xref: /openbsd/games/sail/sail.6 (revision 09467b48)
1.\"	$OpenBSD: sail.6,v 1.23 2016/09/09 15:32:28 tb Exp $
2.\"	$NetBSD: sail.6,v 1.4 1995/04/22 10:37:24 cgd Exp $
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4.\" Copyright (c) 1988, 1993
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31.\"	@(#)sail.6	8.2 (Berkeley) 12/30/93
32.\"
33.Dd $Mdocdate: September 9 2016 $
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.Bf -symbolic
46.Nm
47is currently unusable because it relies on
48.Xr setegid 2
49to allow multiple users read and write access to the same files.
50.Ef
51.Pp
52.Nm
53is a computer version of Avalon Hill's game of fighting sail
54originally developed by S. Craig Taylor.
55.Pp
56Players of
57.Nm
58take command of an old-fashioned Man of War and fight other
59players or the computer.
60They may re-enact one of the many historical sea battles recorded
61in the game, or they can choose a fictional battle.
62.Pp
63As a sea captain in the
64.Nm
65Navy, the player has complete control over the workings of his ship.
66He must order every maneuver, change the set of his sails, and judge the
67right moment to let loose the terrible destruction of his broadsides.
68In addition to fighting the enemy, he must harness the powers of the wind
69and sea to make them work for him.
70The outcome of many battles during the age of sail was decided by the
71ability of one captain to hold the
72.Sq weather gage .
73.Pp
74The flags are:
75.Bl -tag -width flag
76.It Fl b
77No bells.
78.It Fl l
79Show the login name.
80Only effective with
81.Fl s .
82.It Fl s
83Print the names and ships of the top ten sailors.
84.It Fl x
85Play the first available ship instead of prompting for a choice.
86.El
87.Sh IMPLEMENTATION
88.Nm
89is really two programs in one.
90Each player starts up a process which runs his own ship.
91In addition, a
92.Em driver
93process is forked
94.Pq by the first player
95to run the computer ships and take care of global bookkeeping.
96.Pp
97Because the driver must calculate moves for each ship it controls, the
98more ships the computer is playing, the slower the game will appear.
99.Pp
100If a player joins a game in progress, he will synchronize
101with the other players
102.Pq a rather slow process for everyone ,
103and then he may play along with the rest.
104.Pp
105To implement a multi-user game in
106.Ux
107Version 7,
108which was the operating system
109.Nm
110was first written under, the communicating processes must use a common
111temporary file as a place to read and write messages.
112In addition, a locking mechanism must be provided to ensure exclusive
113access to the shared file.
114For example,
115.Nm
116uses a temporary file named
117.Pa /tmp/#sailsink.21
118for scenario 21, and corresponding file names for the other scenarios.
119To provide exclusive access to the temporary file,
120.Nm
121uses a technique stolen from an old game called
122.Ic pubcaves
123by Jeff Cohen.
124Processes do a busy wait in the loop
125.Bd -literal -offset indent
126for (n = 0; link(sync_file, sync_lock) == -1 && n < 30; n++)
127	sleep(2);
128.Ed
129.Pp
130until they are able to create a link to a file named
131.Pa /tmp/#saillock.?? .
132The
133.Dq ??
134correspond to the scenario number of the game.
135Since
136.Ux
137guarantees that a link will point to only one file, the process
138that succeeds in linking will have exclusive access to the temporary file.
139.\" .Pp
140.\" Whether or not this really works is open to speculation.  When ucbmiro
141.\" was rebooted after a crash, the file system check program found 3 links
142.\" between the
143.\" .Nm
144.\" temporary file and its link file.
145.Ss "CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES"
146When players do something of global interest, such as moving or firing,
147the driver must coordinate the action with the other ships in the game.
148For example, if a player wants to move in a certain direction, he writes a
149message into the temporary file requesting that the driver move his ship.
150Each
151.Dq turn ,
152the driver reads all the messages sent from the players and
153decides what happened.
154It then writes back into the temporary file new values of variables, etc.
155.Pp
156The most noticeable effect this communication has on the game is the
157delay in moving.
158Suppose a player types a move for his ship and hits return.
159What happens then?
160The player process saves up messages to
161be written to the temporary file in a buffer.
162Every 7 seconds or so, the player process gets exclusive access
163to the temporary file and writes out its buffer to the file.
164The driver, running asynchronously, must
165read in the movement command, process it, and write out the results.
166This takes two exclusive accesses to the temporary file.
167Finally, when the player process gets around to doing another 7-second update,
168the results of the move are displayed on the screen.
169Hence, every movement requires four
170exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
171depending upon asynchrony) before the player sees the results of his moves.
172.Pp
173In practice, the delays are not as annoying as they would appear.
174There is room for
175.Dq pipelining
176in the movement.
177After the player writes out a first movement message,
178a second movement command can then be issued.
179The first message will be in the temporary file waiting for the driver, and
180the second will be in the file buffer waiting to be written to the file.
181Thus, by always typing moves a turn ahead of the time, the player can
182sail around quite quickly.
