| 1 | .\" $NetBSD: hunt.6,v 1.3 1997/10/10 16:32:30 lukem Exp $ |
| 2 | .\" $OpenBSD: hunt.6,v 1.19 2007/05/31 19:19:17 jmc Exp $ |
| 3 | .\" |
| 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. |
| 9 | .\" |
| 10 | .\" Redistribution and use in source and binary forms, with or without |
| 11 | .\" modification, are permitted provided that the following conditions |
| 12 | .\" are met: |
| 13 | .\" 1. Redistributions of source code must retain the above copyright |
| 14 | .\" notice, this list of conditions and the following disclaimer. |
| 15 | .\" 2. Redistributions in binary form must reproduce the above copyright |
| 16 | .\" notice, this list of conditions and the following disclaimer in the |
| 17 | .\" documentation and/or other materials provided with the distribution. |
| 18 | .\" 3. Neither the name of the University nor the names of its contributors |
| 19 | .\" may be used to endorse or promote products derived from this software |
| 20 | .\" without specific prior written permission. |
| 21 | .\" |
| 22 | .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND |
| 23 | .\" ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| 24 | .\" IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE |
| 25 | .\" ARE DISCLAIMED. IN NO EVENT SHALL THE REGENTS OR CONTRIBUTORS BE LIABLE |
| 26 | .\" FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL |
| 27 | .\" DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS |
| 28 | .\" OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) |
| 29 | .\" HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT |
| 30 | .\" LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY |
| 31 | .\" OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
| 32 | .\" SUCH DAMAGE. |
| 33 | .\" |
| 34 | .Dd September 2, 2008 |
| 35 | .Dt HUNT 6 |
| 36 | .Os |
| 37 | .Sh NAME |
| 38 | .Nm hunt |
| 39 | .Nd a multi-player multi-terminal game |
| 40 | .Sh SYNOPSIS |
| 41 | .Nm |
| 42 | .Op Fl bcfmqSs |
| 43 | .Op Fl n Ar name |
| 44 | .Op Fl p Ar port |
| 45 | .Op Fl t Ar team |
| 46 | .Op Fl w Ar message |
| 47 | .Oo |
| 48 | .Op Fl h |
| 49 | .Ar host |
| 50 | .Oc |
| 51 | .Sh DESCRIPTION |
| 52 | The object of the game |
| 53 | .Nm |
| 54 | is to kill off the other players. |
| 55 | There are no rooms, no treasures, and no monsters. |
| 56 | Instead, you wander around a maze, find grenades, trip mines, and shoot down |
| 57 | walls and players. |
| 58 | The more players you kill before you die, the better your score is. |
| 59 | If the |
| 60 | .Fl m |
| 61 | flag is given, |
| 62 | you enter the game as a monitor |
| 63 | .Po |
| 64 | you can see the action but you cannot play |
| 65 | .Pc . |
| 66 | .Pp |
| 67 | .Nm |
| 68 | looks for an active game on the local network. |
| 69 | The location of the game may be specified by giving the |
| 70 | .Ar host |
| 71 | argument. |
| 72 | This presupposes that a hunt game is already running on that host: see |
| 73 | .Xr huntd 6 |
| 74 | for details on how to set up a game on a specific host. |
| 75 | If more than one game is found, you may pick which game to play in. |
| 76 | If no games are found, |
| 77 | .Nm |
| 78 | will exit. |
| 79 | .Pp |
| 80 | If the |
| 81 | .Fl q |
| 82 | flag is given, |
| 83 | .Nm |
| 84 | queries the local network |
| 85 | .Pq or specific host |
| 86 | and reports on all active games found. |
