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- ΓòÉΓòÉΓòÉ 1. Extended help for Yatzee ΓòÉΓòÉΓòÉ
-
- This program is a computer-version of a game of dice called Yatzee.
-
- To get an overview of the game and its possibilities, select Contents in the
- menu Options in the action bar, or press Ctrl+C.
-
- To get an overview of the rules of Yatzee, choose rules.
-
-
- ΓòÉΓòÉΓòÉ 1.1. The game sheet ΓòÉΓòÉΓòÉ
-
- Each player gets his own game sheet, which not only shows the players dices and
- score, but also all the other players dices and score.
-
- The game sheet opens by starting the program YATZYNET.EXE. When this program is
- executed, it is important, that current directory is the one where the system
- was installed. This is also true if you put the game in a group-menu. Don't
- forget to mention the right directory in the "Working directory" entryfield.
-
- The game sheet is a vindow, that contains several child windows. Each of these
- child windows shows a participating players dices and score-board. The child
- windows are self contained and can be freely manipulated, i.e. minimized.
- Except from your own window, you are not allowed to use them for playing.
-
- You play the game on your own child window, which as a default is placed to the
- left on the game sheet. Normally you will manipulate the dices with the mouse,
- but you can also use the keyboard. Take a look on the Keys help for a
- description of the meaning of the keys. The description of how to select and
- deselect the dices and how you throw the dices is found in dices.
-
- At the same time as you are playing, others can play too. There is no notion of
- your "turn", unless the players all agree upon it. As soon as a player does
- something in his child window, this is immediately reflected on the other
- players game sheets. Everybody are therefore always informed of the progressing
- game.
-
- It is not necessary, that all participants commence on the same time. A player
- is able to begin playing after some or all the others have finished.
-
- The game is over when all the players has placed a score in all the score
- categories. A new game can begin when the server-program has terminated and is
- restarted.
-
-
- ΓòÉΓòÉΓòÉ 1.2. Playing on one computer ΓòÉΓòÉΓòÉ
-
- The game is aimed at one game sheet on each players computer, but it is
- possible to create all game sheets on a single computer. If you do that, you
- must also execute the server-program on this computer too, and not on the
- LAN-server. Also, you should not enter a servername in the dialogbox Insert
- player.
-
-
- ΓòÉΓòÉΓòÉ 1.3. Language support ΓòÉΓòÉΓòÉ
-
- Normally the program will start in the language that OS/2 has been told to use
- for this computer. If the language is not supported, english is used.
-
- You can ask the program to use another language than the default by entering
- the country code when you start the program. For example will the following
- command make the program run in danish, even on an american computer:
-
- YATZYNET 45
-
- The different country codes normally equels the countrys international
- dial-numbers. Here are some examples:
-
- Country Country code
- Belgium 32
- Denmark 45
- France 33
- Germany 49
- Italy 39
- Holland 31
- Norway 47
- Spain 34
- Sweden 46
- Schwitzerland 41
-
- Note: Only english and danish are currently supported. If anybody wants to
- translate it to other languages (or to correct my english), please contact me
- on the address mentioned in Acknowledgments.
-
-
- ΓòÉΓòÉΓòÉ 1.4. Limitations ΓòÉΓòÉΓòÉ
-
- The game allows up to ten simultaneous players.
-
- If the program is minimized while new players are inserted, their child windows
- are placed under each other on the game sheet.
-
-
- ΓòÉΓòÉΓòÉ 1.5. Information for programmers ΓòÉΓòÉΓòÉ
-
- The program utilizes a lot of unique OS/2-features, such as user-developed
- controls, (dices and sets of dices), multiple threads (in the server-program),
- Information Processing Facility (this help), Named Pipes (communication between
- the game sheets and the server-program), Dynamic Link Libraries (for various
- language-dependent resources), National Language Support, use of user profiles
- (for storage of the player- and servername), Common User Access Multiple
- Document Interface, an undo-facility, and so on.
-
- It was developed using the IBM Programming Tools and Information version 1.2
- and the IBM C/2 version 1.1. The editor used was the IBM Live Parsing Editor.
- The development process was undertaken on an IBM Portable P70-061 with 4MB
- memory. The operating system was IBM OS/2 Standard Edition 1.2. Note that this
- program, which is aimed at a LAN-environment, is developed on a stand-alone PC
- without any LAN-facilities.
-
- Since so many unique OS/2-facilities have been used, the program is a good
- illustration of the potentials of OS/2. The program can, besides the
- Yatzee-game, be used as an example of OS/2's broad capabilities.
