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 $
4 .\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
5 .\" San Francisco, California
7 .\" Copyright (c) 1985 Regents of the University of California.
8 .\" All rights reserved.
10 .\" Redistribution and use in source and binary forms, with or without
11 .\" modification, are permitted provided that the following conditions
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
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18 .\" 3. Neither the name of the University nor the names of its contributors
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22 .\" THIS SOFTWARE IS PROVIDED BY THE REGENTS AND CONTRIBUTORS ``AS IS'' AND
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39 .Nd a multi-player multi-terminal game
52 The object of the game
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
58 The more players you kill before you die, the better your score is.
62 you enter the game as a monitor
64 you can see the action but you cannot play
68 looks for an active game on the local network.
69 The location of the game may be specified by giving the
72 This presupposes that a hunt game is already running on that host: see
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,
84 queries the local network
86 and reports on all active games found.
87 This is useful for shell startup scripts, e.g., csh's
90 The player name may be specified on the command line by using the
99 options are for entering the game cloaked, scanning, or flying, respectively.
103 option turns off beeping when you reach the typeahead limit.
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
111 Use a team name consisting of a single space
113 to remain on your own.
118 option allows the rendezvous port number to be set.
123 option is the only way to send a message to everyone else's screen when
125 It is most often used to say
126 .Dq eat slime death - NickD's coming in .
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
132 to write a message before continuing or
134 to change how you enter the game
135 .Pq cloaked, scanning, or flying .
138 only works on terminals with at least 24 lines, 80 columns, and
140 The screen is divided into 3 areas.
141 On the right hand side is the status area.
142 It shows damage sustained,
157 and other players' scores.
158 The rest of the screen is taken up by your map of the maze.
160 is used for longer messages that don't fit in the status area.
163 uses the same keys to move as
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
178 You can only fire or throw things in the direction you're facing.
181 .Bl -tag -width Ic -compact
198 Throw even bigger bomb
199 .Pq Takes 121 charges
201 Throw even more big bomb
202 .Pq Takes 169 charges
204 Throw even more bigger bomb
205 .Pq Takes 225 charges
208 .Pq Takes 289 charges
210 Throw very, very big bomb
211 .Pq Takes 361 charges
214 .Pq Takes 441 charges
229 .Pq show where other players are
233 .Pq hide from scanners
241 The symbols on the screen are:
242 .Bl -tag -width Ic -compact
269 you, facing right, left, up, or down
271 other players facing right, left, up, or down
276 grenade and large mine explosion
283 You can only fire in the direction you are facing.
285 You can only fire three shots in a row before the gun must cool off.
287 Shots move 5 times faster than you do.
290 you face that player and move at them.
292 Stabbing does 2 points worth of damage and shooting does 5 points.
294 Slime does 5 points of damage each time it hits.
296 You start with 15 charges and get 5 more every time a player enters
299 Grenade explosions cover a 3 by 3 area, each larger bomb cover a
300 correspondingly larger area
302 ranging from 5 by 5 to 21 by 21
304 All explosions are centered around the square the shot hits and
305 do the most damage in the center.
307 Slime affects all squares it oozes over.
308 The number of squares is equal to the number of charges used,
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;
319 Tripping a mine costs you 5 points or 10 points, respectively.
320 Defusing a mine is worth 1 charge or 9 charges, respectively.
322 You cannot see behind you.
324 Cloaking consumes 1 ammo charge per 20 of your moves.
326 Scanning consumes 1 ammo charge per (20 \(mu the number of players)
327 of other player moves.
329 Turning on cloaking turns off scanning \(em turning on scanning turns off
332 When you kill someone,
333 you get 2 more damage capacity points and 2 damage points get taken away.
335 Maximum typeahead is 5 characters.
337 A shot destroys normal
338 .Pq i.e., non-diagonal, non-door
341 Diagonal walls deflect shots and change orientation.
343 Doors disperse shots in random directions
344 .Pq up, down, left, right .
346 Diagonal walls and doors cannot be destroyed by direct shots but may
347 be destroyed by an adjacent grenade explosion.
349 Slime goes around walls, not through them.
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.
358 up to 20 percent of the amount of damage already sustained
361 the less damage he had, the more nimble he is and
362 therefore less likely to hurt himself on landing.
364 Every 30 deaths or so, a
367 It is a wandering bomb which will explode when it hits someone, or
370 If no one moves, everything stands still.
373 configuration variable in
376 The environment variable
378 is checked to get the player name.
379 If you don't have this variable set,
381 will ask you what name you want to play under.
382 If you wish to set other options than just your name,
383 you can enumerate the options as follows:
384 .Dl setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G"
385 sets the player name to Sneaky,
386 sets the team to one,
387 sets the enter game attribute to cloaked,
401 .Ic scan , fly , nobeep ,
402 .Ic port= Ns Ar string ,
403 .Ic host= Ns Ar string ,
405 .Ic message= Ns Ar string
406 \(em which correspond to the command line options.
407 String options cannot contain commas since commas
408 are used to separate options.
410 It's a boring game if you're the only one playing.
413 Your score is the decayed average of the ratio of number of kills to number
414 of times you entered the game and is only kept for the duration
415 of a single session of
420 option fetches the current game statistics.
422 Two groups of statistics are presented: the first group of statistics is
423 that of the clients currently connected to the game, and is reset each
424 time the client rejoins, while the second group of statistics is on all
427 by name, and collected over the lifetime of the
430 The meaning of the column headings are as follows:
431 .Bl -tag -width No -compact
433 the player's last score
435 how many shots a player ducked
437 how many shots a player absorbed
439 how many shots were fired at player's face
441 how many shots were fired at player
443 how many of player's shots were absorbed
445 how many of player's shots were ducked
447 how many slime kills player had
449 how many enemies were killed
451 how many friends were killed
452 .Pq self and same team
454 how many times player died
456 how many times player died without typing in any commands
458 how many times a shot/bomb would have killed player if he hadn't
459 ducked or absorbed it
461 current connection state(s) of player:
468 .Bl -tag -width Pa -compact
469 .It Pa /usr/games/huntd
475 Conrad Huang, Ken Arnold, and Greg Couch;
477 University of California, San Francisco, Computer Graphics Lab
479 To keep up the pace, not everything is as realistic as possible.
481 The historic behaviour of
483 automatically starting
485 is no longer supported.
487 We thank Don Kneller,
488 John Thomason, Eric Pettersen, Mark Day,
489 and Scott Weiner for providing
490 endless hours of play-testing to improve the character of the game.
491 We hope their significant others will forgive them;