Annotation of 43BSD/games/sail/sail.6, revision 1.1.1.1

1.1       root        1: .\" Copyright (c) 1980 Regents of the University of California.
                      2: .\" All rights reserved.  The Berkeley software License Agreement
                      3: .\" specifies the terms and conditions for redistribution.
                      4: .\"
                      5: .\"    @(#)sail.6      5.1 (Berkeley) 6/5/85
                      6: .\"
                      7: 
                      8: .TH SAIL PUBLIC 
                      9: .UC 4
                     10: .SH NAME
                     11: sail \- multi-user wooden ships and iron men
                     12: .SH SYNOPSIS
                     13: .B sail
                     14: [
                     15: .B \-s
                     16: [
                     17: .B \-l
                     18: ] ] [
                     19: .B \-x
                     20: ] [
                     21: .B \-b
                     22: ] [
                     23: .B num
                     24: ]
                     25: .br
                     26: .fi
                     27: .SH DESCRIPTION
                     28: .I Sail
                     29: is a computer version of Avalon Hill's game of fighting sail
                     30: originally developed by S. Craig Taylor.
                     31: .PP
                     32: Players of
                     33: .I Sail
                     34: take command of an old fashioned Man of War and fight other
                     35: players or the computer.  They may re-enact one of the many
                     36: historical sea battles recorded in the game, or they can choose
                     37: a fictional battle.
                     38: .PP
                     39: As a sea captain in the 
                     40: .I Sail
                     41: Navy, the player has complete control over the workings of his ship.
                     42: He must order every maneuver, change the set of his sails, and judge the
                     43: right moment to let loose the terrible destruction of his broadsides.
                     44: In addition to fighting the enemy, he must harness the powers of the wind
                     45: and sea to make them work for him.  The outcome of many battles during the
                     46: age of sail was decided by the ability of one captain to hold the `weather
                     47: gage.'
                     48: .PP
                     49: The flags are:
                     50: .TP
                     51: .B \-s
                     52: Print the names and ships of the top ten sailors.
                     53: .TP
                     54: .B \-l
                     55: Show the login name.  Only effective with \fB-s\fP.
                     56: .TP
                     57: .B \-x
                     58: Play the first available ship instead of prompting for a choice.
                     59: .TP
                     60: .B \-b
                     61: No bells.
                     62: .SH IMPLEMENTATION
                     63: .I Sail
                     64: is really two programs in one.  Each player starts up a process which
                     65: runs his own ship.  In addition, a
                     66: .I driver
                     67: process is forked (by the first player) to run the computer ships
                     68: and take care of global bookkeeping.
                     69: .PP
                     70: Because the
                     71: .I driver
                     72: must calculate moves for each ship it controls, the
                     73: more ships the computer is playing, the slower the game will appear.
                     74: .PP
                     75: If a player joins a game in progress, he will synchronize
                     76: with the other players (a rather slow process for everyone), and 
                     77: then he may play along with the rest.
                     78: .PP
                     79: To implement a multi-user game in Version 7 UNIX, which was the operating
                     80: system
                     81: .I Sail
                     82: was first written under, the communicating processes must use a common
                     83: temporary file as a place to read and write messages.  In addition, a
                     84: locking mechanism must be provided to ensure exclusive access to the
                     85: shared file.  For example,
                     86: .I Sail
                     87: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
                     88: corresponding file names for the other scenarios.  To provide exclusive
                     89: access to the temporary file, 
                     90: .I Sail
                     91: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
                     92: Processes do a busy wait in the loop
                     93: .br
                     94: .sp
                     95: .ce 2
                     96:        for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
                     97:                sleep(2);
                     98: .br
                     99: .sp
                    100: until they are able to create a link to a file named "/tmp/#saillock.??".
                    101: The "??" correspond to the scenario number of the game.  Since UNIX 
                    102: guarantees that a link will point to only one file, the process that succeeds
                    103: in linking will have exclusive access to the temporary file.
                    104: .PP
                    105: Whether or not this really works is open to speculation.  When ucbmiro
                    106: was rebooted after a crash, the file system check program found 3 links
                    107: between the
                    108: .I Sail
                    109: temporary file and its link file.
                    110: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
                    111: When players do something of global interest, such as moving or firing,
                    112: the driver must coordinate the action with the other ships in the game.
                    113: For example, if a player wants to move in a certain direction, he writes a
                    114: message into the temporary file requesting the driver to move his ship.
                    115: Each ``turn,'' the driver reads all the messages sent from the players and
                    116: decides what happened.  It then writes back into the temporary file new
                    117: values of variables, etc.
                    118: .PP
                    119: The most noticeable effect this communication has on the game is the
                    120: delay in moving.  Suppose a player types a move for his ship and hits
                    121: return.  What happens then?  The player process saves up messages to
                    122: be written to the temporary file in a buffer.  Every 7 seconds or so, the
                    123: player process gets exclusive access to the temporary file and writes 
                    124: out its buffer to the file.  The driver, running asynchronously, must
                    125: read in the movement command, process it, and write out the results.  This
                    126: takes two exclusive accesses to the temporary file.  Finally, when the player 
                    127: process gets around to doing another 7 second update, the results of the
                    128: move are displayed on the screen.  Hence, every movement requires four
                    129: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
                    130: depending upon asynchrony) before the player sees the results of his moves.
                    131: .PP
                    132: In practice, the delays are not as annoying as they would appear.  There
                    133: is room for "pipelining" in the movement.  After the player writes out
                    134: a first movement message, a second movement command can then be issued.
