list of conditions and the following disclaimer in the 14.\" documentation and/or other materials provided with the distribution. 15.\" 3. Neither the name of the University nor the names of its contributors 16.\" may be used to endorse or promote products derived from this software 17.\" without specific prior written permission. 18.\" 19.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 20.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 21.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 22.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 23.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 24.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 25.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 26.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 27.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 28.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 29.\" SUCH DAMAGE. 30.\" 31.\" @(#)sail.6 8.2 (Berkeley) 12/30/93 32.\" 33.Dd $Mdocdate: March 26 2010 $ 34.Dt SAIL 6 35.Os 36.Sh NAME 37.Nm sail 38.Nd multi-user wooden ships and iron men 39.Sh SYNOPSIS 40.Nm sail 41.Op Fl bx 42.Op Fl s Op Fl l 43.Op Ar number 44.Sh DESCRIPTION 45.Nm 46is a computer version of Avalon Hill's game of fighting sail 47originally developed by S. Craig Taylor. 48.Pp 49Players of 50.Nm 51take command of an old-fashioned Man of War and fight other 52players or the computer. 53They may re-enact one of the many historical sea battles recorded 54in the game, or they can choose a fictional battle. 55.Pp 56As a sea captain in the 57.Nm 58Navy, the player has complete control over the workings of his ship. 59He must order every maneuver, change the set of his sails, and judge the 60right moment to let loose the terrible destruction of his broadsides. 61In addition to fighting the enemy, he must harness the powers of the wind 62and sea to make them work for him. 63The outcome of many battles during the age of sail was decided by the 64ability of one captain to hold the 65.Sq weather gage . 66.Pp 67The flags are: 68.Bl -tag -width flag 69.It Fl b 70No bells. 71.It Fl l 72Show the login name. 73Only effective with 74.Fl s . 75.It Fl s 76Print the names and ships of the top ten sailors. 77.It Fl x 78Play the first available ship instead of prompting for a choice. 79.El 80.Sh IMPLEMENTATION 81.Nm 82is really two programs in one. 83Each player starts up a process which runs his own ship. 84In addition, a 85.Em driver 86process is forked 87.Pq by the first player 88to run the computer ships and take care of global bookkeeping. 89.Pp 90Because the driver must calculate moves for each ship it controls, the 91more ships the computer is playing, the slower the game will appear. 92.Pp 93If a player joins a game in progress, he will synchronize 94with the other players 95.Pq a rather slow process for everyone , 96and then he may play along with the rest. 97.Pp 98To implement a multi-user game in 99.Ux 100Version 7, 101which was the operating system 102.Nm 103was first written under, the communicating processes must use a common 104temporary file as a place to read and write messages. 105In addition, a locking mechanism must be provided to ensure exclusive 106access to the shared file. 107For example, 108.Nm 109uses a temporary file named 110.Pa /tmp/#sailsink.21 111for scenario 21, and corresponding file names for the other scenarios. 112To provide exclusive access to the temporary file, 113.Nm 114uses a technique stolen from an old game called 115.Ic pubcaves 116by Jeff Cohen. 117Processes do a busy wait in the loop 118.Bd -literal -offset indent 119for (n = 0; link(sync_file, sync_lock) == -1 && n < 30; n++) 120 sleep(2); 121.Ed 122.Pp 123until they are able to create a link to a file named 124.Pa /tmp/#saillock.?? . 125The 126.Dq ?? 127correspond to the scenario number of the game. 128Since 129.Ux 130guarantees that a link will point to only one file, the process 131that succeeds in linking will have exclusive access to the temporary file. 132.\" .Pp 133.\" Whether or not this really works is open to speculation. When ucbmiro 134.\" was rebooted after a crash, the file system check program found 3 links 135.\" between the 136.\" .Nm 137.\" temporary file and its link file. 138.Ss "CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES" 139When players do something of global interest, such as moving or firing, 140the driver must coordinate the action with the other ships in the game. 141For example, if a player wants to move in a certain direction, he writes a 142message into the temporary file requesting that the driver move his ship. 143Each 144.Dq turn , 145the driver reads all the messages sent from the players and 146decides what happened. 