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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 19:43:11 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-15 19:43:11 +0000 |
commit | fc22b3d6507c6745911b9dfcc68f1e665ae13dbc (patch) | |
tree | ce1e3bce06471410239a6f41282e328770aa404a /upstream/debian-unstable/man6/hunt.6 | |
parent | Initial commit. (diff) | |
download | manpages-l10n-fc22b3d6507c6745911b9dfcc68f1e665ae13dbc.tar.xz manpages-l10n-fc22b3d6507c6745911b9dfcc68f1e665ae13dbc.zip |
Adding upstream version 4.22.0.upstream/4.22.0
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'upstream/debian-unstable/man6/hunt.6')
-rw-r--r-- | upstream/debian-unstable/man6/hunt.6 | 414 |
1 files changed, 414 insertions, 0 deletions
diff --git a/upstream/debian-unstable/man6/hunt.6 b/upstream/debian-unstable/man6/hunt.6 new file mode 100644 index 00000000..0ae87eea --- /dev/null +++ b/upstream/debian-unstable/man6/hunt.6 @@ -0,0 +1,414 @@ +.\" Automatically generated from hunt/hunt/hunt.6.in. Do not edit. +.\" $NetBSD: hunt.6,v 1.11 2003/06/11 12:00:21 wiz Exp $ +.\" +.\" hunt +.\" +.\" Copyright (c) 1983-2003, Regents of the University of California. +.\" All rights reserved. +.\" +.\" Redistribution and use in source and binary forms, with or without +.\" modification, are permitted provided that the following conditions are +.\" met: +.\" +.\" + Redistributions of source code must retain the above copyright +.\" notice, this list of conditions and the following disclaimer. +.\" + Redistributions in binary form must reproduce the above copyright +.\" notice, this list of conditions and the following disclaimer in the +.\" documentation and/or other materials provided with the distribution. +.\" + Neither the name of the University of California, San Francisco nor +.\" the names of its contributors may be used to endorse or promote +.\" products derived from this software without specific prior written +.\" permission. +.\" +.\" THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS +.\" IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED +.\" TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A +.\" PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT +.\" OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, +.\" SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT +.\" LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, +.\" DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY +.\" THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT +.\" (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE +.\" OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. +.\" +.Dd April 4, 2001 +.Dt HUNT 6 +.Sh NAME +.Nm hunt +.Nd a multi-player multi-terminal game +.Sh SYNOPSIS +.Nm +.Op Fl bcfmqSs +.Op Fl n Ar name +.Op Fl t Ar team +.Op Fl p Ar port +.Op Fl w Ar message +.Op Ar host +.Sh DESCRIPTION +The object of the game +.Nm +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 +.Fl m +flag is given, you enter the game as a monitor +(you can see the action but you cannot play). +.Pp +.Nm +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 +.Ar host +argument. +This presupposes that a hunt game is already running on that host, see +.Xr huntd 6 +for details on how to set up a game on a specific host. +If more than one game if found, you may pick which game to play in. +.Pp +If the +.Fl q +flag is given, +.Nm +queries the local network (or specific host) +and reports on all active games found. +This is useful for shell startup scripts, e.g., +.Xr csh 1 Ns 's +.Pa .login . +.Pp +The player name may be specified on the command line by using the +.Fl n +option. +.Pp +The +.Fl c , +.Fl s , +and +.Fl f +options are for entering the game cloaked, scanning, or flying respectively. +.Pp +The +.Fl b +option turns off beeping when you reach the typeahead limit. +.Pp +The +.Fl 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 conflicting with other characters +used in the game. +.Pp +The +.Fl p Ar 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. +.Pp +The +.Fl w Ar 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 +.Dq eat slime death - NickD's coming in . +.Pp +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 +.Ic w +for write a message before continuing or +.Ic o +to change how you enter the game (cloaked, scanning, or flying). +.Pp +To be notified automatically when a +.Nm +starts up, add your login to the +.Em hunt-players +mailing list (see +.Xr huntd 6 ) . +.Sh PLAYING HINTS +.Nm +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 damage sustained, charges remaining, who's in the game, +who's scanning (the +.Dq * +in front of the name), who's cloaked (the +.Dq + +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. +.Pp +.Nm +uses the same keys to move as +.Xr vi 1 +does, i.e., +.Ic h , +.Ic j , +.Ic k , +and +.Ic 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., +.Ic HJKL ) . +You can only fire or throw things in the direction you're facing. +.Bl -tag -width xxxxxxx +Other commands are: +.It Ic f No or Ic 1 +Fire a bullet (Takes 1 charge) +.It Ic g No or Ic 2 +Throw grenade (Takes 9 charges) +.It Ic F No or Ic 3 +Throw satchel charge (Takes 25 charges) +.It Ic G No or