                    135: The first message will be in the temporary file waiting for the driver, and
                    136: the second will be in the file buffer waiting to be written to the file.
                    137: Thus, by always typing moves a turn ahead of the time, the player can
                    138: sail around quite quickly.
                    139: .PP
                    140: If the player types several movement commands between two 7 second updates,
                    141: only the last movement command typed will be seen by the driver.  Movement
                    142: commands within the same update "overwrite" each other, in a sense.
                    143: .SH THE HISTORY OF SAIL 
                    144: I wrote the first version of
                    145: .I Sail
                    146: on a PDP 11/70 in the fall of 1980.  Needless to say, the code was horrendous,
                    147: not portable in any sense of the word, and didn't work.  The program was not
                    148: very modular and had fseeks() and fwrites() every few lines.  After a
                    149: tremendous rewrite from the top down, I got the first working version up by
                    150: 1981.  There were several annoying bugs concerning firing broadsides and
                    151: finding angles.
                    152: .I Sail
                    153: uses no floating point, by the way, so the direction routines are rather 
                    154: tricky.
                    155: Ed Wang rewrote my angle() routine in 1981 to be more correct (although
                    156: it still doesn't work perfectly), and he added code to let a player select
                    157: which ship he wanted at the start of the game (instead of the first one
                    158: available).
                    159: .PP
                    160: Captain Happy (Craig Leres) is responsible for making
                    161: .I Sail
                    162: portable for the first time.  This was no easy task, by the way.  Constants
                    163: like 2 and 10 were very frequent in the code.  I also became famous for
                    164: using "Riggle Memorial Structures" in
                    165: .I Sail.
                    166: Many of my structure references are so long that they run off the line
                    167: printer page.  Here is an example, if you promise not to laugh.
                    168: .br
                    169: .sp
                    170: .ce
                    171: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
                    172: .br
                    173: .sp
                    174: .PP
                    175: .I Sail
                    176: received its fourth and most thorough rewrite in the summer and fall
                    177: of 1983.  Ed Wang rewrote and modularized the code (a monumental feat)
                    178: almost from scratch.  Although he introduced many new bugs, the final
                    179: result was very much cleaner and (?) faster.  He added window movement
                    180: commands and find ship commands.
                    181: .SH HISTORICAL INFO
                    182: Old Square Riggers were very maneuverable ships capable of intricate
                    183: sailing.  Their only disadvantage was an inability to sail very 
                    184: close to the wind.  The design of a wooden ship allowed only for the
                    185: guns to bear to the left and right sides.  A few guns of small
                    186: aspect (usually 6 or 9 pounders) could point forward, but their
                    187: effect was small compared to a 68 gun broadside of 24 or 32 pounders.
                    188: The guns bear approximately like so:
                    189: .nf
                    190: 
                    191:        \\
                    192:         b----------------
                    193:     ---0
                    194:         \\
                    195:          \\
                    196:           \\     up to a range of ten (for round shot)
                    197:            \\
                    198:             \\
                    199:              \\
                    200: 
                    201: .fi
                    202: An interesting phenomenon occurred when a broadside was fired
                    203: down the length of an enemy ship.  The shot tended to bounce along
                    204: the deck and did several times more damage.  This phenomenon was called
                    205: a rake.  Because the bows of a ship are very strong and present a smaller
                    206: target than the stern, a stern rake (firing from the stern to the bow) causes
                    207: more damage than a bow rake.
                    208: .nf
                    209: 
                    210:                         b
                    211:                        00   ----  Stern rake!
                    212:                          a
                    213: 
                    214: .fi
                    215: Most ships were equipped with carronades, which were very large, close
                    216: range cannons.  American ships from the revolution until the War of 1812
                    217: were almost entirely armed with carronades.
                    218: .PP
                    219: The period of history covered in
                    220: .I Sail
                    221: is approximately from the 1770's until the end of Napoleanic France in 1815.
                    222: There are many excellent books about the age of sail.  My favorite author
                    223: is Captain Frederick Marryat.  More contemporary authors include C.S. Forester
                    224: and Alexander Kent.
                    225: .PP
                    226: Fighting ships came in several sizes classed by armament.  The mainstays of
                    227: any fleet were its "Ships of the Line", or "Line of Battle Ships".  They
                    228: were so named because these ships fought together in great lines.  They were
                    229: close enough for mutual support, yet every ship could fire both its broadsides.
                    230: We get the modern words "ocean liner," or "liner," and "battleship" from
                    231: "ship of the line."  The most common size was the the 74 gun two decked
                    232: ship of the line.  The two gun decks usually mounted 18 and 24 pounder guns.
                    233: .PP
                    234: The pride of the fleet were the first rates.  These were huge three decked
                    235: ships of the line mounting 80 to 136 guns.  The guns in the three tiers
                    236: were usually 18, 24, and 32 pounders in that order from top to bottom.
                    237: .PP
                    238: Various other ships came next.  They were almost all "razees," or ships
                    239: of the line with one deck sawed off.  They mounted 40-64 guns and were
                    240: a poor cross between a frigate and a line of battle ship.  They neither
                    241: had the speed of the former nor the firepower of the latter.
                    242: .PP
                    243: Next came the "eyes of the fleet."  Frigates came in many sizes mounting
                    244: anywhere from 32 to 44 guns.  They were very handy vessels.  They could
                    245: outsail anything bigger and outshoot anything smaller.  Frigates didn't
                    246: fight in lines of battle as the much bigger 74's did.  Instead, they
                    247: harassed the enemy's rear or captured crippled ships.  They were much
                    248: more useful in missions away from the fleet, such as cutting out expeditions
                    249: or boat actions.  They could hit hard and get away fast.