147It then writes back into the temporary file new values of variables, etc. 148.Pp 149The most noticeable effect this communication has on the game is the 150delay in moving. 151Suppose a player types a move for his ship and hits return. 152What happens then? 153The player process saves up messages to 154be written to the temporary file in a buffer. 155Every 7 seconds or so, the player process gets exclusive access 156to the temporary file and writes out its buffer to the file. 157The driver, running asynchronously, must 158read in the movement command, process it, and write out the results. 159This takes two exclusive accesses to the temporary file. 160Finally, when the player process gets around to doing another 7-second update, 161the results of the move are displayed on the screen. 162Hence, every movement requires four 163exclusive accesses to the temporary file (anywhere from 7 to 21 seconds 164depending upon asynchrony) before the player sees the results of his moves. 165.Pp 166In practice, the delays are not as annoying as they would appear. 167There is room for 168.Dq pipelining 169in the movement. 170After the player writes out a first movement message, 171a second movement command can then be issued. 172The first message will be in the temporary file waiting for the driver, and 173the second will be in the file buffer waiting to be written to the file. 174Thus, by always typing moves a turn ahead of the time, the player can 175sail around quite quickly. 176.Pp 177If the player types several movement commands between two 7-second updates, 178only the last movement command typed will be seen by the driver. 179Movement commands within the same update "overwrite" each other, in a sense. 180.Ss "HISTORICAL INFO" 181Old Square Riggers were very maneuverable ships capable of intricate 182sailing. 183Their only disadvantage was an inability to sail very close to the wind. 184The design of a wooden ship allowed only for the 185guns to bear to the left and right sides. 186A few guns of small aspect 187.Pq usually 6 or 9 pounders 188could point forward, but their 189effect was small compared to a 68-gun broadside of 24 or 32 pounders. 190The guns bear approximately like so: 191.Bd -literal -offset indent 192 \e 193 b---------------- 194 ---0 195 \e 196 \e 197 \e up to a range of ten (for round shot) 198 \e 199 \e 200 \e 201.Ed 202.Pp 203An interesting phenomenon occurred when a broadside was fired 204down the length of an enemy ship. 205The shot tended to bounce along the deck and did several times more damage. 206This phenomenon was called a rake. 207Because the bows of a ship are very strong and present a smaller 208target than the stern, a stern rake 209.Pq firing from the stern to the bow 210causes more damage than a bow rake. 211.Bd -literal -offset indent 212 b 213 00 ---- Stern rake! 214 a 215.Ed 216.Pp 217Most ships were equipped with carronades, which were very large, 218close-range cannons. 219American ships from the revolution until the War of 1812 220were almost entirely armed with carronades. 221.Pp 222The period of history covered in 223.Nm 224is approximately from the 1770s until the end of Napoleonic France in 1815. 225There are many excellent books about the age of sail 226.Pq see Sx REFERENCES . 227.Pp 228Fighting ships came in several sizes classed by armament. 229The mainstays of any fleet were its 230.Dq Ships of the Line , 231or 232.Dq Line of Battle Ships . 233They were so named because these ships fought together in great lines. 234They were close enough for mutual support, yet every ship could fire 235both its broadsides. 236We get the modern words 237.Dq ocean liner , 238or 239.Dq liner , 240and 241.Dq battleship 242from 243.Dq ship of the line . 244The most common size was the 74-gun two-decked ship of the line. 245The two gun decks usually mounted 18 and 24 pounder guns. 246.Pp 247The pride of the fleet were the first rates. 248These were huge three decked ships of the line mounting 80 to 136 guns. 249The guns in the three tiers were usually 18, 24, and 32 pounders in 250that order from top to bottom. 251.Pp 252Various other ships came next. 253They were almost all 254.Dq razees , 255or ships of the line with one deck sawed off. 256They mounted 40-64 guns and were 257a poor cross between a frigate and a line of battle ship. 258They neither had the speed of the former nor the firepower of the latter. 259.Pp 260Next came the 261.Dq eyes of the fleet . 262Frigates came in many sizes mounting anywhere from 32 to 44 guns. 263They were very handy vessels. 