Annotation of 43BSDTahoe/man/man6/sail.6, revision 1.1.1.1

1.1       root        1: .\" Copyright (c) 1988 Regents of the University of California.
                      2: .\" All rights reserved.
                      3: .\"
                      4: .\" Redistribution and use in source and binary forms are permitted
                      5: .\" provided that the above copyright notice and this paragraph are
                      6: .\" duplicated in all such forms and that any documentation,
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                      8: .\" distribution and use acknowledge that the software was developed
                      9: .\" by the University of California, Berkeley.  The name of the
                     10: .\" University may not be used to endorse or promote products derived
                     11: .\" from this software without specific prior written permission.
                     12: .\" THIS SOFTWARE IS PROVIDED ``AS IS'' AND WITHOUT ANY EXPRESS OR
                     13: .\" IMPLIED WARRANTIES, INCLUDING, WITHOUT LIMITATION, THE IMPLIED
                     14: .\" WARRANTIES OF MERCHANTIBILITY AND FITNESS FOR A PARTICULAR PURPOSE.
                     15: .\"
                     16: .\"    @(#)sail.6      5.5 (Berkeley) 7/9/88
                     17: .\"
                     18: .TH SAIL 6 "July 9, 1988"
                     19: .UC 4
                     20: .SH NAME
                     21: sail \- multi-user wooden ships and iron men
                     22: .SH SYNOPSIS
                     23: .B sail
                     24: [
                     25: .B \-s
                     26: [
                     27: .B \-l
                     28: ] ] [
                     29: .B \-x
                     30: ] [
                     31: .B \-b
                     32: ] [
                     33: .B num
                     34: ]
                     35: .br
                     36: .fi
                     37: .SH DESCRIPTION
                     38: .I Sail
                     39: is a computer version of Avalon Hill's game of fighting sail
                     40: originally developed by S. Craig Taylor.
                     41: .PP
                     42: Players of
                     43: .I Sail
                     44: take command of an old fashioned Man of War and fight other
                     45: players or the computer.  They may re-enact one of the many
                     46: historical sea battles recorded in the game, or they can choose
                     47: a fictional battle.
                     48: .PP
                     49: As a sea captain in the 
                     50: .I Sail
                     51: Navy, the player has complete control over the workings of his ship.
                     52: He must order every maneuver, change the set of his sails, and judge the
                     53: right moment to let loose the terrible destruction of his broadsides.
                     54: In addition to fighting the enemy, he must harness the powers of the wind
                     55: and sea to make them work for him.  The outcome of many battles during the
                     56: age of sail was decided by the ability of one captain to hold the `weather
                     57: gage.'
                     58: .PP
                     59: The flags are:
                     60: .TP
                     61: .B \-s
                     62: Print the names and ships of the top ten sailors.
                     63: .TP
                     64: .B \-l
                     65: Show the login name.  Only effective with \fB-s\fP.
                     66: .TP
                     67: .B \-x
                     68: Play the first available ship instead of prompting for a choice.
                     69: .TP
                     70: .B \-b
                     71: No bells.
                     72: .SH IMPLEMENTATION
                     73: .I Sail
                     74: is really two programs in one.  Each player starts up a process which
                     75: runs his own ship.  In addition, a
                     76: .I driver
                     77: process is forked (by the first player) to run the computer ships
                     78: and take care of global bookkeeping.
                     79: .PP
                     80: Because the
                     81: .I driver
                     82: must calculate moves for each ship it controls, the
                     83: more ships the computer is playing, the slower the game will appear.
                     84: .PP
                     85: If a player joins a game in progress, he will synchronize
                     86: with the other players (a rather slow process for everyone), and 
                     87: then he may play along with the rest.
                     88: .PP
                     89: To implement a multi-user game in Version 7 UNIX, which was the operating
                     90: system
                     91: .I Sail
                     92: was first written under, the communicating processes must use a common
                     93: temporary file as a place to read and write messages.  In addition, a
                     94: locking mechanism must be provided to ensure exclusive access to the
                     95: shared file.  For example,
                     96: .I Sail
                     97: uses a temporary file named /tmp/#sailsink.21 for scenario 21, and
                     98: corresponding file names for the other scenarios.  To provide exclusive
                     99: access to the temporary file, 
                    100: .I Sail
                    101: uses a technique stolen from an old game called "pubcaves" by Jeff Cohen.
                    102: Processes do a busy wait in the loop
                    103: .br
                    104: .sp
                    105: .ce 2
                    106:        for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++)
                    107:                sleep(2);
                    108: .br
                    109: .sp
                    110: until they are able to create a link to a file named "/tmp/#saillock.??".
                    111: The "??" correspond to the scenario number of the game.  Since UNIX 
                    112: guarantees that a link will point to only one file, the process that succeeds
                    113: in linking will have exclusive access to the temporary file.
                    114: .PP
                    115: Whether or not this really works is open to speculation.  When ucbmiro
                    116: was rebooted after a crash, the file system check program found 3 links
                    117: between the
                    118: .I Sail
                    119: temporary file and its link file.
                    120: .SH CONSEQUENCES OF SEPARATE PLAYER AND DRIVER PROCESSES
                    121: When players do something of global interest, such as moving or firing,
                    122: the driver must coordinate the action with the other ships in the game.
                    123: For example, if a player wants to move in a certain direction, he writes a
                    124: message into the temporary file requesting the driver to move his ship.
                    125: Each ``turn,'' the driver reads all the messages sent from the players and
                    126: decides what happened.  It then writes back into the temporary file new
                    127: values of variables, etc.
