hunt

HUNT(6)                          Games Manual                          HUNT(6)



NAME
       hunt - a multi-player multi-terminal game

SYNOPSIS
       /usr/games/hunt [ -qmcsfbS ] [ -n name ] [ -t team ] [ -p port ] [ -w
       message ] [ host ]

DESCRIPTION
       The object of the game hunt is to kill off the other players.  There
       are no rooms, no treasures, and no monsters.  Instead, you wander
       around a maze, find grenades, trip mines, and shoot down walls and
       players.  The more players you kill before you die, the better your
       score is.  If the -m flag is given, you enter the game as a monitor
       (you can see the action but you cannot play).

       Hunt normally looks for an active game on the local network; if none is
       found, it starts one up on the local host.  The location of the game
       may be specified by giving the host argument.  This presupposes that a
       hunt game is already running on that host, see huntd(6) for details on
       how to setup a game on a specific host.  If more than one game if
       found, you may pick which game to play in.

       If the -q flag is given, hunt queries the local network (or specific
       host) and reports on all active games found.  This is useful for shell
       startup scripts, e.g. csh's .login.

       The player name may be specified on the command line by using the -n
       option.

       The -c, -s, and -f options are for entering the game cloaked, scanning,
       or flying respectively.

       The -b option turns off beeping when you reach the typeahead limit.

       The -t option aids team playing by making everyone else on one's team
       appear as the team name.  A team name is a single digit to avoid
       conflicting with other characters used in the game.

       The -p port option allows the rendezvous port number to be set.  This
       is a useful way for people playing on dialup lines to avoid playing
       with people on 9600 baud terminals.

       The -w message option is the only way to send a message to everyone
       else's screen when you start up.  It is most often used to say ``eat
       slime death - NickD's coming in''.

       When you die and are asked if you wish to re-enter the game, there are
       other answers than just yes or no.  You can also reply with a w for
       write a message before continuing or o to change how you enter the game
       (cloaked, scanning, or flying).

       To be notified automatically when a hunt starts up, add your login to
       the hunt-players mailing list (see huntd(6)).

PLAYING HINTS
       Hunt only works on crt (vdt) terminals with at least 24 lines, 80
       columns, and cursor addressing.  The screen is divided in to 3 areas.
       On the right hand side is the status area.  It shows damage sustained,
       charges remaining, who's in the game, who's scanning (the ``*'' in
       front of the name), who's cloaked (the ``+'' in front of the name), and
       other players' scores.  The rest of the screen is taken up by your map
       of the maze.  The 24th line is used for longer messages that don't fit
       in the status area.

       Hunt uses the same keys to move as vi(1) does, i.e., h, j, k, and l for
       left, down, up, right respectively.  To change which direction you're
       facing in the maze, use the upper case version of the movement key
       (i.e., HJKL).  You can only fire or throw things in the direction
       you're facing.

       Other commands are:

              f or 1- Fire a bullet (Takes 1 charge)
              g or 2- Throw grenade (Takes 9 charges)
              F or 3- Throw satchel charge (Takes 25 charges)
              G or 4- Throw bomb (Takes 49 charges)
              5     - Throw big bomb (Takes 81 charges)
              6     - Throw even bigger bomb (Takes 121 charges)
              7     - Throw even more big bomb (Takes 169 charges)
              8     - Throw even more bigger bomb (Takes 225 charges)
              9     - Throw very big bomb (Takes 289 charges)
              0     - Throw very, very big bomb (Takes 361 charges)
              @     - Throw biggest bomb (Takes 441 charges)
              o     - Throw small slime (Takes 15 charges)
              O     - Throw big slime (Takes 30 charges)
              p     - Throw bigger slime (Takes 45 charges)
              P     - Throw biggest slime (Takes 60 charges)
              s     - Scan (show where other players are) (Takes 1 charge)
              c     - Cloak (hide from scanners) (Takes 1 charge)

              ^L    - Redraw screen
              q     - Quit

       The symbols on the screen are:

              -|+   - walls
              /\    - diagonal (deflecting) walls
              #     - doors (dispersion walls)
              ;     - small mine
              g     - large mine
              :     - bullet
              o     - grenade
              O     - satchel charge
              @     - bomb
              s     - small slime
              $     - big slime
              ><^v  - you facing right, left, up, or down
              }{i!  - other players facing right, left, up, or down
              ∗     - explosion
              \|/
              -∗-   - grenade and large mine explosion
              /|\

       Other helpful hints:

