(linenum→info "unix/slp.c:2238")

bsd-games/2.17/hunt/hunt/hunt.6.in

    1: .\"     $NetBSD: hunt.6,v 1.11 2003/06/11 12:00:21 wiz Exp $
    2: .\"
    3: .\" hunt
    4: .\"
    5: .\" Copyright (c) 1983-2003, Regents of the University of California.
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   33: .\"
   34: .Dd April 4, 2001
   35: .Dt HUNT 6
   36: .Sh NAME
   37: .Nm hunt
   38: .Nd a multi-player multi-terminal game
   39: .Sh SYNOPSIS
   40: .Nm
   41: .Op Fl bcfmqSs
   42: .Op Fl n Ar name
   43: .Op Fl t Ar team
   44: .Op Fl p Ar port
   45: .Op Fl w Ar message
   46: .Op Ar host
   47: .Sh DESCRIPTION
   48: The object of the game
   49: .Nm
   50: is to kill off the other players.
   51: There are no rooms, no treasures, and no monsters.
   52: Instead, you wander around a maze, find grenades, trip mines, and shoot down
   53: walls and players.
   54: The more players you kill before you die, the better your score is.
   55: If the
   56: .Fl m
   57: flag is given, you enter the game as a monitor
   58: (you can see the action but you cannot play).
   59: .Pp
   60: .Nm
   61: normally looks for an active game on the local network;
   62: if none is found, it starts one up on the local host.
   63: The location of the game may be specified by giving the
   64: .Ar host
   65: argument.
   66: This presupposes that a hunt game is already running on that host, see
   67: .Xr huntd 6
   68: for details on how to set up a game on a specific host.
   69: If more than one game if found, you may pick which game to play in.
   70: .Pp
   71: If the
   72: .Fl q
   73: flag is given,
   74: .Nm
   75: queries the local network (or specific host)
   76: and reports on all active games found.
   77: This is useful for shell startup scripts, e.g.,
   78: .Xr csh 1 Ns 's
   79: .Pa .login .
   80: .Pp
   81: The player name may be specified on the command line by using the
   82: .Fl n
   83: option.
   84: .Pp
   85: The
   86: .Fl c ,
   87: .Fl s ,
   88: and
   89: .Fl f
   90: options are for entering the game cloaked, scanning, or flying respectively.
   91: .Pp
   92: The
   93: .Fl b
   94: option turns off beeping when you reach the typeahead limit.
   95: .Pp
   96: The
   97: .Fl t
   98: option aids team playing by making everyone else on one's team
   99: appear as the team name.
  100: A team name is a single digit to avoid conflicting with other characters
  101: used in the game.
  102: .Pp
  103: The
  104: .Fl p Ar port
  105: option allows the rendezvous port number to be set.
  106: This is a useful way for people playing on dialup lines to avoid playing
  107: with people on 9600 baud terminals.
  108: .Pp
  109: The
  110: .Fl w Ar message
  111: option is the only way to send a message to everyone else's screen when
  112: you start up.
  113: It is most often used to say
  114: .Dq eat slime death - NickD's coming in .
  115: .Pp
  116: When you die and are asked if you wish to re-enter the game,
  117: there are other answers than just yes or no.
  118: You can also reply with a
  119: .Ic w
  120: for write a message before continuing or
  121: .Ic o
  122: to change how you enter the game (cloaked, scanning, or flying).
  123: .Pp
  124: To be notified automatically when a
  125: .Nm
  126: starts up, add your login to the
  127: .Em hunt-players
  128: mailing list (see
  129: .Xr huntd 6 ) .
  130: .Sh PLAYING HINTS
  131: .Nm
  132: only works on CRT (vdt) terminals with at least 24 lines, 80 columns, and
  133: cursor addressing.
  134: The screen is divided in to 3 areas.
  135: On the right hand side is the status area.
  136: It shows damage sustained, charges remaining, who's in the game,
  137: who's scanning (the
  138: .Dq *
  139: in front of the name), who's cloaked (the
  140: .Dq +
  141: in front of the name), and other players' scores.
  142: The rest of the screen is taken up by your map of the maze.
  143: The 24th line is used for longer messages that don't fit in the status area.
  144: .Pp
  145: .Nm
  146: uses the same keys to move as
  147: .Xr vi 1
  148: does, i.e.,
  149: .Ic h ,
  150: .Ic j ,
  151: .Ic k ,
  152: and
  153: .Ic l
  154: for left, down, up, right respectively.
