xref: /dragonfly/games/sail/sail.6 (revision 03bd0151)
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30.\"	@(#)sail.6	8.3 (Berkeley) 6/1/94
31.\"
32.Dd March 2, 2009
33.Dt SAIL 6
34.Os
35.Sh NAME
36.Nm sail
37.Nd multi-user wooden ships and iron men
38.Sh SYNOPSIS
39.Nm
40.Op Fl bx
41.Op Fl s Op Fl l
42.Op Ar num
43.Sh DESCRIPTION
44.Nm
45is a computer version of Avalon Hill's game of fighting sail
46originally developed by S. Craig Taylor.
47.Pp
48Players of
49.Nm
50take command of an old-fashioned Man of War and fight other
51players or the computer.
52They may re-enact one of the many
53historical sea battles recorded in the game, or they can choose
54a fictional battle.
55.Pp
56As a sea captain in the
57.Nm Sail
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
64age of sail was decided by the ability of one captain to hold the
65.Sq weather gage .
66.Pp
67The flags are:
68.Bl -tag -width flag -compact
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 a multiplayer game.
83Each player runs
84.Nm
85to either connect to an existing game or start a new one.
86The game server (or
87.Dq driver )
88is an extra fork of the
89.Nm
90program created when a game is started.
91The driver coordinates the game and runs the computer ships.
92.\" .Pp
93.\" Because the
94.\" driver
95.\" must calculate moves for each ship it controls, the
96.\" more ships the computer is playing, the slower the game will appear.
97.Pp
98If a player joins a game in progress, a synchronization process occurs
99.Pq a rather slow process for everyone ,
100and then the game continues.
101.Pp
102Note that while each scenario can be running independently with
103different players, each scenario can also only be running once at any
104given time.
105.Ss COMMUNICATION
106To implement a multi-user game in Version 7 UNIX, which was the operating
107system
108.Nm
109was first written under, the communicating processes must use a common
110temporary file as a place to read and write messages.
111For e.g. scenario 21, this file is
112.Pa /var/games/sail/#sailsink.21 .
113Corresponding file names are used for the other scenarios.
114.Pp
115In addition, a locking mechanism must be provided to ensure exclusive
116access to the shared file.
117.Nm
118uses a technique stolen from an old game called
119.Dq pubcaves
120by Jeff Cohen.
121Processes do a busy wait in the loop
122.Bd -literal -offset indent
123for (n = 0; link(sync_file, sync_lock) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 30; n++)
124        sleep(2);
125
126.Ed
127until they are able to create a hard link named e.g.
128.Pa /var/games/sail/#saillock.21 .
129where 21 is again the scenario number.
130Since creating a hard link is atomic, a process where this succeeds
131will have exclusive access to the temporary file.
132.Ss CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
133When players do something of global interest, such as moving or firing,
134the driver must coordinate the action with the other ships in the game.
135For example, if a player wants to move in a certain direction, he writes a
136message into the temporary file requesting the driver to move his ship.
137Each
138.Dq turn ,
139the driver reads all the messages sent from the players and
140decides what happened.
141It then writes back into the temporary file new values of variables, etc.
142.Pp
143The most noticeable effect this communication has on the game is the
144delay in moving.
145Suppose a player types a move for his ship and hits return.
146What happens then?
147The player process saves up messages to
148be written to the temporary file in a buffer.
149Every 7 seconds or so, the player process gets exclusive access to
150the temporary file and writes out its buffer to the file.
151The driver, running asynchronously, must
152read in the movement command, process it, and write out the results.
153This takes two exclusive accesses to the temporary file.
154Finally, when the player process gets around to doing another 7-second
155update, the results of the move are displayed on the screen.
156Hence, every movement requires four
157exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
158depending upon asynchrony) before the player sees the results of his moves.
159.Pp
160In practice, the delays are not as annoying as they would appear.
161There is room for
162.Dq pipelining
163in the movement.
164After the player writes out
165a first movement message, a second movement command can then be issued.
166The first message will be in the temporary file waiting for the driver, and
167the second will be in the file buffer waiting to be written to the file.
168Thus, by always typing moves a turn ahead of the time, the player can
169sail around quite quickly.
170.Pp
171If the player types several movement commands between two 7-second updates,
172only the last movement command typed will be seen by the driver.
173Movement commands within the same update
174.Dq overwrite
175each other, in a sense.
176.Ss DEFECTS OF THIS SYSTEM IN THE MODERN WORLD
177Quite a few.
178.Pp
179It should be thrown out and replaced with something socket-based.
180.Sh 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 for the guns to bear only to the
185left and right sides.
186A few guns of small
187aspect (usually 6 or 9 pounders) could point forward, but their
188effect was small compared to a 68 gun broadside of 24- or 32-pounders.
189The guns bear approximately like so:
190.Bd -literal -offset indent
191
192       \\
193        b----------------
194    ---0
195        \\
196         \\
197          \\     up to a range of ten (for round shot)
198           \\
199            \\
200             \\
201
202.Ed
203Firing a broadside into a ship lengthwise, from bow to stern or stern
204to bow, is called
205.Em raking .