       [] You can only fire in the direction you are facing.
       [] You can only fire three shots in a row, then the gun must cool off.
       [] Shots move 5 times faster than you do.
       [] To stab someone, you face that player and move at them.
       [] Stabbing does 2 points worth of damage and shooting does 5 points.
       [] Slime does 5 points of damage each time it hits.
       [] You start with 15 charges and get 5 more every time a player enters
          or re-enters.
       [] Grenade explosions cover a 3 by 3 area, each larger bomb cover a
          correspondingly larger area (ranging from 5 by 5 to 21 by 21).  All
          explosions are centered around the square the shot hits and do the
          most damage in the center.
       [] Slime affects all squares it oozes over.  The number of squares is
          equal to the number of charges used.
       [] One small mine and one large mine is placed in the maze for every
          new player.  A mine has a 2% probability of tripping when you walk
          forward on to it; 50% when going sideways; 95% when backing up.
          Tripping a mine costs you 5 points or 10 points respectively.
          Defusing a mine is worth 1 charge or 9 charges respectively.
       [] You cannot see behind you.
       [] Cloaking consumes 1 ammo charge per 20 of your moves.
       [] Scanning consumes 1 ammo charge per (20 × the number of players) of
          other player moves.
       [] Turning on cloaking turns off scanning — turning on scanning turns
          off cloaking.
       [] When you kill someone, you get 2 more damage capacity points and 2
          damage points get taken away.
       [] Maximum typeahead is 5 characters.
       [] A shot destroys normal (i.e., non-diagonal, non-door) walls.
       [] Diagonal walls deflect shots and change orientation.
       [] Doors disperse shots in random directions (up, down, left, right).
       [] Diagonal walls and doors cannot be destroyed by direct shots but may
          be destroyed by an adjacent grenade explosion.
       [] Slime goes around walls, not through them.
       [] Walls regenerate, reappearing in the order they were destroyed.  One
          percent of the regenerated walls will be diagonal walls or doors.
          When a wall is generated directly beneath a player, he is thrown in
          a random direction for a random period of time.  When he lands, he
          sustains damage (up to 20 percent of the amount of damage already
          sustained); i.e., the less damage he had, the more nimble he is and
          therefore less likely to hurt himself on landing.
       [] Every 30 deaths or so, a ``?''  will appear.  It is a wandering bomb
          which will explode when it hits someone, or when it is slimed.
       [] If no one moves, everything stands still.
       [] The environment variable HUNT is checked to get the player name.  If
          you don't have this variable set, hunt will ask you what name you
          want to play under.  If you wish to set other options than just your
          name, you can enumerate the options as follows:
                    setenv HUNT
          "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G"
          sets the player name to Sneaky, sets the team to one, sets the enter
          game attribute to cloaked, and the maps z to o, F to f, G to g, 1 to
          f, 2 to g, 3 to F, and 4 to G.  The mapkey option must be last.
          Other options are: scan, fly, nobeep, port=string, host=string, and
          message=string — which correspond to the command line options.
          String options cannot contain commas since commas are used to
          separate options.
       [] It's a boring game if you're the only one playing.

       Your score is the decayed average of the ratio of number of kills to
       number of times you entered the game and is only kept for the duration
       of a single session of hunt.

       Hunt normally drives up the load average to be approximately
       (number_of_players + 0.5) greater than it would be without a hunt game
       executing.

STATISTICS
       The -S option fetches the current game statistics.  The meaning of the
       column headings are as follows: score — the player's last score; ducked
       — how many shots a player ducked; absorb — how many shots a player
       absorbed; faced — how many shots were fired at player's face; shot —
       how many shots were fired at player; robbed — how many of player's
       shots were absorbed; missed — how many of player's shots were ducked;
       slimeK — how many slime kills player had; enemy — how many enemies were
       killed; friend — how many friends were killed (self and same team);
       deaths — how many times player died; still — how many times player died
       without typing in any commands; saved — how many times a shot/bomb
       would have killed player if he hadn't ducked or absorbed it.

FILES
       /usr/sbin/huntd   game coordinator

SEE ALSO
       huntd(6)

AUTHORS
       Conrad Huang, Ken Arnold, and Greg Couch;
       University of California, San Francisco, Computer Graphics Lab

ACKNOWLEDGEMENTS
       We thank Don Kneller, John Thomason, Eric Pettersen, Mark Day, and
       Scott Weiner for providing endless hours of play-testing to improve the
       character of the game.  We hope their significant others will forgive
       them; we certainly don't.

BUGS
       To keep up the pace, not everything is as realistic as possible.



4th Berkeley Distribution       21 August 1986                         HUNT(6)