                    128: .PP
                    129: The most noticeable effect this communication has on the game is the
                    130: delay in moving.  Suppose a player types a move for his ship and hits
                    131: return.  What happens then?  The player process saves up messages to
                    132: be written to the temporary file in a buffer.  Every 7 seconds or so, the
                    133: player process gets exclusive access to the temporary file and writes 
                    134: out its buffer to the file.  The driver, running asynchronously, must
                    135: read in the movement command, process it, and write out the results.  This
                    136: takes two exclusive accesses to the temporary file.  Finally, when the player 
                    137: process gets around to doing another 7 second update, the results of the
                    138: move are displayed on the screen.  Hence, every movement requires four
                    139: exclusive accesses to the temporary file (anywhere from 7 to 21 seconds
                    140: depending upon asynchrony) before the player sees the results of his moves.
                    141: .PP
                    142: In practice, the delays are not as annoying as they would appear.  There
                    143: is room for "pipelining" in the movement.  After the player writes out
                    144: a first movement message, a second movement command can then be issued.
                    145: The first message will be in the temporary file waiting for the driver, and
                    146: the second will be in the file buffer waiting to be written to the file.
                    147: Thus, by always typing moves a turn ahead of the time, the player can
                    148: sail around quite quickly.
                    149: .PP
                    150: If the player types several movement commands between two 7 second updates,
                    151: only the last movement command typed will be seen by the driver.  Movement
                    152: commands within the same update "overwrite" each other, in a sense.
                    153: .SH THE HISTORY OF SAIL 
                    154: I wrote the first version of
                    155: .I Sail
                    156: on a PDP 11/70 in the fall of 1980.  Needless to say, the code was horrendous,
                    157: not portable in any sense of the word, and didn't work.  The program was not
                    158: very modular and had fseeks() and fwrites() every few lines.  After a
                    159: tremendous rewrite from the top down, I got the first working version up by
                    160: 1981.  There were several annoying bugs concerning firing broadsides and
                    161: finding angles.
                    162: .I Sail
                    163: uses no floating point, by the way, so the direction routines are rather 
                    164: tricky.
                    165: Ed Wang rewrote my angle() routine in 1981 to be more correct (although
                    166: it still doesn't work perfectly), and he added code to let a player select
                    167: which ship he wanted at the start of the game (instead of the first one
                    168: available).
                    169: .PP
                    170: Captain Happy (Craig Leres) is responsible for making
                    171: .I Sail
                    172: portable for the first time.  This was no easy task, by the way.  Constants
                    173: like 2 and 10 were very frequent in the code.  I also became famous for
                    174: using "Riggle Memorial Structures" in
                    175: .I Sail.
                    176: Many of my structure references are so long that they run off the line
                    177: printer page.  Here is an example, if you promise not to laugh.
                    178: .br
                    179: .sp
                    180: .ce
                    181: specs[scene[flog.fgamenum].ship[flog.fshipnum].shipnum].pts
                    182: .br
                    183: .sp
                    184: .PP
                    185: .I Sail
                    186: received its fourth and most thorough rewrite in the summer and fall
                    187: of 1983.  Ed Wang rewrote and modularized the code (a monumental feat)
                    188: almost from scratch.  Although he introduced many new bugs, the final
                    189: result was very much cleaner and (?) faster.  He added window movement
                    190: commands and find ship commands.
                    191: .SH HISTORICAL INFO
                    192: Old Square Riggers were very maneuverable ships capable of intricate
                    193: sailing.  Their only disadvantage was an inability to sail very 
                    194: close to the wind.  The design of a wooden ship allowed only for the
                    195: guns to bear to the left and right sides.  A few guns of small
                    196: aspect (usually 6 or 9 pounders) could point forward, but their
                    197: effect was small compared to a 68 gun broadside of 24 or 32 pounders.
                    198: The guns bear approximately like so:
                    199: .nf
                    200: 
                    201:        \\
                    202:         b----------------
                    203:     ---0
                    204:         \\
                    205:          \\
                    206:           \\     up to a range of ten (for round shot)
                    207:            \\
                    208:             \\
                    209:              \\
                    210: 
                    211: .fi
                    212: An interesting phenomenon occurred when a broadside was fired
                    213: down the length of an enemy ship.  The shot tended to bounce along
                    214: the deck and did several times more damage.  This phenomenon was called
                    215: a rake.  Because the bows of a ship are very strong and present a smaller
                    216: target than the stern, a stern rake (firing from the stern to the bow) causes
                    217: more damage than a bow rake.
                    218: .nf
                    219: 
                    220:                         b
                    221:                        00   ----  Stern rake!
                    222:                          a
                    223: 
                    224: .fi
                    225: Most ships were equipped with carronades, which were very large, close
                    226: range cannons.  American ships from the revolution until the War of 1812
                    227: were almost entirely armed with carronades.
                    228: .PP
                    229: The period of history covered in
                    230: .I Sail
                    231: is approximately from the 1770's until the end of Napoleanic France in 1815.
                    232: There are many excellent books about the age of sail.  My favorite author
                    233: is Captain Frederick Marryat.  More contemporary authors include C.S. Forester
                    234: and Alexander Kent.
                    235: .PP
                    236: Fighting ships came in several sizes classed by armament.  The mainstays of
                    237: any fleet were its "Ships of the Line", or "Line of Battle Ships".  They
                    238: were so named because these ships fought together in great lines.  They were
                    239: close enough for mutual support, yet every ship could fire both its broadsides.
                    240: We get the modern words "ocean liner," or "liner," and "battleship" from
                    241: "ship of the line."  The most common size was the the 74 gun two decked
                    242: ship of the line.  The two gun decks usually mounted 18 and 24 pounder guns.
