Annotation of 43BSDTahoe/man/man6/hunt.6, revision 1.1.1.1

1.1       root        1: .\" Hunt
                      2: .\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
                      3: .\" San Francisco, California
                      4: .\"
                      5: .\" Copyright (c) 1985 Regents of the University of California.
                      6: .\" All rights reserved.  The Berkeley software License Agreement
                      7: .\" specifies the terms and conditions for redistribution.
                      8: .\"
                      9: .\"    @(#)hunt.6      6.3 (Berkeley) 1/9/86
                     10: .\"
                     11: .TH HUNT 6 "January 9, 1986"
                     12: .UC 6
                     13: .SH NAME
                     14: hunt \- a multi-player multi-terminal game
                     15: .SH SYNOPSIS
                     16: \fB/usr/games/hunt\fP [-q] [\fB-m\fP] [hostname] [\fB-l\fP name]
                     17: .SH DESCRIPTION
                     18: The object of the game
                     19: .I hunt
                     20: is to kill off the other players.
                     21: There are no rooms, no treasures, and no monsters.
                     22: Instead, you wander around a maze, find grenades, trip mines, and shoot down
                     23: walls and players.
                     24: The more players you kill before you die, the better your score is.
                     25: If the
                     26: .B \-m
                     27: flag is given,
                     28: you enter the game as a monitor
                     29: (you can see the action but you cannot play).
                     30: .PP
                     31: .I Hunt
                     32: normally looks for an active game on the local network; if none is found,
                     33: it starts one up on the local host.  One may specify the location of the
                     34: game by giving the \fIhostname\fP argument.  The player name may be specified
                     35: on the command line by using the \fB-l\fP option.  This command syntax was
                     36: chosen for \fIrlogin/rsh\fP compatibility.
                     37: If the
                     38: .B \-q
                     39: flag is given,
                     40: .I hunt
                     41: queries the network and reports if an active game were found.
                     42: This is useful for .login scripts.
                     43: .PP
                     44: .I Hunt
                     45: only works on crt (vdt) terminals with at least 24 lines, 80 columns, and
                     46: cursor addressing.
                     47: The screen is divided in to 3 areas.
                     48: On the right hand side is the status area.
                     49: It shows you how much damage you've sustained,
                     50: how many charges you have left,
                     51: who's in the game,
                     52: who's scanning (the asterisk in front of the name),
                     53: who's cloaked (the plus sign in front of the name),
                     54: and other players' scores.
                     55: Most of the rest of the screen is taken up by your map of the maze,
                     56: except for the 24th line,
                     57: which is used for longer messages that don't fit in the status area.
                     58: .PP
                     59: .I Hunt
                     60: uses the same keys to move as
                     61: .I vi
                     62: does,
                     63: .IR i.e. ,
                     64: .BR h , j , k ,
                     65: and
                     66: .B l
                     67: for left, down, up, right respectively.
                     68: To change which direction you're facing in the maze,
                     69: use the upper case version of the movement key (\c
                     70: .IR i.e. ,
                     71: HJKL).
                     72: .TP
                     73: Other commands are:
                     74: .sp
                     75: .nf
                     76: .ta
                     77: .ta \w'>\|<\|^\|v\ \ 'u
                     78: f      \- Fire (in the direction you're facing) (Takes 1 charge)
                     79: g      \- Throw grenade (in the direction you're facing) (Takes 9 charges)
                     80: F      \- Throw satchel charge (Takes 25 charges)
                     81: G      \- Throw bomb (Takes 49 charges)
                     82: o      \- Throw small slime bomb (Takes 15 charges)
                     83: O      \- Throw big slime bomb (Takes 30 charges)
                     84: s      \- Scan (show where other players are) (Takes 1 charge)
                     85: c      \- Cloak (hide from scanners) (Takes 1 charge)
                     86: 
                     87: ^L     \- Redraw screen
                     88: q      \- Quit
                     89: .fi
                     90: .TP
                     91: Knowing what the symbols on the screen often helps:
                     92: .sp
                     93: .nf
                     94: .ta
                     95: .ta \w'>\|<\|^\|v\ \ 'u
                     96: \-\||\|+       \- walls
                     97: /\|\\  \- diagonal (deflecting) walls
                     98: #      \- doors (dispersion walls)
                     99: ;      \- small mine
                    100: g      \- large mine
                    101: :      \- shot
                    102: o      \- grenade
                    103: O      \- satchel charge
                    104: @      \- bomb
                    105: s      \- small slime bomb
                    106: $      \- big slime bomb
                    107: >\|<\|^\|v     \- you facing right, left, up, or down
                    108: }\|{\|i\|!     \- other players facing right, left, up, or down
                    109: \(**   \- explosion
                    110: .ne 3
                    111: .cs R 24
                    112: .cs I 24
                    113: \fR\\|/\fP
                    114: .cs R
                    115: \fI\-\(**\-\fP \- grenade and large mine explosion
                    116: .fl
                    117: .cs R 24
                    118: \fR/|\\\fP
                    119: .cs R
                    120: .cs I
                    121: .fi
                    122: .TP
                    123: Satchel and bomb explosions are larger than grenades (5x5, 7x7,
                    124: and 3x3 respectively).
                    125: .LP
                    126: Other helpful hints:
                    127: .sp
                    128: .ie n .ds b []
                    129: .el .ds b \(bu
                    130: .ta
                    131: .ta \w'\*b\ \|'u
                    132: .nr In \n(.i
                    133: .de MP
                    134: .br
                    135: .in \n(Inu+\w'\*b\ \|'u
                    136: .ti \n(Inu
                    137: \*b    \c
                    138: ..
                    139: .MP
                    140: You can only fire in the direction you are facing.
                    141: .MP
