hunt - a multi-player multi-terminal game
hunt [-bcfmqsS] [-n name] [-p port] [-t team] [-w message]
[[-h] host]
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 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 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).
hunt only works on 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:
+o You can only fire in the direction you are facing.
+o You can only fire three shots in a row before the gun
must cool off.
+o Shots move 5 times faster than you do.
+o To stab someone, you face that player and move at them.
+o Stabbing does 2 points worth of damage and shooting does
5 points.
+o Slime does 5 points of damage each time it hits.
+o You start with 15 charges and get 5 more every time a
player enters
or re-enters.
+o 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.
+o 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).
+o 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.
+o You cannot see behind you.
+o Cloaking consumes 1 ammo charge per 20 of your moves.
+o Scanning consumes 1 ammo charge per (20 x the number of
players) of
other player moves.
+o Turning on cloaking turns off scanning -- turning on
scanning turns
off cloaking.
+o When you kill someone, you get 2 more damage capacity
points and 2
damage points get taken away.
+o Maximum typeahead is 5 characters.
+o A shot destroys normal (i.e., non-diagonal, non-door)
walls.
+o Diagonal walls deflect shots and change orientation.
+o Doors disperse shots in random directions (up, down,
left, right).
+o Diagonal walls and doors cannot be destroyed by direct
shots but may
be destroyed by an adjacent grenade explosion.
+o Slime goes around walls, not through them.
+o 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.
+o 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.
+o If no one moves, everything stands still. But see the
simstep configuration
variable in huntd(6)
+o 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.
+o 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.
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
/usr/games/huntd game coordinator
huntd(6)
Conrad Huang, Ken Arnold, and Greg Couch;
University of California, San Francisco, Computer Graphics
Lab
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.
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.
OpenBSD 3.6 August 21, 1986
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