mdoc'ify.
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@ -1,4 +1,4 @@
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.\" $NetBSD: hunt.6,v 1.3 1997/10/10 16:32:30 lukem Exp $
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.\" $NetBSD: hunt.6,v 1.4 2001/04/04 11:41:01 wiz Exp $
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.\"
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.\" hunt
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.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
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@ -8,98 +8,105 @@
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.\" All rights reserved. The Berkeley software License Agreement
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.\" specifies the terms and conditions for redistribution.
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.\"
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.TH HUNT 6 "21 August 1986"
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.UC 4
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.SH NAME
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hunt \- a multi-player multi-terminal game
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.SH SYNOPSIS
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\fB/usr/games/hunt\fP [ \fB\-qmcsfbS\fP ] [ \fB\-n\fP name ] [ \fB\-t\fP team ] [ \fB\-p\fP port ] [ \fB\-w\fP message ] [ host ]
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.SH DESCRIPTION
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.Dd April 4, 2001
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.Dt HUNT 6
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.Sh NAME
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.Nm hunt
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.Nd a multi-player multi-terminal game
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.Sh SYNOPSIS
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.Nm
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.Op Fl bcfmqSs
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.Op Fl n Ar name
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.Op Fl t Ar team
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.Op Fl p Ar port
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.Op Fl w Ar message
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.Op Ar host
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.Sh DESCRIPTION
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The object of the game
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.I hunt
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.Nm
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is to kill off the other players.
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There are no rooms, no treasures, and no monsters.
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Instead, you wander around a maze, find grenades, trip mines, and shoot down
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walls and players.
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The more players you kill before you die, the better your score is.
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If the
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.B \-m
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.Fl m
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flag is given,
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you enter the game as a monitor
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(you can see the action but you cannot play).
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.PP
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.I Hunt
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.Pp
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.Nm
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normally looks for an active game on the local network;
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if none is found, it starts one up on the local host.
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The location of the game may be specified by giving the
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.I host
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.Ar host
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argument.
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This presupposes that a hunt game is already running on that host, see
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.IR huntd (6)
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.Xr huntd 6
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for details on how to setup a game on a specific host.
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If more than one game if found,
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you may pick which game to play in.
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.PP
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.Pp
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If the
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.B \-q
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.Fl q
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flag is given,
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.I hunt
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.Nm
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queries the local network (or specific host)
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and reports on all active games found.
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This is useful for shell startup scripts, \fIe.g.\fP csh's .login.
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.PP
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This is useful for shell startup scripts, e.g.\&
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.Xr csh 1 Ns 's No .login .
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.Pp
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The player name may be specified on the command line by using the
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.B \-n
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.Fl n
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option.
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.PP
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.Pp
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The
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.BR \-c ,
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.BR \-s ,
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.Fl c ,
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.Fl s ,
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and
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.B \-f
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.Fl f
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options are for entering the game cloaked, scanning, or flying respectively.
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.PP
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.Pp
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The
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.B \-b
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.Fl b
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option turns off beeping when you reach the typeahead limit.
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.PP
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.Pp
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The
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.B \-t
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.Fl t
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option aids team playing by making everyone else on one's team
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appear as the team name.
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A team name is a single digit to avoid conflicting with other characters
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used in the game.
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.PP
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.Pp
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The
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.B \-p
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.I port
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.Fl p Ar port
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option allows the rendezvous port number to be set.
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This is a useful way for people playing on dialup lines to avoid playing
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with people on 9600 baud terminals.
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.PP
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.Pp
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The
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.B \-w
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.I message
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.Fl w Ar message
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option is the only way to send a message to everyone else's screen when
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you start up.
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It is most often used to say ``eat slime death - NickD's coming in''.
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.PP
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It is most often used to say
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.Dq eat slime death - NickD's coming in .
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.Pp
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When you die and are asked if you wish to re-enter the game,
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there are other answers than just yes or no.
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You can also reply with a
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.B w
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.Ic w
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for write a message before continuing or
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.B o
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.Ic o
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to change how you enter the game (cloaked, scanning, or flying).
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.PP
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.Pp
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To be notified automatically when a
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.I hunt
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.Nm
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starts up, add your login to the
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.I hunt-players
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.Em hunt-players
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mailing list (see
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.IR huntd (6)).
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.SH "PLAYING HINTS"
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.I Hunt
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.Xr huntd 6 ) .
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.Sh PLAYING HINTS
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.Nm
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only works on crt (vdt) terminals with at least 24 lines, 80 columns, and
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cursor addressing.
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The screen is divided in to 3 areas.