264They could outsail anything bigger and outshoot anything smaller. 265Frigates didn't fight in lines of battle as the much bigger 74's did. 266Instead, they harassed the enemy's rear or captured crippled ships. 267They were much more useful in missions away from the fleet, 268such as cutting out expeditions or boat actions. 269They could hit hard and get away fast. 270.Pp 271Lastly, there were the corvettes, sloops, and brigs. 272These were smaller ships mounting typically fewer than 20 guns. 273A corvette was only slightly smaller than a frigate, 274so one might have up to 30 guns. 275Sloops were used for carrying dispatches or passengers. 276Brigs were something you built for land-locked lakes. 277.Ss "SAIL PARTICULARS" 278Ships in 279.Nm 280are represented by two characters. 281One character represents the bow of the ship, 282and the other represents the stern. 283Ships have nationalities and numbers. 284The first ship of a nationality is number 0, the second 285number 1, etc. 286Therefore, the first British ship in a game would be printed as 287.Sq b0 . 288The second Brit would be 289.Sq b1 , 290and the fifth Don would be 291.Sq s4 . 292.Pp 293Ships can set normal sails, called Battle Sails, or bend on extra canvas 294called Full Sails. 295A ship under full sail is a beautiful sight indeed, 296and it can move much faster than a ship under Battle Sails. 297The only trouble is, with full sails set, there is so much tension on sail and 298rigging that a well aimed round shot can burst a sail into ribbons where 299it would only cause a little hole in a loose sail. 300For this reason, rigging damage is doubled on a ship with full sails set. 301Don't let that discourage you from using full sails: 302I like to keep them up right into the heat of battle. 303A ship with full sails set has a capital letter for its nationality. 304E.g., a Frog, 305.Sq f0 , 306with full sails set would be printed as 307.Sq F0 . 308.Pp 309When a ship is battered into a listing hulk, the last man aboard 310.Dq strikes the colors . 311This ceremony is the ship's formal surrender. 312The nationality character of a surrendered ship is printed as 313.Sq \&! . 314E.g., the Frog of our last example would soon be 315.Sq !0 . 316.Pp 317A ship has a random chance of catching fire or sinking when it reaches the 318stage of listing hulk. 319A sinking ship has a tilde 320.Sq ~ 321printed for its nationality, and a ship on fire and about to explode has a 322.Sq # 323printed. 324.Pp 325Captured ships become the nationality of the prize crew. 326Therefore, if 327an American ship captures a British ship, the British ship will have an 328.Sq a 329printed for its nationality. 330In addition, the ship number is changed 331to 332.Sq & , 333.Sq ' , 334.Sq ( , 335.Sq ) , 336.Sq * , 337or 338.Sq + 339depending upon the original number, 340be it 0, 1, 2, 3, 4, or 5. 341E.g., the 342.Sq b0 343captured by an American becomes the 344.Sq a& . 345The 346.Sq s4 347captured by a Frog becomes the 348.Sq f* . 349.Pp 350The ultimate example is, of course, an exploding Brit captured by an 351American: 352.Sq #& . 353.Ss MOVEMENT 354Movement is the most confusing part of 355.Nm 356to many. 357Ships can head in 8 directions: 358.Bd -literal 359 0 0 0 360 b b b0 b b b 0b b 361 0 0 0 362.Ed 363.Pp 364The stern of a ship moves when it turns. 365The bow remains stationary. 366Ships can always turn, regardless of the wind (unless they are becalmed). 367All ships drift when they lose headway. 368If a ship doesn't move forward at all for two turns, it will begin to drift. 369If a ship has begun to drift, then it must move forward before it turns, if 370it plans to do more than make a right or left turn, which is always 371possible. 372.Pp 373Movement commands to 374.Nm 375are a string of forward moves and turns. 376An example is 377.Sq l3 . 378It will turn a ship left and then move it ahead 3 spaces. 379In the drawing above, the 380.Sq b0 381made 7 successive left turns. 382When 383.Nm 384prompts you for a move, it prints three characters of import. 385E.g., 386.Pp 387.Dl move (7, 4): 388.Pp 389The first number is the maximum number of moves you can make, 390including turns. 391The second number is the maximum number of turns you can make. 392Between the numbers is sometimes printed a quote 393.Sq ' . 394If the quote is present, it means that your ship has been drifting, and 395you must move ahead to regain headway before you turn (see note above). 