Commit | Line | Data |
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5ae73570 C |
1 | .\" hunt |
2 | .\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold | |
3 | .\" San Francisco, California | |
4 | .\" | |
5 | .\" Copyright (c) 1985 Regents of the University of California. | |
6 | .\" All rights reserved. The Berkeley software License Agreement | |
7 | .\" specifies the terms and conditions for redistribution. | |
8 | .\" | |
9 | .TH HUNT 6 "21 August 1986" | |
10 | .UC 4 | |
11 | .SH NAME | |
12 | hunt \- a multi-player multi-terminal game | |
13 | .SH SYNOPSIS | |
14 | \fB/usr/games/hunt\fP [ \fB\-qmcsfbS\fP ] [ \fB\-n\fP name ] [ \fB\-t\fP team ] [ \fB\-p\fP port ] [ \fB\-w\fP message ] [ host ] | |
15 | .SH DESCRIPTION | |
16 | The object of the game | |
17 | .I hunt | |
18 | is to kill off the other players. | |
19 | There are no rooms, no treasures, and no monsters. | |
20 | Instead, you wander around a maze, find grenades, trip mines, and shoot down | |
21 | walls and players. | |
22 | The more players you kill before you die, the better your score is. | |
23 | If the | |
24 | .B \-m | |
25 | flag is given, | |
26 | you enter the game as a monitor | |
27 | (you can see the action but you cannot play). | |
28 | .PP | |
29 | .I Hunt | |
30 | normally looks for an active game on the local network; | |
31 | if none is found, it starts one up on the local host. | |
32 | The location of the game may be specified by giving the | |
33 | .I host | |
34 | argument. | |
35 | This presupposes that a hunt game is already running on that host, see | |
36 | .IR huntd (6) | |
37 | for details on how to setup a game on a specific host. | |
38 | If more than one game if found, | |
39 | you may pick which game to play in. | |
40 | .PP | |
41 | If the | |
42 | .B \-q | |
43 | flag is given, | |
44 | .I hunt | |
45 | queries the local network (or specific host) | |
46 | and reports on all active games found. | |
47 | This is useful for shell startup scripts, \fIe.g.\fP csh's .login. | |
48 | .PP | |
49 | The player name may be specified on the command line by using the | |
50 | .B \-n | |
51 | option. | |
52 | .PP | |
53 | The | |
54 | .BR \-c , | |
55 | .BR \-s , | |
56 | and | |
57 | .B \-f | |
58 | options are for entering the game cloaked, scanning, or flying respectively. | |
59 | .PP | |
60 | The | |
61 | .B \-b | |
62 | option turns off beeping when you reach the typeahead limit. | |
63 | .PP | |
64 | The | |
65 | .B \-t | |
66 | option aids team playing by making everyone else on one's team | |
67 | appear as the team name. | |
68 | A team name is a single digit to avoid conflicting with other characters | |
69 | used in the game. | |
70 | .PP | |
71 | The | |
72 | .B \-p | |
73 | .I port | |
74 | option allows the rendezvous port number to be set. | |
75 | This is a useful way for people playing on dialup lines to avoid playing | |
76 | with people on 9600 baud terminals. | |
77 | .PP | |
78 | The | |
79 | .B \-w | |
80 | .I message | |
81 | option is the only way to send a message to everyone else's screen when | |
82 | you start up. | |
83 | It is most often used to say ``eat slime death - NickD's coming in''. | |
84 | .PP | |
85 | When you die and are asked if you wish to re-enter the game, | |
86 | there are other answers than just yes or no. | |
87 | You can also reply with a | |
88 | .B w | |
89 | for write a message before continuing or | |
90 | .B o | |
91 | to change how you enter the game (cloaked, scanning, or flying). | |
92 | .PP | |
93 | To be notified automatically when a | |
