<?xml version="1.0" ?>
<!--IMPORTANT: please note that 'Do not change this!' notice does not apply to translators -->
<!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.2-Based Variant V1.1//EN" "dtd/kdex.dtd" [
  <!ENTITY kajongg  "<application>Kajongg</application>">
  <!ENTITY kappname "&kajongg;">
  <!ENTITY kappversion "0.4"><!--Application version. Use this variable everywhere it is needed.-->
  <!ENTITY package "kdegames">  <!-- do not change this! -->
  <!ENTITY % English "INCLUDE" > <!-- change language only here -->
  <!ENTITY % addindex "IGNORE"> <!-- do not change this! -->
  <!ENTITY s1 "s1">
  <!ENTITY s9 "s9">
  <!ENTITY b1 "b1">
  <!ENTITY b9 "b9">
  <!ENTITY c1 "c1">
  <!ENTITY c9 "c9">
  <!ENTITY we "we">
  <!ENTITY ws "ws">
  <!ENTITY ww "ww">
  <!ENTITY wn "wn">
  <!ENTITY db "db">
  <!ENTITY dr "dr">
  <!ENTITY dg "dg">
  <!ENTITY chow "chow">
  <!ENTITY pung "pung">
  <!ENTITY kong "kong">
  <!ENTITY mahjongg "mahjongg">
  <!ENTITY originalcall "originalcall">
  <!ENTITY violatesoriginalcall "violatesoriginalcall">
  <!ENTITY dangerousgame "dangerousgame">
  <!ENTITY nochoice "nochoice">
  <!ENTITY payforall "payforall">
  <!ENTITY payers "payers">
  <!ENTITY payees "payees">
  <!ENTITY absolute "absolute">
  <!ENTITY lastsource "lastsource">
]>

<book lang="&language;"> <!-- do not change this! -->
<bookinfo>
	<title>The &kappname; Handbook</title> <!-- This is the title of this docbook. -->
<!-- List of immidiate authors begins here. -->
<!--INPORTANT! - All other contributors: [to be determined] -->
<authorgroup>
<author>
	<personname>
		<firstname>Wolfgang</firstname>
		<surname>Rohdewald</surname>
	</personname>
		<email>wolfgang@rohdewald.de</email>
</author>
<!-- TRANS:ROLES_OF_TRANSLATORS -->
</authorgroup>


<date>2010-03-19</date><!-- Date of (re)writing, or update.-->
<releaseinfo>&kappversion;</releaseinfo><!-- Application version number. Use the variable definitions within header to change this value.-->

<!--Short description of this document. Do not change unless necessary!-->
<abstract>
	<para>This documentation describes the game of &kappname; version &kappversion;</para>
</abstract>

<!--List of relevant keywords-->
<keywordset>
	<keyword>KDE</keyword> <!-- do not change this! -->
	<keyword>kdegames</keyword> <!-- do not change this! -->
	<keyword>game</keyword> <!-- do not change this! -->
	<keyword>kajongg</keyword><!--Application name goes here-->
<!-- Game genre. Use as many as necessary. Available game types are: Arcade, Board, Card, Dice, Toys, Logic, Strategy.-->
	<keyword>board</keyword>
	<keyword>arcade</keyword>
	<keyword>tile game</keyword>
	<keyword>tiles</keyword>
<!--Number of possible players. It can be: One, Two,..., Multiplayer-->
	<keyword>four players</keyword>
<!--All other relevant keywords-->
</keywordset>
</bookinfo>
<!--Content begins here: -->
<chapter id="introduction"><title>Introduction</title> <!-- do not change this! -->
	<note><title>Gametype:</title><para>Board, Arcade</para></note><!-- Game genre. Use as many as necessary. Available game types are: Arcade, Board, Card, Dice, Toys, Logic, Strategy.-->
	<note><title>Number of possible players:</title><para>Four</para></note><!--Number of possible players. It can be: One, Two,..., Multiplayer-->
	<para>
		&kajongg; is a board game created after the famous oriental game of Mahjong (from Chinese <foreignphrase lang="zh">麻將</foreignphrase>). It is played by four players. Worldwide many different rulesets are in use. Right now &kajongg; supports the Classical Chinese rules as played in Germany, eventually other main rulesets will follow. It is possible to customize or add new rulesets. Please do so and send them to the program author for integration!
	</para>
	<para>
                &kajongg; can be used in two different ways: Scoring a manual game where you play as always without the help of a computer and use &kajongg; for the computation of scores and for bookkeeping. Or you can use &kajongg; to play against any combination of other human players or computer players.
		
