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NAME    [Toc]    [Back]

     hunt - a multi-player multi-terminal game

SYNOPSIS    [Toc]    [Back]

     hunt [-bcfmqsS] [-n name] [-p port] [-t team]  [-w  message]
[[-h] host]

DESCRIPTION    [Toc]    [Back]

     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
     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

     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
     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

     The -w message option is the only way to send a  message  to
     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
     (cloaked, scanning, or flying).

PLAYING HINTS    [Toc]    [Back]

     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
     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
     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)
     +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
         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
     +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
         String  options  cannot  contain commas since commas are
used to separate
     +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.

STATISTICS    [Toc]    [Back]

     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
     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    [Toc]    [Back]

     /usr/games/huntd                  game coordinator

SEE ALSO    [Toc]    [Back]


AUTHORS    [Toc]    [Back]

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

BUGS    [Toc]    [Back]

     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
[ Back ]
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