| 87 | This is useful for shell startup scripts, e.g., csh's |
| 88 | .Pa .login . |
| 89 | .Pp |
| 90 | The player name may be specified on the command line by using the |
| 91 | .Fl n |
| 92 | option. |
| 93 | .Pp |
| 94 | The |
| 95 | .Fl c , |
| 96 | .Fl s , |
| 97 | and |
| 98 | .Fl f |
| 99 | options are for entering the game cloaked, scanning, or flying, respectively. |
| 100 | .Pp |
| 101 | The |
| 102 | .Fl b |
| 103 | option turns off beeping when you reach the typeahead limit. |
| 104 | .Pp |
| 105 | The |
| 106 | .Fl t |
| 107 | option aids team play by making everyone else on your team |
| 108 | appear as the team name. |
| 109 | A team name is a single digit to avoid conflicting with other characters |
| 110 | used in the game. |
| 111 | Use a team name consisting of a single space |
| 112 | .Pq Sq \ |
| 113 | to remain on your own. |
| 114 | .Pp |
| 115 | The |
| 116 | .Fl p |
| 117 | .Ar port |
| 118 | option allows the rendezvous port number to be set. |
| 119 | .Pp |
| 120 | The |
| 121 | .Fl w |
| 122 | .Ar message |
| 123 | option is the only way to send a message to everyone else's screen when |
| 124 | you start up. |
| 125 | It is most often used to say |
| 126 | .Dq eat slime death - NickD's coming in . |
| 127 | .Pp |
| 128 | When you die and are asked if you wish to re-enter the game, |
| 129 | there are other answers than just yes or no. |
| 130 | You can also reply with a |
| 131 | .Ic w |
| 132 | to write a message before continuing or |
| 133 | .Ic o |
| 134 | to change how you enter the game |
| 135 | .Pq cloaked, scanning, or flying . |
| 136 | .Sh "PLAYING HINTS" |
| 137 | .Nm |
| 138 | only works on terminals with at least 24 lines, 80 columns, and |
| 139 | cursor addressing. |
| 140 | The screen is divided into 3 areas. |
| 141 | On the right hand side is the status area. |
| 142 | It shows damage sustained, |
| 143 | charges remaining, |
| 144 | who's in the game, |
| 145 | who's scanning |
| 146 | .Po |
| 147 | the |
| 148 | .Ql \&* |
| 149 | in front of the name |
| 150 | .Pc , |
| 151 | who's cloaked |
| 152 | .Po |
| 153 | the |
| 154 | .Ql \&+ |
| 155 | in front of the name |
| 156 | .Pc , |
| 157 | and other players' scores. |
| 158 | The rest of the screen is taken up by your map of the maze. |
| 159 | The 24th line |
| 160 | is used for longer messages that don't fit in the status area. |
| 161 | .Pp |
| 162 | .Nm |
| 163 | uses the same keys to move as |
| 164 | .Xr vi 1 |
| 165 | does, i.e., |
| 166 | .Ic h , |
| 167 | .Ic j , |
| 168 | .Ic k , |
| 169 | and |
| 170 | .Ic l |
| 171 | for left, down, up, right, respectively. |
| 172 | To change which direction you're facing in the maze, |
| 173 | use the upper case version of the movement key |
| 174 | .Po |
| 175 | i.e., |
| 176 | .Ic HJKL |
| 177 | .Pc . |
| 178 | You can only fire or throw things in the direction you're facing. |
| 179 | .Pp |
| 180 | Other commands are: |
| 181 | .Bl -tag -width Ic -compact |
| 182 | .It Ic f No or Ic 1 |
| 183 | Fire a bullet |
| 184 | .Pq Takes 1 charge |
| 185 | .It Ic g No or Ic 2 |
| 186 | Throw grenade |
| 187 | .Pq Takes 9 charges |
| 188 | .It Ic F No or Ic 3 |
| 189 | Throw satchel charge |
| 190 | .Pq Takes 25 charges |
| 191 | .It Ic G No or Ic 4 |
| 192 | Throw bomb |
| 193 | .Pq Takes 49 charges |
| 194 | .It Ic 5 |
| 195 | Throw big bomb |
| 196 | .Pq Takes 81 charges |
| 197 | .It Ic 6 |
| 198 | Throw even bigger bomb |
