
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. 6: .\" All rights reserved. 7: .\" 8: .\" Redistribution and use in source and binary forms, with or without 9: .\" modification, are permitted provided that the following conditions are 10: .\" met: 11: .\" 12: .\" + Redistributions of source code must retain the above copyright 13: .\" notice, this list of conditions and the following disclaimer. 14: .\" + Redistributions in binary form must reproduce the above copyright 15: .\" notice, this list of conditions and the following disclaimer in the 16: .\" documentation and/or other materials provided with the distribution. 17: .\" + Neither the name of the University of California, San Francisco nor 18: .\" the names of its contributors may be used to endorse or promote 19: .\" products derived from this software without specific prior written 20: .\" permission. 21: .\" 22: .\" THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS 23: .\" IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED 24: .\" TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A 25: .\" PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT 26: .\" OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, 27: .\" SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT 28: .\" LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, 29: .\" DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY 30: .\" THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT 31: .\" (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE 32: .\" OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. 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.