183.Pp
184If the player types several movement commands between two 7-second updates,
185only the last movement command typed will be seen by the driver.
186Movement commands within the same update "overwrite" each other, in a sense.
187.Ss "HISTORICAL INFO"
188Old Square Riggers were very maneuverable ships capable of intricate
189sailing.
190Their only disadvantage was an inability to sail very close to the wind.
191The design of a wooden ship allowed only for the
192guns to bear to the left and right sides.
193A few guns of small aspect
194.Pq usually 6 or 9 pounders
195could point forward, but their
196effect was small compared to a 68-gun broadside of 24 or 32 pounders.
197The guns bear approximately like so:
198.Bd -literal -offset indent
199       \e
200        b----------------
201    ---0
202        \e
203         \e
204          \e     up to a range of ten (for round shot)
205           \e
206            \e
207             \e
208.Ed
209.Pp
210An interesting phenomenon occurred when a broadside was fired
211down the length of an enemy ship.
212The shot tended to bounce along the deck and did several times more damage.
213This phenomenon was called a rake.
214Because the bows of a ship are very strong and present a smaller
215target than the stern, a stern rake
216.Pq firing from the stern to the bow
217causes more damage than a bow rake.
218.Bd -literal -offset indent
219                        b
220                       00   ----  Stern rake!
221                         a
222.Ed
223.Pp
224Most ships were equipped with carronades, which were very large,
225close-range cannons.
226American ships from the revolution until the War of 1812
227were almost entirely armed with carronades.
228.Pp
229The period of history covered in
230.Nm
231is approximately from the 1770s until the end of Napoleonic France in 1815.
232There are many excellent books about the age of sail
233.Pq see Sx REFERENCES .
234.Pp
235Fighting ships came in several sizes classed by armament.
236The mainstays of any fleet were its
237.Dq Ships of the Line ,
238or
239.Dq Line of Battle Ships .
240They were so named because these ships fought together in great lines.
241They were close enough for mutual support, yet every ship could fire
242both its broadsides.
243We get the modern words
244.Dq ocean liner ,
245or
246.Dq liner ,
247and
248.Dq battleship
249from
250.Dq ship of the line .
251The most common size was the 74-gun two-decked ship of the line.
252The two gun decks usually mounted 18 and 24 pounder guns.
253.Pp
254The pride of the fleet were the first rates.
255These were huge three decked ships of the line mounting 80 to 136 guns.
256The guns in the three tiers were usually 18, 24, and 32 pounders in
257that order from top to bottom.
258.Pp
259Various other ships came next.
260They were almost all
261.Dq razees ,
262or ships of the line with one deck sawed off.
263They mounted 40-64 guns and were
264a poor cross between a frigate and a line of battle ship.
265They neither had the speed of the former nor the firepower of the latter.
266.Pp
267Next came the
268.Dq eyes of the fleet .
269Frigates came in many sizes mounting anywhere from 32 to 44 guns.
270They were very handy vessels.
271They could outsail anything bigger and outshoot anything smaller.
272Frigates didn't fight in lines of battle as the much bigger 74's did.
273Instead, they harassed the enemy's rear or captured crippled ships.
274They were much more useful in missions away from the fleet,
275such as cutting out expeditions or boat actions.
276They could hit hard and get away fast.
277.Pp
278Lastly, there were the corvettes, sloops, and brigs.
279These were smaller ships mounting typically fewer than 20 guns.
280A corvette was only slightly smaller than a frigate,
281so one might have up to 30 guns.
282Sloops were used for carrying dispatches or passengers.
283Brigs were something you built for land-locked lakes.
284.Ss "SAIL PARTICULARS"
285Ships in
286.Nm
287are represented by two characters.
288One character represents the bow of the ship,
289and the other represents the stern.
290Ships have nationalities and numbers.
291The first ship of a nationality is number 0, the second
292number 1, etc.
293Therefore, the first British ship in a game would be printed as
294.Sq b0 .
295The second Brit would be
296.Sq b1 ,
297and the fifth Don would be
298.Sq s4 .
299.Pp
300Ships can set normal sails, called Battle Sails, or bend on extra canvas
301called Full Sails.
302A ship under full sail is a beautiful sight indeed,
303and it can move much faster than a ship under Battle Sails.
304The only trouble is, with full sails set, there is so much tension on sail and
305rigging that a well aimed round shot can burst a sail into ribbons where
306it would only cause a little hole in a loose sail.
307For this reason, rigging damage is doubled on a ship with full sails set.
308Don't let that discourage you from using full sails:
309I like to keep them up right into the heat of battle.
310A ship with full sails set has a capital letter for its nationality.
311E.g., a Frog,
312.Sq f0 ,
313with full sails set would be printed as
314.Sq F0 .
315.Pp
316When a ship is battered into a listing hulk, the last man aboard
317.Dq strikes the colors .
318This ceremony is the ship's formal surrender.
319The nationality character of a surrendered ship is printed as
320.Sq \&! .