| 199 | .Pq Takes 121 charges |
| 200 | .It Ic 7 |
| 201 | Throw even more big bomb |
| 202 | .Pq Takes 169 charges |
| 203 | .It Ic 8 |
| 204 | Throw even more bigger bomb |
| 205 | .Pq Takes 225 charges |
| 206 | .It Ic 9 |
| 207 | Throw very big bomb |
| 208 | .Pq Takes 289 charges |
| 209 | .It Ic 0 |
| 210 | Throw very, very big bomb |
| 211 | .Pq Takes 361 charges |
| 212 | .It Ic @ |
| 213 | Throw biggest bomb |
| 214 | .Pq Takes 441 charges |
| 215 | .It Ic o |
| 216 | Throw small slime |
| 217 | .Pq Takes 5 charges |
| 218 | .It Ic O |
| 219 | Throw big slime |
| 220 | .Pq Takes 10 charges |
| 221 | .It Ic p |
| 222 | Throw bigger slime |
| 223 | .Pq Takes 15 charges |
| 224 | .It Ic P |
| 225 | Throw biggest slime |
| 226 | .Pq Takes 20 charges |
| 227 | .It Ic s |
| 228 | Scan |
| 229 | .Pq show where other players are |
| 230 | .Pq Takes 1 charge |
| 231 | .It Ic c |
| 232 | Cloak |
| 233 | .Pq hide from scanners |
| 234 | .Pq Takes 1 charge |
| 235 | .It Ic ^L |
| 236 | Redraw screen |
| 237 | .It Ic q |
| 238 | Quit |
| 239 | .El |
| 240 | .Pp |
| 241 | The symbols on the screen are: |
| 242 | .Bl -tag -width Ic -compact |
| 243 | .It Li \&- \&| \&+ |
| 244 | walls |
| 245 | .It Li \&/ \e |
| 246 | diagonal |
| 247 | .Pq deflecting |
| 248 | walls |
| 249 | .It Li # |
| 250 | doors |
| 251 | .Pq dispersion walls |
| 252 | .It Li \&; |
| 253 | small mine |
| 254 | .It Li g |
| 255 | large mine |
| 256 | .It Li \&: |
| 257 | bullet |
| 258 | .It Li o |
| 259 | grenade |
| 260 | .It Li O |
| 261 | satchel charge |
| 262 | .It Li @ |
| 263 | bomb |
| 264 | .It Li s |
| 265 | small slime |
| 266 | .It Li $ |
| 267 | big slime |
| 268 | .It Li > < ^ v |
| 269 | you, facing right, left, up, or down |
| 270 | .It Li } { i \&! |
| 271 | other players facing right, left, up, or down |
| 272 | .It \&* |
| 273 | explosion |
| 274 | .It Li \&\e|/ |
| 275 | .It Li \&-*- |
| 276 | grenade and large mine explosion |
| 277 | .It Li \&/|\e |
| 278 | .El |
| 279 | .Pp |
| 280 | Other helpful hints: |
| 281 | .Bl -bullet -compact |
| 282 | .It |
| 283 | You can only fire in the direction you are facing. |
| 284 | .It |
| 285 | You can only fire three shots in a row before the gun must cool off. |
| 286 | .It |
| 287 | Shots move 5 times faster than you do. |
| 288 | .It |
| 289 | To stab someone, |
| 290 | you face that player and move at them. |
| 291 | .It |
| 292 | Stabbing does 2 points worth of damage and shooting does 5 points. |
| 293 | .It |
| 294 | Slime does 5 points of damage each time it hits. |
| 295 | .It |
| 296 | You start with 15 charges and get 5 more every time a player enters |
| 297 | or re-enters. |
| 298 | .It |
| 299 | Grenade explosions cover a 3 by 3 area, each larger bomb cover a |
| 300 | correspondingly larger area |
| 301 | .Po |
| 302 | ranging from 5 by 5 to 21 by 21 |
| 303 | .Pc . |
| 304 | All explosions are centered around the square the shot hits and |
| 305 | do the most damage in the center. |
| 306 | .It |
| 307 | Slime affects all squares it oozes over. |
| 308 | The number of squares is equal to the number of charges used, |
| 309 | multiplied by |
| 310 | .Va slimefactor |
| 311 | as set by |
| 312 | .Xr huntd 6 |
| 313 | .Pq default 3 . |
| 314 | .It |
| 315 | One small mine and one large mine are placed in the maze for every new player. |
