BSD 4_4_Lite2 development
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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
12hunt \- 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
16The object of the game
17.I hunt
18is to kill off the other players.
19There are no rooms, no treasures, and no monsters.
20Instead, you wander around a maze, find grenades, trip mines, and shoot down
21walls and players.
22The more players you kill before you die, the better your score is.
23If the
24.B \-m
25flag is given,
26you enter the game as a monitor
27(you can see the action but you cannot play).
28.PP
29.I Hunt
30normally looks for an active game on the local network;
31if none is found, it starts one up on the local host.
32The location of the game may be specified by giving the
33.I host
34argument.
35This presupposes that a hunt game is already running on that host, see
36.IR huntd (6)
37for details on how to setup a game on a specific host.
38If more than one game if found,
39you may pick which game to play in.
40.PP
41If the
42.B \-q
43flag is given,
44.I hunt
45queries the local network (or specific host)
46and reports on all active games found.
47This is useful for shell startup scripts, \fIe.g.\fP csh's .login.
48.PP
49The player name may be specified on the command line by using the
50.B \-n
51option.
52.PP
53The
54.BR \-c ,
55.BR \-s ,
56and
57.B \-f
58options are for entering the game cloaked, scanning, or flying respectively.
59.PP
60The
61.B \-b
62option turns off beeping when you reach the typeahead limit.
63.PP
64The
65.B \-t
66option aids team playing by making everyone else on one's team
67appear as the team name.
68A team name is a single digit to avoid conflicting with other characters
69used in the game.
70.PP
71The
72.B \-p
73.I port
74option allows the rendezvous port number to be set.
75This is a useful way for people playing on dialup lines to avoid playing
76with people on 9600 baud terminals.
77.PP
78The
79.B \-w
80.I message
81option is the only way to send a message to everyone else's screen when
82you start up.
83It is most often used to say ``eat slime death - NickD's coming in''.
84.PP
85When you die and are asked if you wish to re-enter the game,
86there are other answers than just yes or no.
87You can also reply with a
88.B w
89for write a message before continuing or
90.B o
91to change how you enter the game (cloaked, scanning, or flying).
92.PP
93To be notified automatically when a
94.I hunt
95starts up, add your login to the
96.I hunt-players
97mailing list (see
98.IR huntd (6)).
99.SH "PLAYING HINTS"
100.I Hunt
101only works on crt (vdt) terminals with at least 24 lines, 80 columns, and
102cursor addressing.
103The screen is divided in to 3 areas.
104On the right hand side is the status area.
105It shows damage sustained,
106charges remaining,
107who's in the game,
108who's scanning (the
109.B ``*''
110in front of the name),
111who's cloaked (the
112.B ``+''
113in front of the name),
114and other players' scores.
115The rest of the screen is taken up by your map of the maze.
116The 24th line
117is used for longer messages that don't fit in the status area.
118.PP
119.I Hunt
120uses the same keys to move as
121.IR vi (1)
122does,
123.IR i.e. ,
124.BR h ,
125.BR j ,
126.BR k ,
127and
128.B l
129for left, down, up, right respectively.
130To change which direction you're facing in the maze,
131use the upper case version of the movement key (\c
132.IR i.e. ,
133.BR HJKL ).
134You can only fire or throw things in the direction you're facing.
135.TP
136Other commands are:
137.sp
138.nf
139.ta
140.ta \w'>\|<\|^\|v\ \ 'u
141f or 1 \- Fire a bullet (Takes 1 charge)
142g or 2 \- Throw grenade (Takes 9 charges)
143F or 3 \- Throw satchel charge (Takes 25 charges)
144G or 4 \- Throw bomb (Takes 49 charges)
1455 \- Throw big bomb (Takes 81 charges)
1466 \- Throw even bigger bomb (Takes 121 charges)
1477 \- Throw even more big bomb (Takes 169 charges)
1488 \- Throw even more bigger bomb (Takes 225 charges)
1499 \- Throw very big bomb (Takes 289 charges)
1500 \- Throw very, very big bomb (Takes 361 charges)
151@ \- Throw biggest bomb (Takes 441 charges)
152o \- Throw small slime (Takes 15 charges)
153O \- Throw big slime (Takes 30 charges)
154p \- Throw bigger slime (Takes 45 charges)
155P \- Throw biggest slime (Takes 60 charges)
156s \- Scan (show where other players are) (Takes 1 charge)
157c \- Cloak (hide from scanners) (Takes 1 charge)
158
159^L \- Redraw screen
160q \- Quit
161.fi
162.TP
163The 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
172g \- large mine
173: \- bullet
174o \- grenade
175O \- satchel charge
176@ \- bomb
177s \- 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
195Other 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
209You can only fire in the direction you are facing.
