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HUNT(6) 										  HUNT(6)

NAME
       hunt - a multi-player multi-terminal game

SYNOPSIS
       /usr/games/hunt [-q] [-m] [hostname] [-l name]

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  normally  looks for an active game on the local network; if none is found, it starts
       one up on the local host.  One may specify the location of the game by giving the hostname
       argument.   The	player	name may be specified on the command line by using the -l option.
       This command syntax was chosen for rlogin/rsh compatibility.  If the  -q  flag  is  given,
       hunt  queries  the  network  and reports if an active game were found.  This is useful for
       .login scripts.

       Hunt only works on crt (vdt) 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 you how much damage you've sustained, how  many	charges  you  have  left,
       who's  in the game, who's scanning (the asterisk in front of the name), who's cloaked (the
       plus sign in front of the name), and other players' scores.   Most  of  the  rest  of  the
       screen  is  taken  up by your map of the maze, except for the 24th line, which is used for
       longer messages that don't fit in the status area.

       Hunt uses the same keys to move as vi 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).

       Other commands are:

	      f     - Fire (in the direction you're facing) (Takes 1 charge)
	      g     - Throw grenade (in the direction you're facing) (Takes 9 charges)
	      F     - Throw satchel charge (Takes 25 charges)
	      G     - Throw bomb (Takes 49 charges)
	      o     - Throw small slime bomb (Takes 15 charges)
	      O     - Throw big slime bomb (Takes 30 charges)
	      s     - Scan (show where other players are) (Takes 1 charge)
	      c     - Cloak (hide from scanners) (Takes 1 charge)

	      ^L    - Redraw screen
	      q     - Quit

       Knowing what the symbols on the screen often helps:

	      -|+   - walls
	      /\    - diagonal (deflecting) walls
	      #     - doors (dispersion walls)
	      ;     - small mine
	      g     - large mine
	      :     - shot
	      o     - grenade
	      O     - satchel charge
	      @     - bomb
	      s     - small slime bomb
	      $     - big slime bomb
	      ><^v  - you facing right, left, up, or down
	      }{i!  - other players facing right, left, up, or down
	      *     - explosion
	      \|/
	      -*-   - grenade and large mine explosion
	      /|\

       Satchel and bomb explosions are larger than grenades (5x5, 7x7,
	      and 3x3 respectively).

       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.
       [] A shot only affects the square it hits.
       [] Shots and grenades move 5 times faster than you do.
       [] To stab someone, you must 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 for every new player.
       [] A grenade affects the nine squares centered about the square it hits.
       [] A satchel affects the twenty-five squares centered about the square it hits.
       [] A bomb affects the forty-nine squares centered about the square it hits.
       [] Slime affects all squares it oozes over (15 or 30 respectively).
       [] One small mine and one large mine is placed in the maze for every new player.   A  mine
	  has  a 5% probability of tripping when you walk directly at it; 50% when going sideways
	  on to it; 95% when backing up on to it.  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.
       [] Scanning  lasts  for	(20  times  the  number of players) turns.  Scanning takes 1 ammo
	  charge, so don't waste all your charges scanning.
       [] Cloaking lasts for 20 turns.
       [] Whenever you kill someone, you get 2 more damage capacity points and	2  damage  points
	  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 he had before
	  impact); that is, the less damage he had, the more nimble  he  is  and  therefore  less
	  likely to hurt himself on landing.

       [] 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 it  is  set,
	  you may also set up a single character keyboard map, but then you have to enumerate the
	  options:
		    e.g. setenv HUNT ``name=Sneaky,mapkey=zoFfGg1f2g3F4G''
	  sets the player name to Sneaky, 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.
       [] It's a boring game if you're the only one playing.

       Your  score is 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 about  (number_of_players  +  0.5)  greater
       than  it  would	be  without a hunt game executing.  A limit of three players per host and
       nine players total is enforced by hunt.

FILES
       /usr/games/lib/hunt.driver   game coordinator

AUTHORS
       Conrad Huang, Ken Arnold, and Greg Couch; University of California,  San  Francisco,  Com-
       puter Graphics Lab

ACKNOWLEDGEMENTS
       We  thank  Don Kneller, John Thomason, Eric Pettersen, and Scott Weiner for providing end-
       less hours of play-testing to improve the character of the game.  We hope  their  signifi-
       cant others will forgive them; we certainly don't.

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

       There  were  some  bugs	in early releases of 4.2 BSD that hunt helped discover; hunt will
       crash your system if those bugs haven't been fixed.

4.3 Berkeley Distribution		 January 9, 1986				  HUNT(6)
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