94 | .I hunt | |
95 | starts up, add your login to the | |
96 | .I hunt-players | |
97 | mailing list (see | |
98 | .IR huntd (6)). | |
99 | .SH "PLAYING HINTS" | |
100 | .I Hunt | |
101 | only works on crt (vdt) terminals with at least 24 lines, 80 columns, and | |
102 | cursor addressing. | |
103 | The screen is divided in to 3 areas. | |
104 | On the right hand side is the status area. | |
105 | It shows damage sustained, | |
106 | charges remaining, | |
107 | who's in the game, | |
108 | who's scanning (the | |
109 | .B ``*'' | |
110 | in front of the name), | |
111 | who's cloaked (the | |
112 | .B ``+'' | |
113 | in front of the name), | |
114 | and other players' scores. | |
115 | The rest of the screen is taken up by your map of the maze. | |
116 | The 24th line | |
117 | is used for longer messages that don't fit in the status area. | |
118 | .PP | |
119 | .I Hunt | |
120 | uses the same keys to move as | |
121 | .IR vi (1) | |
122 | does, | |
123 | .IR i.e. , | |
124 | .BR h , | |
125 | .BR j , | |
126 | .BR k , | |
127 | and | |
128 | .B l | |
129 | for left, down, up, right respectively. | |
130 | To change which direction you're facing in the maze, | |
131 | use the upper case version of the movement key (\c | |
132 | .IR i.e. , | |
133 | .BR HJKL ). | |
134 | You can only fire or throw things in the direction you're facing. | |
135 | .TP | |
136 | Other commands are: | |
137 | .sp | |
138 | .nf | |
139 | .ta | |
140 | .ta \w'>\|<\|^\|v\ \ 'u | |
141 | f or 1 \- Fire a bullet (Takes 1 charge) | |
142 | g or 2 \- Throw grenade (Takes 9 charges) | |
143 | F or 3 \- Throw satchel charge (Takes 25 charges) | |
144 | G or 4 \- Throw bomb (Takes 49 charges) | |
145 | 5 \- Throw big bomb (Takes 81 charges) | |
146 | 6 \- Throw even bigger bomb (Takes 121 charges) | |
147 | 7 \- Throw even more big bomb (Takes 169 charges) | |
148 | 8 \- Throw even more bigger bomb (Takes 225 charges) | |
149 | 9 \- Throw very big bomb (Takes 289 charges) | |
150 | 0 \- Throw very, very big bomb (Takes 361 charges) | |
151 | @ \- Throw biggest bomb (Takes 441 charges) | |
152 | o \- Throw small slime (Takes 15 charges) | |
153 | O \- Throw big slime (Takes 30 charges) | |
154 | p \- Throw bigger slime (Takes 45 charges) | |
155 | P \- Throw biggest slime (Takes 60 charges) | |
156 | s \- Scan (show where other players are) (Takes 1 charge) | |
157 | c \- Cloak (hide from scanners) (Takes 1 charge) | |
158 | ||
159 | ^L \- Redraw screen | |
160 | q \- Quit | |
161 | .fi | |
162 | .TP | |
163 | The symbols on the screen are: | |
164 | .sp | |
165 | .nf | |
166 | .ta | |
167 | .ta \w'>\|<\|^\|v\ \ 'u | |
168 | \-\||\|+ \- walls | |
169 | /\|\\ \- diagonal (deflecting) walls | |
170 | # \- doors (dispersion walls) | |
171 | ; \- small mine | |
172 | g \- large mine | |
173 | : \- bullet | |
174 | o \- grenade | |
175 | O \- satchel charge | |
176 | @ \- bomb | |
177 | s \- small slime | |
178 | $ \- big slime | |
179 | >\|<\|^\|v \- you facing right, left, up, or down | |
180 | }\|{\|i\|! \- other players facing right, left, up, or down | |
181 | \(** \- explosion | |
182 | .ne 3 | |
183 | .cs R 24 | |
184 | .cs I 24 | |
185 | \fR\\|/\fP | |
186 | .cs R | |
187 | \fI\-\(**\-\fP \- grenade and large mine explosion | |
188 | .fl | |
189 | .cs R 24 | |
190 | \fR/|\\\fP | |
191 | .cs R | |
192 | .cs I | |
193 | .fi | |
194 | .LP | |
195 | Other helpful hints: | |
196 | .sp | |
197 | .ie n .ds b [] | |
198 | .el .ds b \(bu | |
199 | .ta | |
200 | .ta \w'\*b\ \|'u | |
201 | .nr In \n(.i | |