321E.g., the Frog of our last example would soon be
322.Sq !0 .
323.Pp
324A ship has a random chance of catching fire or sinking when it reaches the
325stage of listing hulk.
326A sinking ship has a tilde
327.Sq ~
328printed for its nationality, and a ship on fire and about to explode has a
329.Sq #
330printed.
331.Pp
332Captured ships become the nationality of the prize crew.
333Therefore, if
334an American ship captures a British ship, the British ship will have an
335.Sq a
336printed for its nationality.
337In addition, the ship number is changed
338to
339.Sq & ,
340.Sq ' ,
341.Sq \&( ,
342.Sq \&) ,
343.Sq * ,
344or
345.Sq +
346depending upon the original number,
347be it 0, 1, 2, 3, 4, or 5.
348E.g., the
349.Sq b0
350captured by an American becomes the
351.Sq a& .
352The
353.Sq s4
354captured by a Frog becomes the
355.Sq f* .
356.Pp
357The ultimate example is, of course, an exploding Brit captured by an
358American:
359.Sq #& .
360.Ss MOVEMENT
361Movement is the most confusing part of
362.Nm
363to many.
364Ships can head in 8 directions:
365.Bd -literal
366                                 0      0      0
367        b       b       b0      b       b       b       0b      b
368        0        0                                             0
369.Ed
370.Pp
371The stern of a ship moves when it turns.
372The bow remains stationary.
373Ships can always turn, regardless of the wind (unless they are becalmed).
374All ships drift when they lose headway.
375If a ship doesn't move forward at all for two turns, it will begin to drift.
376If a ship has begun to drift, then it must move forward before it turns, if
377it plans to do more than make a right or left turn, which is always
378possible.
379.Pp
380Movement commands to
381.Nm
382are a string of forward moves and turns.
383An example is
384.Sq l3 .
385It will turn a ship left and then move it ahead 3 spaces.
386In the drawing above, the
387.Sq b0
388made 7 successive left turns.
389When
390.Nm
391prompts you for a move, it prints three characters of import.
392E.g.,
393.Pp
394.Dl move (7, 4):
395.Pp
396The first number is the maximum number of moves you can make,
397including turns.
398The second number is the maximum number of turns you can make.
399Between the numbers is sometimes printed a quote
400.Sq ' .
401If the quote is present, it means that your ship has been drifting, and
402you must move ahead to regain headway before you turn (see note above).
403Some of the possible moves for the example above are as follows:
404.Bd -literal -offset indent
405move (7, 4): 7
406move (7, 4): 1
407move (7, 4): d		/* drift, or do nothing */
408move (7, 4): 6r
409move (7, 4): 5r1
410move (7, 4): 4r1r
411move (7, 4): l1r1r2
412move (7, 4): 1r1r1r1
413.Ed
414.Pp
415Because square riggers performed so poorly sailing into the wind, if at
416any point in a movement command you turn into the wind, the movement stops
417there.
418E.g.,
419.Bd -literal -offset indent
420move (7, 4): l1l4
421Movement Error;
422Helm: l1l
423.Ed
424.Pp
425Moreover, whenever you make a turn, your movement allowance drops to
426the lesser of what's left or what you would have at the new attitude.
427In short,
428if you turn closer to the wind, you most likely won't be able to sail the
429full allowance printed in the "move" prompt.
430.Pp
431Old sailing captains had to keep an eye constantly on the wind.
432Captains in
433.Nm
434are no different.
435A ship's ability to move depends on its attitude to the wind.
436The best angle possible is to have the wind off your quarter, that is,
437just off the stern.
438The direction rose on the side of the screen gives the
439possible movements for your ship at all positions to the wind.
440Battle sail speeds are given first,
441and full sail speeds are given in parentheses.
442.Bd -literal
443				 0 1(2)
444				\e|/
445				-^-3(6)
446				/|\e
447				 | 4(7)
448				3(6)
449.Ed
450.Pp
451Pretend the bow of your ship
452.Pq the Sq ^
453is pointing upward and the wind is
454blowing from the bottom to the top of the page.
455The numbers at the bottom
456.Sq 3(6)
457will be your speed under battle or full sails in such a situation.
458If the wind is off your quarter, then you can move
459.Sq 4(7) .
460If the wind is off your beam,
461.Sq 3(6) .
462If the wind is off your bow, then you can only move
463.Sq 1(2) .
464If you are facing into the wind, you can't move at all;
465ships facing into the wind were said to be
466.Dq in irons .
467.Ss "WINDSPEED AND DIRECTION"
468The windspeed and direction is displayed as a little weather vane on the
469side of the screen.
470The number in the middle of the vane indicates the wind
471speed, and the + to - indicates the wind direction.
472The wind blows from
473the + sign (high pressure) to the - sign (low pressure).
474E.g.,
475.Bd -literal -offset indent-two
476|
4773
478+
479.Ed
480.Pp
481The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
4823 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
483If a hurricane shows up, all ships are destroyed.
484.Ss "GRAPPLING AND FOULING"
485If two ships collide, they run the risk of becoming tangled together.
