X-Git-Url: https://git.cameronkatri.com/bsdgames-darwin.git/blobdiff_plain/85aa42726f842bb0705ecc83babed7609b8eb1d5..626903439b2df287fd31ab00fa78eea25ae0a22d:/sail/sail.6?ds=sidebyside diff --git a/sail/sail.6 b/sail/sail.6 index dc712a5d..e1f4ca95 100644 --- a/sail/sail.6 +++ b/sail/sail.6 @@ -1,5 +1,7 @@ -.\" Copyright (c) 1988 Regents of the University of California. -.\" All rights reserved. +.\" $NetBSD: sail.6,v 1.8 2002/02/08 01:25:15 ross Exp $ +.\" +.\" Copyright (c) 1988, 1993 +.\" The Regents of the University of California. All rights reserved. .\" .\" Redistribution and use in source and binary forms, with or without .\" modification, are permitted provided that the following conditions @@ -29,10 +31,9 @@ .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF .\" SUCH DAMAGE. .\" -.\" from: @(#)sail.6 5.6 (Berkeley) 6/23/90 -.\" $Id: sail.6,v 1.2 1993/08/01 07:46:14 mycroft Exp $ +.\" @(#)sail.6 8.3 (Berkeley) 6/1/94 .\" -.TH SAIL 6 "June 23, 1990" +.TH SAIL 6 "June 1, 1994" .UC 4 .SH NAME sail \- multi-user wooden ships and iron men @@ -63,7 +64,7 @@ players or the computer. They may re-enact one of the many historical sea battles recorded in the game, or they can choose a fictional battle. .PP -As a sea captain in the +As a sea captain in the .I Sail Navy, the player has complete control over the workings of his ship. He must order every maneuver, change the set of his sails, and judge the @@ -100,7 +101,7 @@ must calculate moves for each ship it controls, the more ships the computer is playing, the slower the game will appear. .PP If a player joins a game in progress, he will synchronize -with the other players (a rather slow process for everyone), and +with the other players (a rather slow process for everyone), and then he may play along with the rest. .PP To implement a multi-user game in Version 7 UNIX, which was the operating @@ -113,19 +114,19 @@ shared file. For example, .I Sail uses a temporary file named /tmp/#sailsink.21 for scenario 21, and corresponding file names for the other scenarios. To provide exclusive -access to the temporary file, +access to the temporary file, .I Sail uses a technique stolen from an old game called "pubcaves" by Jeff Cohen. Processes do a busy wait in the loop .br .sp .ce 2 - for (n = 0; link(sync_file, sync_lock) < 0 && n < 30; n++) + for (n = 0; link(sync_file, sync_lock) \*[Lt] 0 \*[Am]\*[Am] n \*[Lt] 30; n++) sleep(2); .br .sp until they are able to create a link to a file named "/tmp/#saillock.??". -The "??" correspond to the scenario number of the game. Since UNIX +The "??" correspond to the scenario number of the game. Since UNIX guarantees that a link will point to only one file, the process that succeeds in linking will have exclusive access to the temporary file. .PP @@ -147,10 +148,10 @@ The most noticeable effect this communication has on the game is the delay in moving. Suppose a player types a move for his ship and hits return. What happens then? The player process saves up messages to be written to the temporary file in a buffer. Every 7 seconds or so, the -player process gets exclusive access to the temporary file and writes +player process gets exclusive access to the temporary file and writes out its buffer to the file. The driver, running asynchronously, must read in the movement command, process it, and write out the results. This -takes two exclusive accesses to the temporary file. Finally, when the player +takes two exclusive accesses to the temporary file. Finally, when the player process gets around to doing another 7 second update, the results of the move are displayed on the screen. Hence, every movement requires four exclusive accesses to the temporary file (anywhere from 7 to 21 seconds @@ -167,7 +168,7 @@ sail around quite quickly. If the player types several movement commands between two 7 second updates, only the last movement command typed will be seen by the driver. Movement commands within the same update "overwrite" each other, in a sense. -.SH THE HISTORY OF SAIL +.SH THE HISTORY OF SAIL I wrote the first version of .I Sail on a PDP 11/70 in the fall of 1980. Needless to say, the code was horrendous, @@ -177,7 +178,7 @@ tremendous rewrite from the top down, I got the first working version up by 1981. There were several annoying bugs concerning firing broadsides and finding angles. .I Sail -uses no floating point, by the way, so the direction routines are rather +uses no floating point, by the way, so the direction routines are rather tricky. Ed Wang rewrote my angle() routine in 1981 to be more correct (although it still doesn't work perfectly), and he added code to let a player select @@ -207,12 +208,13 @@ result was very much cleaner and (?) faster. He added window movement commands and find ship commands. .SH HISTORICAL INFO Old Square Riggers were very maneuverable ships capable of intricate -sailing. Their only disadvantage was an inability to sail very +sailing. Their only disadvantage was an inability to sail very close to the wind. The design of a wooden ship allowed only for the guns to bear to the left and right sides. A few guns of small aspect (usually 