1.\" $NetBSD: sail.6,v 1.18 2009/03/02 10:16:54 dholland Exp $ 2.\" 3.\" Copyright (c) 1988, 1993 4.\" The Regents of the University of California. All rights reserved. 5.\" 6.\" Redistribution and use in source and binary forms, with or without 7.\" modification, are permitted provided that the following conditions 8.\" are met: 9.\" 1. Redistributions of source code must retain the above copyright 10.\" notice, this list of conditions and the following disclaimer. 11.\" 2. Redistributions in binary form must reproduce the above copyright 12.\" notice, this list of conditions and the following disclaimer in the 13.\" documentation and/or other materials provided with the distribution. 14.\" 3. Neither the name of the University nor the names of its contributors 15.\" may be used to endorse or promote products derived from this software 16.\" without specific prior written permission. 17.\" 18.\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND 19.\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 20.\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 21.\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE 22.\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL 23.\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS 24.\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) 25.\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT 26.\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY 27.\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF 28.\" SUCH DAMAGE. 29.\" 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 parenthesis. 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 1075Dave Riggle 1076.Ss CO-AUTHOR 1077Ed Wang 1078.Ss REFITTING 1079Craig Leres 1080.Ss CONSULTANTS 1081.Bl -item -compact 1082.It 1083Chris Guthrie 1084.It 1085Captain Happy 1086.It 1087Horatio 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