	</para>
</chapter>

<chapter id="screen_layout"><title>The Screen Layout</title>
		<para>
			<screenshot>
				<screeninfo>A screenshot of &kajongg;</screeninfo>
				<mediaobject>
					<imageobject>
						<imagedata fileref="gamescreen.png" format="PNG"/>
					</imageobject>
					<textobject><phrase>Screenshot</phrase></textobject>
				</mediaobject>
			</screenshot>
                </para>
                <para>
                        A quick explanation of the parts of the game screen.
                </para>
	<variablelist>
		<varlistentry>
			<term>Toolbar</term>
			<listitem><para>
				The Toolbar is located beneath the menubar and contains buttons for the most often used actions. The content of the Toolbar can be edited. You can also make it invisible, giving more room to the Board.
			</para></listitem>
		</varlistentry>
		<varlistentry>
			<term>Board</term>
			<listitem><para>
				The Board is the largest section of the window. You see the four walls with a length of 18 tiles (the exact number depends on the rules like using bonus tiles or not).
				The names of the players are written on the walls, together with the current value of the hand (as far as known) and their wind tiles. The prevailing wind has a coloured background, east in the screenshot above.
			</para><para>
				When <link linkend="play">playing</link>, the interior of the walls holds the tiles discarded by the players. They are randomly placed. The last discarded tile has a blue focus frame.
			</para><para>
				When <link linkend="scoreGame">scoring manual games</link>, the interior of the walls has a selection of all available tiles, the central selector. You can assign them to the players using the mouse or the keyboard.
			</para>
			</listitem>
		</varlistentry>
		<varlistentry>
			<term>Player Region</term>
			<listitem><para>
				Every player has a screen range for her tiles. The upper row contains exposed tiles, the lower row concealed tiles.
				When <link linkend="scoreGame">scoring manual games</link>, concealed tiles are shown with a shadow over the entire tile.
				Bonus tiles go to the right end.
			</para></listitem>
		</varlistentry>
		<varlistentry>
			<term>Dialog</term>
			<listitem><para>
				The dialog presents choices the player has. Most often it has a timeout with a progress bar showing the remaining time.
			</para></listitem>
		</varlistentry>
		<varlistentry>
			<term>Statusbar</term>
			<listitem><para>
				The Statusbar is located at the bottom of the screen and contains the current totals for the players.
			</para></listitem>
		</varlistentry>
	</variablelist>
</chapter>

