1.\" $NetBSD: hunt.6,v 1.7 2002/09/26 18:32:02 wiz Exp $ 2.\" 3.\" hunt 4.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold 5.\" San Francisco, California 6.\" 7.\" Copyright (c) 1985 Regents of the University of California. 8.\" All rights reserved. The Berkeley software License Agreement 9.\" specifies the terms and conditions for redistribution. 10.\" 11.Dd April 4, 2001 12.Dt HUNT 6 13.Sh NAME 14.Nm hunt 15.Nd a multi-player multi-terminal game 16.Sh SYNOPSIS 17.Nm 18.Op Fl bcfmqSs 19.Op Fl n Ar name 20.Op Fl t Ar team 21.Op Fl p Ar port 22.Op Fl w Ar message 23.Op Ar host 24.Sh DESCRIPTION 25The object of the game 26.Nm 27is to kill off the other players. 28There are no rooms, no treasures, and no monsters. 29Instead, you wander around a maze, find grenades, trip mines, and shoot down 30walls and players. 31The more players you kill before you die, the better your score is. 32If the 33.Fl m 34flag is given, you enter the game as a monitor 35(you can see the action but you cannot play). 36.Pp 37.Nm 38normally looks for an active game on the local network; 39if none is found, it starts one up on the local host. 40The location of the game may be specified by giving the 41.Ar host 42argument. 43This presupposes that a hunt game is already running on that host, see 44.Xr huntd 6 45for details on how to setup a game on a specific host. 46If more than one game if found, you may pick which game to play in. 47.Pp 48If the 49.Fl q 50flag is given, 51.Nm 52queries the local network (or specific host) 53and reports on all active games found. 54This is useful for shell startup scripts, e.g., 55.Xr csh 1 Ns 's 56.Pa .login . 57.Pp 58The player name may be specified on the command line by using the 59.Fl n 60option. 61.Pp 62The 63.Fl c , 64.Fl s , 65and 66.Fl f 67options are for entering the game cloaked, scanning, or flying respectively. 68.Pp 69The 70.Fl b 71option turns off beeping when you reach the typeahead limit. 72.Pp 73The 74.Fl t 75option aids team playing by making everyone else on one's team 76appear as the team name. 77A team name is a single digit to avoid conflicting with other characters 78used in the game. 79.Pp 80The 81.Fl p Ar port 82option allows the rendezvous port number to be set. 83This is a useful way for people playing on dialup lines to avoid playing 84with people on 9600 baud terminals. 85.Pp 86The 87.Fl w Ar message 88option is the only way to send a message to everyone else's screen when 89you start up. 90It is most often used to say 91.Dq eat slime death - NickD's coming in . 92.Pp 93When you die and are asked if you wish to re-enter the game, 94there are other answers than just yes or no. 95You can also reply with a 96.Ic w 97for write a message before continuing or 98.Ic o 99to change how you enter the game (cloaked, scanning, or flying). 100.Pp 101To be notified automatically when a 102.Nm 103starts up, add your login to the 104.Em hunt-players 105mailing list (see 106.Xr huntd 6 ) . 107.Sh PLAYING HINTS 108.Nm 109only works on CRT (vdt) terminals with at least 24 lines, 80 columns, and 110cursor addressing. 111The screen is divided in to 3 areas. 112On the right hand side is the status area. 113It shows damage sustained, charges remaining, who's in the game, 114who's scanning (the 115.Dq * 116in front of the name), who's cloaked (the 117.Dq + 118in front of the name), and other players' scores. 119The rest of the screen is taken up by your map of the maze. 120The 24th line is used for longer messages that don't fit in the status area. 121.Pp 122.Nm 123uses the same keys to move as 124.Xr vi 1 125does, i.e., 126.Ic h , 127.Ic j , 128.Ic k , 129and 130.Ic l 131for left, down, up, right respectively. 132To change which direction you're facing in the maze, 133use the upper case version of the movement key (i.e., 134.Ic HJKL ) . 135You can only fire or throw things in the direction you're facing. 136.Bl -tag -width xxxxxxx 137Other commands are: 138.It Ic f No or Ic 1 139Fire a bullet (Takes 1 charge) 140.It Ic g No or Ic 2 141Throw grenade (Takes 9 charges) 142.It Ic F No or Ic 3 143Throw satchel charge (Takes 25 charges) 144.It Ic G No or Ic 4 145Throw bomb (Takes 49 charges) 146.It Ic 5 147Throw big bomb (Takes 81 charges) 148.It Ic 6 149Throw even bigger bomb (Takes 121 charges) 150.It Ic 7 151Throw even more big bomb (Takes 169 charges) 152.It Ic 8 153Throw even more bigger bomb (Takes 225 charges) 154.It Ic 9 155Throw very big bomb (Takes 289 charges) 156.It Ic 0 157Throw very, very big bomb (Takes 361 charges) 158.It Ic @ 159Throw biggest bomb (Takes 441 charges) 160.It Ic o 161Throw small slime (Takes 15 charges) 162.It Ic O 163Throw big slime (Takes 30 charges) 164.It Ic p 165Throw bigger slime (Takes 45 charges) 166.It Ic P 167Throw biggest slime (Takes 60 charges) 168.It Ic s 169Scan (show where other players are) (Takes 1 charge) 170.It Ic c 171Cloak (hide from scanners) (Takes 1 charge) 172.It Ic ^L 173Redraw screen 174.It Ic q 175Quit 176.El 177.Pp 178The symbols on the screen are: 179.Bl -tag -width xxxxx -compact -offset indent 180.It -|+ 181walls 182.It /\e 183diagonal (deflecting) walls 184.It # 185doors (dispersion walls) 186.It ; 187small mine 188.It g 189large mine 190.It : 191bullet 192.It o 193grenade 194.It O 195satchel charge 196.It @ 197bomb 198.It s 199small slime 200.It $ 201big slime 202.It \*[Gt]\*[Lt]^v 203you facing right, left, up, or down 204.It }{i! 205other players facing right, left, up, or down 206.It * 207explosion 208.It \e|/ 209.It -*- 210grenade and large mine explosion 211.It /|\e 212.El 213.Pp 214Other helpful hints: 215.Bl -bullet 216.It 217You can only fire in the direction you are facing. 