-
- Any questions, comments or error reports should be directed to the address
- mentioned in Acknowledgments.
-
-
- ΓòÉΓòÉΓòÉ 2. Keys help for Yatzee ΓòÉΓòÉΓòÉ
-
- The following keys can be used during the game:
-
- Key Function
-
- Ctrl+I Insert player
-
- Ctrl+T Transfer throw
-
- Ctrl+R Reset dices
-
- Ctrl+D Dices
-
- F10 Transfer the focus to the actionbar
-
- Keys for throwing and selection of dices:
-
- Key Function
-
- Spacebar Toggles the dice with focus between selected and not selected
-
- Arrow keys Move focus between the dices
-
- Enter Thow the dices which p.t. is selected. Note that the dice which has
- the focus always is selected and participates in the throw, even
- though it on the time for the throw is not selected.
-
- Other keys:
-
- Key Function
-
- Alt+ Provide categories in the dialogbox Transfer throw
-
- Besides the above mentioned keys, OS/2's normal keys can be used - i.e. F1 for
- help.
-
-
- ΓòÉΓòÉΓòÉ 3. Help for actionbar ΓòÉΓòÉΓòÉ
-
- In this item, there is help for the different menu-choices.
-
-
- ΓòÉΓòÉΓòÉ 3.1. Options ΓòÉΓòÉΓòÉ
-
- Here you select between a row of choices, which controls the game.
-
- Look at the the help for the individual items to get a description.
-
-
- ΓòÉΓòÉΓòÉ 3.1.1. Insert player ΓòÉΓòÉΓòÉ
-
- When you select this item, you can insert a player by entering his or hers
- name. If you are playing in a LAN-environment, the name of the computer on
- which the server-program runs must also be entered.
-
- It is only possible to insert one player per game sheet. When this has
- happened, the item turns grey and cannot be selected again.
-
-
- ΓòÉΓòÉΓòÉ 3.1.2. Transfer throw ΓòÉΓòÉΓòÉ
-
- When you select this item, you transfer your throw to the score-board. The item
- cannot be selected until you have thrown the dices at least once since the last
- transfer to the score-board.
-
-
- ΓòÉΓòÉΓòÉ 3.1.3. Undo transfer ΓòÉΓòÉΓòÉ
-
- When you select this item, you undo the last transfer of a throw to the
- score-board. After the selection of this item, you are in the same situation as
- just before the transfer took place. This means, that if you had one or two
- throws left, you are now able to make them.
-
- Note: This item can only be selected just after a transfer of a throw to the
- score-board. If you for example have made a Reset dices in the meantime, the
- Undo transfer is not applicable.
-
-
- ΓòÉΓòÉΓòÉ 3.1.4. Reset dices ΓòÉΓòÉΓòÉ
-
- When you select this item, you removes any selections of dices and they are all
- reset to aces. This item can only be selected just after that a throw has been
- transferred to the score-board.
-
-
- ΓòÉΓòÉΓòÉ 3.2. Window ΓòÉΓòÉΓòÉ
-
- When you select this item, you can select between your own child window with
- dices and the other players child windows.
-
- This item makes the program independent of a mouse.
-
-
- ΓòÉΓòÉΓòÉ 3.2.1. Dices ΓòÉΓòÉΓòÉ
-
- When you select this item, you give your own dices focus.
-
- This item makes the program independent of a mouse.
-
-
- ΓòÉΓòÉΓòÉ 3.2.2. About ΓòÉΓòÉΓòÉ
-
- When you select this item, you show the programs About-dialogbox.
-
-
- ΓòÉΓòÉΓòÉ 4. Dialogboxes ΓòÉΓòÉΓòÉ
-
- Help to the dialogboxes in the game.
-
-
- ΓòÉΓòÉΓòÉ 4.1. Insert player ΓòÉΓòÉΓòÉ
-
- Help to the entryfields of the dialogbox Insert player.
-
-
- ΓòÉΓòÉΓòÉ 4.1.1. Name of player ΓòÉΓòÉΓòÉ
-
- In this entryfield you enter the name of the player. The name helps the other
- players identifying each other. It is possible for two or more players to have
- the same name, but it is recommended to use unique names.
-
- The entryfield can contain a maximum of 39 characters, which will be remembered
- between games.
-
-
- ΓòÉΓòÉΓòÉ 4.1.2. Name of server ΓòÉΓòÉΓòÉ
-
- When you play in a LAN-environment, the server-program must be started on the
- LAN-server. The machine-identification of the server must be entered in this
- entryfield.