                    250: .PP
                    251: Lastly, there were the corvettes, sloops, and brigs.  These were smaller
                    252: ships mounting typically fewer than 20 guns.  A corvette was only slightly
                    253: smaller than a frigate, so one might have up to 30 guns.  Sloops were used
                    254: for carrying dispatches or passengers.  Brigs were something you built for 
                    255: land-locked lakes.
                    256: .SH SAIL PARTICULARS
                    257: Ships in
                    258: .I Sail
                    259: are represented by two characters.  One character represents the bow of
                    260: the ship, and the other represents the stern.  Ships have nationalities
                    261: and numbers.  The first ship of a nationality is number 0, the second
                    262: number 1, etc.  Therefore, the first British ship in a game would be
                    263: printed as "b0".  The second Brit would be "b1", and the fifth Don
                    264: would be "s4".  
                    265: .PP
                    266: Ships can set normal sails, called Battle Sails, or bend on extra canvas
                    267: called Full Sails.  A ship under full sail is a beautiful sight indeed,
                    268: and it can move much faster than a ship under Battle Sails.  The only
                    269: trouble is, with full sails set, there is so much tension on sail and
                    270: rigging that a well aimed round shot can burst a sail into ribbons where
                    271: it would only cause a little hole in a loose sail.  For this reason,
                    272: rigging damage is doubled on a ship with full sails set.  Don't let
                    273: that discourage you from using full sails.  I like to keep them up
                    274: right into the heat of battle.  A ship
                    275: with full sails set has a capital letter for its nationality.  E.g.
                    276: a Frog, "f0", with full sails set would be printed as "F0".
                    277: .PP
                    278: When a ship is battered into a listing hulk, the last man aboard "strikes
                    279: the colors."  This ceremony is the ship's formal surrender.  The nationality
                    280: character
                    281: of a surrendered ship is printed as "!".  E.g. the Frog of our last example
                    282: would soon be "!0".
                    283: .PP
                    284: A ship has a random chance of catching fire or sinking when it reaches the
                    285: stage of listing hulk.  A sinking ship has a "~" printed for its nationality,
                    286: and a ship on fire and about to explode has a "#" printed.
                    287: .PP
                    288: Captured ships become the nationality of the prize crew.  Therefore, if
                    289: an American ship captures a British ship, the British ship will have an
                    290: "a" printed for its nationality.  In addition, the ship number is changed
                    291: to "&","'", "(", ,")", "*", or "+" depending upon the original number,
                    292: be it 0,1,2,3,4, or 5.  E.g. the "b0" captured by an American becomes the
                    293: "a&".  The "s4" captured by a Frog becomes the "f*".
                    294: .PP
                    295: The ultimate example is, of course, an exploding Brit captured by an
                    296: American: "#&".
                    297: .SH MOVEMENT
                    298: Movement is the most confusing part of 
                    299: .I Sail
                    300: to many.  Ships can head in 8 directions:
                    301: .nf
                    302: 
                    303:                                  0      0      0
                    304:         b       b       b0      b       b       b       0b      b
                    305:         0        0                                             0
                    306: 
                    307: .fi
                    308: The stern of a ship moves when it turns.  The bow remains stationary.
                    309: Ships can always turn, regardless of the wind (unless they are becalmed).
                    310: All ships drift when they lose headway.  If a ship doesn't move forward
                    311: at all for two turns, it will begin to drift.  If a ship has begun to
                    312: drift, then it must move forward before it turns, if it plans to do
                    313: more than make a right or left turn, which is always possible.
                    314: .PP
                    315: Movement commands to 
                    316: .I Sail
                    317: are a string of forward moves and turns.  An example is "l3".  It will
                    318: turn a ship left and then move it ahead 3 spaces.  In the drawing above,
                    319: the "b0" made 7 successive left turns.  When 
                    320: .I Sail
                    321: prompts you for a move, it prints three characters of import.  E.g.
                    322: .nf
                    323:        move (7, 4): 
                    324: .fi
                    325: The first number is the maximum number of moves you can make,
                    326: including turns.  The second number is the maximum number of turns
                    327: you can make.  Between the numbers is sometimes printed a quote "'".
                    328: If the quote is present, it means that your ship has been drifting, and
                    329: you must move ahead to regain headway before you turn (see note above).
                    330: Some of the possible moves for the example above are as follows:
                    331: .nf
                    332: 
                    333:        move (7, 4): 7
                    334:        move (7, 4): 1
                    335:        move (7, 4): d          /* drift, or do nothing */
                    336:        move (7, 4): 6r
                    337:        move (7, 4): 5r1
                    338:        move (7, 4): 4r1r
                    339:        move (7, 4): l1r1r2
                    340:        move (7, 4): 1r1r1r1
                    341: 
                    342: .fi
                    343: Because square riggers performed so poorly sailing into the wind, if at
                    344: any point in a movement command you turn into the wind, the movement stops
                    345: there.  E.g.
                    346: .nf
                    347: 
                    348:        move (7, 4): l1l4
                    349:        Movement Error;
                    350:        Helm: l1l
                    351: 
                    352: .fi
                    353: Moreover, whenever you make a turn, your movement allowance drops to
                    354: min(what's left, what you would have at the new attitude).  In short,
                    355: if you turn closer to the wind, you most likely won't be able to sail the
                    356: full allowance printed in the "move" prompt.