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@ -108,273 +115,288 @@ It shows damage sustained,
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charges remaining,
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who's in the game,
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who's scanning (the
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.B ``*''
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.Dq *
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in front of the name),
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who's cloaked (the
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.B ``+''
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.Dq +
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in front of the name),
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and other players' scores.
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The rest of the screen is taken up by your map of the maze.
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The 24th line
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is used for longer messages that don't fit in the status area.
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.PP
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.I Hunt
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.Pp
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.Nm
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uses the same keys to move as
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.IR vi (1)
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does,
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.IR i.e. ,
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.BR h ,
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.BR j ,
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.BR k ,
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.Xr vi 1
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does, i.e.,
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.Ic h ,
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.Ic j ,
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.Ic k ,
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and
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.B l
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.Ic l
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for left, down, up, right respectively.
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To change which direction you're facing in the maze,
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use the upper case version of the movement key (\c
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.IR i.e. ,
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.BR HJKL ).
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use the upper case version of the movement key (i.e.,
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.Ic HJKL ) .
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You can only fire or throw things in the direction you're facing.
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.TP
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.Bl -tag -width xxxxxxx
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Other commands are:
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.sp
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.nf
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.ta
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.ta \w'>\|<\|^\|v\ \ 'u
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f or 1 \- Fire a bullet (Takes 1 charge)
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g or 2 \- Throw grenade (Takes 9 charges)
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F or 3 \- Throw satchel charge (Takes 25 charges)
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G or 4 \- Throw bomb (Takes 49 charges)
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5 \- Throw big bomb (Takes 81 charges)
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6 \- Throw even bigger bomb (Takes 121 charges)
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7 \- Throw even more big bomb (Takes 169 charges)
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8 \- Throw even more bigger bomb (Takes 225 charges)
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9 \- Throw very big bomb (Takes 289 charges)
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0 \- Throw very, very big bomb (Takes 361 charges)
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@ \- Throw biggest bomb (Takes 441 charges)
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o \- Throw small slime (Takes 15 charges)
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O \- Throw big slime (Takes 30 charges)
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p \- Throw bigger slime (Takes 45 charges)
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P \- Throw biggest slime (Takes 60 charges)
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s \- Scan (show where other players are) (Takes 1 charge)
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c \- Cloak (hide from scanners) (Takes 1 charge)
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^L \- Redraw screen
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q \- Quit
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.fi
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.TP
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.It Ic f No or Ic 1
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Fire a bullet (Takes 1 charge)
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.It Ic g No or Ic 2
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Throw grenade (Takes 9 charges)
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.It Ic F No or Ic 3
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Throw satchel charge (Takes 25 charges)
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.It Ic G No or Ic 4
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Throw bomb (Takes 49 charges)
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.It Ic 5
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Throw big bomb (Takes 81 charges)
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.It Ic 6
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Throw even bigger bomb (Takes 121 charges)
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.It Ic 7
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Throw even more big bomb (Takes 169 charges)
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.It Ic 8
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Throw even more bigger bomb (Takes 225 charges)
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.It Ic 9
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Throw very big bomb (Takes 289 charges)
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.It Ic 0
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Throw very, very big bomb (Takes 361 charges)
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.It Ic @
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Throw biggest bomb (Takes 441 charges)
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.It Ic o
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Throw small slime (Takes 15 charges)
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.It Ic O
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Throw big slime (Takes 30 charges)
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.It Ic p
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Throw bigger slime (Takes 45 charges)
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.It Ic P
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Throw biggest slime (Takes 60 charges)
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.It Ic s
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Scan (show where other players are) (Takes 1 charge)
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.It Ic c
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Cloak (hide from scanners) (Takes 1 charge)
|
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.It Ic ^L
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Redraw screen
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.It Ic q
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Quit
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.El
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||||
.Pp
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The symbols on the screen are:
|
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.sp
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.nf
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.ta
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.ta \w'>\|<\|^\|v\ \ 'u
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\-\||\|+ \- walls
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/\|\\ \- diagonal (deflecting) walls
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# \- doors (dispersion walls)
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; \- small mine
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g \- large mine
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: \- bullet
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o \- grenade
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O \- satchel charge
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@ \- bomb
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s \- small slime
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$ \- big slime
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>\|<\|^\|v \- you facing right, left, up, or down
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}\|{\|i\|! \- other players facing right, left, up, or down
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\(** \- explosion
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.ne 3
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.cs R 24
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.cs I 24
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\fR\\|/\fP
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.cs R
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\fI\-\(**\-\fP \- grenade and large mine explosion
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.fl
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.cs R 24
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\fR/|\\\fP
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.cs R
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.cs I
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.fi
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.LP
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.Bl -tag -width xxxxx -compact -offset indent
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.It -|+
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||||
walls
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.It /\e
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diagonal (deflecting) walls
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.It #
|
||||
doors (dispersion walls)
|
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.It ;
|
||||
small mine
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.It g
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||||
large mine
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.It :
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||||
bullet
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||||
.It o
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||||
grenade
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||||
.It O
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||||
satchel charge
|
||||
.It @
|
||||
bomb
|
||||
.It s
|
||||
small slime
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||||
.It $
|
||||
big slime
|
||||
.It ><^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:
|
||||
.sp
|
||||
.ie n .ds b []
|
||||
.el .ds b \(bu
|
||||
.ta
|
||||
.ta \w'\*b\ \|'u
|
||||
.nr In \n(.i
|
||||
.de MP
|
||||
.br
|
||||
.in \n(Inu+\w'\*b\ \|'u
|
||||
.ti \n(Inu
|
||||
\*b \c
|
||||
..