  155: To change which direction you're facing in the maze,
  156: use the upper case version of the movement key (i.e.,
  157: .Ic HJKL ) .
  158: You can only fire or throw things in the direction you're facing.
  159: .Bl -tag -width xxxxxxx
  160: Other commands are:
  161: .It Ic f No or Ic 1
  162: Fire a bullet (Takes 1 charge)
  163: .It Ic g No or Ic 2
  164: Throw grenade (Takes 9 charges)
  165: .It Ic F No or Ic 3
  166: Throw satchel charge (Takes 25 charges)
  167: .It Ic G No or Ic 4
  168: Throw bomb (Takes 49 charges)
  169: .It Ic 5
  170: Throw big bomb (Takes 81 charges)
  171: .It Ic 6
  172: Throw even bigger bomb (Takes 121 charges)
  173: .It Ic 7
  174: Throw even more big bomb (Takes 169 charges)
  175: .It Ic 8
  176: Throw even more bigger bomb (Takes 225 charges)
  177: .It Ic 9
  178: Throw very big bomb (Takes 289 charges)
  179: .It Ic 0
  180: Throw very, very big bomb (Takes 361 charges)
  181: .It Ic @
  182: Throw biggest bomb (Takes 441 charges)
  183: .It Ic o
  184: Throw small slime (Takes 5 charges)
  185: .It Ic O
  186: Throw big slime (Takes 10 charges)
  187: .It Ic p
  188: Throw bigger slime (Takes 15 charges)
  189: .It Ic P
  190: Throw biggest slime (Takes 20 charges)
  191: .It Ic s
  192: Scan (show where other players are) (Takes 1 charge)
  193: .It Ic c
  194: Cloak (hide from scanners) (Takes 1 charge)
  195: .It Ic ^L
  196: Redraw screen
  197: .It Ic q
  198: Quit
  199: .El
  200: .Pp
  201: The symbols on the screen are:
  202: .Bl -tag -width xxxxx -compact -offset indent
  203: .It -|+
  204: walls
  205: .It /\e
  206: diagonal (deflecting) walls
  207: .It #
  208: doors (dispersion walls)
  209: .It ;
  210: small mine
  211: .It g
  212: large mine
  213: .It :
  214: bullet
  215: .It o
  216: grenade
  217: .It O
  218: satchel charge
  219: .It @
  220: bomb
  221: .It s
  222: small slime
  223: .It $
  224: big slime
  225: .It \*[Gt]\*[Lt]^v
  226: you facing right, left, up, or down
  227: .It }{i!
  228: other players facing right, left, up, or down
  229: .It *
  230: explosion
  231: .It \e|/
  232: .It -*-
  233: grenade and large mine explosion
  234: .It /|\e
  235: .El
  236: .Pp
  237: Other helpful hints:
  238: .Bl -bullet
  239: .It
  240: You can only fire in the direction you are facing.
  241: .It
  242: You can only fire three shots in a row, then the gun must cool off.
  243: .It
  244: Shots move 5 times faster than you do.
  245: .It
  246: To stab someone, you face that player and move at them.
  247: .It
  248: Stabbing does 2 points worth of damage and shooting does 5 points.
  249: .It
  250: Slime does 5 points of damage each time it hits.
  251: .It
  252: You start with 15 charges and get 5 more every time a player enters
  253: or re-enters.
  254: .It
  255: Grenade explosions cover a 3 by 3 area, each larger bomb cover a
  256: correspondingly larger area (ranging from 5 by 5 to 21 by 21).
  257: All explosions are centered around the square the shot hits and
  258: do the most damage in the center.
  259: .It
  260: Slime affects all squares it oozes over.
  261: The number of squares is equal to the number of charges used.
  262: .It
  263: One small mine and one large mine is placed in the maze for every new player.
  264: A mine has a 2% probability of tripping when you walk forward on to it;
  265: 50% when going sideways; 95% when backing up.
  266: Tripping a mine costs you 5 points or 10 points respectively.
  267: Defusing a mine is worth 1 charge or 9 charges respectively.
  268: .It
  269: You cannot see behind you.
  270: .It
  271: Cloaking consumes 1 ammo charge per 20 of your moves.
  272: .It
  273: Scanning consumes 1 ammo charge per (20 \(mu the number of players)
  274: of other player moves.
  275: .It
  276: Turning on cloaking turns off scanning \(em turning on scanning turns off
  277: cloaking.
  278: .It
  279: When you kill someone,
  280: you get 2 more damage capacity points and 2 damage points get taken away.