<chapter id="scoreGame"><title>Scoring a Manual Game</title> <!-- do not change this! -->
	<para>
		In this mode, &kajongg; is only used to do the scoring. You play as usual with real people on a real table and at the end of a game you can tell &kajongg; the tiles a player has in her hand and everything else &kajongg; needs to know for calculating the scores - which is what the program will do. Alternatively you can calculate the hand scores manually and enter them. &kajongg; will then make the payments amongst the players and write the results into a data base. It is possible to suspend a game, start another game with other players and resume old games. All rules will be saved together with the games, so different games can be played with different rules.
	</para>
        <itemizedlist>
            <listitem><para>
                    From the menu, select <guimenu>Game</guimenu> / <guimenuitem>Score Manual Game</guimenuitem> or press <keycombo action="simul">&Ctrl;<keycap>C</keycap></keycombo>.
            </para></listitem>
            <listitem><para>
                    Now you can either select an existing unfinished game or start a new game. If you start a new game, you will be asked for the players and the ruleset. &kajongg; will propose the same values used for the previous game. If there was no previous game, it will propose the first four defined players. Please note that you cannot change the ruleset or any of its rules after this selection. You can do that beforehand in <link linkend="ruleset-options">the ruleset editor</link>.
            </para></listitem>
            <listitem><para>
                Now you get a new window titled "Enter the hand results". Read <link linkend="enterhand-tiles">Have &kajongg; compute the score</link> for a detailed description.
            </para></listitem>
            <listitem><para>
                After saving hand results, continue with the next hand.
            </para></listitem>
        </itemizedlist>
      <sect1 id="enterhand"><title>Entering hand results</title>
        <sect2 id="enterhand-scores">
	<title>Scores</title>
	<screenshot>
		<screeninfo>A screenshot of &kajongg;</screeninfo>
		<mediaobject>
			<imageobject>
				<imagedata fileref="enterhand.png" format="PNG"/>
			</imageobject>				<textobject><phrase>Screenshot</phrase></textobject>
		</mediaobject>
	</screenshot>
	<para>
 		This is the window for entering hand results. It automatically shows itself when &kajongg; thinks you might need it. You can always show or hide it by pressing  <keycombo action="simul">&Ctrl;<keycap>S</keycap></keycombo> or by selecting the corresponding menu entry.
	</para>
	<para>
		As always the prevailing wind has its background colored.
	</para>
	<para>
		Here you can manually enter scores for all players. Alternatively you can exactly define which tiles a player had in her hand. If you choose to do that, the corresponding field for the manual score value will be grayed out. &kajongg; will automatically compute the score.
	</para>
	<para>
		After having entered all relevant data for a hand, press the button <guibutton>Save hand</guibutton>. The hand values will be entered in the data base, and they are also entered in the score table. You might be prompted to change the seating positions of the players but you can choose not to change seats. The proposed changes are currently not customizable - if a ruleset needs something different, we will change that.
	</para>
	<para>
 		If the player might have won, the checkbox in the column "Winner" will be enabled - click this for the winner.
	</para>
	<para>
		The status bar will now show the updated balances for the players, and you can continue with the next hand.
	</para>
	<sect3 id="enterhand-manually">
	<title>Enter the score manually</title>
	<para>
		A good player will probably prefer to compute her score himself. In that case you can directly enter it. This is only possible when no tiles are selected for this player.
	</para>
	<para>
		If you enter a manual score, it must already contain everything except penalties, you will have no optional rules to choose from. There is one exception: "Dangerous Game". This does not influence any scores, it is no offense either. It only means the payment between players is different: The offender pays all for all to the winner. The other two players do not exchange payments. This is currently not customizable.
	</para>
	</sect3>
	<sect3 id="enterhand-tiles">
	<title>Have &kajongg; compute the score</title>
	<para>
		If you explicitly tell &kajongg; what tiles a player holds, entering scores will be grayed out for that player in this window. While associating tiles with a player you will see how her score will grow - but as soon as you add the 14th tile the score goes to zero. That might surprise you but unless you declare this as the winner hand, it is recognized as a long hand which always has zero points. This behaviour is defined by the Classical Chinese ruleset, it might be different if you change the rules or use a different ruleset.
	</para>
	<para>
		You can associate tiles and melds with a player using either the mouse or the keyboard or both. With the mouse simply move tiles by dragging/dropping them to the player region. When dropping the tile, you will be asked what you want to move: Single, Pair, Pung, Kong, Claimed Kong or Chow. The upper row is for exposed tiles, the lower row for concealed tiles. The bonus tiles will appear to the far right. You can also move tiles and melds between rows, between players and back to the central selector.
	</para>
	<para>
		If you prefer using the keyboard, you can use &Tab; to move between the central selector and the player regions. The keys <keycap>eswnESWN</keycap> move a tile to the players East, South, West and North. The keys <keycap>xX</keycap> move it back to the central selector. <keycap>ESWN</keycap> moves to the concealed row, <keycap>eswn</keycap> moves to the exposed row. You can move the cursor between tiles or melds using the arrow keys, the currently selected tile or meld has a blue frame. Since the key arrows are far away from letters on the keyboard, you can also use the letters <keycap>hjkl</keycap> or <keycap>HJKL</keycap> for moving the cursor. <keycap>hH</keycap> move left, <keycap>jJ</keycap> move down, <keycap>kK</keycap> move up, <keycap>lL</keycap> move right. This is how the unix editor "vi" does it. The KDE browser konqueror and even this help program also support those keys in the same way. Those keys may differ if you use a language other than English but it is currently not possible to configure them.
	</para>
	<para>
		The options "Last Tile" and "Last Meld" are needed by some rules like "last tile completes pair". They can only be used for the winner hand.
	</para>
	<para>
		In the right part of the window you can manually apply some rules. What rules appear in this list depends on the current ruleset and on the tiles. In the example of the above screen shot, the losing players might have an option "dangerous game" - again depending on the ruleset and on their tiles. It is the aim of the developers to keep this list of manually selectable rules as short as possible. Optimally &kajongg; should always be able to automatically determine whether a rule applies, but sometimes &kajongg; does not have enough information or knowledge to decide.
	</para>
	</sect3>
	</sect2>
	<sect2 id="enterhand-penalties">
	<title>Penalties</title>
			<screenshot>
				<screeninfo>A screenshot of &kajongg;</screeninfo>
				<mediaobject>
					<imageobject>
						<imagedata fileref="penalty.png" format="PNG"/>
					</imageobject>
					<textobject><phrase>Screenshot</phrase></textobject>
				</mediaobject>
			</screenshot>
	<para>
	In the <link linkend="enterhand">window for entering hand results</link>, the <guibutton>Penalties</guibutton> button will bring up this window where you can enter penalties. This can be done at any point in time independent of the normal scoring mechanism.</para>
	<para>The <guilabel>offense</guilabel> selection shows all offenses that might be applicable to the hands the players hold. Choose among them.</para>
	<para>Now you can adapt the <guilabel>Total Penalty</guilabel>. This is the total sum that is moved from payers to payees. It will be evenly split between them.</para>
	<para>Depending on the type of offense, the number of payers and payees varies. The right number of players is displayed. If you select a player, &kajongg; ensures that this player only occurs once by adapting the other players.
	</para>
	</sect2>
	</sect1>
</chapter>