486This is called
487.Dq fouling .
488Fouled ships are stuck together, and neither can move.
489They can unfoul each other if they want to.
490Boarding parties can only be
491sent across to ships when the antagonists are either fouled or grappled.
492.Pp
493Ships can grapple each other by throwing grapnels into the rigging of
494the other.
495.Pp
496The number of fouls and grapples you have are displayed on the upper
497right of the screen.
498.Ss BOARDING
499Boarding was a very costly venture in terms of human life.
500Boarding parties may be formed in
501.Nm
502to either board an enemy ship or to defend your own ship against attack.
503Men organized as Defensive Boarding Parties fight twice as hard to save
504their ship as men left unorganized.
505.Pp
506The boarding strength of a crew depends upon its quality and upon the
507number of men sent.
508.Ss "CREW QUALITY"
509The British seaman was world renowned for his sailing abilities.
510American sailors, however, were actually the best seamen in the world.
511Because the American Navy offered twice the wages of the Royal Navy,
512British seamen who liked the sea defected to America by the thousands.
513.Pp
514In
515.Nm ,
516crew quality is quantized into 5 energy levels.
517.Em Elite
518crews can outshoot and outfight all other sailors.
519.Em Crack
520crews are next.
521.Em Mundane
522crews are average, and
523.Em Green
524and
525.Em Mutinous
526crews are below average.
527A good rule of thumb is that
528.Em Crack
529or
530.Em Elite
531crews get one extra hit per broadside compared to
532.Em Mundane
533crews.
534Don't expect too much from
535.Em Green
536crews.
537.Ss BROADSIDES
538Your two broadsides may be loaded with four kinds of shot:
539grape, chain, round, and double.
540You have guns and carronades in both the port and starboard batteries.
541Carronades only have a range of two, so you have to get in
542close to be able to fire them.
543You have the choice of firing at the hull
544or rigging of another ship.
545If the range of the ship is greater than 6,
546then you may only shoot at the rigging.
547.Pp
548The types of shot and their advantages are:
549.Bl -tag -width DOUBLEx
550.It ROUND
551Range of 10.
552Good for hull or rigging hits.
553.It DOUBLE
554Range of 1.
555Extra good for hull or rigging hits.
556Double takes two turns to load.
557.It CHAIN
558Range of 3.
559Excellent for tearing down rigging.
560Cannot damage hull or guns, though.
561.It GRAPE
562Range of 1.
563Sometimes devastating against enemy crews.
564.El
565.Pp
566On the side of the screen is displayed some vital information about your
567ship:
568.Bd -literal -offset indent
569Load  D! R!
570Hull  9
571Crew  4  4  2
572Guns  4  4
573Carr  2  2
574Rigg  5 5 5 5
575.Ed
576.Pp
577"Load" shows what your port (left) and starboard (right) broadsides are
578loaded with.
579A
580.Sq \&!
581after the type of shot indicates that it is an initial broadside.
582Initial broadside were loaded with care before battle and before
583the decks ran red with blood.
584As a consequence, initial broadsides are a
585little more effective than broadsides loaded later.
586A
587.Sq *
588after the type of shot indicates that the gun
589crews are still loading it, and you cannot fire yet.
590"Hull" shows how much hull you have left.
591"Crew" shows your three sections of crew.
592As your crew dies off, your ability to fire decreases.
593"Guns" and "Carr" show your port and starboard guns.
594As you lose guns, your ability to fire decreases.
595"Rigg" shows how much rigging you have on your 3 or 4 masts.
596As rigging is shot away, you lose mobility.
597.Ss "EFFECTIVENESS OF FIRE"
598It is very dramatic when a ship fires its thunderous broadsides, but the
599mere opportunity to fire them does not guarantee any hits.
600Many factors influence the destructive force of a broadside.
601First of all, and the chief factor, is distance.
602It is harder to hit a ship at range ten than it is
603to hit one sloshing alongside.
604Next is raking.
605Raking fire, as mentioned before,
606can sometimes dismast a ship at range ten.
607Next, crew size and quality affects the damage done by a broadside.
608The number of guns firing also bears on the point,
609so to speak.
610Lastly, weather affects the accuracy of a broadside.
611If the seas are high (5 or 6), then the lower gunports of ships of the line
612can't even be opened to run out the guns.
613This gives frigates and other flush decked vessels an advantage in a storm.
614The scenario
615.Em Pellew vs. The Droits de L'Homme
616takes advantage of this peculiar circumstance.
617.Ss REPAIRS
618Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
619two points per three turns.
620The message "Repairs Completed" will be
621printed if no more repairs can be made.
622.Ss "PECULIARITIES OF COMPUTER SHIPS"
623Computer ships in
624.Nm
625follow all the rules above with a few exceptions.
626Computer ships never repair damage.
627If they did, the players could never beat them.
628They play well enough as it is.
629As a consolation, the computer ships can fire double
630shot every turn.
631That fluke is a good reason to keep your distance.
632The driver figures out the moves of the computer ships.