                    357: .PP
                    358: Old sailing captains had to keep an eye constantly on the wind.  Captains
                    359: in 
                    360: .I Sail
                    361: are no different.  A ship's ability to move depends on its attitide to the
                    362: wind.  The best angle possible is to have the wind off your quarter, that is,
                    363: just off the stern.  The direction rose on the side of the screen gives the
                    364: possible movements for your ship at all positions to the wind.  Battle
                    365: sail speeds are given first, and full sail speeds are given in parenthesis.
                    366: .nf
                    367: 
                    368:                                 0 1(2)
                    369:                                \\|/
                    370:                                -^-3(6)
                    371:                                /|\\
                    372:                                 | 4(7)
                    373:                                3(6)  
                    374: 
                    375: .fi
                    376: Pretend the bow of your ship (the "^") is pointing upward and the wind is
                    377: blowing from the bottom to the top of the page.  The
                    378: numbers at the bottom "3(6)" will be your speed under battle or full
                    379: sails in such a situation.  If the wind is off your quarter, then you
                    380: can move "4(7)".  If the wind is off your beam, "3(6)".  If the wind is
                    381: off your bow, then you can only move "1(2)".  Facing into the wind, you
                    382: can't move at all.  Ships facing into the wind were said to be "in irons".
                    383: .SH WINDSPEED AND DIRECTION
                    384: The windspeed and direction is displayed as a little weather vane on the
                    385: side of the screen.  The number in the middle of the vane indicates the wind
                    386: speed, and the + to - indicates the wind direction.  The wind blows from
                    387: the + sign (high pressure) to the - sign (low pressure).  E.g.
                    388: .nf
                    389: 
                    390:                                |
                    391:                                3
                    392:                                +
                    393: 
                    394: .fi
                    395: .PP
                    396: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
                    397: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
                    398: If a hurricane shows up, all ships are destroyed.
                    399: .SH GRAPPLING AND FOULING
                    400: If two ships collide, they run the risk of becoming tangled together.  This
                    401: is called "fouling."  Fouled ships are stuck together, and neither can move.
                    402: They can unfoul each other if they want to.  Boarding parties can only be
                    403: sent across to ships when the antagonists are either fouled or grappled.
                    404: .PP
                    405: Ships can grapple each other by throwing grapnels into the rigging of
                    406: the other.
                    407: .PP
                    408: The number of fouls and grapples you have are displayed on the upper
                    409: right of the screen.
                    410: .SH BOARDING
                    411: Boarding was a very costly venture in terms of human life.  Boarding parties
                    412: may be formed in 
                    413: .I Sail
                    414: to either board an enemy ship or to defend your own ship against attack.
                    415: Men organized as Defensive Boarding Parties fight twice as hard to save
                    416: their ship as men left unorganized.
                    417: .PP
                    418: The boarding strength of a crew depends upon its quality and upon the
                    419: number of men sent.
                    420: .SH CREW QUALITY
                    421: The British seaman was world renowned for his sailing abilities.  American
                    422: sailors, however, were actually the best seamen in the world.  Because the
                    423: American Navy offered twice the wages of the Royal Navy, British seamen 
                    424: who liked the sea defected to America by the thousands.
                    425: .PP
                    426: In 
                    427: .I Sail,
                    428: crew quality is quantized into 5 energy levels.  "Elite" crews can outshoot
                    429: and outfight all other sailors.  "Crack" crews are next.  "Mundane" crews
                    430: are average, and "Green" and "Mutinous" crews are below average.  A good
                    431: rule of thumb is that "Crack" or "Elite" crews get one extra hit
                    432: per broadside compared to "Mundane" crews.  Don't expect too much from
                    433: "Green" crews.
                    434: .SH BROADSIDES
                    435: Your two broadsides may be loaded with four kinds of shot: grape, chain,
                    436: round, and double.  You have guns and carronades in both the port and starboard
                    437: batteries.  Carronades only have a range of two, so you have to get in
                    438: close to be able to fire them.  You have the choice of firing at the hull
                    439: or rigging of another ship.  If the range of the ship is greater than 6,
                    440: then you may only shoot at the rigging.
                    441: .PP
                    442: The types of shot and their advantages are:
                    443: .SH ROUND
                    444: Range of 10.  Good for hull or rigging hits.
                    445: .SH DOUBLE
                    446: Range of 1.  Extra good for hull or rigging hits.
                    447: Double takes two turns to load.
                    448: .SH CHAIN
                    449: Range of 3.  Excellent for tearing down rigging.
                    450: Cannot damage hull or guns, though.
                    451: .SH GRAPE
                    452: Range of 1.  Sometimes devastating against enemy crews.
                    453: .PP
                    454: On the side of the screen is displayed some vital information about your
                    455: ship:
                    456: .nf
                    457: 
                    458:                        Load  D! R!
                    459:                        Hull  9  
                    460:                        Crew  4  4  2
                    461:                        Guns  4  4  
                    462:                        Carr  2  2 
                    463:                        Rigg  5 5 5 5
                    464: 
                    465: .fi
                    466: "Load" shows what your port (left) and starboard (right) broadsides are
                    467: loaded with.  A "!" after the type of shot indicates that it is an initial
                    468: broadside.  Initial broadside were loaded with care before battle and before
                    469: the decks ran red with blood.  As a consequence, initial broadsides are a
                    470: little more effective than broadsides loaded later.  A "*" after the type of
                    471: shot indicates that the gun
                    472: crews are still loading it, and you cannot fire yet.  "Hull" shows how much
                    473: hull you have left.  "Crew" shows your three sections of crew.  As your
                    474: crew dies off, your ability to fire decreases.  "Guns" and "Carr" show
                    475: your port and starboard guns.  As you lose guns, your ability to fire
                    476: decreases.  "Rigg" shows how much rigging you have on your 3 or 4 masts.