                    243: .PP
                    244: The pride of the fleet were the first rates.  These were huge three decked
                    245: ships of the line mounting 80 to 136 guns.  The guns in the three tiers
                    246: were usually 18, 24, and 32 pounders in that order from top to bottom.
                    247: .PP
                    248: Various other ships came next.  They were almost all "razees," or ships
                    249: of the line with one deck sawed off.  They mounted 40-64 guns and were
                    250: a poor cross between a frigate and a line of battle ship.  They neither
                    251: had the speed of the former nor the firepower of the latter.
                    252: .PP
                    253: Next came the "eyes of the fleet."  Frigates came in many sizes mounting
                    254: anywhere from 32 to 44 guns.  They were very handy vessels.  They could
                    255: outsail anything bigger and outshoot anything smaller.  Frigates didn't
                    256: fight in lines of battle as the much bigger 74's did.  Instead, they
                    257: harassed the enemy's rear or captured crippled ships.  They were much
                    258: more useful in missions away from the fleet, such as cutting out expeditions
                    259: or boat actions.  They could hit hard and get away fast.
                    260: .PP
                    261: Lastly, there were the corvettes, sloops, and brigs.  These were smaller
                    262: ships mounting typically fewer than 20 guns.  A corvette was only slightly
                    263: smaller than a frigate, so one might have up to 30 guns.  Sloops were used
                    264: for carrying dispatches or passengers.  Brigs were something you built for 
                    265: land-locked lakes.
                    266: .SH SAIL PARTICULARS
                    267: Ships in
                    268: .I Sail
                    269: are represented by two characters.  One character represents the bow of
                    270: the ship, and the other represents the stern.  Ships have nationalities
                    271: and numbers.  The first ship of a nationality is number 0, the second
                    272: number 1, etc.  Therefore, the first British ship in a game would be
                    273: printed as "b0".  The second Brit would be "b1", and the fifth Don
                    274: would be "s4".  
                    275: .PP
                    276: Ships can set normal sails, called Battle Sails, or bend on extra canvas
                    277: called Full Sails.  A ship under full sail is a beautiful sight indeed,
                    278: and it can move much faster than a ship under Battle Sails.  The only
                    279: trouble is, with full sails set, there is so much tension on sail and
                    280: rigging that a well aimed round shot can burst a sail into ribbons where
                    281: it would only cause a little hole in a loose sail.  For this reason,
                    282: rigging damage is doubled on a ship with full sails set.  Don't let
                    283: that discourage you from using full sails.  I like to keep them up
                    284: right into the heat of battle.  A ship
                    285: with full sails set has a capital letter for its nationality.  E.g.,
                    286: a Frog, "f0", with full sails set would be printed as "F0".
                    287: .PP
                    288: When a ship is battered into a listing hulk, the last man aboard "strikes
                    289: the colors."  This ceremony is the ship's formal surrender.  The nationality
                    290: character
                    291: of a surrendered ship is printed as "!".  E.g., the Frog of our last example
                    292: would soon be "!0".
                    293: .PP
                    294: A ship has a random chance of catching fire or sinking when it reaches the
                    295: stage of listing hulk.  A sinking ship has a "~" printed for its nationality,
                    296: and a ship on fire and about to explode has a "#" printed.
                    297: .PP
                    298: Captured ships become the nationality of the prize crew.  Therefore, if
                    299: an American ship captures a British ship, the British ship will have an
                    300: "a" printed for its nationality.  In addition, the ship number is changed
                    301: to "&","'", "(", ,")", "*", or "+" depending upon the original number,
                    302: be it 0,1,2,3,4, or 5.  E.g., the "b0" captured by an American becomes the
                    303: "a&".  The "s4" captured by a Frog becomes the "f*".
                    304: .PP
                    305: The ultimate example is, of course, an exploding Brit captured by an
                    306: American: "#&".
                    307: .SH MOVEMENT
                    308: Movement is the most confusing part of 
                    309: .I Sail
                    310: to many.  Ships can head in 8 directions:
                    311: .nf
                    312: 
                    313:                                  0      0      0
                    314:         b       b       b0      b       b       b       0b      b
                    315:         0        0                                             0
                    316: 
                    317: .fi
                    318: The stern of a ship moves when it turns.  The bow remains stationary.
                    319: Ships can always turn, regardless of the wind (unless they are becalmed).
                    320: All ships drift when they lose headway.  If a ship doesn't move forward
                    321: at all for two turns, it will begin to drift.  If a ship has begun to
                    322: drift, then it must move forward before it turns, if it plans to do
                    323: more than make a right or left turn, which is always possible.
                    324: .PP
                    325: Movement commands to 
                    326: .I Sail
                    327: are a string of forward moves and turns.  An example is "l3".  It will
                    328: turn a ship left and then move it ahead 3 spaces.  In the drawing above,
                    329: the "b0" made 7 successive left turns.  When 
                    330: .I Sail
                    331: prompts you for a move, it prints three characters of import.  E.g., 
                    332: .nf
                    333:        move (7, 4): 
                    334: .fi
                    335: The first number is the maximum number of moves you can make,
                    336: including turns.  The second number is the maximum number of turns
                    337: you can make.  Between the numbers is sometimes printed a quote "'".
                    338: If the quote is present, it means that your ship has been drifting, and
                    339: you must move ahead to regain headway before you turn (see note above).