<chapter  id="play"><title>Playing</title>
        <sect1 id="robotplay">
        <title>Play against the computer</title>
         <para>
            First you will get a login dialog. Enter the game server you want to connect to and your user name. If you choose the special entry "Local Game",
            you only need to enter your name (or accept the proposed name) and the wanted ruleset. This will immediately start a local game where you play
            against 3 robot players.
        </para>
        </sect1>
        <sect1 id="humanplay">
        <title>Play with friends</title>
        <para>
	   If you want to play against other real people, you need a game server to which all players, including yourself, need to connect. Do that by
            selecting any other host or by manually entering a new host name and by specifying your password for that host. The last used password will be
            proposed.
        </para><para>
	  If you do not have an account on that server with the name you entered, you will be asked if you want to open an account. If you say yes, you will get a
	  new dialog where you can enter the wanted password twice. Your account will be created automatically.
        </para><para>
            After a successful login onto the game server, you will get a list of tables with available seats on that game server. Join a table or allocate a new table.
            If you allocate a new table, wait until more seats are taken by other players. You can start the game on a table you allocated at any time, the seats
            not taken will be filled by robot players.
        </para><para>
	  The table list also shows the name of the ruleset played on that table. The ruleset and its name are sent to the game server by the player initiating the table.
	  If you have an identical ruleset, the table shows your name for the ruleset - this might be helpful if the table initiator speaks another language and named
	  the ruleset differently. Also, if the name of your local ruleset is displayed, it is displayed in black. If however you have no identical ruleset, the name
	  appears in red, and you can use the button <guibutton>Compare</guibutton> to compare it with your own rulesets.
        </para><para>
           You can start the Kajongg  game server in two different ways:
            <itemizedlist><listitem><para>
                connect to the server "localhost". This is your own computer. If you do this and no game server is running, it will be started automatically. And when
                you stop playing, the server will be stopped too.
            </para></listitem><listitem><para>
                manually start a server on any computer you want. All you need to do is go to a command line and start
            the program "kajonggserver". Entering "kajonggserver --help"
            will show you all available options like changing the default port 8149. This server will run until you kill it.
            </para></listitem></itemizedlist>
        </para><para>
            In both cases you need to tell the other players  how they can reach your game server. They need the URL or simply an IP address and the port your server is
            listening on. This might be something like "mypc.dyndns.org:8149" where 8149 is the port. Of course you need to configure your firewall such that the remote
            player can reach that port. The communication will be encrypted.
         </para><para>
            If you encounter possible bugs, you might want to use the option "--showtraffic". This will show you, on the console where the game server has been started,
            what messages are flowing between the game server and the clients.
        </para>
        <sect2 id="playing-caveats">
        <title>Caveats</title>
            <itemizedlist><listitem><para>
                If you want to make sure nobody can cheat none of the human players should have access to the computer  the game server is running on. Of course you can never avoid that two players help each other because you cannot know what they really are doing. Two players might even be one and the same person.
            </para></listitem></itemizedlist>
        </sect2>
        </sect1>
        <sect1 id="playing-play">
        <title>How to play</title>
        <para>
            You will be prompted for what you want to do. This is a little dialog which appears either on the right or at the bottom depending on the size of the window. If
            you make it broader than  high, the dialog appears on the right. Sometimes the dialog will have a timeout - when it is over, the first possible answer is automatically selected for you.
            This timeout is configurable in the Ruleset Editor, under <guilabel>Options</guilabel>, <guilabel>Claim Timeout</guilabel>.
            All players should have the same timeout, that is why this is part of the ruleset.
          </para><para>
            If you need to select a tile from your hand, you can move between tiles using the right and left arrow keys or the letters h and l on your keyboard. Of course you can use the mouse too.
          </para><para>
          Often, the dialogs will offer choices which are not really applicable like calling Pung when you do not have the needed tiles. This is intended - just like in a real game.
          </para><para>
            Discarded tiles are placed randomly between the walls. Some game variants define where the tiles should be placed, this is not yet configurable however. When it becomes configurable, it will be part of the ruleset.
        </para>
	</sect1>
</chapter>


<chapter id="interface"><title>Interface Overview</title> <!-- do not change this! -->
<!-- This section has to do with menubar. Describe every single entry in order. Use <variablelist> and <varlistentry>. Split the chapter into sections using <sect1(2,3)> for better viewing.-->