                    477: As rigging is shot away, you lose mobility.
                    478: .SH EFFECTIVENESS OF FIRE
                    479: It is very dramatic when a ship fires its thunderous broadsides, but the
                    480: mere opportunity to fire them does not guarantee any hits.  Many factors
                    481: influence the destructive force of a broadside.  First of all, and the chief
                    482: factor, is distance.  It is harder to hit a ship at range ten than it is
                    483: to hit one sloshing alongside.  Next is raking.  Raking fire, as
                    484: mentioned before, 
                    485: can sometimes dismast a ship at range ten.  Next, crew size and quality affects
                    486: the damage done by a broadside.   The number of guns firing also bears on the
                    487: point,
                    488: so to speak.  Lastly, weather affects the accuracy of a broadside.  If the
                    489: seas are high (5 or 6), then the lower gunports of ships of the line can't
                    490: even be opened to run out the guns.  This gives frigates and other flush
                    491: decked vessels an advantage in a storm.  The scenario 
                    492: .I Pellew vs. The Droits de L'Homme
                    493: takes advantage of this peculiar circumstance.
                    494: .SH REPAIRS
                    495: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
                    496: two points per three turns.  The message "Repairs Completed" will be
                    497: printed if no more repairs can be made.
                    498: .SH PECULIARITIES OF COMPUTER SHIPS
                    499: Computer ships in 
                    500: .I Sail
                    501: follow all the rules above with a few exceptions.  Computer ships never
                    502: repair damage.  If they did, the players could never beat them.  They
                    503: play well enough as it is.  As a consolation, the computer ships can fire double
                    504: shot every turn.  That fluke is a good reason to keep your distance.  The
                    505: .I
                    506: Driver
                    507: figures out the moves of the computer ships.   It computes them with a typical
                    508: A.I. distance function and a depth first search to find the maximum "score."
                    509: It seems to work fairly well, although I'll be the first to admit it isn't
                    510: perfect.
                    511: .SH HOW TO PLAY
                    512: Commands are given to 
                    513: .I Sail
                    514: by typing a single character.  You will then be prompted for further
                    515: input.  A brief summary of the commands follows.
                    516: .bp
                    517: .SH COMMAND SUMMARY
                    518: .nf
                    519: 
                    520:     'f'  Fire broadsides if they bear
                    521:     'l'  Reload
                    522:     'L'  Unload broadsides (to change ammo)
                    523:     'm'  Move 
                    524:     'i'  Print the closest ship
                    525:     'I'  Print all ships
                    526:     'F'  Find a particular ship or ships (e.g. "a?" for all Americans)
                    527:     's'  Send a message around the fleet
                    528:     'b'  Attempt to board an enemy ship
                    529:     'B'  Recall boarding parties
                    530:     'c'  Change set of sail
                    531:     'r'  Repair
                    532:     'u'  Attempt to unfoul
                    533:     'g'  Grapple/ungrapple
                    534:     'v'  Print version number of game
                    535:    '^L'  Redraw screen
                    536:     'Q'  Quit
                    537: 
                    538:     'C'      Center your ship in the window
                    539:     'U'             Move window up
                    540:     'D','N'  Move window down
                    541:     'H'             Move window left
                    542:     'J'             Move window right
                    543:     'S'      Toggle window to follow your ship or stay where it is
                    544: 
                    545: .fi
                    546: .bg
                    547: .SH SCENARIOS
                    548: Here is a summary of the scenarios in 
                    549: .I Sail:
                    550: 
                    551: .br
                    552: .SH Ranger vs. Drake:
                    553: .nf
                    554: Wind from the N, blowing a fresh breeze.
                    555: 
                    556: (a) Ranger            19 gun Sloop (crack crew) (7 pts)
                    557: (b) Drake             17 gun Sloop (crack crew) (6 pts)
                    558: .SH The Battle of Flamborough Head:
                    559: .nf
                    560: Wind from the S, blowing a fresh breeze.
                    561: 
                    562: .fi
                    563: This is John Paul Jones' first famous battle.  Aboard the Bonhomme
                    564: Richard, he was able to overcome the Serapis's greater firepower
                    565: by quickly boarding her.
                    566: .nf
                    567: 
                    568: (a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
                    569: (b) Serapis           44 gun Frigate (crack crew) (12 pts)
                    570: .SH Arbuthnot and Des Touches:
                    571: .nf
                    572: Wind from the N, blowing a gale.
                    573: 
                    574: (b) America           64 gun Ship of the Line (crack crew) (20 pts)
                    575: (b) Befford           74 gun Ship of the Line (crack crew) (26 pts)
                    576: (b) Adamant           50 gun Ship of the Line (crack crew) (17 pts)
                    577: (b) London            98 gun 3 Decker SOL (crack crew) (28 pts)
                    578: (b) Royal Oak         74 gun Ship of the Line (crack crew) (26 pts)
                    579: (f) Neptune           74 gun Ship of the Line (average crew) (24 pts)
                    580: (f) Duc Bougogne      80 gun 3 Decker SOL (average crew) (27 pts)
                    581: (f) Conquerant        74 gun Ship of the Line (average crew) (24 pts)
                    582: (f) Provence          64 gun Ship of the Line (average crew) (18 pts)
                    583: (f) Romulus           44 gun Ship of the Line (average crew) (10 pts)
                    584: .SH Suffren and Hughes:
                    585: .nf
                    586: 
                    587: Wind from the S, blowing a fresh breeze.