|
||||
.MP
|
||||
.Bl -bullet
|
||||
.It
|
||||
You can only fire in the direction you are facing.
|
||||
.MP
|
||||
.It
|
||||
You can only fire three shots in a row, then the gun must cool off.
|
||||
.MP
|
||||
.It
|
||||
Shots move 5 times faster than you do.
|
||||
.MP
|
||||
.It
|
||||
To stab someone,
|
||||
you face that player and move at them.
|
||||
.MP
|
||||
.It
|
||||
Stabbing does 2 points worth of damage and shooting does 5 points.
|
||||
.MP
|
||||
.It
|
||||
Slime does 5 points of damage each time it hits.
|
||||
.MP
|
||||
.It
|
||||
You start with 15 charges and get 5 more every time a player enters
|
||||
or re-enters.
|
||||
.MP
|
||||
.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.
|
||||
.MP
|
||||
.It
|
||||
Slime affects all squares it oozes over.
|
||||
The number of squares is equal to the number of charges used.
|
||||
.MP
|
||||
.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.
|
||||
.MP
|
||||
.It
|
||||
You cannot see behind you.
|
||||
.MP
|
||||
.It
|
||||
Cloaking consumes 1 ammo charge per 20 of your moves.
|
||||
.MP
|
||||
.It
|
||||
Scanning consumes 1 ammo charge per (20 \(mu the number of players)
|
||||
of other player moves.
|
||||
.MP
|
||||
.It
|
||||
Turning on cloaking turns off scanning \(em turning on scanning turns off
|
||||
cloaking.
|
||||
.MP
|
||||
.It
|
||||
When you kill someone,
|
||||
you get 2 more damage capacity points and 2 damage points get taken away.
|
||||
.MP
|
||||
.It
|
||||
Maximum typeahead is 5 characters.
|
||||
.MP
|
||||
A shot destroys normal (\c
|
||||
.IR i.e.,
|
||||
non-diagonal, non-door) walls.
|
||||
.MP
|
||||
.It
|
||||
A shot destroys normal (i.e., non-diagonal, non-door) walls.
|
||||
.It
|
||||
Diagonal walls deflect shots and change orientation.
|
||||
.MP
|
||||
.It
|
||||
Doors disperse shots in random directions (up, down, left, right).
|
||||
.MP
|
||||
.It
|
||||
Diagonal walls and doors cannot be destroyed by direct shots but may
|
||||
be destroyed by an adjacent grenade explosion.
|
||||
.MP
|
||||
.It
|
||||
Slime goes around walls, not through them.
|
||||
.MP
|
||||
.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);
|
||||
.IR i.e. ,
|
||||
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.
|
||||
.MP
|
||||
.It
|
||||
Every 30 deaths or so, a
|
||||
.B ``?''
|
||||
.Dq ?
|
||||
will appear.
|
||||
It is a wandering bomb which will explode when it hits someone, or
|
||||
when it is slimed.
|
||||
.MP
|
||||
.It
|
||||
If no one moves, everything stands still.
|
||||
.MP
|
||||
.It
|
||||
The environment variable
|
||||
.B HUNT
|
||||
.Ev HUNT
|
||||
is checked to get the player name.