-
- If you are in doubt about which servers you have access to, you can use the NET
- VIEW-command. If you want further information, see your local
- network-administrator or consult the handbook OS/2 LAN Server Network
- Administrators Guide.
-
- The entryfield can contain a maximum of 8 characters, which will be remembered
- between games.
-
-
- ΓòÉΓòÉΓòÉ 4.2. Transfer throw ΓòÉΓòÉΓòÉ
-
- In this dialogbox, you specify where to place your throw. It is only possible
- to choose between categories not chosen before. The program makes a suggestion,
- but if you want to make another choice, you can select between the available
- options. Either click on the down-arrow or press Alt+ on the keyboard.
-
- It is possible to undo the transfer by selecting Undo transfer.
-
-
- ΓòÉΓòÉΓòÉ 5. The server-program ΓòÉΓòÉΓòÉ
-
- This program is the center of communication between the game sheets, whether
- the game takes place on one or more computers. When more computers are
- involved, the server-program must be executed on the server in the local area
- network. The name of the server-program is YASERVER.EXE. The server-program
- must be started before the first player can be inserted. When the
- server-program has been started, it waits for the first insertion. If it does
- not receive an insertion within two minutes, it will bring itself to an end.
- When the last player has terminated and closed the game sheet, it will also
- bring itself to an end. When at least one player has an open game sheet, the
- server-program allows fifteen minutes of inactivity before it brings itself to
- an end.
-
- It is possible to start the server-program from any computer in the network via
- the NET RUN-command. The current drive must be the network-drive upon which the
- server-program is placed. If you want further information, see your local
- network-administrator or consult the handbook OS/2 LAN Server Network
- Administrators Guide.
-
- During playtime, the server-program writes to its window whenever a player is
- inserted and terminated. If you want more exhaustive information, you can pass
- any parameter to the program, when it is started. For example the following
- command causes full information written to the window about the various
- messages, which the server-program processes:
-
- YASERVER 1
-
-
- ΓòÉΓòÉΓòÉ 6. Rules for Yatzee ΓòÉΓòÉΓòÉ
-
- The game of Yatzee is played with five dices, and is won by the player with the
- highest score when the game is over.
-
- The game consists of fifteen rounds per player. For each round, the player can
- make up to three throws. After each throw, the player can optionally deselect
- any number of dices or none at all. After the first or second throw, the player
- may transfer the throw to the score-board. After the third throw, the throw
- must be transferred. It is possible for a dice to participate in a throw even
- though it earlier in the same round was deselected.
-
- There is fifteen score-categories, and each round results in one of them being
- filled, possibly by nil. It is only possible to transfer once to a
- score-category. However, under certain circumstances, it is possible to undo
- the last transfer. For further information, see Undo transfer. As a generel
- rule, the score in a category is equal to the number of pips on the dices which
- is a part of the name of the score-category. Only the Yatzee score-category is
- an exception from this.
-
- The upper six categories on the score-board are called Aces, Twos, Threes,
- Fours, Fives and Sixes. For each, only the dices belonging to the name counts
- when the score is calculated. If for example a throw consisting of one ace, two
- threes, one fiver, and one sixer is transferred to the category Threes, 2 times
- 3 equals 6 points are reached. If the throw one ace, two threes, and two sixes
- are transferred to the category Sixes, 12 points are reached. For these six
- upper categories, it is possible to get a special bonus of 50 points, when the
- sum of their scores is greater than 62. This equals an average of three dices
- in each category. Until a throw has been transferred to all these six
- categories, the bonus-category keeps a record with a possible surplus or
- deficit. When all the categories have received a score, the bonus-category
- contains the sum of the scores inclusive any bonus.
-
- The next four score-categories is called One pair, Two pairs, Three alike and
- Four alike. When a throw is transferred to these categories, the score is given
- according to the name of the category. For example a throw of two threes, one
- fiver and to sixes transferred to One pair yields 2 time 6 equals 12 points,
- because the highest of the two possible pairs are selected. The same throw
- yields 18 points (the sum of 2 times 3 and 2 times 6) when transferred to Two
- pairs.
-
- Note: When a throw containing four alike is transferred to Two pairs, it
- yields nil.
-
- The next to score-categories are respectively Small and Large. Small yields 15
- points, if the five dices show 1, 2, 3, 4 and 5 in any order. Large yields 20
- points when the ace in the just mentioned throw is replaced with a sixer. The
- category Full house demands, that the transferred throw consists of two of one
- kind and three of another kind. As an example a throw that consists of three
- aces and two fives yields the sum of 3 times 1 and 2 times 5 equals 13 point.