633It computes them with a typical
634A.I. distance function and a depth-first search to find the maximum
635.Dq score .
636It seems to work fairly well, although
637.\" I'll be the first to admit
638it isn't perfect.
639.Sh HOW TO PLAY
640Commands are given to
641.Nm
642by typing a single character.
643You will then be prompted for further input.
644A brief summary of the commands follows.
645.Ss "COMMAND SUMMARY"
646.Bl -tag -width xxx
647.It f
648Fire broadsides if they bear
649.It l
650Reload
651.It L
652Unload broadsides (to change ammo)
653.It m
654Move
655.It i
656Print the closest ship
657.It I
658Print all ships
659.It F
660Find a particular ship or ships (e.g.\&
661.Sq a?
662for all Americans)
663.It s
664Send a message around the fleet
665.It b
666Attempt to board an enemy ship
667.It B
668Recall boarding parties
669.It c
670Change set of sail
671.It r
672Repair
673.It u
674Attempt to unfoul
675.It g
676Grapple/ungrapple
677.It v
678Print version number of game
679.It ^L
680Redraw screen
681.It Q
682Quit
683.It C
684Center your ship in the window
685.It U
686Move window up
687.It D,N
688Move window down
689.It H
690Move window left
691.It J
692Move window right
693.It S
694Toggle window to follow your ship or stay where it is
695.El
696.Sh SCENARIOS
697Here is a summary of the scenarios in
698.Nm :
699.Ss Ranger vs. Drake:
700Wind from the N, blowing a fresh breeze.
701.Bd -literal
702(a) Ranger            19 gun Sloop (crack crew) (7 pts)
703(b) Drake             17 gun Sloop (crack crew) (6 pts)
704.Ed
705.Ss The Battle of Flamborough Head:
706Wind from the S, blowing a fresh breeze.
707.Pp
708This is John Paul Jones' first famous battle.
709Aboard the Bonhomme Richard,
710he was able to overcome the Serapis's greater firepower
711by quickly boarding her.
712.Bd -literal
713(a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
714(b) Serapis           44 gun Frigate (crack crew) (12 pts)
715.Ed
716.Ss Arbuthnot and Des Touches:
717Wind from the N, blowing a gale.
718.Bd -literal
719(b) America           64 gun Ship of the Line (crack crew) (20 pts)
720(b) Befford           74 gun Ship of the Line (crack crew) (26 pts)
721(b) Adamant           50 gun Ship of the Line (crack crew) (17 pts)
722(b) London            98 gun 3 Decker SOL (crack crew) (28 pts)
723(b) Royal Oak         74 gun Ship of the Line (crack crew) (26 pts)
724(f) Neptune           74 gun Ship of the Line (average crew) (24 pts)
725(f) Duc de Bourgogne  80 gun 3 Decker SOL (average crew) (27 pts)
726(f) Conquerant        74 gun Ship of the Line (average crew) (24 pts)
727(f) Provence          64 gun Ship of the Line (average crew) (18 pts)
728(f) Romulus           44 gun Ship of the Line (average crew) (10 pts)
729.Ed
730.Ss Suffren and Hughes:
731Wind from the S, blowing a fresh breeze.
732.Bd -literal
733(b) Monmouth          74 gun Ship of the Line (average crew) (24 pts)
734(b) Hero              74 gun Ship of the Line (crack crew) (26 pts)
735(b) Isis              50 gun Ship of the Line (crack crew) (17 pts)
736(b) Superb            74 gun Ship of the Line (crack crew) (27 pts)
737(b) Burford           74 gun Ship of the Line (average crew) (24 pts)
738(f) Flamband          50 gun Ship of the Line (average crew) (14 pts)
739(f) Annibal           74 gun Ship of the Line (average crew) (24 pts)
740(f) Severe            64 gun Ship of the Line (average crew) (18 pts)
741(f) Brilliant         80 gun Ship of the Line (crack crew) (31 pts)
742(f) Sphinx            80 gun Ship of the Line (average crew) (27 pts)
743.Ed
744.Ss Nymphe vs. Cleopatre:
745Wind from the S, blowing a fresh breeze.
746.Bd -literal
747(b) Nymphe            36 gun Frigate (crack crew) (11 pts)
748(f) Cleopatre         36 gun Frigate (average crew) (10 pts)
749.Ed
750.Ss Mars vs. Hercule:
751Wind from the S, blowing a fresh breeze.
752.Bd -literal
753(b) Mars              74 gun Ship of the Line (crack crew) (26 pts)
754(f) Hercule           74 gun Ship of the Line (average crew) (23 pts)
755.Ed
756.Ss Ambuscade vs. Baionnaise:
757Wind from the N, blowing a fresh breeze.
758.Bd -literal
759(b) Ambuscade         32 gun Frigate (average crew) (9 pts)
760(f) Baionnaise        24 gun Corvette (average crew) (9 pts)
761.Ed
762.Ss Constellation vs. Insurgent:
763Wind from the S, blowing a gale.