202 | .de MP | |
203 | .br | |
204 | .in \n(Inu+\w'\*b\ \|'u | |
205 | .ti \n(Inu | |
206 | \*b \c | |
207 | .. | |
208 | .MP | |
209 | You can only fire in the direction you are facing. | |
210 | .MP | |
211 | You can only fire three shots in a row, then the gun must cool off. | |
212 | .MP | |
213 | Shots move 5 times faster than you do. | |
214 | .MP | |
215 | To stab someone, | |
216 | you face that player and move at them. | |
217 | .MP | |
218 | Stabbing does 2 points worth of damage and shooting does 5 points. | |
219 | .MP | |
220 | Slime does 5 points of damage each time it hits. | |
221 | .MP | |
222 | You start with 15 charges and get 5 more every time a player enters | |
223 | or re-enters. | |
224 | .MP | |
225 | Grenade explosions cover a 3 by 3 area, each larger bomb cover a | |
226 | correspondingly larger area (ranging from 5 by 5 to 21 by 21). | |
227 | All explosions are centered around the square the shot hits and | |
228 | do the most damage in the center. | |
229 | .MP | |
230 | Slime affects all squares it oozes over. | |
231 | The number of squares is equal to the number of charges used. | |
232 | .MP | |
233 | One small mine and one large mine is placed in the maze for every new player. | |
234 | A mine has a 2% probability of tripping when you walk forward on to it; | |
235 | 50% when going sideways; | |
236 | 95% when backing up. | |
237 | Tripping a mine costs you 5 points or 10 points respectively. | |
238 | Defusing a mine is worth 1 charge or 9 charges respectively. | |
239 | .MP | |
240 | You cannot see behind you. | |
241 | .MP | |
242 | Cloaking consumes 1 ammo charge per 20 of your moves. | |
243 | .MP | |
244 | Scanning consumes 1 ammo charge per (20 \(mu the number of players) | |
245 | of other player moves. | |
246 | .MP | |
247 | Turning on cloaking turns off scanning \(em turning on scanning turns off | |
248 | cloaking. | |
249 | .MP | |
250 | When you kill someone, | |
251 | you get 2 more damage capacity points and 2 damage points get taken away. | |
252 | .MP | |
253 | Maximum typeahead is 5 characters. | |
254 | .MP | |
255 | A shot destroys normal (\c | |
256 | .IR i.e., | |
257 | non-diagonal, non-door) walls. | |
258 | .MP | |
259 | Diagonal walls deflect shots and change orientation. | |
260 | .MP | |
261 | Doors disperse shots in random directions (up, down, left, right). | |
262 | .MP | |
263 | Diagonal walls and doors cannot be destroyed by direct shots but may | |
264 | be destroyed by an adjacent grenade explosion. | |
265 | .MP | |
266 | Slime goes around walls, not through them. | |
267 | .MP | |
268 | Walls regenerate, reappearing in the order they were destroyed. | |
269 | One percent of the regenerated walls will be diagonal walls or doors. | |
270 | When a wall is generated directly beneath a player, he is thrown in | |
271 | a random direction for a random period of time. When he lands, he | |
272 | sustains damage (up to 20 percent of the amount of damage already | |
273 | sustained); | |
274 | .IR i.e. , | |
275 | the less damage he had, the more nimble he is and | |
276 | therefore less likely to hurt himself on landing. | |
277 | .\"MP | |
278 | .\"There is a volcano close to the center of the maze which goes off | |
279 | .\"close to every 30 deaths. | |
280 | .MP | |
281 | Every 30 deaths or so, a | |
282 | .B ``?'' | |
283 | will appear. | |
284 | It is a wandering bomb which will explode when it hits someone, or | |
285 | when it is slimed. | |
286 | .MP | |
287 | If no one moves, everything stands still. | |
288 | .MP | |