|
||||
If you don't have this variable set,
|
||||
.I hunt
|
||||
.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:
|
||||
.br
|
||||
.ti +1i
|
||||
setenv HUNT "name=Sneaky,team=1,cloak,mapkey=zoFfGg1f2g3F4G"
|
||||
.br
|
||||
.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 \fBz\fP to \fBo\fP, \fBF\fP to \fBf\fP, \fBG\fP to \fBg\fP,
|
||||
\fB1\fP to \fBf\fP,
|
||||
\fB2\fP to \fBg\fP, \fB3\fP to \fBF\fP, and \fB4\fP to \fBG\fP.
|
||||
The \fImapkey\fP option must be last.
|
||||
Other options are: scan, fly, nobeep, port=string, host=string,
|
||||
and message=string \(em which correspond to the command line options.
|
||||
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
|
||||
\(em which correspond to the command line options.
|
||||
String options cannot contain commas since commas
|
||||
are used to separate options.
|
||||
.MP
|
||||
.It
|
||||
It's a boring game if you're the only one playing.
|
||||
.PP
|
||||
.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 \fIhunt\fP.
|
||||
.PP
|
||||
.I Hunt
|
||||
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
|
||||
.I hunt
|
||||
.Nm
|
||||
game executing.
|
||||
.SH STATISTICS
|
||||
.Sh STATISTICS
|
||||
The
|
||||
.B \-S
|
||||
.Fl S
|
||||
option fetches the current game statistics.
|
||||
The meaning of the column headings are as follows:
|
||||
.I score
|
||||
\(em the player's last score;
|
||||
.I ducked
|
||||
\(em
|
||||
how many shots a player ducked;
|
||||
.I absorb
|
||||
\(em how many shots a player absorbed;
|
||||
.I faced
|
||||
\(em how many shots were fired at player's face;
|
||||
.I shot
|
||||
\(em how many shots were fired at player;
|
||||
.I robbed
|
||||
\(em how many of player's shots were absorbed;
|
||||
.I missed
|
||||
\(em how many of player's shots were ducked;
|
||||
.I slimeK
|
||||
\(em how many slime kills player had;
|
||||
.I enemy
|
||||
\(em how many enemies were killed;
|
||||
.I friend
|
||||
\(em how many friends were killed (self and same team);
|
||||
.I deaths
|
||||
\(em how many times player died;
|
||||
.I still
|
||||
\(em how many times player died without typing in any commands;
|
||||
.I saved
|
||||
\(em how many times a shot/bomb would have killed player if he hadn't
|
||||
.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
|
||||
.tI 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.
|
||||
.SH FILES
|
||||
.nf
|
||||
.ta
|
||||
.ta \w'/usr/games/huntd\ \ \ 'u
|
||||
/usr/games/huntd game coordinator
|
||||
.DT
|
||||
.fi
|
||||
.SH "SEE ALSO"
|
||||
huntd(6)
|
||||
.SH AUTHORS
|
||||
.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
|
||||
.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
|
||||
.Sh BUGS
|
||||
To keep up the pace, not everything is as realistic as possible.
|
||||
|
@ -1,4 +1,4 @@
|
||||
.\" $NetBSD: huntd.6,v 1.3 1998/01/09 08:03:42 perry Exp $
|
||||
.\" $NetBSD: huntd.6,v 1.4 2001/04/04 11:41:01 wiz Exp $
|
||||
.\"
|
||||
.\" Hunt
|
||||
.\" Copyright (c) 1985 Conrad C. Huang, Gregory S. Couch, Kenneth C.R.C. Arnold
|
||||
@ -8,93 +8,96 @@
|
||||
.\" All rights reserved. The Berkeley software License Agreement
|
||||
.\" specifies the terms and conditions for redistribution.
|
||||
.\"
|
||||
.TH HUNTD 6 "21 August 1986"
|
||||
.UC 4
|
||||
.SH NAME
|
||||
huntd \- hunt daemon, back-end for hunt game
|
||||
.SH SYNOPSIS
|
||||
\fB/usr/games/huntd\fP [ \fB\-s\fP ] [ \fB\-p\fP port ]
|
||||
.SH DESCRIPTION
|
||||
.PP
|
||||
.I huntd
|
||||
.Dd April 4, 2001
|
||||
.Dt HUNTD 6
|
||||
.Sh NAME
|
||||
.Nm huntd
|
||||
.Nd hunt daemon, back-end for hunt game
|
||||
.Sh SYNOPSIS
|
||||
.Nm
|
||||
.Op Fl s
|
||||
.Op Fl p Ar port
|
||||
.Sh DESCRIPTION
|
||||
.Nm
|
||||
controls the multi-player
|
||||
.IR hunt (6)
|
||||
.Xr hunt 6
|
||||
game.