  281: .It
  282: Maximum typeahead is 5 characters.
  283: .It
  284: A shot destroys normal (i.e., non-diagonal, non-door) walls.
  285: .It
  286: Diagonal walls deflect shots and change orientation.
  287: .It
  288: Doors disperse shots in random directions (up, down, left, right).
  289: .It
  290: Diagonal walls and doors cannot be destroyed by direct shots but may
  291: be destroyed by an adjacent grenade explosion.
  292: .It
  293: Slime goes around walls, not through them.
  294: .It
  295: Walls regenerate, reappearing in the order they were destroyed.
  296: One percent of the regenerated walls will be diagonal walls or doors.
  297: When a wall is generated directly beneath a player, he is thrown in
  298: a random direction for a random period of time.
  299: When he lands, he sustains damage (up to 20 percent of the amount of
  300: damage already sustained); i.e., the less damage he had, the more nimble
  301: he is and therefore less likely to hurt himself on landing.
  302: .\"MP
  303: .\"There is a volcano close to the center of the maze which goes off
  304: .\"close to every 30 deaths.
  305: .It
  306: Every 30 deaths or so, a
  307: .Dq \&?
  308: will appear.
  309: It is a wandering bomb which will explode when it hits someone, or
  310: when it is slimed.
  311: .It
  312: If no one moves, everything stands still.
  313: .It
  314: The environment variable
  315: .Ev HUNT
  316: is checked to get the player name.
  317: If you don't have this variable set,
  318: .Nm
  319: will ask you what name you want to play under.
  320: If you wish to set other options than just your name,
  321: you can enumerate the options as follows:
  322: .Dl setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G"
  323: sets the player name to Sneaky, sets the team to one,
  324: sets the enter game attribute to cloaked, and the maps
  325: .Ic z
  326: to
  327: .Ic o , F
  328: to
  329: .Ic f , G
  330: to
  331: .Ic g , 1
  332: to
  333: .Ic f , 2
  334: to
  335: .Ic g , 3
  336: to
  337: .Ic F ,
  338: and
  339: .Ic 4
  340: to
  341: .Ic G .
  342: The
  343: .Ar mapkey
  344: option must be last.
  345: Other options are:
  346: .Ar scan , fly , nobeep , port=string , host=string ,
  347: and
  348: .Ar message=string ,
  349: which correspond to the command line options.
  350: String options cannot contain commas since commas
  351: are used to separate options.
  352: .It
  353: It's a boring game if you're the only one playing.
  354: .El
  355: .Pp
  356: Your score is the decayed average of the ratio of number of kills to number
  357: of times you entered the game and is only kept for the duration
  358: of a single session of
  359: .Nm .
  360: .Pp
  361: .Nm
  362: normally drives up the load average to be approximately
  363: (number_of_players + 0.5) greater than it would be without a
  364: .Nm
  365: game executing.
  366: .Sh STATISTICS
  367: The
  368: .Fl S
  369: option fetches the current game statistics.
  370: The meaning of the column headings are as follows:
  371: .Bl -tag -width ducked
  372: .It score
  373: the player's last score
  374: .It ducked
  375: how many shots a player ducked
  376: .It absorb
  377: how many shots a player absorbed
  378: .It faced
  379: how many shots were fired at player's face
  380: .It shot
  381: how many shots were fired at player
  382: .It robbed
  383: how many of player's shots were absorbed
  384: .It missed
  385: how many of player's shots were ducked
  386: .It slimeK
  387: how many slime kills player had
  388: .It enemy
  389: how many enemies were killed
  390: .tI friend
  391: how many friends were killed (self and same team)
  392: .It deaths
  393: how many times player died
  394: .It still
  395: how many times player died without typing in any commands
  396: .It saved
  397: how many times a shot/bomb would have killed player if he hadn't
  398: ducked or absorbed it.
  399: .El
  400: .Sh SEE ALSO
  401: .Xr huntd 6
  402: .Sh AUTHORS
  403: Conrad Huang, Ken Arnold, and Greg Couch;
  404: .br
  405: University of California, San Francisco, Computer Graphics Lab
  406: .Sh ACKNOWLEDGEMENTS
  407: We thank Don Kneller,
  408: John Thomason, Eric Pettersen, Mark Day,
  409: and Scott Weiner for providing
  410: endless hours of play-testing to improve the character of the game.
  411: We hope their significant others will forgive them; we certainly don't.
  412: .Sh BUGS
  413: To keep up the pace, not everything is as realistic as possible.
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