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-.\" 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.