396Some of the possible moves for the example above are as follows: 397.Bd -literal -offset indent 398move (7, 4): 7 399move (7, 4): 1 400move (7, 4): d /* drift, or do nothing */ 401move (7, 4): 6r 402move (7, 4): 5r1 403move (7, 4): 4r1r 404move (7, 4): l1r1r2 405move (7, 4): 1r1r1r1 406.Ed 407.Pp 408Because square riggers performed so poorly sailing into the wind, if at 409any point in a movement command you turn into the wind, the movement stops 410there. 411E.g., 412.Bd -literal -offset indent 413move (7, 4): l1l4 414Movement Error; 415Helm: l1l 416.Ed 417.Pp 418Moreover, whenever you make a turn, your movement allowance drops to 419the lesser of what's left or what you would have at the new attitude. 420In short, 421if you turn closer to the wind, you most likely won't be able to sail the 422full allowance printed in the "move" prompt. 423.Pp 424Old sailing captains had to keep an eye constantly on the wind. 425Captains in 426.Nm 427are no different. 428A ship's ability to move depends on its attitude to the wind. 429The best angle possible is to have the wind off your quarter, that is, 430just off the stern. 431The direction rose on the side of the screen gives the 432possible movements for your ship at all positions to the wind. 433Battle sail speeds are given first, 434and full sail speeds are given in parentheses. 435.Bd -literal 436 0 1(2) 437 \e|/ 438 -^-3(6) 439 /|\e 440 | 4(7) 441 3(6) 442.Ed 443.Pp 444Pretend the bow of your ship 445.Pq the Sq ^ 446is pointing upward and the wind is 447blowing from the bottom to the top of the page. 448The numbers at the bottom 449.Sq 3(6) 450will be your speed under battle or full sails in such a situation. 451If the wind is off your quarter, then you can move 452.Sq 4(7) . 453If the wind is off your beam, 454.Sq 3(6) . 455If the wind is off your bow, then you can only move 456.Sq 1(2) . 457If you are facing into the wind, you can't move at all; 458ships facing into the wind were said to be 459.Dq in irons . 460.Ss "WINDSPEED AND DIRECTION" 461The windspeed and direction is displayed as a little weather vane on the 462side of the screen. 463The number in the middle of the vane indicates the wind 464speed, and the + to - indicates the wind direction. 465The wind blows from 466the + sign (high pressure) to the - sign (low pressure). 467E.g., 468.Bd -literal -offset indent-two 469| 4703 471+ 472.Ed 473.Pp 474The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, 4753 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane. 476If a hurricane shows up, all ships are destroyed. 477.Ss "GRAPPLING AND FOULING" 478If two ships collide, they run the risk of becoming tangled together. 479This is called 480.Dq fouling . 481Fouled ships are stuck together, and neither can move. 482They can unfoul each other if they want to. 483Boarding parties can only be 484sent across to ships when the antagonists are either fouled or grappled. 485.Pp 486Ships can grapple each other by throwing grapnels into the rigging of 487the other. 488.Pp 489The number of fouls and grapples you have are displayed on the upper 490right of the screen. 491.Ss BOARDING 492Boarding was a very costly venture in terms of human life. 493Boarding parties may be formed in 494.Nm 495to either board an enemy ship or to defend your own ship against attack. 496Men organized as Defensive Boarding Parties fight twice as hard to save 497their ship as men left unorganized. 498.Pp 499The boarding strength of a crew depends upon its quality and upon the 500number of men sent. 501.Ss "CREW QUALITY" 502The British seaman was world renowned for his sailing abilities. 503American sailors, however, were actually the best seamen in the world. 504Because the American Navy offered twice the wages of the Royal Navy, 505British seamen who liked the sea defected to America by the thousands. 506.Pp 507In 508.Nm , 509crew quality is quantized into 5 energy levels. 510.Em Elite 511crews can outshoot and outfight all other sailors. 512.Em Crack 513crews are next. 514.Em Mundane 515crews are average, and 516.Em Green 517and 518.Em Mutinous 519crews are below average. 520A good rule of thumb is that 521.Em Crack 522or 523.Em Elite 524crews get one extra hit per broadside compared to 525.Em Mundane 526crews. 527Don't expect too much from 528.Em Green 529crews. 530.Ss BROADSIDES 531Your two broadsides may be loaded with four kinds of shot: 532grape, chain, round, and double. 533You have guns and carronades in both the port and starboard batteries. 534Carronades only have a range of two, so you have to get in 535close to be able to fire them. 536You have the choice of firing at the hull 537or rigging of another ship. 538If the range of the ship is greater than 6, 539then you may only shoot at the rigging. 