206This did a great deal more damage, because the shot tended to bounce
207along the deck.
208Because the bows of a ship are very strong and present a smaller
209target than the stern, a stern rake (firing from the stern to the bow) causes
210more damage than a bow rake.
211.Bd -literal -offset indent
212
213                        b
214                       00   ----  Stern rake!
215                         a
216
217.Ed
218Most ships were equipped with
219.Em carronades ,
220which were very large, close range cannons.
221American ships from the revolution until the War of 1812
222were almost entirely armed with carronades.
223.Pp
224The period of history covered in
225.Nm
226is approximately from the 1770's until the end of Napoleonic France in 1815.
227There are many excellent books about the age of sail.
228.Pq See Sx REFERENCES .
229.Pp
230Fighting ships came in several sizes classed by armament.
231The mainstays of
232any fleet were its
233.Em ships of the line ,
234or
235.Em line of battle ships .
236These were so named because in fleet actions they would sail in lines
237so as to present all broadsides to the enemy at once.
238.\" ... to sail close enough for mutual support.
239The modern terms
240.Dq ocean liner ,
241and
242.Dq battleship
243are derived from
244.Dq ship of the line .
245.Pp
246The pride of the fleet were the
247.Dq first-rates .
248These were huge three decked ships of the line mounting 80 to 136 guns.
249The guns in the three tiers
250were usually 18, 24, and 32 pounders in that order from top to bottom.
251.Pp
252Lesser ships were known as
253.Dq second-rates ,
254.Dq third-rates ,
255and even
256.Dq fourth-rates .
257The most common size was the 74 gun two-decked ship of the line.
258The two gun decks usually mounted 18 and 24 pounder guns.
259.Pp
260.Em Razees
261were ships of the line with one deck sawed off.
262These mounted 40-64 guns and were
263a poor cross between a frigate and a line of battle ship.
264They neither had the speed of the former nor the firepower of the latter.
265.Pp
266The next class was the
267.Em frigate .
268Often called the
269.Dq eyes of the fleet ,
270frigates came in many sizes mounting anywhere from 32 to 44 guns.
271These were very handy vessels.
272They could outsail anything bigger and outshoot anything smaller.
273Frigates did not generally fight in lines of battle as the much bigger
27474s did.
275Instead, they were sent on individual missions or in small groups to
276harass the enemy's rear or capture crippled ships.
277.\" cutting out expeditions or boat actions.
278They were much more useful this way, in missions away from the fleet.
279They could hit hard and get away fast.
280.Pp
281Lastly, there were the corvettes, sloops, and brigs.
282These were smaller ships mounting typically fewer than 20 guns.
283A corvette was only slightly
284smaller than a frigate, so one might have up to 30 guns.
285Sloops were used for carrying despatches or passengers.
286Brigs were small vessels typically built for land-locked lakes.
287.Sh SAIL PARTICULARS
288Ships in
289.Nm
290are represented on the screen by two characters.
291One character represents the bow of
292the ship, and the other represents the stern.
293Ships have nationalities and numbers.
294The first ship of a nationality is number 0, the second
295number 1, etc.
296Therefore, the first British ship in a game would be printed as
297.Dq b0 .
298The second Brit would be
299.Dq b1 ,
300and the fifth Don would be
301.Dq s4 .
302.Pp
303Ships can set normal sails, called
304.Em Battle Sails ,
305or bend on extra canvas called
306.Em Full Sails .
307A ship under full sail is a beautiful sight indeed,
308and it can move much faster than a ship under battle sails.
309The only trouble is, with full sails set, there is so much tension on sail and
310rigging that a well aimed round shot can burst a sail into ribbons where
311it would only cause a little hole in a loose sail.
312For this reason, rigging damage is doubled on a ship with full sails set.
313This does not mean that full sails should never be used; the author
314recommends keeping them up right into the heat of battle.
315When a ship has full sails set, the letter for its nationality is
316capitalized.
317E.g., a Frog,
318.Dq f0 ,
319with full sails set would be printed as
320.Dq F0 .
321.Pp
322When a ship is battered into a listing hulk, the last man aboard
323.Em strikes the colors .
324This ceremony is the ship's formal surrender.
325The nationality character of a surrendered ship is printed as
326.So
327!
328.Sc .
329E.g., the Frog of our last example would soon be
330.Dq !0 .
331.Pp
332A ship that reaches this point has a chance of catching fire or sinking.
333A sinking ship has a
334.Sq ~
335printed for its nationality,
336and a ship on fire and about to explode has a
337.Sq #
338printed.
339.Pp
340Ships that have struck can be captured;
341captured ships become the nationality of the prize crew.
342Therefore, if
343an American ship captures a British ship, the British ship will
344thenceforth have an
345.Sq a
346printed for its nationality.
347In addition, the ship number is changed
348to one of the characters
349.So
350\*[Am]'()*+
351.Sc
352corresponding to its original number
353.So
354012345
355.Sc .
356E.g., the
357.Dq b0
358captured by an American becomes the
359.Dq a\*[Am] .