                    588: 
                    589: (b) Monmouth          74 gun Ship of the Line (average crew) (24 pts)
                    590: (b) Hero              74 gun Ship of the Line (crack crew) (26 pts)
                    591: (b) Isis              50 gun Ship of the Line (crack crew) (17 pts)
                    592: (b) Superb            74 gun Ship of the Line (crack crew) (27 pts)
                    593: (b) Burford           74 gun Ship of the Line (average crew) (24 pts)
                    594: (f) Flamband          50 gun Ship of the Line (average crew) (14 pts)
                    595: (f) Annibal           74 gun Ship of the Line (average crew) (24 pts)
                    596: (f) Severe            64 gun Ship of the Line (average crew) (18 pts)
                    597: (f) Brilliant         80 gun Ship of the Line (crack crew) (31 pts)
                    598: (f) Sphinx            80 gun Ship of the Line (average crew) (27 pts)
                    599: .SH Nymphe vs. Cleopatre:
                    600: .nf
                    601: Wind from the S, blowing a fresh breeze.
                    602: 
                    603: (b) Nymphe            36 gun Frigate (crack crew) (11 pts)
                    604: (f) Cleopatre         36 gun Frigate (average crew) (10 pts)
                    605: .SH Mars vs. Hercule:
                    606: Wind from the S, blowing a fresh breeze.
                    607: .nf
                    608: (b) Mars              74 gun Ship of the Line (crack crew) (26 pts)
                    609: (f) Hercule           74 gun Ship of the Line (average crew) (23 pts)
                    610: .SH Ambuscade vs. Baionnaise:
                    611: .nf
                    612: Wind from the N, blowing a fresh breeze.
                    613: 
                    614: (b) Ambuscade         32 gun Frigate (average crew) (9 pts)
                    615: (f) Baionnaise        24 gun Corvette (average crew) (9 pts)
                    616: .SH Constellation vs. Insurgent:
                    617: .nf
                    618: Wind from the S, blowing a gale.
                    619: 
                    620: (a) Constellation     38 gun Corvette (elite crew) (17 pts)
                    621: (f) Insurgent         36 gun Corvette (average crew) (11 pts)
                    622: .SH Constellation vs. Vengeance:
                    623: .nf
                    624: Wind from the S, blowing a fresh breeze.
                    625: 
                    626: (a) Constellation     38 gun Corvette (elite crew) (17 pts)
                    627: (f) Vengeance         40 gun Frigate (average crew) (15 pts)
                    628: .SH The Battle of Lissa:
                    629: .nf
                    630: Wind from the S, blowing a fresh breeze.
                    631: 
                    632: (b) Amphion           32 gun Frigate (elite crew) (13 pts)
                    633: (b) Active            38 gun Frigate (elite crew) (18 pts)
                    634: (b) Volage            22 gun Frigate (elite crew) (11 pts)
                    635: (b) Cerberus          32 gun Frigate (elite crew) (13 pts)
                    636: (f) Favorite          40 gun Frigate (average crew) (15 pts)
                    637: (f) Flore             40 gun Frigate (average crew) (15 pts)
                    638: (f) Danae             40 gun Frigate (crack crew) (17 pts)
                    639: (f) Bellona           32 gun Frigate (green crew) (9 pts)
                    640: (f) Corona            40 gun Frigate (green crew) (12 pts)
                    641: (f) Carolina          32 gun Frigate (green crew) (7 pts)
                    642: .SH Constitution vs. Guerriere:
                    643: .nf
                    644: Wind from the SW, blowing a gale.
                    645: 
                    646: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
                    647: (b) Guerriere         38 gun Frigate (crack crew) (15 pts)
                    648: .SH United States vs. Macedonian:
                    649: .nf
                    650: Wind from the S, blowing a fresh breeze.
                    651: 
                    652: (a) United States     44 gun Frigate (elite crew) (24 pts)
                    653: (b) Macedonian        38 gun Frigate (crack crew) (16 pts)
                    654: .SH Constitution vs. Java:
                    655: .nf
                    656: Wind from the S, blowing a fresh breeze.
                    657: 
                    658: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
                    659: (b) Java              38 gun Corvette (crack crew) (19 pts)
                    660: .SH Chesapeake vs. Shannon:
                    661: .nf
                    662: Wind from the S, blowing a fresh breeze.
                    663: 
                    664: (a) Chesapeake        38 gun Frigate (average crew) (14 pts)
                    665: (b) Shannon           38 gun Frigate (elite crew) (17 pts)
                    666: .SH The Battle of Lake Erie:
                    667: .nf
                    668: Wind from the S, blowing a light breeze.
                    669: 
                    670: (a) Lawrence          20 gun Sloop (crack crew) (9 pts)
                    671: (a) Niagara           20 gun Sloop (elite crew) (12 pts)
                    672: (b) Lady Prevost      13 gun Brig (crack crew) (5 pts)
                    673: (b) Detroit           19 gun Sloop (crack crew) (7 pts)
                    674: (b) Q. Charlotte      17 gun Sloop (crack crew) (6 pts)
                    675: .SH Wasp vs. Reindeer:
                    676: .nf
                    677: Wind from the S, blowing a light breeze.