                    142: You can only fire three shots in a row, then the gun must cool.
                    143: .MP
                    144: A shot only affects the square it hits.
                    145: .MP
                    146: Shots and grenades move 5 times faster than you do.
                    147: .MP
                    148: To stab someone,
                    149: you must face that player and move at them.
                    150: .MP
                    151: Stabbing does 2 points worth of damage and shooting does 5 points.
                    152: .MP
                    153: Slime does 5 points of damage each time it hits.
                    154: .MP
                    155: You start with 15 charges and get 5 more for every new player.
                    156: .MP
                    157: A grenade affects the nine squares centered about the square it hits.
                    158: .MP
                    159: A satchel affects the twenty-five squares centered about the square it hits.
                    160: .MP
                    161: A bomb affects the forty-nine squares centered about the square it hits.
                    162: .MP
                    163: Slime affects all squares it oozes over (15 or 30 respectively).
                    164: .MP
                    165: One small mine and one large mine is placed in the maze for every new player.
                    166: A mine has a 5% probability of tripping when you walk directly at it;
                    167: 50% when going sideways on to it;
                    168: 95% when backing up on to it.
                    169: Tripping a mine costs you 5 points or 10 points respectively.
                    170: Defusing a mine is worth 1 charge or 9 charges respectively.
                    171: .MP
                    172: You cannot see behind you.
                    173: .MP
                    174: Scanning lasts for (20 times the number of players) turns.
                    175: Scanning takes 1 ammo charge,
                    176: so don't waste all your charges scanning.
                    177: .MP
                    178: Cloaking lasts for 20 turns.
                    179: .MP
                    180: Whenever you kill someone,
                    181: you get 2 more damage capacity points and 2 damage points taken away.
                    182: .MP
                    183: Maximum typeahead is 5 characters.
                    184: .MP
                    185: A shot destroys normal (\c
                    186: .IR i.e., 
                    187: non-diagonal, non-door) walls.
                    188: .MP
                    189: Diagonal walls deflect shots and change orientation.
                    190: .MP
                    191: Doors disperse shots in random directions (up, down, left, right).
                    192: .MP
                    193: Diagonal walls and doors cannot be destroyed by direct shots but may
                    194: be destroyed by an adjacent grenade explosion.
                    195: .MP
                    196: Slime goes around walls, not through them.
                    197: .MP
                    198: Walls regenerate, reappearing in the order they were destroyed.
                    199: One percent of the regenerated walls will be diagonal walls or doors.
                    200: When a wall is generated directly beneath a player, he is thrown in
                    201: a random direction for a random period of time.  When he lands, he
                    202: sustains damage (up to 20 percent of the amount of damage he had before
                    203: impact); that is, the less damage he had, the more nimble he is and
                    204: therefore less likely to hurt himself on landing.
                    205: \".MP
                    206: \"There is a volcano close to the center of the maze which goes off
                    207: \"close to every 100 deaths.
                    208: .MP
                    209: The environment variable
                    210: .B HUNT
                    211: is checked to get the player name.
                    212: If you don't have this variable set,
                    213: .I hunt
                    214: will ask you what name you want to play under.
                    215: If it is set,
                    216: you may also set up a single character keyboard map, but then you have to
                    217: enumerate the options:
                    218: .br
                    219: .ti +1i
                    220: \fIe.g.\fP setenv HUNT ``name=Sneaky,mapkey=zoFfGg1f2g3F4G''
                    221: .br
                    222: sets the player name to Sneaky,
                    223: and the maps \fBz\fP to \fBo\fP, \fBF\fP to \fBf\fP, \fBG\fP to \fBg\fP,
                    224: \fB1\fP to \fBf\fP,
                    225: \fB2\fP to \fBg\fP, \fB3\fP to \fBF\fP, and \fB4\fP to \fBG\fP.
                    226: The \fImapkey\fP option must be last.
                    227: .MP
                    228: It's a boring game if you're the only one playing.
                    229: .PP
                    230: Your score is the ratio of number of kills to number
                    231: of times you entered the game and is only kept for the duration
                    232: of a single session of \fIhunt\fP.
                    233: .PP
                    234: .I Hunt
                    235: normally drives up the load average to be about
                    236: (number_of_players + 0.5) greater than it would be without a
                    237: .I hunt 
                    238: game executing.  A limit of three players per host and nine players
                    239: total is enforced by \fIhunt\fP.
                    240: .SH FILES
                    241: .nf
                    242: .ta
                    243: .ta \w'/usr/games/lib/hunt.driver\ \ \ 'u
                    244: /usr/games/lib/hunt.driver     game coordinator
                    245: .DT
                    246: .fi
                    247: .SH AUTHORS
                    248: Conrad Huang,
                    249: Ken Arnold,
                    250: and Greg Couch;
                    251: University of California, San Francisco, Computer Graphics Lab
                    252: .SH ACKNOWLEDGEMENTS
                    253: We thank Don Kneller,
                    254: John Thomason, Eric Pettersen,
                    255: and Scott Weiner for providing
                    256: endless hours of play-testing to improve the character of the game.
                    257: We hope their significant others will forgive them;
                    258: we certainly don't.
                    259: .SH BUGS
                    260: To keep up the pace, not everything is as realistic as possible.
                    261: .PP
                    262: There were some bugs in early releases of 4.2 BSD that
                    263: .I hunt
                    264: helped discover;
                    265: .I hunt
                    266: will crash your system if those bugs haven't been fixed.

unix.superglobalmegacorp.com

This archive runs on limited infrastructure. Preserving old code on modern bandwidth. Automated agents are requested to crawl responsibly.