-
- Note: When a throw containing five alike is transferred to Full house, it
- yields nil.
-
- The following score-category is called Chance, and yields the sum of the dices
- transferred. When as an example a throw containing 1, 2, 3, 4 and 6 is
- transferred, it yields 16 points. Any throw transferred to Chance results in
- some points.
-
- The last score-category is the one naming the game: Yatzee. When five dices of
- the same kind are transferred, it yields 50 points, no matter what the dices
- show.
-
-
- ΓòÉΓòÉΓòÉ 7. Local area network ΓòÉΓòÉΓòÉ
-
- LAN is an acronym for Local Area Network. This stands for a number of
- stand-alone computers (clients) connected to a host-computer (server) via
- high-speed connections.
-
- The server-program of the Yatzee-game YASERVER.EXE) must be executed on the
- server-computer in the local area network, and the name of this computer must
- be entered when the client-program of the Yatzee-game (YATZYNET.EXE) is
- executed on the clients in the network.
-
-
- ΓòÉΓòÉΓòÉ 8. The dices ΓòÉΓòÉΓòÉ
-
- The game of Yatzee is played with five dices. Check rules for a more exhaustive
- explanation of their meaning.
-
- You are able to select or deselect a dice by clicking on it with mousebutton 1
- (normally the left button). When a dice is deselected, it does not participate
- in the next throw. A deselected dice is marked with two crossing lines.
-
- You throw the dices by doubleclicking with mousebutton 1 on any dice.
-
- Note: The dice you doubleclicks is always selected and participates in the
- throw.
-
- Under certain circumstances the game does not allow that you manipulate the
- dices - for example when all three throws have been made. They are then greyed.
- Under other circumstances - when you have transferred a throw or reset the
- dices - you are not allowed to deselect dices.
-
- If you want to use the keyboard instead of the mouse for manipulating the
- dices, you can do that. See how in Keys help.
-
-
- ΓòÉΓòÉΓòÉ 9. Acknowledgments ΓòÉΓòÉΓòÉ
-
- This program is a result of work undertaken in the period of October to
- December 1990 by Peder Madsen.
-
- Different people have more or less contributed to the program and deserves to
- be mentioned:
-
- The server-program is based on an article in the IBM magazine Personal Systems
- Developer from winter 1990 entitled "A Multi-User Server Using Named Pipes".
- This article was written by Bryan Jackson from the company XcelleNet, Inc.,
- Atlanta, USA.
-
- The development of the dices are inspired by an article from IBM Systems
- Journal vol. 29, No. 1, 1990 entitled "Effective application development for
- Presentation Manager programs" by Susan Franklin and Tony Peters.
-
- Inspiration has also come from a DOS-based version of the Yatzee-game written
- by BjЫrn Krogh.
-
- Thanks also to my wife Mette and my two daughters Vibe and Helene, who has
- spent many lonely nights, while I worked on this program.
-
- If you use this game, please send 20 USdollars to:
-
- Peder Madsen
- Dalgas Have 68, st. t.v.
- DK-2000 Frederiksberg
- Denmark, Europe
-
- You will then get the possibility of new versions or offerings of other
- programs that I make.
-
- Please direct comments and error reports to the above address.
-
- The program is free of charge (except as mentioned above) and you may copy the
- program freely. The program may not be sold or distributed commercially or
- otherwise for profit. I reserve all rights and priviligies to this program.
-
- Installation and use of this program is on your own responsibility. The author
- disclaims responsibility for any damage to your computer and its data.
-
- Please note, that I have done the translation from danish to english myself,
- and that it therefore might contain some errors. I will welcome any
- corrections.
-
- Copyright (c) 1990 by Peder Madsen.
-
-
- ΓòÉΓòÉΓòÉ <hidden> ΓòÉΓòÉΓòÉ
-
- The score-board is the right part of a players child window. It constantly
- monitors the players score in each score-category. At the bottom there is a
- total, which at all times contains the sum of the players points. In this
- total, any bonus-points are included.
-
- The line with the bonus-category (the seventh from the top) can be in two
- different modes: When throws have been transferred to all the six upper
- categories, the bonus-line denotes any bonus. When not all the categories have
- received a throw, the bonus-line denotes the current status. A negative number
- means, that if bonus were to be settled now, none would be given. Zero or a
- positive number means, that bonus would be given.
-
- For futher information concerning the rules for getting bonus, check rules.