 <sect1 id="game-menu">
	<title>The <guimenu>Game</guimenu> Menu</title>
		<variablelist>
			<varlistentry id="game-menu-scoreGame">
				<term><menuchoice>
					<guimenu>Game</guimenu>
					<guimenuitem>Score Manual Game</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Only score a manually played game.</action></para><para>You can load an old game or start a new game. By default only pending (i.e. unfinished) games are shown in the selection list. You can optionally show all games including finished games. Here you can also delete games.</para></listitem>
			</varlistentry>
                        <varlistentry  id="game-menu-play">
                                <term><menuchoice>
                                        <guimenu>Game</guimenu>
                                        <guimenuitem>Play</guimenuitem>
                                </menuchoice></term>
                                <listitem><para><action>Play with others (people and computers)</action></para></listitem>
                        </varlistentry>
                        <varlistentry  id="game-menu-abort">
                                <term><menuchoice>
                                        <guimenu>Game</guimenu>
                                        <guimenuitem>Abort</guimenuitem>
                                </menuchoice></term>
                                <listitem><para><action>Abort the current game. If it was a manual game with scoring only, you can resume it later. If you played using &kajongg;, the game is not yet resumable.</action></para></listitem>
                        </varlistentry>
			<varlistentry>
				<term><menuchoice>
					<guimenu>Game</guimenu>
					<guimenuitem>Quit</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Quits</action> &kappname;.</para></listitem>
			</varlistentry>
		</variablelist>
</sect1>
<sect1 id="view-menu">
	<title>The <guimenu>View</guimenu> Menu</title>
		<variablelist>
                        <varlistentry id="view-scoring">
                                <term><menuchoice>
                                        <guimenu>View</guimenu>
                                        <guimenuitem>Scoring</guimenuitem>
                                </menuchoice></term>
                                <listitem><para><action>Scoring Dialog</action>:  Show or hide the scoring dialog. This dialog is explained <link linkend="enterhand">here</link>.
                        </para></listitem>
                        </varlistentry>
                        <varlistentry id="view-scoretable">
                                <term><menuchoice>
                                        <guimenu>View</guimenu>
                                        <guimenuitem>Score Table</guimenuitem>
                                </menuchoice></term>
                                <listitem><para><action>Score Table</action>
                                <screenshot>
                                        <screeninfo>Score Table</screeninfo>
                                        <mediaobject>
                                                <imageobject>
                                                <imagedata fileref="scoretable.png" format="PNG"/>
                                                </imageobject>
                                                <textobject>
                                                <phrase>Screenshot</phrase>
                                                </textobject>
                                        </mediaobject>
                                </screenshot>
        Show the score table. The leftmost column with the values E,S,W,N shows the player wind. The prevailing wind (the round wind) has a yellowish background. The winner has a green background in the Score column. The ∆ column shows how much the player paid to or received from all other players with this hand. The ∑ column shows the balance. The hints give you more details: They show all rules that have been applied to this hand.</para><para>
        The lower part shows the used ruleset. Between the score table and the used rule you can find a splitter letting you change the relative sizes of both parts.
                        </para></listitem>
                        </varlistentry>
			<varlistentry id="view-explain-scores">
				<term><menuchoice>
					<guimenu>View</guimenu>
					<guimenuitem>Explain Scores</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Explain Scores</action>
				<screenshot>
					<screeninfo>Score Table</screeninfo>
					<mediaobject>
						<imageobject>
						<imagedata fileref="explain.png" format="PNG"/>
						</imageobject>
						<textobject>
						<phrase>Score Table</phrase>
						</textobject>
					</mediaobject>
				</screenshot>
				Explains how the score for the current hand was computed.
				</para></listitem>
			</varlistentry>
		</variablelist>
</sect1>
<sect1 id="settings-menu">
	<title>The <guimenu>Settings</guimenu> Menu</title>
		<variablelist>
			<varlistentry>
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Players</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Add, modify and delete players.</action></para></listitem>
			</varlistentry>
			<varlistentry>
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Change Visual Angle</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Changes the viewing angle of the tiles counterclockwise.</action></para></listitem>
			</varlistentry>
			<varlistentry>
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Full Screen Mode</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Switches between full screen mode and normal mode.</action></para></listitem>
			</varlistentry>
			<varlistentry>
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Show Toolbar</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Shows or hides the Toolbar.</action></para></listitem>
			</varlistentry>
			<varlistentry id="settings-menu-statusbar">
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Show Statusbar</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Shows or hides the Statusbar.</action></para></listitem>
			</varlistentry>
			<varlistentry id="settings-menu-shortcuts">
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Configure Shortcuts...</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Displays a standard &kde; shortcut configuration dialog</action> for the <link linkend="default-keybindings">keyboard shortcuts</link> for &kappname;.</para></listitem>
			</varlistentry>
			<varlistentry id="settings-menu-toolbar">
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Configure Toolbars...</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Displays a standard &kde; dialog where you can configure the toolbar icons.</action></para></listitem>
			</varlistentry>
			<varlistentry id="settings-menu-settings">
				<term><menuchoice>
					<guimenu>Settings</guimenu>
					<guimenuitem>Configure &kappname;...</guimenuitem>
				</menuchoice></term>
				<listitem><para><action>Opens a <link linkend="configuration">configuration dialog</link> for &kappname;.</action></para></listitem>
			</varlistentry>
		</variablelist>
</sect1>
 <sect1 id="help"><!--This is a standard Help menubar entry. Only change if needed.-->
<title>The <guimenu>Help</guimenu> Menu</title>
&help.menu.documentation;
</sect1>
</chapter>