764.Bd -literal
765(a) Constellation     38 gun Corvette (elite crew) (17 pts)
766(f) Insurgent         36 gun Corvette (average crew) (11 pts)
767.Ed
768.Ss Constellation vs. Vengeance:
769Wind from the S, blowing a fresh breeze.
770.Bd -literal
771(a) Constellation     38 gun Corvette (elite crew) (17 pts)
772(f) Vengeance         40 gun Frigate (average crew) (15 pts)
773.Ed
774.Ss The Battle of Lissa:
775Wind from the S, blowing a fresh breeze.
776.Bd -literal
777(b) Amphion           32 gun Frigate (elite crew) (13 pts)
778(b) Active            38 gun Frigate (elite crew) (18 pts)
779(b) Volage            22 gun Frigate (elite crew) (11 pts)
780(b) Cerberus          32 gun Frigate (elite crew) (13 pts)
781(f) Favorite          40 gun Frigate (average crew) (15 pts)
782(f) Flore             40 gun Frigate (average crew) (15 pts)
783(f) Danae             40 gun Frigate (crack crew) (17 pts)
784(f) Bellona           32 gun Frigate (green crew) (9 pts)
785(f) Corona            40 gun Frigate (green crew) (12 pts)
786(f) Carolina          32 gun Frigate (green crew) (7 pts)
787.Ed
788.Ss Constitution vs. Guerriere:
789Wind from the SW, blowing a gale.
790.Bd -literal
791(a) Constitution      44 gun Corvette (elite crew) (24 pts)
792(b) Guerriere         38 gun Frigate (crack crew) (15 pts)
793.Ed
794.Ss United States vs. Macedonian:
795Wind from the S, blowing a fresh breeze.
796.Bd -literal
797(a) United States     44 gun Frigate (elite crew) (24 pts)
798(b) Macedonian        38 gun Frigate (crack crew) (16 pts)
799.Ed
800.Ss Constitution vs. Java:
801Wind from the S, blowing a fresh breeze.
802.Bd -literal
803(a) Constitution      44 gun Corvette (elite crew) (24 pts)
804(b) Java              38 gun Corvette (crack crew) (19 pts)
805.Ed
806.Ss Chesapeake vs. Shannon:
807Wind from the S, blowing a fresh breeze.
808.Bd -literal
809(a) Chesapeake        38 gun Frigate (average crew) (14 pts)
810(b) Shannon           38 gun Frigate (elite crew) (17 pts)
811.Ed
812.Ss The Battle of Lake Erie:
813Wind from the S, blowing a light breeze.
814.Bd -literal
815(a) Lawrence          20 gun Sloop (crack crew) (9 pts)
816(a) Niagara           20 gun Sloop (elite crew) (12 pts)
817(b) Lady Prevost      13 gun Brig (crack crew) (5 pts)
818(b) Detroit           19 gun Sloop (crack crew) (7 pts)
819(b) Q. Charlotte      17 gun Sloop (crack crew) (6 pts)
820.Ed
821.Ss Wasp vs. Reindeer:
822Wind from the S, blowing a light breeze.
823.Bd -literal
824(a) Wasp              20 gun Sloop (elite crew) (12 pts)
825(b) Reindeer          18 gun Sloop (elite crew) (9 pts)
826.Ed
827.Ss Constitution vs. Cyane and Levant:
828Wind from the S, blowing a moderate breeze.
829.Bd -literal
830(a) Constitution      44 gun Corvette (elite crew) (24 pts)
831(b) Cyane             24 gun Sloop (crack crew) (11 pts)
832(b) Levant            20 gun Sloop (crack crew) (10 pts)
833.Ed
834.Ss Pellew vs. Droits de L'Homme:
835Wind from the N, blowing a gale.
836.Bd -literal
837(b) Indefatigable     44 gun Frigate (elite crew) (14 pts)
838(b) Amazon            36 gun Frigate (crack crew) (14 pts)
839(f) Droits L'Hom      74 gun Ship of the Line (average crew) (24 pts)
840.Ed
841.Ss Algeciras:
842Wind from the SW, blowing a moderate breeze.
843.Bd -literal
844(b) Caesar            80 gun Ship of the Line (crack crew) (31 pts)
845(b) Pompee            74 gun Ship of the Line (crack crew) (27 pts)
846(b) Spencer           74 gun Ship of the Line (crack crew) (26 pts)
847(b) Hannibal          98 gun 3 Decker SOL (crack crew) (28 pts)
848(s) Real-Carlos       112 gun 3 Decker SOL (green crew) (27 pts)
849(s) San Fernando      96 gun 3 Decker SOL (green crew) (24 pts)
850(s) Argonauta         80 gun Ship of the Line (green crew) (23 pts)
851(s) San Augustine     74 gun Ship of the Line (green crew) (20 pts)
852(f) Indomptable       80 gun Ship of the Line (average crew) (27 pts)
853(f) Desaix            74 gun Ship of the Line (average crew) (24 pts)
854.Ed
855.Ss Lake Champlain:
856Wind from the N, blowing a fresh breeze.
