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OS/2 Help File
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1991-02-08
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16KB
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462 lines
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.