360The
361.Dq s4
362captured by a Frog becomes the
363.Dq f* .
364.Pp
365The ultimate example is, of course, an exploding Brit captured by an
366American:
367.Dq #\*[Am] .
368.Sh MOVEMENT
369Movement is the most confusing part of
370.Nm
371to many.
372Ships can head in 8 directions:
373.Bd -literal -offset indent
374                         0      0      0
375b       b       b0      b       b       b       0b      b
3760        0                                             0
377
378.Ed
379The stern of a ship moves when it turns.
380The bow remains stationary.
381Ships can always turn, regardless of the wind (unless they are becalmed).
382All ships drift when they lose headway.
383If a ship doesn't move forward at all for two turns, it will begin to drift.
384If a ship has begun to
385drift, then it must move forward before it turns, if it plans to do
386more than make a right or left turn, which is always possible.
387.Pp
388Movement commands to
389.Nm
390are a string of forward moves and turns.
391An example is
392.Dq l3 .
393It will turn a ship left and then move it ahead 3 spaces.
394In the drawing above, the
395.Dq b0
396made 7 successive left turns.
397When
398.Nm
399prompts you for a move, it prints three characters of import.
400E.g.,
401.Dl move (7, 4):
402The first number is the maximum number of moves you can make, including turns.
403The second number is the maximum number of turns you can make.
404Between the numbers is sometimes printed a quote
405.Pq ' .
406If the quote is present, it means that your ship has been drifting, and
407you must move ahead to regain headway before you turn (see note above).
408Some of the possible moves for the example above are as follows:
409.Bd -literal -offset indent
410move (7, 4): 7
411move (7, 4): 1
412move (7, 4): d          /* drift, or do nothing */
413move (7, 4): 6r
414move (7, 4): 5r1
415move (7, 4): 4r1r
416move (7, 4): l1r1r2
417move (7, 4): 1r1r1r1
418.Ed
419.Pp
420Because square riggers performed so poorly sailing into the wind, if at
421any point in a movement command you turn into the wind, the movement stops
422there.
423E.g.,
424.Bd -literal -offset indent
425move (7, 4): l1l4
426Movement Error;
427Helm: l1l
428
429.Ed
430Moreover, upon making a turn, the movement allowance drops to the
431lesser of what remains this turn and what would be available when
432going in the new direction.
433Thus, any turn closer to the wind will generally preclude sailing the
434full distance printed in the
435.Dq move
436prompt.
437.Pp
438Old sailing captains had to keep an eye constantly on the wind.
439Captains in
440.Nm
441are no different.
442A ship's ability to move depends on its attitude to the wind.
443The best angle possible is to have the wind off your quarter, that is,
444just off the stern.
445The direction rose on the side of the screen gives the
446possible movements for your ship at all positions to the wind.
447Battle
448sail speeds are given first, and full sail speeds are given in parentheses.
449.Bd -literal
450
451				 0 1(2)
452				\\|/
453				-^-3(6)
454				/|\\
455				 | 4(7)
456				3(6)
457
458.Ed
459Pretend the bow of your ship
460.Pq the Dq ^
461is pointing upward and the wind is
462blowing from the bottom to the top of the page.
463The numbers at the bottom
464.Dq 3(6)
465will be your speed under battle or full
466sails in such a situation.
467If the wind is off your quarter, then you can move
468.Dq 4(7) .
469If the wind is off your beam,
470.Dq 3(6) .
471If the wind is off your bow, then you can only move
472.Dq 1(2) .
473Facing into the wind, you cannot move at all.
474Ships facing into the wind are said to be
475.Em in irons .
476.Sh WINDSPEED AND DIRECTION
477The windspeed and direction is displayed as a weather vane on the
478side of the screen.
479The number in the middle of the vane indicates the wind
480speed, and the + to - indicates the wind direction.
481The wind blows from the + sign (high pressure) to the - sign (low pressure).
482E.g.,
483.Bd -literal
484                                |
485                                3
486                                +
487.Ed
488.Pp
489The wind speeds are:
490.Bl -tag -width 012 -compact -offset indent
491.It 0
492becalmed
493.It 1
494light breeze
495.It 2
496moderate breeze
497.It 3
498fresh breeze
499.It 4
500strong breeze
501.It 5
502gale
503.It 6
504full gale
505.It 7
506hurricane
507.El
508If a hurricane shows up, all ships are destroyed.
509.Sh GRAPPLING AND FOULING
510If two ships collide, they run the risk of becoming tangled together.
511This is called
512.Em fouling .
513Fouled ships are stuck together, and neither can move.
514They can unfoul each other if they want to.
515Boarding parties can only be
516sent across to ships when the antagonists are either fouled or grappled.
517.Pp
518Ships can grapple each other by throwing grapnels into the rigging of
519the other.
520.Pp
521The number of fouls and grapples you have are displayed on the upper
522right of the screen.
523.Sh BOARDING
524Boarding was a very costly venture in terms of human life.
525Boarding parties may be formed in
526.Nm
527to either board an enemy ship or to defend your own ship against attack.