218.It 219You can only fire three shots in a row, then the gun must cool off. 220.It 221Shots move 5 times faster than you do. 222.It 223To stab someone, you face that player and move at them. 224.It 225Stabbing does 2 points worth of damage and shooting does 5 points. 226.It 227Slime does 5 points of damage each time it hits. 228.It 229You start with 15 charges and get 5 more every time a player enters 230or re-enters. 231.It 232Grenade explosions cover a 3 by 3 area, each larger bomb cover a 233correspondingly larger area (ranging from 5 by 5 to 21 by 21). 234All explosions are centered around the square the shot hits and 235do the most damage in the center. 236.It 237Slime affects all squares it oozes over. 238The number of squares is equal to the number of charges used. 239.It 240One small mine and one large mine is placed in the maze for every new player. 241A mine has a 2% probability of tripping when you walk forward on to it; 24250% when going sideways; 95% when backing up. 243Tripping a mine costs you 5 points or 10 points respectively. 244Defusing a mine is worth 1 charge or 9 charges respectively. 245.It 246You cannot see behind you. 247.It 248Cloaking consumes 1 ammo charge per 20 of your moves. 249.It 250Scanning consumes 1 ammo charge per (20 \(mu the number of players) 251of other player moves. 252.It 253Turning on cloaking turns off scanning \(em turning on scanning turns off 254cloaking. 255.It 256When you kill someone, 257you get 2 more damage capacity points and 2 damage points get taken away. 258.It 259Maximum typeahead is 5 characters. 260.It 261A shot destroys normal (i.e., non-diagonal, non-door) walls. 262.It 263Diagonal walls deflect shots and change orientation. 264.It 265Doors disperse shots in random directions (up, down, left, right). 266.It 267Diagonal walls and doors cannot be destroyed by direct shots but may 268be destroyed by an adjacent grenade explosion. 269.It 270Slime goes around walls, not through them. 271.It 272Walls regenerate, reappearing in the order they were destroyed. 273One percent of the regenerated walls will be diagonal walls or doors. 274When a wall is generated directly beneath a player, he is thrown in 275a random direction for a random period of time. 276When he lands, he sustains damage (up to 20 percent of the amount of 277damage already sustained); i.e., the less damage he had, the more nimble 278he is and therefore less likely to hurt himself on landing. 279.\"MP 280.\"There is a volcano close to the center of the maze which goes off 281.\"close to every 30 deaths. 282.It 283Every 30 deaths or so, a 284.Dq \&? 285will appear. 286It is a wandering bomb which will explode when it hits someone, or 287when it is slimed. 288.It 289If no one moves, everything stands still. 290.It 291The environment variable 292.Ev HUNT 293is checked to get the player name. 294If you don't have this variable set, 295.Nm 296will ask you what name you want to play under. 297If you wish to set other options than just your name, 298you can enumerate the options as follows: 299.Dl setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G" 300sets the player name to Sneaky, sets the team to one, 301sets the enter game attribute to cloaked, and the maps 302.Ic z 303to 304.Ic o , F 305to 306.Ic f , G 307to 308.Ic g , 1 309to 310.Ic f , 2 311to 312.Ic g , 3 313to 314.Ic F , 315and 316.Ic 4 317to 318.Ic G . 319The 320.Ar mapkey 321option must be last. 322Other options are: 323.Ar scan , fly , nobeep , port=string , host=string , 324and 325.Ar message=string , 326which correspond to the command line options. 327String options cannot contain commas since commas 328are used to separate options. 329.It 330It's a boring game if you're the only one playing. 331.El 332.Pp 333Your score is the decayed average of the ratio of number of kills to number 334of times you entered the game and is only kept for the duration 335of a single session of 336.Nm . 337.Pp 338.Nm 339normally drives up the load average to be approximately 340(number_of_players + 0.5) greater than it would be without a 341.Nm 342game executing. 343.Sh STATISTICS 344The 345.Fl S 346option fetches the current game statistics. 347The meaning of the column headings are as follows: 348.Bl -tag -width ducked 349.It score 350the player's last score 351.It ducked 352how many shots a player ducked 353.It absorb 354how many shots a player absorbed 355.It faced 356how many shots were fired at player's face 357.It shot 358how many shots were fired at player 359.It robbed 360how many of player's shots were absorbed 361.It missed 362how many of player's shots were ducked 363.It slimeK 364how many slime kills player had 365.It enemy 366how many enemies were killed 367.tI friend 368how many friends were killed (self and same team) 369.It deaths 370how many times player died 371.It still 372how many times player died without typing in any commands 373.It saved 374how many times a shot/bomb would have killed player if he hadn't 375ducked or absorbed it. 376.El 377.Sh SEE ALSO 378.Xr huntd 6 379.Sh AUTHORS 380Conrad Huang, Ken Arnold, and Greg Couch; 381.br 382University of California, San Francisco, Computer Graphics Lab 383.Sh ACKNOWLEDGEMENTS 384We thank Don Kneller, 385John Thomason, Eric Pettersen, Mark Day, 386and Scott Weiner for providing 387endless hours of play-testing to improve the character of the game. 388We hope their significant others will forgive them; we certainly don't. 389.Sh BUGS 390To keep up the pace, not everything is as realistic as possible. 391