857.Bd -literal
858(a) Saratoga          26 gun Sloop (crack crew) (12 pts)
859(a) Eagle             20 gun Sloop (crack crew) (11 pts)
860(a) Ticonderoga       17 gun Sloop (crack crew) (9 pts)
861(a) Preble            7 gun Brig (crack crew) (4 pts)
862(b) Confiance         37 gun Frigate (crack crew) (14 pts)
863(b) Linnet            16 gun Sloop (elite crew) (10 pts)
864(b) Chubb             11 gun Brig (crack crew) (5 pts)
865.Ed
866.Ss Last Voyage of the USS President:
867Wind from the N, blowing a fresh breeze.
868.Bd -literal
869(a) President         44 gun Frigate (elite crew) (24 pts)
870(b) Endymion          40 gun Frigate (crack crew) (17 pts)
871(b) Pomone            44 gun Frigate (crack crew) (20 pts)
872(b) Tenedos           38 gun Frigate (crack crew) (15 pts)
873.Ed
874.Ss Hornblower and the Natividad:
875Wind from the E, blowing a gale.
876.Pp
877A scenario for you Horny fans.
878Remember, he sank the Natividad against heavy odds and winds.
879Hint: don't try to board the Natividad;
880her crew is much bigger, albeit green.
881.Bd -literal
882(b) Lydia             36 gun Frigate (elite crew) (13 pts)
883(s) Natividad         50 gun Ship of the Line (green crew) (14 pts)
884.Ed
885.Ss Curse of the Flying Dutchman:
886Wind from the S, blowing a fresh breeze.
887.Pp
888Just for fun, take the Piece of cake.
889.Bd -literal
890(s) Piece of Cake     24 gun Corvette (average crew) (9 pts)
891(f) Flying Dutchy     120 gun 3 Decker SOL (elite crew) (43 pts)
892.Ed
893.Ss The South Pacific:
894Wind from the S, blowing a strong breeze.
895.Bd -literal
896(a) USS Scurvy        136 gun 3 Decker SOL (mutinous crew) (27 pts)
897(b) HMS Tahiti        120 gun 3 Decker SOL (elite crew) (43 pts)
898(s) Australian        32 gun Frigate (average crew) (9 pts)
899(f) Bikini Atoll      7 gun Brig (crack crew) (4 pts)
900.Ed
901.Ss Hornblower and the battle of Rosas bay:
902Wind from the E, blowing a fresh breeze.
903.Pp
904The only battle Hornblower ever lost.
905He was able to dismast one ship and stern rake the others though.
906See if you can do as well.
907.Bd -literal
908(b) Sutherland        74 gun Ship of the Line (crack crew) (26 pts)
909(f) Turenne           80 gun 3 Decker SOL (average crew) (27 pts)
910(f) Nightmare         74 gun Ship of the Line (average crew) (24 pts)
911(f) Paris             112 gun 3 Decker SOL (green crew) (27 pts)
912(f) Napoleon          74 gun Ship of the Line (green crew) (20 pts)
913.Ed
914.Ss Cape Horn:
915Wind from the NE, blowing a strong breeze.
916.Bd -literal
917(a) Concord           80 gun Ship of the Line (average crew) (27 pts)
918(a) Berkeley          98 gun 3 Decker SOL (crack crew) (28 pts)
919(b) Thames            120 gun 3 Decker SOL (elite crew) (43 pts)
920(s) Madrid            112 gun 3 Decker SOL (green crew) (27 pts)
921(f) Musket            80 gun 3 Decker SOL (average crew) (27 pts)
922.Ed
923.Ss New Orleans:
924Wind from the SE, blowing a fresh breeze.
925.Pp
926Watch that little Cypress go!
927.Bd -literal
928(a) Alligator         120 gun 3 Decker SOL (elite crew) (43 pts)
929(b) Firefly           74 gun Ship of the Line (crack crew) (27 pts)
930(b) Cypress           44 gun Frigate (elite crew) (14 pts)
931.Ed
932.Ss Botany Bay:
933Wind from the N, blowing a fresh breeze.
934.Bd -literal
935(b) Shark             64 gun Ship of the Line (average crew) (18 pts)
936(f) Coral Snake       44 gun Corvette (elite crew) (24 pts)
937(f) Sea Lion          44 gun Frigate (elite crew) (24 pts)
938.Ed
939.Ss Voyage to the Bottom of the Sea:
940Wind from the NW, blowing a fresh breeze.
941.Pp
942This one is dedicated to Richard Basehart and David Hedison.
943.Bd -literal
944(a) Seaview           120 gun 3 Decker SOL (elite crew) (43 pts)
945(a) Flying Sub        40 gun Frigate (crack crew) (17 pts)
946(b) Mermaid           136 gun 3 Decker SOL (mutinous crew) (27 pts)
947(s) Giant Squid       112 gun 3 Decker SOL (green crew) (27 pts)
948.Ed
949.Ss Frigate Action:
950Wind from the E, blowing a fresh breeze.