528Men organized as Defensive Boarding Parties fight twice as hard to save
529their ship as men left unorganized.
530.Pp
531The boarding strength of a crew depends upon its quality and upon the
532number of men sent.
533.Sh CREW QUALITY
534The British seaman was world renowned for his sailing abilities.
535American sailors, however, were actually the best seamen in the world.
536Because the
537American Navy offered twice the wages of the Royal Navy, British seamen
538who liked the sea defected to America by the thousands.
539.Pp
540In
541.Nm ,
542crew quality is quantized into 5 energy levels.
543.Em Elite
544crews can outshoot and outfight all other sailors.
545.Em Crack
546crews are next.
547.Em Mundane
548crews are average, and
549.Em Green
550and
551.Em Mutinous
552crews are below average.
553A good rule of thumb is that
554.Em Crack
555or
556.Em Elite
557crews get one extra hit
558per broadside compared to
559.Em Mundane
560crews.
561Don't expect too much from
562.Em Green
563crews.
564.Sh BROADSIDES
565Your two broadsides may be loaded with four kinds of shot: grape, chain,
566round, and double.
567You have guns and carronades in both the port and starboard batteries.
568Carronades only have a range of two, so you have to get in
569close to be able to fire them.
570You have the choice of firing at the hull or rigging of another ship.
571If the range of the ship is greater than 6,
572then you may only shoot at the rigging.
573.Pp
574The types of shot and their advantages are:
575.Bl -tag -width DOUBLEx
576.It ROUND
577Range of 10.
578Good for hull or rigging hits.
579.It DOUBLE
580Range of 1.
581Extra good for hull or rigging hits.
582Double takes two turns to load.
583.It CHAIN
584Range of 3.
585Excellent for tearing down rigging.
586Cannot damage hull or guns, though.
587.It GRAPE
588Range of 1.
589Sometimes devastating against enemy crews.
590.El
591.Pp
592On the side of the screen is displayed some vital information about your
593ship:
594.Bd -literal -offset indent
595Load  D! R!
596Hull  9
597Crew  4  4  2
598Guns  4  4
599Carr  2  2
600Rigg  5 5 5 5
601
602.Ed
603.Dq Load
604shows what your port
605.Pq left
606and starboard
607.Pq right
608broadsides are
609loaded with.
610A
611.So
612!
613.Sc
614after the type of shot indicates that it is an initial broadside.
615Initial broadside were loaded with care before battle and before
616the decks ran red with blood.
617As a consequence, initial broadsides are a
618little more effective than broadsides loaded later.
619A
620.Sq *
621after the type of shot indicates that the gun
622crews are still loading it, and you cannot fire yet.
623.Dq Hull
624shows how much hull you have left.
625.Dq Crew
626shows your three sections of crew.
627As your crew dies off, your ability to fire decreases.
628.Dq Guns
629and
630.Dq Carr
631show your port and starboard guns.
632As you lose guns, your ability to fire decreases.
633.Dq Rigg
634shows how much rigging you have on your 3 or 4 masts.
635As rigging is shot away, you lose mobility.
636.Sh EFFECTIVENESS OF FIRE
637It is very dramatic when a ship fires its thunderous broadsides, but the
638mere opportunity to fire them does not guarantee any hits.
639Many factors influence the destructive force of a broadside.
640First of all, and the chief factor, is distance.
641It is harder to hit a ship at range ten than it is
642to hit one sloshing alongside.
643Next is raking.
644Raking fire, as mentioned before, can sometimes dismast a ship at range ten.
645Next, crew size and quality affects the damage done by a broadside.
646The number of guns firing also bears on the point, so to speak.
647Lastly, weather affects the accuracy of a broadside.
648If the seas are high (5 or 6), then the lower gunports
649of ships of the line can't even be opened to run out the guns.
650This gives frigates and other flush decked vessels an advantage in a storm.
651The scenario
652.Em Pellew vs. The Droits de L'Homme
653takes advantage of this peculiar circumstance.
654.Sh REPAIRS
655Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
656two points per three turns.
657The message "Repairs Completed" will be printed if no more repairs can be made.
658.Sh PECULIARITIES OF COMPUTER SHIPS
659Computer ships in
660.Nm
661follow all the rules above with a few exceptions.
662Computer ships never repair damage.
663If they did, the players could never beat them.
664They play well enough as it is.
665As a consolation, the computer ships can fire double shot every turn.
666That fluke is a good reason to keep your distance.
667The driver figures out the moves of the computer ships.
668It computes them with a typical A.I. distance
669function and a depth first search to find the maximum
670.Dq score .
671It seems to work fairly well, although I'll be the first to admit it isn't
672perfect.
673.Sh HOW TO PLAY
674Commands are given to
675.Nm
676by typing a single character.
677You will then be prompted for further input.
678A brief summary of the commands follows.