| 316 | A mine has a 2% probability of tripping when you walk forward on to it; |
| 317 | 50% when going sideways; |
| 318 | 95% when backing up. |
| 319 | Tripping a mine costs you 5 points or 10 points, respectively. |
| 320 | Defusing a mine is worth 1 charge or 9 charges, respectively. |
| 321 | .It |
| 322 | You cannot see behind you. |
| 323 | .It |
| 324 | Cloaking consumes 1 ammo charge per 20 of your moves. |
| 325 | .It |
| 326 | Scanning consumes 1 ammo charge per (20 \(mu the number of players) |
| 327 | of other player moves. |
| 328 | .It |
| 329 | Turning on cloaking turns off scanning \(em turning on scanning turns off |
| 330 | cloaking. |
| 331 | .It |
| 332 | When you kill someone, |
| 333 | you get 2 more damage capacity points and 2 damage points get taken away. |
| 334 | .It |
| 335 | Maximum typeahead is 5 characters. |
| 336 | .It |
| 337 | A shot destroys normal |
| 338 | .Pq i.e., non-diagonal, non-door |
| 339 | walls. |
| 340 | .It |
| 341 | Diagonal walls deflect shots and change orientation. |
| 342 | .It |
| 343 | Doors disperse shots in random directions |
| 344 | .Pq up, down, left, right . |
| 345 | .It |
| 346 | Diagonal walls and doors cannot be destroyed by direct shots but may |
| 347 | be destroyed by an adjacent grenade explosion. |
| 348 | .It |
| 349 | Slime goes around walls, not through them. |
| 350 | .It |
| 351 | Walls regenerate, reappearing in the order they were destroyed. |
| 352 | One percent of the regenerated walls will be diagonal walls or doors. |
| 353 | When a wall is generated directly beneath a player, he is thrown in |
| 354 | a random direction for a random period of time. |
| 355 | When he lands, he |
| 356 | sustains damage |
| 357 | .Po |
| 358 | up to 20 percent of the amount of damage already sustained |
| 359 | .Pc ; |
| 360 | i.e., |
| 361 | the less damage he had, the more nimble he is and |
| 362 | therefore less likely to hurt himself on landing. |
| 363 | .\"It |
| 364 | .\"There is a volcano close to the center of the maze which goes off |
| 365 | .\"close to every 30 deaths. |
| 366 | .It |
| 367 | Every 30 deaths or so, a |
| 368 | .Ql \&? |
| 369 | will appear. |
| 370 | It is a wandering bomb which will explode when it hits someone, or |
| 371 | when it is slimed. |
| 372 | .It |
| 373 | If no one moves, everything stands still. |
| 374 | But see the |
| 375 | .Va simstep |
| 376 | configuration variable in |
| 377 | .Xr huntd 6 |
| 378 | .It |
| 379 | The environment variable |
| 380 | .Ev HUNT |
| 381 | is checked to get the player name. |
| 382 | If you don't have this variable set, |
| 383 | .Nm |
| 384 | will ask you what name you want to play under. |
| 385 | If you wish to set other options than just your name, |
| 386 | you can enumerate the options as follows: |
| 387 | .Dl setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G" |
| 388 | sets the player name to Sneaky, |
| 389 | sets the team to one, |
| 390 | sets the enter game attribute to cloaked, |
| 391 | and the maps |
| 392 | .Ic z No to Ic o , |
| 393 | .Ic F No to Ic f , |
| 394 | .Ic G No to Ic g , |
| 395 | .Ic 1 No to Ic f , |
| 396 | .Ic 2 No to Ic g , |
| 397 | .Ic 3 No to Ic F , |
| 398 | and |
| 399 | .Ic 4 No to Ic G . |
| 400 | The |
| 401 | .Ic mapkey |
| 402 | option must be last. |
| 403 | Other options are: |
| 404 | .Ic scan , fly , nobeep , |
| 405 | .Ic port= Ns Ar string , |
| 406 | .Ic host= Ns Ar string , |