                    340: Some of the possible moves for the example above are as follows:
                    341: .nf
                    342: 
                    343:        move (7, 4): 7
                    344:        move (7, 4): 1
                    345:        move (7, 4): d          /* drift, or do nothing */
                    346:        move (7, 4): 6r
                    347:        move (7, 4): 5r1
                    348:        move (7, 4): 4r1r
                    349:        move (7, 4): l1r1r2
                    350:        move (7, 4): 1r1r1r1
                    351: 
                    352: .fi
                    353: Because square riggers performed so poorly sailing into the wind, if at
                    354: any point in a movement command you turn into the wind, the movement stops
                    355: there.  E.g.,
                    356: .nf
                    357: 
                    358:        move (7, 4): l1l4
                    359:        Movement Error;
                    360:        Helm: l1l
                    361: 
                    362: .fi
                    363: Moreover, whenever you make a turn, your movement allowance drops to
                    364: min(what's left, what you would have at the new attitude).  In short,
                    365: if you turn closer to the wind, you most likely won't be able to sail the
                    366: full allowance printed in the "move" prompt.
                    367: .PP
                    368: Old sailing captains had to keep an eye constantly on the wind.  Captains
                    369: in 
                    370: .I Sail
                    371: are no different.  A ship's ability to move depends on its attitide to the
                    372: wind.  The best angle possible is to have the wind off your quarter, that is,
                    373: just off the stern.  The direction rose on the side of the screen gives the
                    374: possible movements for your ship at all positions to the wind.  Battle
                    375: sail speeds are given first, and full sail speeds are given in parenthesis.
                    376: .nf
                    377: 
                    378:                                 0 1(2)
                    379:                                \\|/
                    380:                                -^-3(6)
                    381:                                /|\\
                    382:                                 | 4(7)
                    383:                                3(6)  
                    384: 
                    385: .fi
                    386: Pretend the bow of your ship (the "^") is pointing upward and the wind is
                    387: blowing from the bottom to the top of the page.  The
                    388: numbers at the bottom "3(6)" will be your speed under battle or full
                    389: sails in such a situation.  If the wind is off your quarter, then you
                    390: can move "4(7)".  If the wind is off your beam, "3(6)".  If the wind is
                    391: off your bow, then you can only move "1(2)".  Facing into the wind, you
                    392: can't move at all.  Ships facing into the wind were said to be "in irons".
                    393: .SH WINDSPEED AND DIRECTION
                    394: The windspeed and direction is displayed as a little weather vane on the
                    395: side of the screen.  The number in the middle of the vane indicates the wind
                    396: speed, and the + to - indicates the wind direction.  The wind blows from
                    397: the + sign (high pressure) to the - sign (low pressure).  E.g.,
                    398: .nf
                    399: 
                    400:                                |
                    401:                                3
                    402:                                +
                    403: 
                    404: .fi
                    405: .PP
                    406: The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze,
                    407: 3 = fresh breeze, 4 = strong breeze, 5 = gale, 6 = full gale, 7 = hurricane.
                    408: If a hurricane shows up, all ships are destroyed.
                    409: .SH GRAPPLING AND FOULING
                    410: If two ships collide, they run the risk of becoming tangled together.  This
                    411: is called "fouling."  Fouled ships are stuck together, and neither can move.
                    412: They can unfoul each other if they want to.  Boarding parties can only be
                    413: sent across to ships when the antagonists are either fouled or grappled.
                    414: .PP
                    415: Ships can grapple each other by throwing grapnels into the rigging of
                    416: the other.
                    417: .PP
                    418: The number of fouls and grapples you have are displayed on the upper
                    419: right of the screen.
                    420: .SH BOARDING
                    421: Boarding was a very costly venture in terms of human life.  Boarding parties
                    422: may be formed in 
                    423: .I Sail
                    424: to either board an enemy ship or to defend your own ship against attack.
                    425: Men organized as Defensive Boarding Parties fight twice as hard to save
                    426: their ship as men left unorganized.
                    427: .PP
                    428: The boarding strength of a crew depends upon its quality and upon the
                    429: number of men sent.
                    430: .SH CREW QUALITY
                    431: The British seaman was world renowned for his sailing abilities.  American
                    432: sailors, however, were actually the best seamen in the world.  Because the
                    433: American Navy offered twice the wages of the Royal Navy, British seamen 
                    434: who liked the sea defected to America by the thousands.
                    435: .PP
                    436: In 
                    437: .I Sail,
                    438: crew quality is quantized into 5 energy levels.  "Elite" crews can outshoot
                    439: and outfight all other sailors.  "Crack" crews are next.  "Mundane" crews
                    440: are average, and "Green" and "Mutinous" crews are below average.  A good
                    441: rule of thumb is that "Crack" or "Elite" crews get one extra hit
                    442: per broadside compared to "Mundane" crews.  Don't expect too much from
                    443: "Green" crews.
                    444: .SH BROADSIDES
                    445: Your two broadsides may be loaded with four kinds of shot: grape, chain,
                    446: round, and double.  You have guns and carronades in both the port and starboard
                    447: batteries.  Carronades only have a range of two, so you have to get in
                    448: close to be able to fire them.  You have the choice of firing at the hull
                    449: or rigging of another ship.  If the range of the ship is greater than 6,
                    450: then you may only shoot at the rigging.
                    451: .PP
                    452: The types of shot and their advantages are:
                    453: .SH ROUND
                    454: Range of 10.  Good for hull or rigging hits.
                    455: .SH DOUBLE
                    456: Range of 1.  Extra good for hull or rigging hits.
                    457: Double takes two turns to load.
                    458: .SH CHAIN
                    459: Range of 3.  Excellent for tearing down rigging.
                    460: Cannot damage hull or guns, though.
                    461: .SH GRAPE
                    462: Range of 1.  Sometimes devastating against enemy crews.
                    463: .PP
                    464: On the side of the screen is displayed some vital information about your
                    465: ship:
                    466: .nf
                    467: 
                    468:                        Load  D! R!