540.Pp 541The types of shot and their advantages are: 542.Bl -tag -width DOUBLEx 543.It ROUND 544Range of 10. 545Good for hull or rigging hits. 546.It DOUBLE 547Range of 1. 548Extra good for hull or rigging hits. 549Double takes two turns to load. 550.It CHAIN 551Range of 3. 552Excellent for tearing down rigging. 553Cannot damage hull or guns, though. 554.It GRAPE 555Range of 1. 556Sometimes devastating against enemy crews. 557.El 558.Pp 559On the side of the screen is displayed some vital information about your 560ship: 561.Bd -literal -offset indent 562Load D! R! 563Hull 9 564Crew 4 4 2 565Guns 4 4 566Carr 2 2 567Rigg 5 5 5 5 568.Ed 569.Pp 570"Load" shows what your port (left) and starboard (right) broadsides are 571loaded with. 572A 573.Sq \&! 574after the type of shot indicates that it is an initial broadside. 575Initial broadside were loaded with care before battle and before 576the decks ran red with blood. 577As a consequence, initial broadsides are a 578little more effective than broadsides loaded later. 579A 580.Sq * 581after the type of shot indicates that the gun 582crews are still loading it, and you cannot fire yet. 583"Hull" shows how much hull you have left. 584"Crew" shows your three sections of crew. 585As your crew dies off, your ability to fire decreases. 586"Guns" and "Carr" show your port and starboard guns. 587As you lose guns, your ability to fire decreases. 588"Rigg" shows how much rigging you have on your 3 or 4 masts. 589As rigging is shot away, you lose mobility. 590.Ss "EFFECTIVENESS OF FIRE" 591It is very dramatic when a ship fires its thunderous broadsides, but the 592mere opportunity to fire them does not guarantee any hits. 593Many factors influence the destructive force of a broadside. 594First of all, and the chief factor, is distance. 595It is harder to hit a ship at range ten than it is 596to hit one sloshing alongside. 597Next is raking. 598Raking fire, as mentioned before, 599can sometimes dismast a ship at range ten. 600Next, crew size and quality affects the damage done by a broadside. 601The number of guns firing also bears on the point, 602so to speak. 603Lastly, weather affects the accuracy of a broadside. 604If the seas are high (5 or 6), then the lower gunports of ships of the line 605can't even be opened to run out the guns. 606This gives frigates and other flush decked vessels an advantage in a storm. 607The scenario 608.Em Pellew vs. The Droits de L'Homme 609takes advantage of this peculiar circumstance. 610.Ss REPAIRS 611Repairs may be made to your Hull, Guns, and Rigging at the slow rate of 612two points per three turns. 613The message "Repairs Completed" will be 614printed if no more repairs can be made. 615.Ss "PECULIARITIES OF COMPUTER SHIPS" 616Computer ships in 617.Nm 618follow all the rules above with a few exceptions. 619Computer ships never repair damage. 620If they did, the players could never beat them. 621They play well enough as it is. 622As a consolation, the computer ships can fire double 623shot every turn. 624That fluke is a good reason to keep your distance. 625The driver figures out the moves of the computer ships. 626It computes them with a typical 627A.I. distance function and a depth-first search to find the maximum 628.Dq score . 629It seems to work fairly well, although 630.\" I'll be the first to admit 631it isn't perfect. 632.Sh HOW TO PLAY 633Commands are given to 634.Nm 635by typing a single character. 636You will then be prompted for further input. 637A brief summary of the commands follows. 638.Ss "COMMAND SUMMARY" 639.Bl -tag -width xxx 640.It f 641Fire broadsides if they bear 642.It l 643Reload 644.It L 645Unload broadsides (to change ammo) 646.It m 647Move 648.It i 649Print the closest ship 650.It I 651Print all ships 652.It F 653Find a particular ship or ships (e.g.\& 654.Sq a? 655for all Americans) 656.It s 657Send a message around the fleet 658.It b 659Attempt to board an enemy ship 660.It B 661Recall boarding parties 662.It c 663Change set of sail 664.It r 665Repair 666.It u 667Attempt to unfoul 668.It g 669Grapple/ungrapple 670.It v 671Print version number of game 672.It ^L 673Redraw screen 674.It Q 675Quit 676.Pp 677.It C 678Center your ship in the window 679.It U 680Move window up 681.It D,N 682Move window down 683.It H 684Move window left 685.It J 686Move window right 687.It S 688Toggle window to follow your ship or stay where it is 689.El 690.Sh SCENARIOS 691Here is a summary of the scenarios in 692.Nm : 693.Ss Ranger vs. Drake: 694Wind from the N, blowing a fresh breeze. 695.Bd -literal 696(a) Ranger 19 gun Sloop (crack crew) (7 pts) 697(b) Drake 17 gun Sloop (crack crew) (6 pts) 698.Ed 699.Ss The Battle of Flamborough Head: 700Wind from the S, blowing a fresh breeze. 