xref: /openbsd/games/sail/sail.6 (revision 17df1aa7)
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 $
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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