                    469:                        Hull  9  
                    470:                        Crew  4  4  2
                    471:                        Guns  4  4  
                    472:                        Carr  2  2 
                    473:                        Rigg  5 5 5 5
                    474: 
                    475: .fi
                    476: "Load" shows what your port (left) and starboard (right) broadsides are
                    477: loaded with.  A "!" after the type of shot indicates that it is an initial
                    478: broadside.  Initial broadside were loaded with care before battle and before
                    479: the decks ran red with blood.  As a consequence, initial broadsides are a
                    480: little more effective than broadsides loaded later.  A "*" after the type of
                    481: shot indicates that the gun
                    482: crews are still loading it, and you cannot fire yet.  "Hull" shows how much
                    483: hull you have left.  "Crew" shows your three sections of crew.  As your
                    484: crew dies off, your ability to fire decreases.  "Guns" and "Carr" show
                    485: your port and starboard guns.  As you lose guns, your ability to fire
                    486: decreases.  "Rigg" shows how much rigging you have on your 3 or 4 masts.
                    487: As rigging is shot away, you lose mobility.
                    488: .SH EFFECTIVENESS OF FIRE
                    489: It is very dramatic when a ship fires its thunderous broadsides, but the
                    490: mere opportunity to fire them does not guarantee any hits.  Many factors
                    491: influence the destructive force of a broadside.  First of all, and the chief
                    492: factor, is distance.  It is harder to hit a ship at range ten than it is
                    493: to hit one sloshing alongside.  Next is raking.  Raking fire, as
                    494: mentioned before, 
                    495: can sometimes dismast a ship at range ten.  Next, crew size and quality affects
                    496: the damage done by a broadside.   The number of guns firing also bears on the
                    497: point,
                    498: so to speak.  Lastly, weather affects the accuracy of a broadside.  If the
                    499: seas are high (5 or 6), then the lower gunports of ships of the line can't
                    500: even be opened to run out the guns.  This gives frigates and other flush
                    501: decked vessels an advantage in a storm.  The scenario 
                    502: .I Pellew vs. The Droits de L'Homme
                    503: takes advantage of this peculiar circumstance.
                    504: .SH REPAIRS
                    505: Repairs may be made to your Hull, Guns, and Rigging at the slow rate of
                    506: two points per three turns.  The message "Repairs Completed" will be
                    507: printed if no more repairs can be made.
                    508: .SH PECULIARITIES OF COMPUTER SHIPS
                    509: Computer ships in 
                    510: .I Sail
                    511: follow all the rules above with a few exceptions.  Computer ships never
                    512: repair damage.  If they did, the players could never beat them.  They
                    513: play well enough as it is.  As a consolation, the computer ships can fire double
                    514: shot every turn.  That fluke is a good reason to keep your distance.  The
                    515: .I
                    516: Driver
                    517: figures out the moves of the computer ships.   It computes them with a typical
                    518: A.I. distance function and a depth first search to find the maximum "score."
                    519: It seems to work fairly well, although I'll be the first to admit it isn't
                    520: perfect.
                    521: .SH HOW TO PLAY
                    522: Commands are given to 
                    523: .I Sail
                    524: by typing a single character.  You will then be prompted for further
                    525: input.  A brief summary of the commands follows.
                    526: .bp
                    527: .SH COMMAND SUMMARY
                    528: .nf
                    529: 
                    530:     'f'  Fire broadsides if they bear
                    531:     'l'  Reload
                    532:     'L'  Unload broadsides (to change ammo)
                    533:     'm'  Move 
                    534:     'i'  Print the closest ship
                    535:     'I'  Print all ships
                    536:     'F'  Find a particular ship or ships (e.g. "a?" for all Americans)
                    537:     's'  Send a message around the fleet
                    538:     'b'  Attempt to board an enemy ship
                    539:     'B'  Recall boarding parties
                    540:     'c'  Change set of sail
                    541:     'r'  Repair
                    542:     'u'  Attempt to unfoul
                    543:     'g'  Grapple/ungrapple
                    544:     'v'  Print version number of game
                    545:    '^L'  Redraw screen
                    546:     'Q'  Quit
                    547: 
                    548:     'C'      Center your ship in the window
                    549:     'U'             Move window up
                    550:     'D','N'  Move window down
                    551:     'H'             Move window left
                    552:     'J'             Move window right
                    553:     'S'      Toggle window to follow your ship or stay where it is
                    554: 
                    555: .fi
                    556: .bg
                    557: .SH SCENARIOS
                    558: Here is a summary of the scenarios in 
                    559: .I Sail:
                    560: 
                    561: .br
                    562: .SH Ranger vs. Drake:
                    563: .nf
                    564: Wind from the N, blowing a fresh breeze.
                    565: 
                    566: (a) Ranger            19 gun Sloop (crack crew) (7 pts)
                    567: (b) Drake             17 gun Sloop (crack crew) (6 pts)
                    568: .SH The Battle of Flamborough Head:
                    569: .nf
                    570: Wind from the S, blowing a fresh breeze.
                    571: 
                    572: .fi
                    573: This is John Paul Jones' first famous battle.  Aboard the Bonhomme
                    574: Richard, he was able to overcome the Serapis's greater firepower
                    575: by quickly boarding her.
                    576: .nf
                    577: 
                    578: (a) Bonhomme Rich     42 gun Corvette (crack crew) (11 pts)
                    579: (b) Serapis           44 gun Frigate (crack crew) (12 pts)
                    580: .SH Arbuthnot and Des Touches:
                    581: .nf
                    582: Wind from the N, blowing a gale.