701.Pp 702This is John Paul Jones' first famous battle. 703Aboard the Bonhomme Richard, 704he was able to overcome the Serapis's greater firepower 705by quickly boarding her. 706.Bd -literal 707(a) Bonhomme Rich 42 gun Corvette (crack crew) (11 pts) 708(b) Serapis 44 gun Frigate (crack crew) (12 pts) 709.Ed 710.Ss Arbuthnot and Des Touches: 711Wind from the N, blowing a gale. 712.Bd -literal 713(b) America 64 gun Ship of the Line (crack crew) (20 pts) 714(b) Befford 74 gun Ship of the Line (crack crew) (26 pts) 715(b) Adamant 50 gun Ship of the Line (crack crew) (17 pts) 716(b) London 98 gun 3 Decker SOL (crack crew) (28 pts) 717(b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) 718(f) Neptune 74 gun Ship of the Line (average crew) (24 pts) 719(f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts) 720(f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) 721(f) Provence 64 gun Ship of the Line (average crew) (18 pts) 722(f) Romulus 44 gun Ship of the Line (average crew) (10 pts) 723.Ed 724.Ss Suffren and Hughes: 725Wind from the S, blowing a fresh breeze. 726.Bd -literal 727(b) Monmouth 74 gun Ship of the Line (average crew) (24 pts) 728(b) Hero 74 gun Ship of the Line (crack crew) (26 pts) 729(b) Isis 50 gun Ship of the Line (crack crew) (17 pts) 730(b) Superb 74 gun Ship of the Line (crack crew) (27 pts) 731(b) Burford 74 gun Ship of the Line (average crew) (24 pts) 732(f) Flamband 50 gun Ship of the Line (average crew) (14 pts) 733(f) Annibal 74 gun Ship of the Line (average crew) (24 pts) 734(f) Severe 64 gun Ship of the Line (average crew) (18 pts) 735(f) Brilliant 80 gun Ship of the Line (crack crew) (31 pts) 736(f) Sphinx 80 gun Ship of the Line (average crew) (27 pts) 737.Ed 738.Ss Nymphe vs. Cleopatre: 739Wind from the S, blowing a fresh breeze. 740.Bd -literal 741(b) Nymphe 36 gun Frigate (crack crew) (11 pts) 742(f) Cleopatre 36 gun Frigate (average crew) (10 pts) 743.Ed 744.Ss Mars vs. Hercule: 745Wind from the S, blowing a fresh breeze. 746.Bd -literal 747(b) Mars 74 gun Ship of the Line (crack crew) (26 pts) 748(f) Hercule 74 gun Ship of the Line (average crew) (23 pts) 749.Ed 750.Ss Ambuscade vs. Baionnaise: 751Wind from the N, blowing a fresh breeze. 752.Bd -literal 753(b) Ambuscade 32 gun Frigate (average crew) (9 pts) 754(f) Baionnaise 24 gun Corvette (average crew) (9 pts) 755.Ed 756.Ss Constellation vs. Insurgent: 757Wind from the S, blowing a gale. 758.Bd -literal 759(a) Constellation 38 gun Corvette (elite crew) (17 pts) 760(f) Insurgent 36 gun Corvette (average crew) (11 pts) 761.Ed 762.Ss Constellation vs. Vengeance: 763Wind from the S, blowing a fresh breeze. 764.Bd -literal 765(a) Constellation 38 gun Corvette (elite crew) (17 pts) 766(f) Vengeance 40 gun Frigate (average crew) (15 pts) 767.Ed 768.Ss The Battle of Lissa: 769Wind from the S, blowing a fresh breeze. 770.Bd -literal 771(b) Amphion 32 gun Frigate (elite crew) (13 pts) 772(b) Active 38 gun Frigate (elite crew) (18 pts) 773(b) Volage 22 gun Frigate (elite crew) (11 pts) 774(b) Cerberus 32 gun Frigate (elite crew) (13 pts) 775(f) Favorite 40 gun Frigate (average crew) (15 pts) 776(f) Flore 40 gun Frigate (average crew) (15 pts) 777(f) Danae 40 gun Frigate (crack crew) (17 pts) 778(f) Bellona 32 gun Frigate (green crew) (9 pts) 779(f) Corona 40 gun Frigate (green crew) (12 pts) 780(f) Carolina 32 gun Frigate (green crew) (7 pts) 781.Ed 782.Ss Constitution vs. Guerriere: 783Wind from the SW, blowing a gale. 784.Bd -literal 785(a) Constitution 44 gun Corvette (elite crew) (24 pts) 786(b) Guerriere 38 gun Frigate (crack crew) (15 pts) 787.Ed 788.Ss United States vs. Macedonian: 789Wind from the S, blowing a fresh breeze. 790.Bd -literal 791(a) United States 44 gun Frigate (elite crew) (24 pts) 792(b) Macedonian 38 gun Frigate (crack crew) (16 pts) 793.Ed 794.Ss Constitution vs. Java: 795Wind from the S, blowing a fresh breeze. 796.Bd -literal 797(a) Constitution 44 gun Corvette (elite crew) (24 pts) 798(b) Java 38 gun Corvette (crack crew) (19 pts) 799.Ed 800.Ss Chesapeake vs. Shannon: 801Wind from the S, blowing a fresh breeze. 802.Bd -literal 803(a) Chesapeake 38 gun Frigate (average crew) (14 pts) 804(b) Shannon 38 gun Frigate (elite crew) (17 pts) 805.Ed 806.Ss The Battle of Lake Erie: 807Wind from the S, blowing a light breeze. 808.Bd -literal 809(a) Lawrence 20 gun Sloop (crack crew) (9 pts) 810(a) Niagara 20 gun Sloop (elite crew) (12 pts) 811(b) Lady Prevost 13 gun Brig (crack crew) (5 pts) 812(b) Detroit 19 gun Sloop (crack crew) (7 pts) 813(b) Q. Charlotte 17 gun Sloop (crack crew) (6 pts) 814.Ed 815.Ss Wasp vs. Reindeer: 816Wind from the S, blowing a light breeze. 