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\newcommand{\pik}{$\spadesuit$}
\newcommand{\herz}{$\heartsuit$}
\newcommand{\karo}{$\diamondsuit$}


\begin{document}

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{\Huge
FreeDoko
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Concept
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}
{\large
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Borg Enders\\
Diether Knof
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}
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\ \\
September 2001
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\newpage
\tableofcontents \newpage
\section{Game Idea}
The game Doppelkopf is a card game for four or more players.
One game is played by four players. the game Doppelkopf has is origin in game Schafkopf,
which is mostly played in south germany.
The name of this game seems to depend on the double(german:doppel) occuring of all cards (Doppel-Scahfkopf).
Doppelkopf is played in opposite to Schafkopf in the whole of germany, but mainly in northh germany and
the region of Rhein and Main.\\
Doppelkopf is a card game with 48 cards and a minimum of 4 players, that is not so different from Skat.
It is played with two normal sets of Skat cards without the cards seven and eight. Most of the time the owners of the club queens
are playing together. By this you get while playing often new pairs of players.
In the beginning of each game it is unknown which players are in the same team.
To find this out or to hide it, is one of main attractions of the game Doppelkopf.\\
For Doppelkopf the skills of each players are one great factor for the course of the game.
This guarantees an exciting and varied game event.
\newpage
\section{Planed Features}
\subsection{Supported Rules}
\begin{itemize}
\item playing with or without nines
\item poverty with more then four nines
\item poverty of trump with lesser then four trumps
\item a said reservation is obligatory
\item marriage (both club queens on one hand); choosing of teammate:
\begin{itemize}
\item first foreign trick decides
\item first foreign heart trick decides
\item first foreign spade trick decides
\item first foreign club trick decides
\item first foreign color trick decides
\item first foreign trump trick decides
\item setting of the last trick for this decision
\end{itemize}
\item swines (both diamond aces on one hand) are the highest trumps. Time of Announcement:
\begin{itemize}
\item before the game
\item when first swine is played
\item when first diamond ace is won by the own team, the second is a swine and is announced
     (no hyperswines)
\item hyperswines, both diamond Nines on one hand, when swines were announced:
\begin{itemize}
\item announcement before the game
\item announcement, when first nine is played
\end{itemize}
\end{itemize}
\item one special point for Charly: club jack wins last trick
\begin{itemize}
\item two special points for double Charly: both club jacks of one team are winning the last trick
\item one special point for caught Charly: when a club jack is jabbed by the other team in the last trick and the other team wins that trick
\item two special points for caught double Charly: when both club jacks are in the last trick and the other teams wins this trick
\end{itemize}
\item one special point for fox in last trick: last trick is won with diamon ace (no swine)
\begin{itemize}
\item two special points for double fox in last trick: last trikc is won with two diamond aces of one team
\end{itemize}
\item one special point for caught fox, if the diamond ace ends in a trick won by the opposite team
\item heart tens trumps (or normal color cards). For being trump:
\begin{itemize}
\item second heart tens in one trick jabs first
\item but not in the last trick
\item first heart ten jabs second
\item but not in the last trick
\item one special point for dullenbeat,when one heart ten jabs the other one
\end{itemize}
\item Genscher: both diamond kings on one hand. In this case the player with the Genscher may decide with which player
he wnats to play together. This may happen in the moment he is playing the first king.
All denials are obsolete if he uses his Genscher. This rule is only valid for normal games or a marriage with
already determined teammates.
\item solos: one player plays versus the other three:
\begin{itemize}
\item Jack-Solo: only jacks are trump
\item Queen-Solo: only queens are trump
\item Queen-Jack-Solo: only queens and jacks are trump
\item K"ohler: all picture cards are trump
\item Colorsolo: (swines of color (optional),) (heart tens,) queens, jacks and the cards of the chosen color are trump
\item Meatless: there are no trumps
\end{itemize}
\item announcements and denials (with the times till to which trick they are allowed and how many are allowed)
\begin{itemize}
\item Re: I own a club queen (or I'am a Soloplayer)
\item Contra: I own no club queen (or I'am not the Soloplayer)
\item No 90: the opposing team gets not 90 points, announcement of own team must be said before this
\item No 60: the opposing team gets not 60 points, No 90 of own team must be said before this
\item No 30: the opposing team gets not 30 points, No 60 of own team must be said before this
\item Black: the opposing team gets no trick, No 30 of own team must be said before this
\item denials may be left out, when the needed denials are still allowed. This missing denials
are counting then as said.
\item on each denial you may say re or contra (but only once in a game)
\end{itemize}
\item You may look at a given number of tricks (depending on the difficulty level)
\item free chooseable number and type of duty solos
\item free chooseable counting type: plus-minus, plus or minus.
\end{itemize}
\subsection{Game Extent}
\begin{itemize}
\item one player can play versus ais with different difficulty levels
\item Multiplayer game
\item different game variants
\begin{itemize}
\item given number of rounds
\item playing till reaching of a given number of points
\item playing till a given amount of points is used
\item playing without end
\item playing for a given amount of time
\item rules are mostly configurable by user
\end{itemize}
\item saving and loading of games
\item sorting of cards.
\begin{itemize}
\item descending/ascending
\item trump right/left
\item free choosable color order
\end{itemize}
\end{itemize}
\subsection{Technischer Umfang}
\begin{itemize}
\item systemrequirements ca. 300MHz and 64MB.