6 or 9 pounders) could point forward, but their effect was small compared to a 68 gun broadside of 24 or 32 pounders. The guns bear approximately like so: +.ne 1i .nf \\ @@ -245,7 +247,7 @@ were almost entirely armed with carronades. .PP The period of history covered in .I Sail -is approximately from the 1770's until the end of Napoleanic France in 1815. +is approximately from the 1770's until the end of Napoleonic France in 1815. There are many excellent books about the age of sail. My favorite author is Captain Frederick Marryat. More contemporary authors include C.S. Forester and Alexander Kent. @@ -255,7 +257,7 @@ any fleet were its "Ships of the Line", or "Line of Battle Ships". They were so named because these ships fought together in great lines. They were close enough for mutual support, yet every ship could fire both its broadsides. We get the modern words "ocean liner," or "liner," and "battleship" from -"ship of the line." The most common size was the the 74 gun two decked +"ship of the line." The most common size was the 74 gun two decked ship of the line. The two gun decks usually mounted 18 and 24 pounder guns. .PP The pride of the fleet were the first rates. These were huge three decked @@ -278,7 +280,7 @@ or boat actions. They could hit hard and get away fast. Lastly, there were the corvettes, sloops, and brigs. These were smaller ships mounting typically fewer than 20 guns. A corvette was only slightly smaller than a frigate, so one might have up to 30 guns. Sloops were used -for carrying dispatches or passengers. Brigs were something you built for +for carrying dispatches or passengers. Brigs were something you built for land-locked lakes. .SH SAIL PARTICULARS Ships in @@ -288,7 +290,7 @@ the ship, and the other represents the stern. Ships have nationalities and numbers. The first ship of a nationality is number 0, the second number 1, etc. Therefore, the first British ship in a game would be printed as "b0". The second Brit would be "b1", and the fifth Don -would be "s4". +would be "s4". .PP Ships can set normal sails, called Battle Sails, or bend on extra canvas called Full Sails. A ship under full sail is a beautiful sight indeed, @@ -315,14 +317,14 @@ and a ship on fire and about to explode has a "#" printed. Captured ships become the nationality of the prize crew. Therefore, if an American ship captures a British ship, the British ship will have an "a" printed for its nationality. In addition, the ship number is changed -to "&","'", "(", ,")", "*", or "+" depending upon the original number, +to "\*[Am]","'", "(", ,")", "*", or "+" depending upon the original number, be it 0,1,2,3,4, or 5. E.g., the "b0" captured by an American becomes the -"a&". The "s4" captured by a Frog becomes the "f*". +"a\*[Am]". The "s4" captured by a Frog becomes the "f*". .PP The ultimate example is, of course, an exploding Brit captured by an -American: "#&". +American: "#\*[Am]". .SH MOVEMENT -Movement is the most confusing part of +Movement is the most confusing part of .I Sail to many. Ships can head in 8 directions: .nf @@ -339,15 +341,15 @@ at all for two turns, it will begin to drift. If a ship has begun to drift, then it must move forward before it turns, if it plans to do more than make a right or left turn, which is always possible. .PP -Movement commands to +Movement commands to .I Sail are a string of forward moves and turns. An example is "l3". It will turn a ship left and then move it ahead 3 spaces. In the drawing above, -the "b0" made 7 successive left turns. When +the "b0" made 7 successive left turns. When .I Sail -prompts you for a move, it prints three characters of import. E.g., +prompts you for a move, it prints three characters of import. E.g., .nf - move (7, 4): + move (7, 4): .fi The first number is the maximum number of moves you can make, including turns. The second number is the maximum number of turns @@ -370,6 +372,7 @@ Some of the possible moves for the example above are as follows: Because square riggers performed so poorly sailing into the wind, if at any point in a movement command you turn into the wind, the movement stops there. E.g., +.ne 1i .nf move (7, 4): l1l4 @@ -383,9 +386,9 @@ if you turn closer to the wind, you most likely won't be able to sail the full allowance printed in the "move" prompt. .PP Old sailing captains had to keep an eye constantly on the wind. Captains -in +in .I Sail -are no different. A ship's ability to move depends on its attitide to the +are no different. A ship's ability to move depends on its attitude to the wind. The best angle possible is to have the wind off your quarter, that is, just off the stern. The direction rose on the side of the screen gives the possible movements for your ship at all positions to the wind. Battle @@ -397,7 +400,7 @@ sail speeds are given first, and full sail speeds are given in parenthesis. -^-3(6) /|\\ | 4(7) - 3(6) + 3(6) .fi Pretend the bow of your ship (the "^") is pointing upward and the wind is @@ -417,7 +420,6 @@ the + sign (high pressure) to the - sign (low pressure). E.g., | 3 + - .fi .PP The wind speeds are 0 = becalmed, 1 = light breeze, 2 = moderate breeze, @@ -436,7 +438,7 @@ The number of fouls and grapples you have are displayed on the upper right of the screen. .SH BOARDING Boarding was a very costly venture in terms of human life. Boarding parties -may be formed in +may be formed in .I Sail to either board an enemy ship or to defend your own ship against attack. Men organized as Defensive Boarding Parties fight twice as hard to save @@ -447,10 +449,10 @@ number of men sent. .SH CREW QUALITY The British seaman was world renowned for his sailing abilities. American sailors, however, were actually the best seamen in the world. Because the -American Navy offered twice the wages of the Royal Navy, British seamen +American Navy offered twice the wages of the Royal Navy, British seamen who liked the sea defected to America by the thousands. .PP -In +In .I Sail, crew quality is quantized into 5 energy levels. "Elite" crews can outshoot and outfight all other sailors. "Crack" crews are next. "Mundane" crews @@ -458,6 +460,7 @@ are average, and "Green" and "Mutinous" crews are below average. A good rule of thumb is that "Crack" or "Elite" crews get one extra hit per broadside compared to "Mundane" crews. Don't expect too much from "Green" crews. +.pl -1 .SH BROADSIDES Your two broadsides may be loaded with four kinds of shot: grape, chain, round, and double. You have guns and carronades in both the port and starboard @@ -483,10 +486,10 @@ ship: .nf Load D! R! - Hull 9 + Hull 9 Crew 4 4 2 - Guns 4 4 - Carr 2 2 + Guns 4 4 + Carr 2 2 Rigg 5 5 5 5 .fi @@ -508,14 +511,14 @@ mere opportunity to fire them does not guarantee any hits. Many factors influence the destructive force of a broadside. First of all, and the chief factor, is distance. It is harder to hit a ship at range ten than it is to hit one sloshing alongside. Next is raking. Raking fire, as -mentioned before, +mentioned before, can sometimes dismast a ship at range ten. Next, crew size and quality affects the damage done by a broadside. The number of guns firing also bears on the point, so to speak. Lastly, weather affects the accuracy of a broadside. If the seas are high (5 or 6), then the lower gunports of ships of the line can't even be opened to run out the guns. This gives frigates and other flush -decked vessels an advantage in a storm. The scenario +decked vessels an advantage in a storm. The scenario .I Pellew vs. The Droits de L'Homme takes advantage of this peculiar circumstance. .SH REPAIRS @@ -523,7 +526,7 @@ Repairs may be made to your Hull, Guns, and Rigging at the slow rate of two points per three turns. The message "Repairs Completed" will be printed if no more repairs can be made. .SH PECULIARITIES OF COMPUTER SHIPS -Computer ships in +Computer ships in .I Sail follow all the rules above with a few exceptions. Computer ships never repair damage. If they did, the players could never beat them. They @@ -536,18 +539,18 @@ A.I. distance function and a depth first search to find the maximum "score." It seems to work fairly well, although I'll be the first to admit it isn't perfect. .SH HOW TO PLAY -Commands are given to +Commands are given to .I Sail by typing a single character. You will then be prompted for further input. A brief summary of the commands follows. -.bp +.br .SH COMMAND SUMMARY .nf 'f' Fire broadsides if they bear 'l' Reload 'L' Unload broadsides (to change ammo) - 'm' Move + 'm' Move 'i' Print the closest ship 'I' Print all ships 'F' Find a particular ship or ships (e.g. "a?" for all Americans) @@ -572,7 +575,7 @@ input. A brief summary of the commands follows. .fi .bg .SH SCENARIOS -Here is a summary of the scenarios in +Here is a summary of the scenarios in .I Sail: .br @@ -604,7 +607,7 @@ Wind from the N, blowing a gale. (b) London 98 gun 3 Decker SOL (crack crew) (28 pts) (b) Royal Oak 74 gun Ship of the Line (crack crew) (26 pts) (f) Neptune 74 gun Ship of the Line (average crew) (24 pts) -(f) Duc Bougogne 80 gun 3 Decker SOL (average crew) (27 pts) +(f) Duc de Bourgogne 80 gun 3 Decker SOL (average crew) (27 pts) (f) Conquerant 74 gun Ship of the Line (average crew) (24 pts) (f) Provence 64 gun Ship of the Line (average crew) (18 pts) (f) Romulus 44 gun Ship of the Line (average crew) (10 pts) @@ -793,7 +796,7 @@ ship and stern rake the others though. See if you can do as well. (f) Turenne 80 gun 3 Decker SOL (average crew) (27 pts) (f) Nightmare 74 gun Ship of the Line (average crew) (24 pts) (f) Paris 112 gun 3 Decker SOL (green crew) (27 pts) -(f) Napolean 74 gun Ship of the Line (green crew) (20 pts) +(f) Napoleon 74 gun Ship of the Line (green crew) (20 pts) .SH Cape Horn: .nf Wind from the NE, blowing a strong breeze. @@ -868,7 +871,7 @@ has been a group effort. .SH AUTHOR Dave Riggle .SH CO-AUTHOR -Ed Wang +Ed Wang .SH REFITTING Craig Leres .SH CONSULTANTS @@ -880,7 +883,7 @@ Horatio Nelson .fi .SH "REFERENCES" .nf -Wooden Ships & Iron Men, by Avalon Hill +Wooden Ships \*[Am] Iron Men, by Avalon Hill Captain Horatio Hornblower Novels, (13 of them) by C.S. Forester Captain Richard Bolitho Novels, (12 of them) by Alexander Kent The Complete Works of Captain Frederick Marryat, (about 20) especially