951.Bd -literal
952(a) Killdeer          40 gun Frigate (average crew) (15 pts)
953(b) Sandpiper         40 gun Frigate (average crew) (15 pts)
954(s) Curlew            38 gun Frigate (crack crew) (16 pts)
955.Ed
956.Ss The Battle of Midway:
957Wind from the E, blowing a moderate breeze.
958.Bd -literal
959(a) Enterprise        80 gun Ship of the Line (crack crew) (31 pts)
960(a) Yorktown          80 gun Ship of the Line (average crew) (27 pts)
961(a) Hornet            74 gun Ship of the Line (average crew) (24 pts)
962(j) Akagi             112 gun 3 Decker SOL (green crew) (27 pts)
963(j) Kaga              96 gun 3 Decker SOL (green crew) (24 pts)
964(j) Soryu             80 gun Ship of the Line (green crew) (23 pts)
965.Ed
966.Ss Star Trek:
967Wind from the S, blowing a fresh breeze.
968.Bd -literal
969(a) Enterprise        450 gun Ship of the Line (elite crew) (75 pts)
970(a) Yorktown          450 gun Ship of the Line (elite crew) (75 pts)
971(a) Reliant           450 gun Ship of the Line (elite crew) (75 pts)
972(a) Galileo           450 gun Ship of the Line (elite crew) (75 pts)
973(k) Kobayashi Maru    450 gun Ship of the Line (elite crew) (75 pts)
974(k) Klingon II        450 gun Ship of the Line (elite crew) (75 pts)
975(o) Red Orion         450 gun Ship of the Line (elite crew) (75 pts)
976(o) Blue Orion        450 gun Ship of the Line (elite crew) (75 pts)
977.Ed
978.Sh HISTORY
979Dave Riggle wrote the first version of
980.Nm
981on a PDP 11/70 in the fall of 1980.
982Needless to say, says Dave, the code was horrendous,
983not portable in any sense of the word, and didn't work.
984The program was not
985very modular and had
986.Fn fseek Ns s
987and
988.Fn fwrites Ns s
989every few lines.
990After a tremendous rewrite from the top down,
991he got the first working version up by 1981.
992There were several annoying bugs concerning firing broadsides and
993finding angles.
994.Nm
995uses no floating point, by the way, so the direction routines are rather
996tricky.
997Ed Wang rewrote the
998.Fn angle
999routine in 1981 to be less incorrect, and he added code to let a player
1000select which ship he wanted at the start of the game.
1001.\"instead of the first one available).
1002.Pp
1003Captain Happy (Craig Leres) is responsible for making
1004.Nm
1005portable for the first time.
1006This was no easy task, by the way.
1007.\" Constants like 2 and 10 were very frequent in the code.
1008.\" I also became famous for using "Riggle Memorial Structures" in
1009.\" .Nm .
1010.\" Many of my structure references are so long that they run off the line
1011.\" printer page.
1012.\" Here is an example, if you promise not to laugh.
1013.\" .br
1014.\" .sp
1015.\" .ce
1016.\" specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
1017.\" .br
1018.\" .sp
1019.Pp
1020.Nm
1021received its fourth and most thorough rewrite in the summer and fall
1022of 1983:
1023Ed Wang rewrote and modularized the code
1024.Pq a monumental feat
1025almost from scratch.
1026Although he introduced many new bugs, the final
1027result was very much cleaner and
1028.Pq \&?
1029faster.
1030He added window movement commands and find ship commands.
1031.Sh AUTHORS
1032.An -nosplit
1033.Nm
1034has been a group effort of
1035.An Dave Riggle ,
1036.An \&Ed Wang Pq co-author
1037and
1038.An Craig Leres Pq refitting ,
1039with consulting from
1040.An Chris Guthrie ,
1041.An Captain Happy ,
1042.An Horatio Nelson ,
1043and many valiant others.
1044.Sh REFERENCES
1045.Rs
1046.%B Wooden Ships & Iron Men
1047.%A "Avalon Hill"
1048.Re
1049.Pp
1050.Rs
1051.%B Captain Horatio Hornblower Novels
1052.%O "(13 of them)"
1053.%A "C.S. Forester"
1054.Re
1055.Pp
1056.Rs
1057.%B Captain Richard Bolitho Novels
1058.%O "(12 of them)"
1059.%A "Alexander Kent"
1060.Re
1061.Pp
1062.Rs
1063.%B The Complete Works of Captain Frederick Marryat
1064.Re
1065Of these, especially
1066.Bl -item -offset indent -compact
1067.It
1068.%B Mr. Midshipman Easy
1069.It
1070.%B Peter Simple
1071.It
1072.%B Jacob Faithful
1073.It
1074.%B Japhet in Search of a Father
1075.It
1076.%B Snarleyyow, or The Dog Fiend
1077.It
1078.%B Frank Mildmay, or The Naval Officer
1079.El
1080.Sh BUGS
1081Probably a few.
1082.\" Please report them to "riggle@ernie.berkeley.edu" and
1083.\" "edward@ucbarpa.berkeley.edu"
1084