\item supported resolutions $640\times 480$, $800\times 600$, $1024\times 768$, $1280\times 1024$
\item one version for linux and one for Windows 95 and higher
\item graphical Interface uses GTK+
\item every function should be usable with mouse and keyboard
\item configuration file
\item command line arguments
\item programming language: C++ (Compiler: Linux: g++; Windows: g++)
\item one additional textbased version for Linux and Windows
\item Multiplayer via TCP/IP
\begin{itemize}
\item peer-to-peer-net: Host jobs can be given to other computers if a the host is leaving the game
\end{itemize}
\item Sound output (linux: sox (Systemaufruf); Windows: PlaySound  from winmm.lib)
\item multi lingual (german, englisch, ...)
\item published under the GPL
\end{itemize}
\subsection{Players Profile}
The player gives a starting levl and can free up/donwgrade his actual level.\\
After x won games (Points of own team \textgreater 120 and own points \textgreater 60), after y keeped denials
and after z won solos the player will be upgraded one level.\\
If he chooses to up/downgrade his level, the computated complete values will not be changed.
After a dwongrade a player will be at the middle of the last lower level, an upgrade will bring the player
to the beginning of the next level.\\
The ai will choosen in regret of the players level and other player can see how good their opponent is.
Also each player may choose an ai, which play for him, when he leaves the game.
\subsection{Difficulty levels}
\subsubsection{Novice}
\begin{itemize}
\item all cards open
\item you can look at all tricks
\item Re/Contra is shown
\item swines are shown
\item points are automatically counted
\item the computer advises cards for playing on demand
\item ai counts heart tens and swines
\item ai forgets all other played cards
\end{itemize}
\subsubsection{Novice pro}
\begin{itemize}
\item cards covered
\item you can look at all tricks
\item Re/contra is shown
\item swines are shown
\item points are counted automatically
\item the computer advises cards for playing on demand
\item ai counts heart tens and swines
\item ai counts jabbed colors
\end{itemize}
\subsubsection{Normal}
\begin{itemize}
\item you can only look at the last played trick
\item Re/Contra is shown
\item swines are shown
\item points are counted automatically
\item the computer advises cards for playing on demand
\item Ai counts jabbed colors
\item Ai remembers last played trick
\item Ai counts heart tens and swines
\end{itemize}
\subsection{Normal pro}
\begin{itemize}
\item points are not counted automatically
\item you can only look at the last played trick
\item Re/Contra is shown
\item swines are shown
\item the computer advises cards for playing on demand
\item ai counts jabbed colors
\item ai rememebrs last 3 played tricks
\item ai counts swines and heart tens
\end{itemize}
\subsection{Profi}
\begin{itemize}
\item points are not counted automatically
\item you can only look at the last trick
\item swines are shown
\item ai counts jabbed colors
\item ai remembers last 6 played tricks
\item ai counts swines and heart tens
\end{itemize}
\subsection{Profi pro}
\begin{itemize}
\item points are not counted automatically
\item you can only look at the last trick
\item ai counts jabbed colors
\item ai remembers all played cards
\end{itemize}
\newpage
\section{GUI}
\subsection{Draft}
Skills of the GUI:
\begin{itemize}
\item looking at tricks
\item counting of points
\item settings
\begin{itemize}
\item sorting of cards
\item choosing of card type
\end{itemize}
\item Choosing of announcements and denials
\end{itemize}
\subsection{The Graphic}
\begin{itemize}
\item you are looking on a table with writing block (here you can zoom in), cards on the four sides of
the able and the actual played trick in the middle.
\item Animations:
\begin{itemize}
\item cards are moved in the middle
\item trick is turned
\item trick moved to the player who has won it
\item for this player a stack of cards is growing
\end{itemize}
\end{itemize}
\newpage
\section{Running of the Programm}
\subsection{Server-Client-Concept}
It is better when the server need not to be started as a seperate program, but can be chosen by the player.
\begin{itemize}
\item Preparations:
\begin{itemize}
\item Settings of the Server (for example: rules, number of players, ...)
\item Settings of the clients (z.Bsp.: names, profiles, ...)
\item waiting for the clients
\end{itemize}
\item start of the session:
\begin{itemize}
\item start of the games
\begin{itemize}
\item mixing of cards
\item dealing of cards
\end{itemize}
\item waiting for annnouncement
\item playing tricks
\begin{itemize}
\item for each trick
\begin{itemize}
\item determine who plays next
\item waiting for next card
\item showing the played card to everybody else
\end{itemize}
\item collecting trick
\item determination of winner
\end{itemize}
\item end of game
\begin{itemize}
\item counting of points
\item counting of special points
\item writing of points in gamepoints tabele
\item calculating of points for each player for party
\end{itemize}
\end{itemize}
\item determination of points and final winner
\end{itemize}
\subsubsection{Server}
\begin{itemize}
\item mixing of cards
\item dealing of cards
\item management of rules
\item management of players points
\item communication with clients
\item choosing type of client (human, ai)
\end{itemize}
\subsubsection{Client}
\begin{itemize}
\item Setting of players name
\item looking at the last trick
\item gets rules from server
\item checking for rule violations
\item gets played cards from server
\item plays cards
\end{itemize}
\subsection{peer-to-peer}
Each computer knows all other computers which are part of this game.
Each computer knows the actual server.\\
loss of server:
If one client doesn't get a message for more than 0.3 sec from the server, he ask the server if he is still alive.
If he gets no answer from the server, sends a loss of server to all other computers.
At the start each computer gets an identifier (number) and now the computer with lowest identifier is the new server.
\newpage
\section{Ai}
\subsection{Functions}
\begin{itemize}
\item chooseable difficult level
\begin{itemize}
\item memory
\item foresight
\item counting of cards
\end{itemize}
\item chooseable behaviour
\begin{itemize}
\item greedy
\item trustfull
\end{itemize}
\end{itemize}
\end{document}