679.Ss COMMAND SUMMARY
680.Bl -tag -width xD,xNxx -compact
681.It Sq f
682Fire broadsides if they bear
683.It Sq l
684Reload
685.It Sq L
686Unload broadsides (to change ammo)
687.It Sq m
688Move
689.It Sq i
690Print the closest ship
691.It Sq I
692Print all ships
693.It Sq F
694Find a particular ship or ships (e.g. "a?" for all Americans)
695.It Sq s
696Send a message around the fleet
697.It Sq b
698Attempt to board an enemy ship
699.It Sq B
700Recall boarding parties
701.It Sq c
702Change set of sail
703.It Sq r
704Repair
705.It Sq u
706Attempt to unfoul
707.It Sq g
708Grapple/ungrapple
709.It Sq v
710Print version number of game
711.It Sq ^L
712Redraw screen
713.It Sq Q
714Quit
715.Pp
716.It Sq C
717Center your ship in the window
718.It Sq U
719Move window up
720.It Sq D, N
721Move window down
722.It Sq H
723Move window left
724.It Sq J
725Move window right
726.It Sq S
727Toggle window to follow your ship or stay where it is
728.El
729.Sh SCENARIOS
730Here is a summary of the scenarios in
731.Nm :
732.Ss Ranger vs. Drake :
733Wind from the N, blowing a fresh breeze.
734.Bd -literal
735(a) Ranger            19 gun Sloop (crack crew) (7 pts)
736(b) Drake             17 gun Sloop (crack crew) (6 pts)
737.Ed
738.Ss The Battle of Flamborough Head :
739Wind from the S, blowing a fresh breeze.
740.Pp
741This is John Paul Jones' first famous battle.
742Aboard the
743.Em Bonhomme Richard ,
744he was able to overcome the
745.Em Serapis's
746greater firepower
747by quickly boarding her.
748.Bd -literal
749(a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
750(b) Serapis           44 gun Frigate (crack crew) (12 pts)
751.Ed
752.Ss Arbuthnot and Des Touches :
753Wind from the N, blowing a gale.
754.Bd -literal
755(b) America           64 gun Ship of the Line (crack crew) (20 pts)
756(b) Befford           74 gun Ship of the Line (crack crew) (26 pts)
757(b) Adamant           50 gun Ship of the Line (crack crew) (17 pts)
758(b) London            98 gun 3 Decker SOL (crack crew) (28 pts)
759(b) Royal Oak         74 gun Ship of the Line (crack crew) (26 pts)
760(f) Neptune           74 gun Ship of the Line (average crew) (24 pts)
761(f) Duc de Bourgogne  80 gun 3 Decker SOL (average crew) (27 pts)
762(f) Conquerant        74 gun Ship of the Line (average crew) (24 pts)
763(f) Provence          64 gun Ship of the Line (average crew) (18 pts)
764(f) Romulus           44 gun Ship of the Line (average crew) (10 pts)
765.Ed
766.Ss Suffren and Hughes :
767Wind from the S, blowing a fresh breeze.
768.Bd -literal
769(b) Monmouth          74 gun Ship of the Line (average crew) (24 pts)
770(b) Hero              74 gun Ship of the Line (crack crew) (26 pts)
771(b) Isis              50 gun Ship of the Line (crack crew) (17 pts)
772(b) Superb            74 gun Ship of the Line (crack crew) (27 pts)
773(b) Burford           74 gun Ship of the Line (average crew) (24 pts)
774(f) Flamband          50 gun Ship of the Line (average crew) (14 pts)
775(f) Annibal           74 gun Ship of the Line (average crew) (24 pts)
776(f) Severe            64 gun Ship of the Line (average crew) (18 pts)
777(f) Brilliant         80 gun Ship of the Line (crack crew) (31 pts)
778(f) Sphinx            80 gun Ship of the Line (average crew) (27 pts)
779.Ed
780.Ss Nymphe vs. Cleopatre :
781Wind from the S, blowing a fresh breeze.
782.Bd -literal
783(b) Nymphe            36 gun Frigate (crack crew) (11 pts)
784(f) Cleopatre         36 gun Frigate (average crew) (10 pts)
785.Ed
786.Ss Mars vs. Hercule :
787Wind from the S, blowing a fresh breeze.
788.Bd -literal
789(b) Mars              74 gun Ship of the Line (crack crew) (26 pts)
790(f) Hercule           74 gun Ship of the Line (average crew) (23 pts)
791.Ed
792.Ss Ambuscade vs. Baionnaise :
793Wind from the N, blowing a fresh breeze.
794.Bd -literal
795(b) Ambuscade         32 gun Frigate (average crew) (9 pts)
796(f) Baionnaise        24 gun Corvette (average crew) (9 pts)
797.Ed
798.Ss Constellation vs. Insurgent :
799Wind from the S, blowing a gale.
800.Bd -literal
801(a) Constellation     38 gun Corvette (elite crew) (17 pts)
802(f) Insurgent         36 gun Corvette (average crew) (11 pts)
803.Ed
804.Ss Constellation vs. Vengeance :
805Wind from the S, blowing a fresh breeze.
