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HUNT(6) 			   Games Manual 			 HUNT(6)

NAME
     hunt -- a multi-player multi-terminal game

SYNOPSIS
     hunt [-bcfmqSs] [-n name] [-p port] [-t team] [-w message] [[-h] 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  looks  for  an active game on the local network.  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 is  found,  you
     may pick which game to play in.  If no games are found, hunt will exit.

     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 op-
     tion.

     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 play by making everyone else on your team appear as
     the  team	name.	A  team name is a single digit to avoid conflicting with
     other characters used in the game.  Use a team name consisting of a  single
     space (`to remain on your own.')

     The -p port option allows the rendezvous port number to be set.

     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 to write  a
     message  before  continuing or o to change how you enter the game (cloaked,
     scanning, or flying).

PLAYING HINTS
     hunt only works on terminals with at least 24 lines, 80 columns, and cursor
     addressing.  The screen is divided into 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 fac-
     ing 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 before 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 corre-
	 spondingly larger area (ranging from 5 by 5 to 21 by 21).   All  explo-
	 sions are centered around the square the shot hits and do the most dam-
	 age in the center.
     *	 Slime	affects  all  squares  it  oozes over.	The number of squares is
	 equal to the number of charges used, multiplied by slimefactor  as  set
	 by huntd(6) (default 3).
     *	 One  small mine and one large mine are 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 x 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 dam-
	 age 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 dam-
	 age (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.  But see the simstep configu-
	 ration variable in huntd(6)
     *	 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 op-
	 tions	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 op-
	 tions.
     *	 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.

STATISTICS
     The -S option fetches the current game statistics.

     Two groups of statistics are presented: the first group  of  statistics  is
     that of the clients currently connected to the game, and is reset each time
     the  client rejoins, while the second group of statistics is on all players
     (dead or alive) by name, and collected over the lifetime of the  game  dae-
     mon.

     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
     Connect	   current connection state(s) of player: `p' for  playing,  `m'
		   for monitoring

FILES
     /usr/local/bin/huntd	       game coordinator

SEE ALSO
     huntd(6)

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

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

     The historic behaviour of hunt automatically starting huntd(6) is no longer
     supported.

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  cer-
     tainly don't.

FreeBSD ports 15.quarterly	September 2, 2008			 HUNT(6)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=hunt&sektion=6&manpath=FreeBSD+Ports+15.1.quarterly>

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