<chapter id="configuration"><title>Game Configuration</title> <!-- do not change this! -->
<!--This section describes configuration &GUI;. If your game is configured using menubar exclusively, please remove this section.-->
<screenshot>
<screeninfo>Configure Dialog</screeninfo>
	<mediaobject>
	  <imageobject>
	    <imagedata fileref="config_play.png" format="PNG"/>
	  </imageobject>
	  <textobject>
	    <phrase>Configure Dialog</phrase>
	  </textobject>
	</mediaobject>
</screenshot>

<para>The menu entry <menuchoice><guimenu>Settings</guimenu><guimenuitem>Configure &kappname;...</guimenuitem></menuchoice> opens the <guilabel>Configure - &kappname;</guilabel> dialog.</para>
<para>If you press the <guibutton>Cancel</guibutton> button  here, all of your configuration changes will be reverted, including everything you did with the ruleset editor.</para>
<para>
  You can also select the different tabs with the keyboard: <keycombo action="simul">&Ctrl;<keycap>1</keycap></keycombo> selects
  the first tab <guilabel>Play</guilabel> options, <keycombo action="simul">&Ctrl;<keycap>2</keycap></keycombo> selects 
  the second tab, and so on.
</para>

<sect1 id="play-options"><title><guilabel>Play</guilabel> options</title>
		<variablelist>
			<varlistentry>
				<term>
					<guilabel>Show tile shadows</guilabel>
				</term>
				<listitem><para>
				This shows tiles with borders and shadows. Also there is some space between tile rows, and the wall tiles are shown such that you can see
				that the wall  is two or three tiles high. So if you disable this option, you have a simpler display with slightly larger tiles. This may be helpful
				for small screens.
</para></listitem>
			</varlistentry>
			<varlistentry>
				<term>
					<guilabel>Rearrange undisclosed tiles to melds</guilabel>
				</term>
				<listitem><para>
				This groups melds in the hand.
				 Sometimes the grouping might not be like you want it, so you might prefer to have no grouping at all, just like in a real world game.
</para></listitem>
			</varlistentry>
			<varlistentry>
				<term>
					<guilabel>Use sounds if available</guilabel>
				</term>
				<listitem><para>
		This lets you hear discards and claims. If other players recorded sound files with their own voice, you can hear them.
</para></listitem>
			</varlistentry>
			<varlistentry>
				<term>
					<guilabel>Let others hear my voice</guilabel>
				</term>
				<listitem><para>
		If you recorded sound files with your voice this option will let the other players
		hear your discards and claims with your voice.
</para></listitem>
			</varlistentry>
		</variablelist>

	<sect2><title>Sound</title>
	<para>
	It is possible to record sound files for your announcements which will be heard by the other players. There is some manual work needed:
         </para>
            <itemizedlist><listitem><para>
		First you need to find out where to store your voice files. This directory normally is ~/.kde/share/apps/kajongg. So if your login name is joe,
		this might be /home/joe/.kde/share/apps/kajongg. In there you will also find the database kajongg.db.
	    </para></listitem><listitem><para>
	        In the directory you just found, generate a new subdirectory with the name <filename class="directory">voices</filename>.
	    </para></listitem><listitem><para>
	        In the directory <filename class="directory">voices</filename> generate another subdirectory with your player name. This is the name you use when
	        connecting to a game server. You may also want to define voices for the players <filename>ROBOT 1</filename>, <filename>ROBOT 2</filename>, <filename>ROBOT 3</filename>.
	    </para></listitem><listitem><para>
	        In that subdirectory, you can place the sound files. They have to be encoded with the <ulink url="http://xiph.org/vorbis/">Ogg Vorbis</ulink> audio compressor, the file names need to
	        have the extension <filename class="extension">.ogg</filename>.
	    </para></listitem><listitem><para>
	        A single file has a name like <filename>s3.ogg</filename> - this is Stone 3. You should define such files for all tiles and
	        for all claims and announcements.
            </para></listitem></itemizedlist>
            <para>Please make the length of the sound short but speak clearly - this game can be played very fast when you get used to it. It is easier if you first write down a list with everything that should be spoken. Do not read it as a sequence of items, try to pronounce each item as if it were the only one and as you would when playing. Reading this needs a little practicing.</para>
            <para>This is just one possibility to create the sound files:
	    </para><para><itemizedlist><listitem><para>
	      Record a sound file with the program <command>qarecord</command>, save it in the <literal>WAV</literal> format.
	      In this single sound file, speak all of the sounds.
	    </para></listitem><listitem><para>
	     Edit that file with the sound editor <command>audacity</command>. In that editor, use the mouse to mark a range of the sound waves.
	The editor will play that part. Repeat until you have the correct part selected. This may be easier if you <menuchoice><guimenu>View</guimenu><guimenuitem>Zoom In</guimenuitem></menuchoice>. Use the menu command <menuchoice><guimenu>File</guimenu><guimenuitem>Export Selection</guimenuitem></menuchoice> and save in the ogg format. Under <guilabel>Options</guilabel>, choose low quality - this is sufficient and even
	     wanted because this reduces the time to transfer the sounds to the other players.
            </para></listitem></itemizedlist></para>
            <para>The following are the names of the files that you should generate. Always append <filename>.ogg</filename> to them:</para>