| 407 | and |
| 408 | .Ic message= Ns Ar string |
| 409 | \(em which correspond to the command line options. |
| 410 | String options cannot contain commas since commas |
| 411 | are used to separate options. |
| 412 | .It |
| 413 | It's a boring game if you're the only one playing. |
| 414 | .El |
| 415 | .Pp |
| 416 | Your score is the decayed average of the ratio of number of kills to number |
| 417 | of times you entered the game and is only kept for the duration |
| 418 | of a single session of |
| 419 | .Nm . |
| 420 | .\" .Pp |
| 421 | .\" .Nm |
| 422 | .\" normally drives up the load average to be approximately |
| 423 | .\" (number_of_players + 0.5) greater than it would be without a |
| 424 | .\" .Nm |
| 425 | .\" game executing. |
| 426 | .Sh STATISTICS |
| 427 | The |
| 428 | .Fl S |
| 429 | option fetches the current game statistics. |
| 430 | .Pp |
| 431 | Two groups of statistics are presented: the first group of statistics is |
| 432 | that of the clients currently connected to the game, and is reset each |
| 433 | time the client rejoins, while the second group of statistics is on all |
| 434 | players |
| 435 | .Pq dead or alive |
| 436 | by name, and collected over the lifetime of the |
| 437 | game daemon. |
| 438 | .Pp |
| 439 | The meaning of the column headings are as follows: |
| 440 | .Bl -tag -width No -compact |
| 441 | .It Score |
| 442 | the player's last score |
| 443 | .It Ducked |
| 444 | how many shots a player ducked |
| 445 | .It Absorb |
| 446 | how many shots a player absorbed |
| 447 | .It Faced |
| 448 | how many shots were fired at player's face |
| 449 | .It Shot |
| 450 | how many shots were fired at player |
| 451 | .It Robbed |
| 452 | how many of player's shots were absorbed |
| 453 | .It Missed |
| 454 | how many of player's shots were ducked |
| 455 | .It SlimeK |
| 456 | how many slime kills player had |
| 457 | .It Enemy |
| 458 | how many enemies were killed |
| 459 | .It Friend |
| 460 | how many friends were killed |
| 461 | .Pq self and same team |
| 462 | .It Deaths |
| 463 | how many times player died |
| 464 | .It Still |
| 465 | how many times player died without typing in any commands |
| 466 | .It Saved |
| 467 | how many times a shot/bomb would have killed player if he hadn't |
| 468 | ducked or absorbed it |
| 469 | .It Connect |
| 470 | current connection state(s) of player: |
| 471 | .Sq p |
| 472 | for playing, |
| 473 | .Sq m |
| 474 | for monitoring |
| 475 | .El |
| 476 | .Sh FILES |
| 477 | .Bl -tag -width Pa -compact |
| 478 | .It Pa /usr/games/huntd |
| 479 | game coordinator |
| 480 | .El |
| 481 | .Sh SEE ALSO |
| 482 | .Xr huntd 6 |
| 483 | .Sh AUTHORS |
| 484 | Conrad Huang, Ken Arnold, and Greg Couch; |
| 485 | .br |
| 486 | University of California, San Francisco, Computer Graphics Lab |
| 487 | .Sh BUGS |
| 488 | To keep up the pace, not everything is as realistic as possible. |
| 489 | .Pp |
| 490 | The historic behaviour of |
| 491 | .Nm |
| 492 | automatically starting |
| 493 | .Xr huntd 6 |
| 494 | is no longer supported. |
| 495 | .Sh ACKNOWLEDGEMENTS |
| 496 | We thank Don Kneller, |
| 497 | John Thomason, Eric Pettersen, Mark Day, |
| 498 | and Scott Weiner for providing |
| 499 | endless hours of play-testing to improve the character of the game. |
| 500 | We hope their significant others will forgive them; |
| 501 | we certainly don't. |