210.MP
211You can only fire three shots in a row, then the gun must cool off.
212.MP
213Shots move 5 times faster than you do.
214.MP
215To stab someone,
216you face that player and move at them.
217.MP
218Stabbing does 2 points worth of damage and shooting does 5 points.
219.MP
220Slime does 5 points of damage each time it hits.
221.MP
222You start with 15 charges and get 5 more every time a player enters
223or re-enters.
224.MP
225Grenade explosions cover a 3 by 3 area, each larger bomb cover a
226correspondingly larger area (ranging from 5 by 5 to 21 by 21).
227All explosions are centered around the square the shot hits and
228do the most damage in the center.
229.MP
230Slime affects all squares it oozes over.
231The number of squares is equal to the number of charges used.
232.MP
233One small mine and one large mine is placed in the maze for every new player.
234A mine has a 2% probability of tripping when you walk forward on to it;
23550% when going sideways;
23695% when backing up.
237Tripping a mine costs you 5 points or 10 points respectively.
238Defusing a mine is worth 1 charge or 9 charges respectively.
239.MP
240You cannot see behind you.
241.MP
242Cloaking consumes 1 ammo charge per 20 of your moves.
243.MP
244Scanning consumes 1 ammo charge per (20 \(mu the number of players)
245of other player moves.
246.MP
247Turning on cloaking turns off scanning \(em turning on scanning turns off
248cloaking.
249.MP
250When you kill someone,
251you get 2 more damage capacity points and 2 damage points get taken away.
252.MP
253Maximum typeahead is 5 characters.
254.MP
255A shot destroys normal (\c
256.IR i.e.,
257non-diagonal, non-door) walls.
258.MP
259Diagonal walls deflect shots and change orientation.
260.MP
261Doors disperse shots in random directions (up, down, left, right).
262.MP
263Diagonal walls and doors cannot be destroyed by direct shots but may
264be destroyed by an adjacent grenade explosion.
265.MP
266Slime goes around walls, not through them.
267.MP
268Walls regenerate, reappearing in the order they were destroyed.
269One percent of the regenerated walls will be diagonal walls or doors.
270When a wall is generated directly beneath a player, he is thrown in
271a random direction for a random period of time. When he lands, he
272sustains damage (up to 20 percent of the amount of damage already
273sustained);
274.IR i.e. ,
275the less damage he had, the more nimble he is and
276therefore 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
281Every 30 deaths or so, a
282.B ``?''
283will appear.
284It is a wandering bomb which will explode when it hits someone, or
285when it is slimed.
286.MP
287If no one moves, everything stands still.
288.MP
289The environment variable
290.B HUNT
291is checked to get the player name.
292If you don't have this variable set,
293.I hunt
294will ask you what name you want to play under.
295If you wish to set other options than just your name,
296you can enumerate the options as follows:
297.br
298.ti +1i
299setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G"
300.br
301sets the player name to Sneaky,
302sets the team to one,
303sets the enter game attribute to cloaked,
304and 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.
307The \fImapkey\fP option must be last.
308Other options are: scan, fly, nobeep, port=string, host=string,
309and message=string \(em which correspond to the command line options.
310String options cannot contain commas since commas
311are used to separate options.
312.MP
313It's a boring game if you're the only one playing.
314.PP
315Your score is the decayed average of the ratio of number of kills to number
316of times you entered the game and is only kept for the duration
317of a single session of \fIhunt\fP.
318.PP
319.I Hunt
320normally drives up the load average to be approximately
321(number_of_players + 0.5) greater than it would be without a
322.I hunt
323game executing.
324.SH STATISTICS
325The
326.B \-S
327option fetches the current game statistics.
328The meaning of the column headings are as follows:
329.I score
330\(em the player's last score;
331.I ducked
332\(em
333how 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
356ducked 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"
365huntd(6)
366.SH AUTHORS
367Conrad Huang, Ken Arnold, and Greg Couch;
368.br
369University of California, San Francisco, Computer Graphics Lab
370.SH ACKNOWLEDGEMENTS
371We thank Don Kneller,
372John Thomason, Eric Pettersen, Mark Day,
373and Scott Weiner for providing
374endless hours of play-testing to improve the character of the game.
375We hope their significant others will forgive them;
376we certainly don't.
377.SH BUGS
378To keep up the pace, not everything is as realistic as possible.