<table>
<title>Sound file names</title>
<tgroup cols="2">
<tbody>
<row>
<entry>&s1; .. &s9;</entry><entry>Stone 1 to Stone 9</entry>
</row>
<row>
<entry>&b1; .. &b9;</entry>
<entry>Bamboo 1 to Bamboo 9</entry>
</row>
<row>
<entry>&c1; .. &c9;</entry>
<entry>Character 1 to Character 9</entry>
</row>
<row>
<entry>&we; &ws; &ww; &wn;</entry>
<entry>The winds East, South, West, North</entry>
</row>
<row>
<entry>&db; &dr; &dg;</entry>
<entry>The dragons blue/white, red, green</entry>
</row>
<row>
<entry>&chow; &pung; &kong; &mahjongg;</entry>
<entry>The major claims</entry>
</row>
<row>
<entry>&originalcall; &violatesoriginalcall;</entry>
<entry>Original call and its violation</entry>
</row>
<row>
<entry>&dangerousgame;</entry>
<entry>A player lets off a cannon (dangerous game)</entry>
</row>
<row>
<entry>&nochoice;</entry>
<entry>A player declares he has no choice but to play dangerous game</entry>
</row>
</tbody>
</tgroup>
</table>
	</sect2>
</sect1>

<sect1 id="tiles-options"><title><guilabel>Tiles</guilabel> options</title>
        <screenshot>
                <screeninfo>Tileset selector</screeninfo>
                <mediaobject>
                        <imageobject>
                                <imagedata fileref="config_tiles.png" format="PNG"/>
                        </imageobject>
                        <textobject><phrase>Tileset selector</phrase></textobject>
                </mediaobject>
        </screenshot>
	<para>
		Use the <guilabel>Tiles</guilabel> selector to select graphics for the tiles.
	</para>
</sect1>

<sect1 id="background-options"><title><guilabel>Background</guilabel> options</title>
        <screenshot>
                <screeninfo>Background selector</screeninfo>
                <mediaobject>
                        <imageobject>
                                <imagedata fileref="config_background.png" format="PNG"/>
                        </imageobject>
                        <textobject><phrase>Background selector</phrase></textobject>
                </mediaobject>
        </screenshot>
	<para>
		Use the <guilabel>Background</guilabel> selector to select a background graphic for the game.
        </para><para>Some backgrounds like the Chinese Landscape need some time to load. If you feel that
                the program should start faster or that resizing the main window takes too long, you might try some
                other background.
	</para>
</sect1>

<sect1 id="ruleset-options"><title>Ruleset Editor</title>
			<screenshot>
				<screeninfo>Ruleset Editor</screeninfo>
				<mediaobject>
					<imageobject>
						<imagedata fileref="ruleseteditor.png" format="PNG"/>
					</imageobject>
					<textobject><phrase>Ruleset Editor</phrase></textobject>
				</mediaobject>
			</screenshot>
			<para>
				Use the Ruleset Editor to customize rulesets. Predefined rulesets are shown in an italic font, customized rulesets have a normal font. Predefined rulesets cannot be changed by the user in any way, however an update of &kajongg; might. Customized rulesets will never be affected by an update.
			</para><para>
				When starting a new game, you will be able to select a ruleset for that game. All rulesets defined in the ruleset editor can be used. The ruleset is saved together with the game, so you can always change rulesets here - your changes will only affect future games.
			</para>
			<sect2><title>Rule, Score and Unit</title><para>
				Simply double click on whatever you want to change.</para>
			</sect2>
			<sect2><title>Definition</title><para>
				The definition for a rule can be rather complex. There is a separate chapter <link linkend="rule">Defining a Rule</link> for this. You will normally not have to change a definition. This essentially defines to what hands the rule applies.</para>
			</sect2>
			<sect2><title>Copy and Remove</title><para>
				You can copy entire rulesets or single rules within a ruleset. Since predefined rulesets are immutable, single rules can only be copied within customized rulesets.
			</para><para>
				You can remove entire customized rulesets or single rules within them. Again this can even be done if existing games use this ruleset since every game has its own ruleset copy. You can view rulesets for old games: <link linkend="game-menu-scoreGame">Load</link> the old game and <link linkend="view-menu">show its score table</link>.
			</para>
			</sect2>
			<sect2><title>Compare</title><para>
			<screenshot>
				<screeninfo>Ruleset Comparator</screeninfo>
				<mediaobject>
					<imageobject>
						<imagedata fileref="differ.png" format="PNG"/>
					</imageobject>
					<textobject><phrase>Ruleset Comparator</phrase></textobject>
				</mediaobject>
			</screenshot>
				You can select this command when an entire ruleset is selected. It lets you compare the selected ruleset against any other ruleset.
			</para></sect2>
</sect1>