                    583: 
                    584: (b) America           64 gun Ship of the Line (crack crew) (20 pts)
                    585: (b) Befford           74 gun Ship of the Line (crack crew) (26 pts)
                    586: (b) Adamant           50 gun Ship of the Line (crack crew) (17 pts)
                    587: (b) London            98 gun 3 Decker SOL (crack crew) (28 pts)
                    588: (b) Royal Oak         74 gun Ship of the Line (crack crew) (26 pts)
                    589: (f) Neptune           74 gun Ship of the Line (average crew) (24 pts)
                    590: (f) Duc Bougogne      80 gun 3 Decker SOL (average crew) (27 pts)
                    591: (f) Conquerant        74 gun Ship of the Line (average crew) (24 pts)
                    592: (f) Provence          64 gun Ship of the Line (average crew) (18 pts)
                    593: (f) Romulus           44 gun Ship of the Line (average crew) (10 pts)
                    594: .SH Suffren and Hughes:
                    595: .nf
                    596: 
                    597: Wind from the S, blowing a fresh breeze.
                    598: 
                    599: (b) Monmouth          74 gun Ship of the Line (average crew) (24 pts)
                    600: (b) Hero              74 gun Ship of the Line (crack crew) (26 pts)
                    601: (b) Isis              50 gun Ship of the Line (crack crew) (17 pts)
                    602: (b) Superb            74 gun Ship of the Line (crack crew) (27 pts)
                    603: (b) Burford           74 gun Ship of the Line (average crew) (24 pts)
                    604: (f) Flamband          50 gun Ship of the Line (average crew) (14 pts)
                    605: (f) Annibal           74 gun Ship of the Line (average crew) (24 pts)
                    606: (f) Severe            64 gun Ship of the Line (average crew) (18 pts)
                    607: (f) Brilliant         80 gun Ship of the Line (crack crew) (31 pts)
                    608: (f) Sphinx            80 gun Ship of the Line (average crew) (27 pts)
                    609: .SH Nymphe vs. Cleopatre:
                    610: .nf
                    611: Wind from the S, blowing a fresh breeze.
                    612: 
                    613: (b) Nymphe            36 gun Frigate (crack crew) (11 pts)
                    614: (f) Cleopatre         36 gun Frigate (average crew) (10 pts)
                    615: .SH Mars vs. Hercule:
                    616: Wind from the S, blowing a fresh breeze.
                    617: .nf
                    618: (b) Mars              74 gun Ship of the Line (crack crew) (26 pts)
                    619: (f) Hercule           74 gun Ship of the Line (average crew) (23 pts)
                    620: .SH Ambuscade vs. Baionnaise:
                    621: .nf
                    622: Wind from the N, blowing a fresh breeze.
                    623: 
                    624: (b) Ambuscade         32 gun Frigate (average crew) (9 pts)
                    625: (f) Baionnaise        24 gun Corvette (average crew) (9 pts)
                    626: .SH Constellation vs. Insurgent:
                    627: .nf
                    628: Wind from the S, blowing a gale.
                    629: 
                    630: (a) Constellation     38 gun Corvette (elite crew) (17 pts)
                    631: (f) Insurgent         36 gun Corvette (average crew) (11 pts)
                    632: .SH Constellation vs. Vengeance:
                    633: .nf
                    634: Wind from the S, blowing a fresh breeze.
                    635: 
                    636: (a) Constellation     38 gun Corvette (elite crew) (17 pts)
                    637: (f) Vengeance         40 gun Frigate (average crew) (15 pts)
                    638: .SH The Battle of Lissa:
                    639: .nf
                    640: Wind from the S, blowing a fresh breeze.
                    641: 
                    642: (b) Amphion           32 gun Frigate (elite crew) (13 pts)
                    643: (b) Active            38 gun Frigate (elite crew) (18 pts)
                    644: (b) Volage            22 gun Frigate (elite crew) (11 pts)
                    645: (b) Cerberus          32 gun Frigate (elite crew) (13 pts)
                    646: (f) Favorite          40 gun Frigate (average crew) (15 pts)
                    647: (f) Flore             40 gun Frigate (average crew) (15 pts)
                    648: (f) Danae             40 gun Frigate (crack crew) (17 pts)
                    649: (f) Bellona           32 gun Frigate (green crew) (9 pts)
                    650: (f) Corona            40 gun Frigate (green crew) (12 pts)
                    651: (f) Carolina          32 gun Frigate (green crew) (7 pts)
                    652: .SH Constitution vs. Guerriere:
                    653: .nf
                    654: Wind from the SW, blowing a gale.
                    655: 
                    656: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
                    657: (b) Guerriere         38 gun Frigate (crack crew) (15 pts)
                    658: .SH United States vs. Macedonian:
                    659: .nf
                    660: Wind from the S, blowing a fresh breeze.
                    661: 
                    662: (a) United States     44 gun Frigate (elite crew) (24 pts)
                    663: (b) Macedonian        38 gun Frigate (crack crew) (16 pts)
                    664: .SH Constitution vs. Java:
                    665: .nf
                    666: Wind from the S, blowing a fresh breeze.
                    667: 
                    668: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
                    669: (b) Java              38 gun Corvette (crack crew) (19 pts)
                    670: .SH Chesapeake vs. Shannon:
                    671: .nf
                    672: Wind from the S, blowing a fresh breeze.
                    673: 
                    674: (a) Chesapeake        38 gun Frigate (average crew) (14 pts)
                    675: (b) Shannon           38 gun Frigate (elite crew) (17 pts)
                    676: .SH The Battle of Lake Erie:
                    677: .nf
                    678: Wind from the S, blowing a light breeze.