|
||||
When it starts up, it tries to notify all members of the
|
||||
.I hunt-players
|
||||
.Em hunt-players
|
||||
mailing list (see
|
||||
.IR sendmail (8))
|
||||
.Xr sendmail 8 )
|
||||
by faking a
|
||||
.IR talk (1)
|
||||
request from user ``Hunt Game''.
|
||||
.PP
|
||||
.Xr talk 1
|
||||
request from user
|
||||
.Dq Hunt Game .
|
||||
.Pp
|
||||
The
|
||||
.B \-s
|
||||
.Fl s
|
||||
option is for running
|
||||
.I huntd
|
||||
.Nm
|
||||
forever (server mode).
|
||||
This is similar to running it under the control of
|
||||
.I inetd
|
||||
.Xr inetd 8
|
||||
(see below),
|
||||
but it consumes a process table entry when no one is playing.
|
||||
.PP
|
||||
.Pp
|
||||
The
|
||||
.B \-p
|
||||
.Fl p
|
||||
option changes the udp port number used to rendezvous with the player
|
||||
process and thus allows for private games of hunt.
|
||||
This option turns off the notification of players on the
|
||||
.I hunt-players
|
||||
.Em hunt-players
|
||||
mailing list.
|
||||
.SH INETD
|
||||
.PP
|
||||
.Sh INETD
|
||||
To run
|
||||
.I huntd
|
||||
.Nm
|
||||
from
|
||||
.IR inetd ,
|
||||
you'll need to put the
|
||||
.I hunt
|
||||
service in
|
||||
.BR /etc/services :
|
||||
.IP
|
||||
hunt 26740/udp # multi-player/multi-host mazewars
|
||||
.LP
|
||||
and add a line in
|
||||
.BR /etc/inetd.conf :
|
||||
.IP
|
||||
hunt dgram udp wait nobody /usr/games/huntd HUNT
|
||||
.LP
|
||||
except for Suns which use
|
||||
.BR /etc/servers :
|
||||
.IP
|
||||
hunt udp /usr/games/huntd
|
||||
.LP
|
||||
.Xr inetd 8 ,
|
||||
you'll need to
|
||||
.\"put the
|
||||
.\".Nm hunt
|
||||
.\"service in
|
||||
.\".Pa /etc/services :
|
||||
.\".Bd -literal
|
||||
.\"hunt 26740/udp # multi-player/multi-host mazewars
|
||||
.\".Ed
|
||||
.\"and
|
||||
uncomment the following line in
|
||||
.Pa /etc/inetd.conf :
|
||||
.Bd -literal -offset indent -compact
|
||||
hunt dgram udp wait nobody /usr/games/huntd huntd
|
||||
.Ed
|
||||
Do not use any of the command line options \(em if you want
|
||||
.I inetd
|
||||
.Xr inetd 8
|
||||
to start up
|
||||
.I huntd
|
||||
on a private port, change the port listed in
|
||||
.BR /etc/services .
|
||||
.SH "NETWORK RENDEZVOUS"
|
||||
.Nm
|
||||
on a private port, change the port listed for
|
||||
.Nm hunt
|
||||
in
|
||||
.Pa /etc/services .
|
||||
.Sh NETWORK RENDEZVOUS
|
||||
When
|
||||
.IR hunt (6)
|
||||
.Xr hunt 6
|
||||
starts up, it broadcasts on the local area net
|
||||
(using the broadcast address for each interface) to find a
|
||||
.I hunt
|
||||
.Nm hunt
|
||||
game in progress.
|
||||
If a
|
||||
.I huntd
|
||||
.Nm
|
||||
hears the request, it sends back the port number for the
|
||||
.I hunt
|
||||
.Nm hunt
|
||||
process to connect to.
|
||||
Otherwise, the
|
||||
.I hunt
|
||||
.Nm hunt
|
||||
process starts up a
|
||||
.I huntd
|
||||
.Nm
|
||||
on the local machine and trys to rendezvous with it.
|
||||
.SH "SEE ALSO"
|
||||
hunt(6), talk(1), sendmail(8)
|
||||
.SH AUTHORS
|
||||
.Sh SEE ALSO
|
||||
.Xr talk 1 ,
|
||||
.Xr hunt 6 ,
|
||||
.Xr sendmail 8
|
||||
.Sh AUTHORS
|
||||
Conrad Huang, Ken Arnold, and Greg Couch;
|
||||
.br
|
||||
University of California, San Francisco, Computer Graphics Lab
|
||||
.\"SH BUGS
|
||||
.\"Sh BUGS
|
||||
|
Loading…
Reference in New Issue
Block a user