Ic 4 +Throw bomb (Takes 49 charges) +.It Ic 5 +Throw big bomb (Takes 81 charges) +.It Ic 6 +Throw even bigger bomb (Takes 121 charges) +.It Ic 7 +Throw even more big bomb (Takes 169 charges) +.It Ic 8 +Throw even more bigger bomb (Takes 225 charges) +.It Ic 9 +Throw very big bomb (Takes 289 charges) +.It Ic 0 +Throw very, very big bomb (Takes 361 charges) +.It Ic @ +Throw biggest bomb (Takes 441 charges) +.It Ic o +Throw small slime (Takes 5 charges) +.It Ic O +Throw big slime (Takes 10 charges) +.It Ic p +Throw bigger slime (Takes 15 charges) +.It Ic P +Throw biggest slime (Takes 20 charges) +.It Ic s +Scan (show where other players are) (Takes 1 charge) +.It Ic c +Cloak (hide from scanners) (Takes 1 charge) +.It Ic ^L +Redraw screen +.It Ic q +Quit +.El +.Pp +The symbols on the screen are: +.Bl -tag -width xxxxx -compact -offset indent +.It -|+ +walls +.It /\e +diagonal (deflecting) walls +.It # +doors (dispersion walls) +.It ; +small mine +.It g +large mine +.It : +bullet +.It o +grenade +.It O +satchel charge +.It @ +bomb +.It s +small slime +.It $ +big slime +.It \*[Gt]\*[Lt]^v +you facing right, left, up, or down +.It }{i! +other players facing right, left, up, or down +.It * +explosion +.It \e|/ +.It -*- +grenade and large mine explosion +.It /|\e +.El +.Pp +Other helpful hints: +.Bl -bullet +.It +You can only fire in the direction you are facing. +.It +You can only fire three shots in a row, then the gun must cool off. +.It +Shots move 5 times faster than you do. +.It +To stab someone, you face that player and move at them. +.It +Stabbing does 2 points worth of damage and shooting does 5 points. +.It +Slime does 5 points of damage each time it hits. +.It +You start with 15 charges and get 5 more every time a player enters +or re-enters. +.It +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. +.It +Slime affects all squares it oozes over. +The number of squares is equal to the number of charges used. +.It +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. +.It +You cannot see behind you. +.It +Cloaking consumes 1 ammo charge per 20 of your moves. +.It +Scanning consumes 1 ammo charge per (20 \(mu the number of players) +of other player moves. +.It +Turning on cloaking turns off scanning \(em turning on scanning turns off +cloaking. +.It +When you kill someone, +you get 2 more damage capacity points and 2 damage points get taken away. +.It +Maximum typeahead is 5 characters. +.It +A shot destroys normal (i.e., non-diagonal, non-door) walls. +.It +Diagonal walls deflect shots and change orientation. +.It +Doors disperse shots in random directions (up, down, left, right). +.It +Diagonal walls and doors cannot be destroyed by direct shots but may +be destroyed by an adjacent grenade explosion. +.It +Slime goes around walls, not through them. +.It +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. +.\"MP +.\"There is a volcano close to the center of the maze which goes off +.\"close to every 30 deaths. +.It +Every 30 deaths or so, a +.Dq \&? +will appear. +It is a wandering bomb which will explode when it hits someone, or +when it is slimed. +.It +If no one moves, everything stands still. +.It +The environment variable +.Ev HUNT +is checked to get the player name. +If you don't have this variable set, +.Nm +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: +.Dl 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 +.Ic z +to +.Ic o , F +to +.Ic f , G +to +.Ic g , 1 +to +.Ic f , 2 +to +.Ic g , 3 +to +.Ic F , +and +.Ic 4 +to +.Ic G . +The +.Ar mapkey +option must be last. +Other options are: +.Ar scan , fly , nobeep , port=string , host=string , +and +.Ar message=string , +which correspond to the command line options. +String options cannot contain commas since commas +are used to separate options. +.It +It's a boring game if you're the only one playing. +.El +.Pp +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 +.Nm . +.Pp +.Nm +normally drives up the load average to be approximately +(number_of_players + 0.5) greater than it would be without a +.Nm +game executing. +.Sh STATISTICS +The +.Fl S +option fetches the current game statistics. +The meaning of the column headings are as follows: +.Bl -tag -width ducked +.It score +the player's last score +.It ducked +how many shots a player ducked +.It absorb +how many shots a player absorbed +.It faced +how many shots were fired at player's face +.It shot +how many shots were fired at player +.It robbed +how many of player's shots were absorbed +.It missed +how many of player's shots were ducked +.It slimeK +how many slime kills player had +.It enemy +how many enemies were killed +.It friend +how many friends were killed (self and same team) +.It deaths +how many times player died +.It still +how many times player died without typing in any commands +.It saved +how many times a shot/bomb would have killed player if he hadn't +ducked or absorbed it. +.El +.Sh SEE ALSO +.Xr huntd 6 +.Sh AUTHORS +Conrad Huang, Ken Arnold, and Greg Couch; +.br +University of California, San Francisco, Computer Graphics Lab +.Sh ACKNOWLEDGEMENTS +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. +.Sh BUGS +To keep up the pace, not everything is as realistic as possible. |