817.Bd -literal 818(a) Wasp 20 gun Sloop (elite crew) (12 pts) 819(b) Reindeer 18 gun Sloop (elite crew) (9 pts) 820.Ed 821.Ss Constitution vs. Cyane and Levant: 822Wind from the S, blowing a moderate breeze. 823.Bd -literal 824(a) Constitution 44 gun Corvette (elite crew) (24 pts) 825(b) Cyane 24 gun Sloop (crack crew) (11 pts) 826(b) Levant 20 gun Sloop (crack crew) (10 pts) 827.Ed 828.Ss Pellew vs. Droits de L'Homme: 829Wind from the N, blowing a gale. 830.Bd -literal 831(b) Indefatigable 44 gun Frigate (elite crew) (14 pts) 832(b) Amazon 36 gun Frigate (crack crew) (14 pts) 833(f) Droits L'Hom 74 gun Ship of the Line (average crew) (24 pts) 834.Ed 835.Ss Algeciras: 836Wind from the SW, blowing a moderate breeze. 837.Bd -literal 838(b) Caesar 80 gun Ship of the Line (crack crew) (31 pts) 839(b) Pompee 74 gun Ship of the Line (crack crew) (27 pts) 840(b) Spencer 74 gun Ship of the Line (crack crew) (26 pts) 841(b) Hannibal 98 gun 3 Decker SOL (crack crew) (28 pts) 842(s) Real-Carlos 112 gun 3 Decker SOL (green crew) (27 pts) 843(s) San Fernando 96 gun 3 Decker SOL (green crew) (24 pts) 844(s) Argonauta 80 gun Ship of the Line (green crew) (23 pts) 845(s) San Augustine 74 gun Ship of the Line (green crew) (20 pts) 846(f) Indomptable 80 gun Ship of the Line (average crew) (27 pts) 847(f) Desaix 74 gun Ship of the Line (average crew) (24 pts) 848.Ed 849.Ss Lake Champlain: 850Wind from the N, blowing a fresh breeze. 851.Bd -literal 852(a) Saratoga 26 gun Sloop (crack crew) (12 pts) 853(a) Eagle 20 gun Sloop (crack crew) (11 pts) 854(a) Ticonderoga 17 gun Sloop (crack crew) (9 pts) 855(a) Preble 7 gun Brig (crack crew) (4 pts) 856(b) Confiance 37 gun Frigate (crack crew) (14 pts) 857(b) Linnet 16 gun Sloop (elite crew) (10 pts) 858(b) Chubb 11 gun Brig (crack crew) (5 pts) 859.Ed 860.Ss Last Voyage of the USS President: 861Wind from the N, blowing a fresh breeze. 862.Bd -literal 863(a) President 44 gun Frigate (elite crew) (24 pts) 864(b) Endymion 40 gun Frigate (crack crew) (17 pts) 865(b) Pomone 44 gun Frigate (crack crew) (20 pts) 866(b) Tenedos 38 gun Frigate (crack crew) (15 pts) 867.Ed 868.Ss Hornblower and the Natividad: 869Wind from the E, blowing a gale. 870.Pp 871A scenario for you Horny fans. 872Remember, he sank the Natividad against heavy odds and winds. 873Hint: don't try to board the Natividad; 874her crew is much bigger, albeit green. 875.Bd -literal 876(b) Lydia 36 gun Frigate (elite crew) (13 pts) 877(s) Natividad 50 gun Ship of the Line (green crew) (14 pts) 878.Ed 879.Ss Curse of the Flying Dutchman: 880Wind from the S, blowing a fresh breeze. 881.Pp 882Just for fun, take the Piece of cake. 883.Bd -literal 884(s) Piece of Cake 24 gun Corvette (average crew) (9 pts) 885(f) Flying Dutchy 120 gun 3 Decker SOL (elite crew) (43 pts) 886.Ed 887.Ss The South Pacific: 888Wind from the S, blowing a strong breeze. 889.Bd -literal 890(a) USS Scurvy 136 gun 3 Decker SOL (mutinous crew) (27 pts) 891(b) HMS Tahiti 120 gun 3 Decker SOL (elite crew) (43 pts) 892(s) Australian 32 gun Frigate (average crew) (9 pts) 893(f) Bikini Atoll 7 gun Brig (crack crew) (4 pts) 894.Ed 895.Ss Hornblower and the battle of Rosas bay: 896Wind from the E, blowing a fresh breeze. 897.Pp 898The only battle Hornblower ever lost. 899He was able to dismast one ship and stern rake the others though. 900See if you can do as well. 901.Bd -literal 902(b) Sutherland 74 gun Ship of the Line (crack crew) (26 pts) 903(f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) 904(f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) 905(f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) 906(f) Napoleon 74 gun Ship of the Line (green crew) (20 pts) 907.Ed 908.Ss Cape Horn: 909Wind from the NE, blowing a strong breeze. 910.Bd -literal 911(a) Concord 80 gun Ship of the Line (average crew) (27 pts) 912(a) Berkeley 98 gun 3 Decker SOL (crack crew) (28 pts) 913(b) Thames 120 gun 3 Decker SOL (elite crew) (43 pts) 914(s) Madrid 112 gun 3 Decker SOL (green crew) (27 pts) 915(f) Musket 80 gun 3 Decker SOL (average crew) (27 pts) 916.Ed 917.Ss New Orleans: 918Wind from the SE, blowing a fresh breeze. 919.Pp 920Watch that little Cypress go! 921.Bd -literal 922(a) Alligator 120 gun 3 Decker SOL (elite crew) (43 pts) 923(b) Firefly 74 gun Ship of the Line (crack crew) (27 pts) 924(b) Cypress 44 gun Frigate (elite crew) (14 pts) 925.Ed 926.Ss Botany Bay: 927Wind from the N, blowing a fresh breeze. 928.Bd -literal 929(b) Shark 64 gun Ship of the Line (average crew) (18 pts) 930(f) Coral Snake 44 gun Corvette (elite crew) (24 pts) 931(f) Sea Lion 44 gun Frigate (elite crew) (24 pts) 932.Ed 933.Ss Voyage to the Bottom of the Sea: 934Wind from the NW, blowing a fresh breeze. 