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HUNT(6)								       HUNT(6)

       hunt - a multi-player multi-terminal game

       /usr/games/hunt	[  -qmcsfbS ] [ -n name ] [ -t team ] [ -p port ] [ -w
       message ] [ 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 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	setup  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's .login.

       The player name may be specified on the command line by	using  the  -n

       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 con‐
       flicting 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)).

       Hunt only works on crt (vdt) terminals with at least 24 lines, 80  col‐
       umns,  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 15 charges)
	      O	    - Throw big slime (Takes 30 charges)
	      p	    - Throw bigger slime (Takes 45 charges)
	      P	    - Throw biggest slime (Takes 60 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=zoF‐
	  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	 sepa‐
	  rate 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 (num‐
       ber_of_players + 0.5) greater than it would be without a hunt game exe‐

       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.

       /usr/games/lib/huntd   game coordinator


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

       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.

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

4th Berkeley Distribution	21 August 1986			       HUNT(6)

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