806.Bd -literal
807(a) Constellation     38 gun Corvette (elite crew) (17 pts)
808(f) Vengeance         40 gun Frigate (average crew) (15 pts)
809.Ed
810.Ss The Battle of Lissa :
811Wind from the S, blowing a fresh breeze.
812.Bd -literal
813(b) Amphion           32 gun Frigate (elite crew) (13 pts)
814(b) Active            38 gun Frigate (elite crew) (18 pts)
815(b) Volage            22 gun Frigate (elite crew) (11 pts)
816(b) Cerberus          32 gun Frigate (elite crew) (13 pts)
817(f) Favorite          40 gun Frigate (average crew) (15 pts)
818(f) Flore             40 gun Frigate (average crew) (15 pts)
819(f) Danae             40 gun Frigate (crack crew) (17 pts)
820(f) Bellona           32 gun Frigate (green crew) (9 pts)
821(f) Corona            40 gun Frigate (green crew) (12 pts)
822(f) Carolina          32 gun Frigate (green crew) (7 pts)
823.Ed
824.Ss Constitution vs. Guerriere :
825Wind from the SW, blowing a gale.
826.Bd -literal
827(a) Constitution      44 gun Corvette (elite crew) (24 pts)
828(b) Guerriere         38 gun Frigate (crack crew) (15 pts)
829.Ed
830.Ss United States vs. Macedonian :
831Wind from the S, blowing a fresh breeze.
832.Bd -literal
833(a) United States     44 gun Frigate (elite crew) (24 pts)
834(b) Macedonian        38 gun Frigate (crack crew) (16 pts)
835.Ed
836.Ss Constitution vs. Java :
837Wind from the S, blowing a fresh breeze.
838.Bd -literal
839(a) Constitution      44 gun Corvette (elite crew) (24 pts)
840(b) Java              38 gun Corvette (crack crew) (19 pts)
841.Ed
842.Ss Chesapeake vs. Shannon :
843Wind from the S, blowing a fresh breeze.
844.Bd -literal
845(a) Chesapeake        38 gun Frigate (average crew) (14 pts)
846(b) Shannon           38 gun Frigate (elite crew) (17 pts)
847.Ed
848.Ss The Battle of Lake Erie :
849Wind from the S, blowing a light breeze.
850.Bd -literal
851(a) Lawrence          20 gun Sloop (crack crew) (9 pts)
852(a) Niagara           20 gun Sloop (elite crew) (12 pts)
853(b) Lady Prevost      13 gun Brig (crack crew) (5 pts)
854(b) Detroit           19 gun Sloop (crack crew) (7 pts)
855(b) Q. Charlotte      17 gun Sloop (crack crew) (6 pts)
856.Ed
857.Ss Wasp vs. Reindeer :
858Wind from the S, blowing a light breeze.
859.Bd -literal
860(a) Wasp              20 gun Sloop (elite crew) (12 pts)
861(b) Reindeer          18 gun Sloop (elite crew) (9 pts)
862.Ed
863.Ss Constitution vs. Cyane and Levant :
864Wind from the S, blowing a moderate breeze.
865.Bd -literal
866(a) Constitution      44 gun Corvette (elite crew) (24 pts)
867(b) Cyane             24 gun Sloop (crack crew) (11 pts)
868(b) Levant            20 gun Sloop (crack crew) (10 pts)
869.Ed
870.Ss Pellew vs. Droits de L'Homme :
871Wind from the N, blowing a gale.
872.Bd -literal
873(b) Indefatigable     44 gun Frigate (elite crew) (14 pts)
874(b) Amazon            36 gun Frigate (crack crew) (14 pts)
875(f) Droits L'Hom      74 gun Ship of the Line (average crew) (24 pts)
876.Ed
877.Ss Algeciras :
878Wind from the SW, blowing a moderate breeze.
879.Bd -literal
880(b) Caesar            80 gun Ship of the Line (crack crew) (31 pts)
881(b) Pompee            74 gun Ship of the Line (crack crew) (27 pts)
882(b) Spencer           74 gun Ship of the Line (crack crew) (26 pts)
883(b) Hannibal          98 gun 3 Decker SOL (crack crew) (28 pts)
884(s) Real-Carlos       112 gun 3 Decker SOL (green crew) (27 pts)
885(s) San Fernando      96 gun 3 Decker SOL (green crew) (24 pts)
886(s) Argonauta         80 gun Ship of the Line (green crew) (23 pts)
887(s) San Augustine     74 gun Ship of the Line (green crew) (20 pts)
888(f) Indomptable       80 gun Ship of the Line (average crew) (27 pts)
889(f) Desaix            74 gun Ship of the Line (average crew) (24 pts)
890.Ed
891.Ss Lake Champlain :
892Wind from the N, blowing a fresh breeze.
893.Bd -literal
894(a) Saratoga          26 gun Sloop (crack crew) (12 pts)
895(a) Eagle             20 gun Sloop (crack crew) (11 pts)
896(a) Ticonderoga       17 gun Sloop (crack crew) (9 pts)
897(a) Preble            7 gun Brig (crack crew) (4 pts)
898(b) Confiance         37 gun Frigate (crack crew) (14 pts)
899(b) Linnet            16 gun Sloop (elite crew) (10 pts)
900(b) Chubb             11 gun Brig (crack crew) (5 pts)
901.Ed
902.Ss Last Voyage of the USS President :
903Wind from the N, blowing a fresh breeze.