935.Pp 936This one is dedicated to Richard Basehart and David Hedison. 937.Bd -literal 938(a) Seaview 120 gun 3 Decker SOL (elite crew) (43 pts) 939(a) Flying Sub 40 gun Frigate (crack crew) (17 pts) 940(b) Mermaid 136 gun 3 Decker SOL (mutinous crew) (27 pts) 941(s) Giant Squid 112 gun 3 Decker SOL (green crew) (27 pts) 942.Ed 943.Ss Frigate Action: 944Wind from the E, blowing a fresh breeze. 945.Bd -literal 946(a) Killdeer 40 gun Frigate (average crew) (15 pts) 947(b) Sandpiper 40 gun Frigate (average crew) (15 pts) 948(s) Curlew 38 gun Frigate (crack crew) (16 pts) 949.Ed 950.Ss The Battle of Midway: 951Wind from the E, blowing a moderate breeze. 952.Bd -literal 953(a) Enterprise 80 gun Ship of the Line (crack crew) (31 pts) 954(a) Yorktown 80 gun Ship of the Line (average crew) (27 pts) 955(a) Hornet 74 gun Ship of the Line (average crew) (24 pts) 956(j) Akagi 112 gun 3 Decker SOL (green crew) (27 pts) 957(j) Kaga 96 gun 3 Decker SOL (green crew) (24 pts) 958(j) Soryu 80 gun Ship of the Line (green crew) (23 pts) 959.Ed 960.Ss Star Trek: 961Wind from the S, blowing a fresh breeze. 962.Bd -literal 963(a) Enterprise 450 gun Ship of the Line (elite crew) (75 pts) 964(a) Yorktown 450 gun Ship of the Line (elite crew) (75 pts) 965(a) Reliant 450 gun Ship of the Line (elite crew) (75 pts) 966(a) Galileo 450 gun Ship of the Line (elite crew) (75 pts) 967(k) Kobayashi Maru 450 gun Ship of the Line (elite crew) (75 pts) 968(k) Klingon II 450 gun Ship of the Line (elite crew) (75 pts) 969(o) Red Orion 450 gun Ship of the Line (elite crew) (75 pts) 970(o) Blue Orion 450 gun Ship of the Line (elite crew) (75 pts) 971.Ed 972.Sh HISTORY 973Dave Riggle wrote the first version of 974.Nm 975on a PDP 11/70 in the fall of 1980. 976Needless to say, says Dave, the code was horrendous, 977not portable in any sense of the word, and didn't work. 978The program was not 979very modular and had 980.Fn fseek Ns s 981and 982.Fn fwrites Ns s 983every few lines. 984After a tremendous rewrite from the top down, 985he got the first working version up by 1981. 986There were several annoying bugs concerning firing broadsides and 987finding angles. 988.Nm 989uses no floating point, by the way, so the direction routines are rather 990tricky. 991Ed Wang rewrote the 992.Fn angle 993routine in 1981 to be less incorrect, and he added code to let a player 994select which ship he wanted at the start of the game. 995.\"instead of the first one available). 996.Pp 997Captain Happy (Craig Leres) is responsible for making 998.Nm 999portable for the first time. 1000This was no easy task, by the way. 1001.\" Constants like 2 and 10 were very frequent in the code. 1002.\" I also became famous for using "Riggle Memorial Structures" in 1003.\" .Nm . 1004.\" Many of my structure references are so long that they run off the line 1005.\" printer page. 1006.\" Here is an example, if you promise not to laugh. 1007.\" .br 1008.\" .sp 1009.\" .ce 1010.\" specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts 1011.\" .br 1012.\" .sp 1013.Pp 1014.Nm 1015received its fourth and most thorough rewrite in the summer and fall 1016of 1983: 1017Ed Wang rewrote and modularized the code 1018.Pq a monumental feat 1019almost from scratch. 1020Although he introduced many new bugs, the final 1021result was very much cleaner and 1022.Pq \&? 1023faster. 1024He added window movement commands and find ship commands. 1025.Sh AUTHORS 1026.Nm 1027has been a group effort. 1028.Pp 1029Dave Riggle 1030.Pp 1031Ed Wang, co-author 1032.Pp 1033Craig Leres, refitting 1034.Ss CONSULTANTS 1035.nf 1036Chris Guthrie 1037Captain Happy 1038Horatio Nelson 1039 and many valiant others... 1040.fi 1041.Sh REFERENCES 1042.Rs 1043.%B Wooden Ships & Iron Men 1044.%A "Avalon Hill" 1045.Re 1046.Pp 1047.Rs 1048.%B Captain Horatio Hornblower Novels 1049.%O "(13 of them)" 1050.%A "C.S. Forester" 1051.Re 1052.Pp 1053.Rs 1054.%B Captain Richard Bolitho Novels 1055.%O "(12 of them)" 1056.%A "Alexander Kent" 1057.Re 1058.Pp 1059.Rs 1060.%B The Complete Works of Captain Frederick Marryat 1061.Re 1062Of these, especially 1063.Bl -item -offset indent -compact 1064.It 1065.%B Mr. Midshipman Easy 1066.It 1067.%B Peter Simple 1068.It 1069.%B Jacob Faithful 1070.It 1071.%B Japhet in Search of a Father 1072.It 1073.%B Snarleyyow, or The Dog Fiend 1074.It 1075.%B Frank Mildmay, or The Naval Officer 1076.El 1077.Sh BUGS 1078Probably a few. 1079.\" Please report them to "riggle@ernie.berkeley.edu" and 1080.\" "edward@ucbarpa.berkeley.edu" 1081