289 | The environment variable | |
290 | .B HUNT | |
291 | is checked to get the player name. | |
292 | If you don't have this variable set, | |
293 | .I hunt | |
294 | will ask you what name you want to play under. | |
295 | If you wish to set other options than just your name, | |
296 | you can enumerate the options as follows: | |
297 | .br | |
298 | .ti +1i | |
299 | setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G" | |
300 | .br | |
301 | sets the player name to Sneaky, | |
302 | sets the team to one, | |
303 | sets the enter game attribute to cloaked, | |
304 | and the maps \fBz\fP to \fBo\fP, \fBF\fP to \fBf\fP, \fBG\fP to \fBg\fP, | |
305 | \fB1\fP to \fBf\fP, | |
306 | \fB2\fP to \fBg\fP, \fB3\fP to \fBF\fP, and \fB4\fP to \fBG\fP. | |
307 | The \fImapkey\fP option must be last. | |
308 | Other options are: scan, fly, nobeep, port=string, host=string, | |
309 | and message=string \(em which correspond to the command line options. | |
310 | String options cannot contain commas since commas | |
311 | are used to separate options. | |
312 | .MP | |
313 | It's a boring game if you're the only one playing. | |
314 | .PP | |
315 | Your score is the decayed average of the ratio of number of kills to number | |
316 | of times you entered the game and is only kept for the duration | |
317 | of a single session of \fIhunt\fP. | |
318 | .PP | |
319 | .I Hunt | |
320 | normally drives up the load average to be approximately | |
321 | (number_of_players + 0.5) greater than it would be without a | |
322 | .I hunt | |
323 | game executing. | |
324 | .SH STATISTICS | |
325 | The | |
326 | .B \-S | |
327 | option fetches the current game statistics. | |
328 | The meaning of the column headings are as follows: | |
329 | .I score | |
330 | \(em the player's last score; | |
331 | .I ducked | |
332 | \(em | |
333 | how many shots a player ducked; | |
334 | .I absorb | |
335 | \(em how many shots a player absorbed; | |
336 | .I faced | |
337 | \(em how many shots were fired at player's face; | |
338 | .I shot | |
339 | \(em how many shots were fired at player; | |
340 | .I robbed | |
341 | \(em how many of player's shots were absorbed; | |
342 | .I missed | |
343 | \(em how many of player's shots were ducked; | |
344 | .I slimeK | |
345 | \(em how many slime kills player had; | |
346 | .I enemy | |
347 | \(em how many enemies were killed; | |
348 | .I friend | |
349 | \(em how many friends were killed (self and same team); | |
350 | .I deaths | |
351 | \(em how many times player died; | |
352 | .I still | |
353 | \(em how many times player died without typing in any commands; | |
354 | .I saved | |
355 | \(em how many times a shot/bomb would have killed player if he hadn't | |
356 | ducked or absorbed it. | |
357 | .SH FILES | |
358 | .nf | |
359 | .ta | |
360 | .ta \w'/usr/games/lib/huntd\ \ \ 'u | |
361 | /usr/games/lib/huntd game coordinator | |
362 | .DT | |
363 | .fi | |
364 | .SH "SEE ALSO" | |
365 | huntd(6) | |
366 | .SH AUTHORS | |
367 | Conrad Huang, Ken Arnold, and Greg Couch; | |
368 | .br | |
369 | University of California, San Francisco, Computer Graphics Lab | |
370 | .SH ACKNOWLEDGEMENTS | |
371 | We thank Don Kneller, | |
372 | John Thomason, Eric Pettersen, Mark Day, | |
373 | and Scott Weiner for providing | |
374 | endless hours of play-testing to improve the character of the game. | |
375 | We hope their significant others will forgive them; | |
376 | we certainly don't. | |
377 | .SH BUGS | |
378 | To keep up the pace, not everything is as realistic as possible. |