904.Bd -literal
905(a) President         44 gun Frigate (elite crew) (24 pts)
906(b) Endymion          40 gun Frigate (crack crew) (17 pts)
907(b) Pomone            44 gun Frigate (crack crew) (20 pts)
908(b) Tenedos           38 gun Frigate (crack crew) (15 pts)
909.Ed
910.Ss Hornblower and the Natividad :
911Wind from the E, blowing a gale.
912.Pp
913A scenario for you Horny fans.
914Remember, he sank the Natividad against heavy odds and winds.
915Hint: don't try to board the Natividad;
916her crew is much bigger, albeit green.
917.Bd -literal
918(b) Lydia             36 gun Frigate (elite crew) (13 pts)
919(s) Natividad         50 gun Ship of the Line (green crew) (14 pts)
920.Ed
921.Ss Curse of the Flying Dutchman :
922Wind from the S, blowing a fresh breeze.
923.Pp
924Just for fun, take the Piece of cake.
925.Bd -literal
926(s) Piece of Cake     24 gun Corvette (average crew) (9 pts)
927(f) Flying Dutchy     120 gun 3 Decker SOL (elite crew) (43 pts)
928.Ed
929.Ss The South Pacific :
930Wind from the S, blowing a strong breeze.
931.Bd -literal
932(a) USS Scurvy        136 gun 3 Decker SOL (mutinous crew) (27 pts)
933(b) HMS Tahiti        120 gun 3 Decker SOL (elite crew) (43 pts)
934(s) Australian        32 gun Frigate (average crew) (9 pts)
935(f) Bikini Atoll      7 gun Brig (crack crew) (4 pts)
936.Ed
937.Ss Hornblower and the battle of Rosas bay :
938Wind from the E, blowing a fresh breeze.
939.Pp
940The only battle Hornblower ever lost.
941He was able to dismast one ship and stern rake the others though.
942See if you can do as well.
943.Bd -literal
944(b) Sutherland        74 gun Ship of the Line (crack crew) (26 pts)
945(f) Turenne           80 gun 3 Decker SOL (average crew) (27 pts)
946(f) Nightmare         74 gun Ship of the Line (average crew) (24 pts)
947(f) Paris             112 gun 3 Decker SOL (green crew) (27 pts)
948(f) Napoleon          74 gun Ship of the Line (green crew) (20 pts)
949.Ed
950.Ss Cape Horn :
951Wind from the NE, blowing a strong breeze.
952.Bd -literal
953(a) Concord           80 gun Ship of the Line (average crew) (27 pts)
954(a) Berkeley          98 gun 3 Decker SOL (crack crew) (28 pts)
955(b) Thames            120 gun 3 Decker SOL (elite crew) (43 pts)
956(s) Madrid            112 gun 3 Decker SOL (green crew) (27 pts)
957(f) Musket            80 gun 3 Decker SOL (average crew) (27 pts)
958.Ed
959.Ss New Orleans :
960Wind from the SE, blowing a fresh breeze.
961.Pp
962Watch that little Cypress go!
963.Bd -literal
964(a) Alligator         120 gun 3 Decker SOL (elite crew) (43 pts)
965(b) Firefly           74 gun Ship of the Line (crack crew) (27 pts)
966(b) Cypress           44 gun Frigate (elite crew) (14 pts)
967.Ed
968.Ss Botany Bay :
969Wind from the N, blowing a fresh breeze.
970.Bd -literal
971(b) Shark             64 gun Ship of the Line (average crew) (18 pts)
972(f) Coral Snake       44 gun Corvette (elite crew) (24 pts)
973(f) Sea Lion          44 gun Frigate (elite crew) (24 pts)
974.Ed
975.Ss Voyage to the Bottom of the Sea :
976Wind from the NW, blowing a fresh breeze.
977.Pp
978This one is dedicated to Richard Basehart and David Hedison.
979.Bd -literal
980(a) Seaview           120 gun 3 Decker SOL (elite crew) (43 pts)
981(a) Flying Sub        40 gun Frigate (crack crew) (17 pts)
982(b) Mermaid           136 gun 3 Decker SOL (mutinous crew) (27 pts)
983(s) Giant Squid       112 gun 3 Decker SOL (green crew) (27 pts)
984.Ed
985.Ss Frigate Action :
986Wind from the E, blowing a fresh breeze.
987.Bd -literal
988(a) Killdeer          40 gun Frigate (average crew) (15 pts)
989(b) Sandpiper         40 gun Frigate (average crew) (15 pts)
990(s) Curlew            38 gun Frigate (crack crew) (16 pts)
991.Ed
992.Ss The Battle of Midway :
993Wind from the E, blowing a moderate breeze.