                    678: 
                    679: (a) Wasp              20 gun Sloop (elite crew) (12 pts)
                    680: (b) Reindeer          18 gun Sloop (elite crew) (9 pts)
                    681: .SH Constitution vs. Cyane and Levant:
                    682: .br
                    683: Wind from the S, blowing a moderate breeze.
                    684: 
                    685: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
                    686: (b) Cyane             24 gun Sloop (crack crew) (11 pts)
                    687: (b) Levant            20 gun Sloop (crack crew) (10 pts)
                    688: .br
                    689: .SH Pellew vs. Droits de L'Homme:
                    690: .nf
                    691: Wind from the N, blowing a gale.
                    692: 
                    693: (b) Indefatigable     44 gun Frigate (elite crew) (14 pts)
                    694: (b) Amazon            36 gun Frigate (crack crew) (14 pts)
                    695: (f) Droits L'Hom      74 gun Ship of the Line (average crew) (24 pts)
                    696: .SH Algeciras:
                    697: .nf
                    698: Wind from the SW, blowing a moderate breeze.
                    699: 
                    700: (b) Caesar            80 gun Ship of the Line (crack crew) (31 pts)
                    701: (b) Pompee            74 gun Ship of the Line (crack crew) (27 pts)
                    702: (b) Spencer           74 gun Ship of the Line (crack crew) (26 pts)
                    703: (b) Hannibal          98 gun 3 Decker SOL (crack crew) (28 pts)
                    704: (s) Real-Carlos       112 gun 3 Decker SOL (green crew) (27 pts)
                    705: (s) San Fernando      96 gun 3 Decker SOL (green crew) (24 pts)
                    706: (s) Argonauta         80 gun Ship of the Line (green crew) (23 pts)
                    707: (s) San Augustine     74 gun Ship of the Line (green crew) (20 pts)
                    708: (f) Indomptable       80 gun Ship of the Line (average crew) (27 pts)
                    709: (f) Desaix            74 gun Ship of the Line (average crew) (24 pts)
                    710: .SH Lake Champlain:
                    711: .nf
                    712: Wind from the N, blowing a fresh breeze.
                    713: 
                    714: (a) Saratoga          26 gun Sloop (crack crew) (12 pts)
                    715: (a) Eagle             20 gun Sloop (crack crew) (11 pts)
                    716: (a) Ticonderoga       17 gun Sloop (crack crew) (9 pts)
                    717: (a) Preble            7 gun Brig (crack crew) (4 pts)
                    718: (b) Confiance         37 gun Frigate (crack crew) (14 pts)
                    719: (b) Linnet            16 gun Sloop (elite crew) (10 pts)
                    720: (b) Chubb             11 gun Brig (crack crew) (5 pts)
                    721: .SH Last Voyage of the USS President:
                    722: .nf
                    723: Wind from the N, blowing a fresh breeze.
                    724: 
                    725: (a) President         44 gun Frigate (elite crew) (24 pts)
                    726: (b) Endymion          40 gun Frigate (crack crew) (17 pts)
                    727: (b) Pomone            44 gun Frigate (crack crew) (20 pts)
                    728: (b) Tenedos           38 gun Frigate (crack crew) (15 pts)
                    729: .SH Hornblower and the Natividad:
                    730: .nf
                    731: Wind from the E, blowing a gale.
                    732: 
                    733: .fi
                    734: A scenario for you Horny fans.  Remember, he sank the Natividad
                    735: against heavy odds and winds.  Hint: don't try to board the Natividad,
                    736: her crew is much bigger, albeit green.
                    737: .nf
                    738: 
                    739: (b) Lydia             36 gun Frigate (elite crew) (13 pts)
                    740: (s) Natividad         50 gun Ship of the Line (green crew) (14 pts)
                    741: .SH Curse of the Flying Dutchman:
                    742: .nf
                    743: Wind from the S, blowing a fresh breeze.
                    744: 
                    745: Just for fun, take the Piece of cake.
                    746: 
                    747: (s) Piece of Cake     24 gun Corvette (average crew) (9 pts)
                    748: (f) Flying Dutchy     120 gun 3 Decker SOL (elite crew) (43 pts)
                    749: .SH The South Pacific:
                    750: .nf
                    751: Wind from the S, blowing a strong breeze.
                    752: 
                    753: (a) USS Scurvy        136 gun 3 Decker SOL (mutinous crew) (27 pts)
                    754: (b) HMS Tahiti        120 gun 3 Decker SOL (elite crew) (43 pts)
                    755: (s) Australian        32 gun Frigate (average crew) (9 pts)
                    756: (f) Bikini Atoll      7 gun Brig (crack crew) (4 pts)
                    757: .SH Hornblower and the battle of Rosas bay:
                    758: .nf
                    759: Wind from the E, blowing a fresh breeze.
                    760: 
                    761: The only battle Hornblower ever lost.  He was able to dismast one
                    762: ship and stern rake the others though.  See if you can do as well.
                    763: .nf
                    764: 
                    765: (b) Sutherland        74 gun Ship of the Line (crack crew) (26 pts)
                    766: (f) Turenne           80 gun 3 Decker SOL (average crew) (27 pts)
                    767: (f) Nightmare         74 gun Ship of the Line (average crew) (24 pts)
                    768: (f) Paris             112 gun 3 Decker SOL (green crew) (27 pts)
                    769: (f) Napolean          74 gun Ship of the Line (green crew) (20 pts)
                    770: .SH Cape Horn:
                    771: .nf
                    772: Wind from the NE, blowing a strong breeze.
