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HUNT(6)			     FreeBSD Games Manual		       HUNT(6)

     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

     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-

     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 cur-
     sor 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
     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 cor-
	 respondingly larger area (ranging from	5 by 5 to 21 by	21).  All ex-
	 plosions 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.	 De-
	 fusing	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 sus-
	 tains 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	con-
	 figuration 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 sepa-
	 rate 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 num-
     ber 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/local/bin/huntd	       game coordinator


     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 charac-
     ter of the	game.  We hope their significant others	will forgive them; we
     certainly don't.

FreeBSD	13.0		       September 2, 2008		  FreeBSD 13.0


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