994.Bd -literal
995(a) Enterprise        80 gun Ship of the Line (crack crew) (31 pts)
996(a) Yorktown          80 gun Ship of the Line (average crew) (27 pts)
997(a) Hornet            74 gun Ship of the Line (average crew) (24 pts)
998(j) Akagi             112 gun 3 Decker SOL (green crew) (27 pts)
999(j) Kaga              96 gun 3 Decker SOL (green crew) (24 pts)
1000(j) Soryu             80 gun Ship of the Line (green crew) (23 pts)
1001.Ed
1002.Ss Star Trek :
1003Wind from the S, blowing a fresh breeze.
1004.Bd -literal
1005(a) Enterprise        450 gun Ship of the Line (elite crew) (75 pts)
1006(a) Yorktown          450 gun Ship of the Line (elite crew) (75 pts)
1007(a) Reliant           450 gun Ship of the Line (elite crew) (75 pts)
1008(a) Galileo           450 gun Ship of the Line (elite crew) (75 pts)
1009(k) Kobayashi Maru    450 gun Ship of the Line (elite crew) (75 pts)
1010(k) Klingon II        450 gun Ship of the Line (elite crew) (75 pts)
1011(o) Red Orion         450 gun Ship of the Line (elite crew) (75 pts)
1012(o) Blue Orion        450 gun Ship of the Line (elite crew) (75 pts)
1013.Ed
1014.Sh HISTORY
1015Dave Riggle wrote the first version of
1016.Nm
1017on a PDP\-11/70 in the fall of 1980.
1018Needless to say, the code was horrendous,
1019not portable in any sense of the word, and didn't work.
1020The program was not
1021very modular and had
1022.Xr fseek 3
1023and
1024.Xr fwrite 3
1025calls every few lines.
1026After a tremendous rewrite from the top down,
1027the first working version was up and running by 1981.
1028There were several annoying bugs concerning firing broadsides and
1029finding angles.
1030.\" No longer true...
1031.\" .Nm
1032.\" uses no floating point, by the way, so the direction routines are rather
1033.\" tricky.
1034.Pp
1035Ed Wang rewrote the
1036.Fn angle
1037routine in 1981 to be more correct.
1038He also added code to let a player select
1039which ship he wanted at the start of the game, instead of always
1040taking the first one available.
1041.Pp
1042Captain Happy (Craig Leres) is responsible for making
1043.Nm
1044portable for the first time.
1045This was no easy task.
1046Constants like 2 and 10 were very frequent in the code.
1047The
1048.Nm
1049code was also notorious for the use of
1050.Dq Riggle Memorial Structures .
1051Many structure references were so long that they ran off the line
1052printer page.
1053Here is an example, if you promise not to laugh:
1054.Bd -literal -offset indent
1055specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
1056.Ed
1057.Pp
1058.Nm
1059received its fourth and most thorough rewrite in the summer and fall
1060of 1983.
1061Ed Wang rewrote and modularized the code (a monumental feat)
1062almost from scratch.
1063Although he introduced many new bugs, the final result was very much
1064cleaner and (?) faster.
1065He added window movement commands and find ship commands.
1066.Pp
1067At some currently unknown time,
1068.Nm
1069was imported into
1070.Bx .
1071.Sh AUTHORS
1072.Nm
1073has been a group effort.
1074.Ss AUTHOR
1075.An Dave Riggle
1076.Ss CO-AUTHOR
1077.An Ed Wang
1078.Ss REFITTING
1079.An Craig Leres
1080.Ss CONSULTANTS
1081.Bl -item -compact
1082.It
1083.An Chris Guthrie
1084.It
1085.An Captain Happy
1086.It
1087.An Horatio Nelson
1088.El
1089and many valiant others...
1090.Sh REFERENCES
1091.Rs
1092.%B Wooden Ships \*[Am] Iron Men
1093.%A "Avalon Hill"
1094.Re
1095.Pp
1096.Rs
1097.%B Master and Commander
1098.%O and 20 more volumes
1099.%A Patrick O'Brian
1100.Re
1101.Pp
1102.Rs
1103.%B Captain Horatio Hornblower Novels
1104.%O "(13 of them)"
1105.%A "C.S. Forester"
1106.Re
1107.Pp
1108.Rs
1109.%B Captain Richard Bolitho Novels
1110.%O "(12 of them)"
1111.%A "Alexander Kent"
1112.Re
1113.Pp
1114.Rs
1115.%B The Complete Works of Captain Frederick Marryat
1116.%O "(about 20)"
1117.Re
1118.Pp
1119Of these, consider especially
1120.Bl -item -offset indent -compact
1121.It
1122.%B Mr. Midshipman Easy
1123.It
1124.%B Peter Simple
1125.It
1126.%B Jacob Faithful
1127.It
1128.%B Japhet in Search of a Father
1129.It
1130.%B Snarleyyow, or The Dog Fiend
1131.It
1132.%B Frank Mildmay, or The Naval Officer
1133.El
1134.\" .Sh BUGS
1135.\" Probably a few, and please report them to "riggle@ernie.berkeley.edu" and
1136.\" "edward@ucbarpa.berkeley.edu".
1137