Provided by: bsdgames_2.17-29_amd64 bug

NAME

       hunt — a multi-player multi-terminal game

SYNOPSIS

       hunt [-bcfmqSs] [-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 set up 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(1)'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 5 charges)

       O        Throw big slime (Takes 10 charges)

       p        Throw bigger slime (Takes 15 charges)

       P        Throw biggest slime (Takes 20 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.

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.

                                                  April 4, 2001                                          HUNT(6)