                    773: 
                    774: (a) Concord           80 gun Ship of the Line (average crew) (27 pts)
                    775: (a) Berkeley          98 gun 3 Decker SOL (crack crew) (28 pts)
                    776: (b) Thames            120 gun 3 Decker SOL (elite crew) (43 pts)
                    777: (s) Madrid            112 gun 3 Decker SOL (green crew) (27 pts)
                    778: (f) Musket            80 gun 3 Decker SOL (average crew) (27 pts)
                    779: .SH New Orleans:
                    780: .nf
                    781: Wind from the SE, blowing a fresh breeze.
                    782: 
                    783: Watch that little Cypress go!
                    784: 
                    785: (a) Alligator         120 gun 3 Decker SOL (elite crew) (43 pts)
                    786: (b) Firefly           74 gun Ship of the Line (crack crew) (27 pts)
                    787: (b) Cypress           44 gun Frigate (elite crew) (14 pts)
                    788: .SH Botany Bay:
                    789: .nf
                    790: Wind from the N, blowing a fresh breeze.
                    791: 
                    792: (b) Shark             64 gun Ship of the Line (average crew) (18 pts)
                    793: (f) Coral Snake       44 gun Corvette (elite crew) (24 pts)
                    794: (f) Sea Lion          44 gun Frigate (elite crew) (24 pts)
                    795: .SH Voyage to the Bottom of the Sea:
                    796: .nf
                    797: Wind from the NW, blowing a fresh breeze.
                    798: 
                    799: This one is dedicated to Richard Basehart and David Hedison.
                    800: 
                    801: (a) Seaview           120 gun 3 Decker SOL (elite crew) (43 pts)
                    802: (a) Flying Sub        40 gun Frigate (crack crew) (17 pts)
                    803: (b) Mermaid           136 gun 3 Decker SOL (mutinous crew) (27 pts)
                    804: (s) Giant Squid       112 gun 3 Decker SOL (green crew) (27 pts)
                    805: .SH Frigate Action:
                    806: .nf
                    807: Wind from the E, blowing a fresh breeze.
                    808: 
                    809: (a) Killdeer          40 gun Frigate (average crew) (15 pts)
                    810: (b) Sandpiper         40 gun Frigate (average crew) (15 pts)
                    811: (s) Curlew            38 gun Frigate (crack crew) (16 pts)
                    812: .SH The Battle of Midway:
                    813: .nf
                    814: Wind from the E, blowing a moderate breeze.
                    815: 
                    816: (a) Enterprise        80 gun Ship of the Line (crack crew) (31 pts)
                    817: (a) Yorktown          80 gun Ship of the Line (average crew) (27 pts)
                    818: (a) Hornet            74 gun Ship of the Line (average crew) (24 pts)
                    819: (j) Akagi             112 gun 3 Decker SOL (green crew) (27 pts)
                    820: (j) Kaga              96 gun 3 Decker SOL (green crew) (24 pts)
                    821: (j) Soryu             80 gun Ship of the Line (green crew) (23 pts)
                    822: 
                    823: .SH Star Trek:
                    824: .nf
                    825: Wind from the S, blowing a fresh breeze.
                    826: 
                    827: (a) Enterprise        450 gun Ship of the Line (elite crew) (75 pts)
                    828: (a) Yorktown          450 gun Ship of the Line (elite crew) (75 pts)
                    829: (a) Reliant           450 gun Ship of the Line (elite crew) (75 pts)
                    830: (a) Galileo           450 gun Ship of the Line (elite crew) (75 pts)
                    831: (k) Kobayashi Maru    450 gun Ship of the Line (elite crew) (75 pts)
                    832: (k) Klingon II        450 gun Ship of the Line (elite crew) (75 pts)
                    833: (o) Red Orion         450 gun Ship of the Line (elite crew) (75 pts)
                    834: (o) Blue Orion        450 gun Ship of the Line (elite crew) (75 pts)
                    835: 
                    836: .SH CONCLUSION
                    837: 
                    838: .I Sail
                    839: has been a group effort.
                    840: 
                    841: .SH "Ken Arnold Code"
                    842: curses library (pu!)
                    843: .SH AUTHOR
                    844: Dave Riggle
                    845: .SH CO-AUTHOR
                    846: Ed Wang 
                    847: .SH REFITTING
                    848: Craig Leres
                    849: .SH CONSULTANTS
                    850: .nf
                    851: Chris Guthrie
                    852: Captain Happy
                    853: Horatio Nelson
                    854: Nancy Reagan
                    855:        and many valiant others...
                    856: .fi
                    857: .SH "REFERENCES"
                    858: .nf
                    859: Wooden Ships & Iron Men, by Avalon Hill
                    860: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
                    861: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
                    862: The Complete Works of Captain Frederick Marryat, (about 20) especially
                    863:        Mr. Midshipman Easy
                    864:        Peter Simple
                    865:        Jacob Faithful
                    866:        Japhet in Search of a Father
                    867:        Snarleyyow, or The Dog Fiend
                    868:        Frank Mildmay, or The Naval Officer
                    869: .fi
                    870: .SH "SEE ALSO"
                    871: midway(PUBLIC)
                    872: .SH BUGS
                    873: Probably a few, and please report them to "riggle@ernie" and "edward@arpa."

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