                    679: 
                    680: (a) Lawrence          20 gun Sloop (crack crew) (9 pts)
                    681: (a) Niagara           20 gun Sloop (elite crew) (12 pts)
                    682: (b) Lady Prevost      13 gun Brig (crack crew) (5 pts)
                    683: (b) Detroit           19 gun Sloop (crack crew) (7 pts)
                    684: (b) Q. Charlotte      17 gun Sloop (crack crew) (6 pts)
                    685: .SH Wasp vs. Reindeer:
                    686: .nf
                    687: Wind from the S, blowing a light breeze.
                    688: 
                    689: (a) Wasp              20 gun Sloop (elite crew) (12 pts)
                    690: (b) Reindeer          18 gun Sloop (elite crew) (9 pts)
                    691: .SH Constitution vs. Cyane and Levant:
                    692: .br
                    693: Wind from the S, blowing a moderate breeze.
                    694: 
                    695: (a) Constitution      44 gun Corvette (elite crew) (24 pts)
                    696: (b) Cyane             24 gun Sloop (crack crew) (11 pts)
                    697: (b) Levant            20 gun Sloop (crack crew) (10 pts)
                    698: .br
                    699: .SH Pellew vs. Droits de L'Homme:
                    700: .nf
                    701: Wind from the N, blowing a gale.
                    702: 
                    703: (b) Indefatigable     44 gun Frigate (elite crew) (14 pts)
                    704: (b) Amazon            36 gun Frigate (crack crew) (14 pts)
                    705: (f) Droits L'Hom      74 gun Ship of the Line (average crew) (24 pts)
                    706: .SH Algeciras:
                    707: .nf
                    708: Wind from the SW, blowing a moderate breeze.
                    709: 
                    710: (b) Caesar            80 gun Ship of the Line (crack crew) (31 pts)
                    711: (b) Pompee            74 gun Ship of the Line (crack crew) (27 pts)
                    712: (b) Spencer           74 gun Ship of the Line (crack crew) (26 pts)
                    713: (b) Hannibal          98 gun 3 Decker SOL (crack crew) (28 pts)
                    714: (s) Real-Carlos       112 gun 3 Decker SOL (green crew) (27 pts)
                    715: (s) San Fernando      96 gun 3 Decker SOL (green crew) (24 pts)
                    716: (s) Argonauta         80 gun Ship of the Line (green crew) (23 pts)
                    717: (s) San Augustine     74 gun Ship of the Line (green crew) (20 pts)
                    718: (f) Indomptable       80 gun Ship of the Line (average crew) (27 pts)
                    719: (f) Desaix            74 gun Ship of the Line (average crew) (24 pts)
                    720: .SH Lake Champlain:
                    721: .nf
                    722: Wind from the N, blowing a fresh breeze.
                    723: 
                    724: (a) Saratoga          26 gun Sloop (crack crew) (12 pts)
                    725: (a) Eagle             20 gun Sloop (crack crew) (11 pts)
                    726: (a) Ticonderoga       17 gun Sloop (crack crew) (9 pts)
                    727: (a) Preble            7 gun Brig (crack crew) (4 pts)
                    728: (b) Confiance         37 gun Frigate (crack crew) (14 pts)
                    729: (b) Linnet            16 gun Sloop (elite crew) (10 pts)
                    730: (b) Chubb             11 gun Brig (crack crew) (5 pts)
                    731: .SH Last Voyage of the USS President:
                    732: .nf
                    733: Wind from the N, blowing a fresh breeze.
                    734: 
                    735: (a) President         44 gun Frigate (elite crew) (24 pts)
                    736: (b) Endymion          40 gun Frigate (crack crew) (17 pts)
                    737: (b) Pomone            44 gun Frigate (crack crew) (20 pts)
                    738: (b) Tenedos           38 gun Frigate (crack crew) (15 pts)
                    739: .SH Hornblower and the Natividad:
                    740: .nf
                    741: Wind from the E, blowing a gale.
                    742: 
                    743: .fi
                    744: A scenario for you Horny fans.  Remember, he sank the Natividad
                    745: against heavy odds and winds.  Hint: don't try to board the Natividad,
                    746: her crew is much bigger, albeit green.
                    747: .nf
                    748: 
                    749: (b) Lydia             36 gun Frigate (elite crew) (13 pts)
                    750: (s) Natividad         50 gun Ship of the Line (green crew) (14 pts)
                    751: .SH Curse of the Flying Dutchman:
                    752: .nf
                    753: Wind from the S, blowing a fresh breeze.
                    754: 
                    755: Just for fun, take the Piece of cake.
                    756: 
                    757: (s) Piece of Cake     24 gun Corvette (average crew) (9 pts)
                    758: (f) Flying Dutchy     120 gun 3 Decker SOL (elite crew) (43 pts)
                    759: .SH The South Pacific:
                    760: .nf
                    761: Wind from the S, blowing a strong breeze.
                    762: 
                    763: (a) USS Scurvy        136 gun 3 Decker SOL (mutinous crew) (27 pts)
                    764: (b) HMS Tahiti        120 gun 3 Decker SOL (elite crew) (43 pts)
                    765: (s) Australian        32 gun Frigate (average crew) (9 pts)
                    766: (f) Bikini Atoll      7 gun Brig (crack crew) (4 pts)
                    767: .SH Hornblower and the battle of Rosas bay:
                    768: .nf
                    769: Wind from the E, blowing a fresh breeze.
                    770: 
                    771: The only battle Hornblower ever lost.  He was able to dismast one
                    772: ship and stern rake the others though.  See if you can do as well.
