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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 presup-
       poses 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
       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 play by making	everyone else on your team ap-
       pear as the team	name.  A team name is a	single	digit  to  avoid  con-
       flicting	 with other characters used in the game.  Use a	team name con-
       sisting 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  re-
       maining,	 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 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
	   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, 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.  De-
	   fusing 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
	   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.  But see the simstep con-
	   figuration 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 en-
	   ter 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.

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 daemon.

       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	certainly don't.

FreeBSD	Ports 14.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+14.3.quarterly>

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