| 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. |