                    773: .nf
                    774: 
                    775: (b) Sutherland        74 gun Ship of the Line (crack crew) (26 pts)
                    776: (f) Turenne           80 gun 3 Decker SOL (average crew) (27 pts)
                    777: (f) Nightmare         74 gun Ship of the Line (average crew) (24 pts)
                    778: (f) Paris             112 gun 3 Decker SOL (green crew) (27 pts)
                    779: (f) Napolean          74 gun Ship of the Line (green crew) (20 pts)
                    780: .SH Cape Horn:
                    781: .nf
                    782: Wind from the NE, blowing a strong breeze.
                    783: 
                    784: (a) Concord           80 gun Ship of the Line (average crew) (27 pts)
                    785: (a) Berkeley          98 gun 3 Decker SOL (crack crew) (28 pts)
                    786: (b) Thames            120 gun 3 Decker SOL (elite crew) (43 pts)
                    787: (s) Madrid            112 gun 3 Decker SOL (green crew) (27 pts)
                    788: (f) Musket            80 gun 3 Decker SOL (average crew) (27 pts)
                    789: .SH New Orleans:
                    790: .nf
                    791: Wind from the SE, blowing a fresh breeze.
                    792: 
                    793: Watch that little Cypress go!
                    794: 
                    795: (a) Alligator         120 gun 3 Decker SOL (elite crew) (43 pts)
                    796: (b) Firefly           74 gun Ship of the Line (crack crew) (27 pts)
                    797: (b) Cypress           44 gun Frigate (elite crew) (14 pts)
                    798: .SH Botany Bay:
                    799: .nf
                    800: Wind from the N, blowing a fresh breeze.
                    801: 
                    802: (b) Shark             64 gun Ship of the Line (average crew) (18 pts)
                    803: (f) Coral Snake       44 gun Corvette (elite crew) (24 pts)
                    804: (f) Sea Lion          44 gun Frigate (elite crew) (24 pts)
                    805: .SH Voyage to the Bottom of the Sea:
                    806: .nf
                    807: Wind from the NW, blowing a fresh breeze.
                    808: 
                    809: This one is dedicated to Richard Basehart and David Hedison.
                    810: 
                    811: (a) Seaview           120 gun 3 Decker SOL (elite crew) (43 pts)
                    812: (a) Flying Sub        40 gun Frigate (crack crew) (17 pts)
                    813: (b) Mermaid           136 gun 3 Decker SOL (mutinous crew) (27 pts)
                    814: (s) Giant Squid       112 gun 3 Decker SOL (green crew) (27 pts)
                    815: .SH Frigate Action:
                    816: .nf
                    817: Wind from the E, blowing a fresh breeze.
                    818: 
                    819: (a) Killdeer          40 gun Frigate (average crew) (15 pts)
                    820: (b) Sandpiper         40 gun Frigate (average crew) (15 pts)
                    821: (s) Curlew            38 gun Frigate (crack crew) (16 pts)
                    822: .SH The Battle of Midway:
                    823: .nf
                    824: Wind from the E, blowing a moderate breeze.
                    825: 
                    826: (a) Enterprise        80 gun Ship of the Line (crack crew) (31 pts)
                    827: (a) Yorktown          80 gun Ship of the Line (average crew) (27 pts)
                    828: (a) Hornet            74 gun Ship of the Line (average crew) (24 pts)
                    829: (j) Akagi             112 gun 3 Decker SOL (green crew) (27 pts)
                    830: (j) Kaga              96 gun 3 Decker SOL (green crew) (24 pts)
                    831: (j) Soryu             80 gun Ship of the Line (green crew) (23 pts)
                    832: 
                    833: .SH Star Trek:
                    834: .nf
                    835: Wind from the S, blowing a fresh breeze.
                    836: 
                    837: (a) Enterprise        450 gun Ship of the Line (elite crew) (75 pts)
                    838: (a) Yorktown          450 gun Ship of the Line (elite crew) (75 pts)
                    839: (a) Reliant           450 gun Ship of the Line (elite crew) (75 pts)
                    840: (a) Galileo           450 gun Ship of the Line (elite crew) (75 pts)
                    841: (k) Kobayashi Maru    450 gun Ship of the Line (elite crew) (75 pts)
                    842: (k) Klingon II        450 gun Ship of the Line (elite crew) (75 pts)
                    843: (o) Red Orion         450 gun Ship of the Line (elite crew) (75 pts)
                    844: (o) Blue Orion        450 gun Ship of the Line (elite crew) (75 pts)
                    845: 
                    846: .SH CONCLUSION
                    847: 
                    848: .I Sail
                    849: has been a group effort.
                    850: 
                    851: .SH AUTHOR
                    852: Dave Riggle
                    853: .SH CO-AUTHOR
                    854: Ed Wang 
                    855: .SH REFITTING
                    856: Craig Leres
                    857: .SH CONSULTANTS
                    858: .nf
                    859: Chris Guthrie
                    860: Captain Happy
                    861: Horatio Nelson
                    862:        and many valiant others...
                    863: .fi
                    864: .SH "REFERENCES"
                    865: .nf
                    866: Wooden Ships & Iron Men, by Avalon Hill
                    867: Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester
                    868: Captain Richard Bolitho Novels, (12 of them) by Alexander Kent
                    869: The Complete Works of Captain Frederick Marryat, (about 20) especially
                    870: .in +6n
                    871: Mr. Midshipman Easy
                    872: Peter Simple
                    873: Jacob Faithful
                    874: Japhet in Search of a Father
                    875: Snarleyyow, or The Dog Fiend
                    876: Frank Mildmay, or The Naval Officer
                    877: .in -6n
                    878: .SH BUGS
                    879: Probably a few, and please report them to "[email protected]" and
                    880: "[email protected]"

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