<sect1 id="default-keybindings">
<title>Default Keybindings</title>

<para>The menu entry <menuchoice><guimenu>Settings</guimenu><guimenuitem>Configure Shortcuts...</guimenuitem></menuchoice> allows you to change the default keyboard bindings.</para>

<para>
The default keybindings are as follows:
</para>

<para>
<variablelist>

<varlistentry>
<term><keycap>F1</keycap></term>
<listitem>
<para>
Displays this handbook.
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Ctrl;<keycap>C</keycap></keycombo></term>
<listitem>
<para>
Score a manual game.
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Ctrl;<keycap>N</keycap></keycombo></term>
<listitem>
<para>
Play a game with friends or computer players.
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Ctrl;<keycap>W</keycap></keycombo></term>
<listitem>
<para>
Abort the current game.
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Ctrl;<keycap>Q</keycap></keycombo></term>
<listitem>
<para>
Quit the program.
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Ctrl;<keycap>T</keycap></keycombo></term>
<listitem>
<para>
Show the score table.
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Ctrl;<keycap>G</keycap></keycombo></term>
<listitem>
<para>
Change the viewing angle.
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Shift;<keycap>F1</keycap></keycombo></term>
<listitem>
<para>
What's this? Help
</para>
</listitem>
</varlistentry>

<varlistentry>
<term><keycombo action="simul">&Ctrl;&Shift;<keycap>F</keycap></keycombo></term>
<listitem>
<para>
Full Screen Mode
</para>
</listitem>
</varlistentry>

</variablelist>
</para>

</sect1>
</chapter>

<chapter id="rule"><title>Defining a Rule</title>
<para>
        The scoring engine and many other aspects of &kajongg; can be customized with the ruleset editor. A rule consists of a name, a score (including its unit) and a <link linkend="ruledefinition">definition</link>.
</para>
        <sect1 id="rulegroups">
        <title>Rule Groups</title>
        <para>There are several groups of rules:</para>
        <variablelist>
                <varlistentry>
                        <term>Meld Rules</term>
                        <listitem><para>
                                Meld rules are applied to single melds independent of the rest of the hand.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Hand Rules</term>
                        <listitem><para>
                                Hand rules are applied to the entire hand, for all players.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Mah Jongg Rules</term>
                        <listitem><para>
                                Mah Jongg rules specify how a winnable hand has to look like. This is normally
                                four melds with 3 or 4 tiles each and a pair. But special hands may look differently,
                                for example the 13 Orphans in Classical Chinese.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Winner Rules</term>
                        <listitem><para>
                                Winner rules are applied to the entire hand but only for the winner. This includes
                                most special hands. Those rules do not have to enforce the correct number of tiles.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Options</term>
                        <listitem><para>
                                Here you can find several special parameters like points for a limit hand.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Penalties</term>
                        <listitem><para>
                                Penalties are applied manually by the user.
                        </para></listitem>
                </varlistentry>
        </variablelist>
        <sect2 id="executionorder"><title>Order of Execution</title>
        <para>
                <itemizedlist>
                        <listitem><para>
                        build a list of applicable rules from meld rules and hand rules</para></listitem>
                        <listitem><para>
                        using the Mah Jongg rules find out if the declared winner hand is really a winner hand.</para></listitem>
                        <listitem><para>
                        for the winner append applicable winner rules</para></listitem>
                        <listitem><para>
                        if some of the found rules have the action '&absolute;', only keep those. It is yet undefined what happens if more than one is found.</para></listitem>
                        <listitem><para>if some of the rules define limits, throw away all others</para></listitem>
                        <listitem><para>apply the found rules in that order</para></listitem>
                </itemizedlist>
        </para>
        </sect2>
        </sect1>
        <sect1 id="ruledefinition">
        <title>The Definition</title>
        <para>
                The definition is one single string because we want to make it easy to save it in a data base. It consists of several parts separated by the two characters "||". A part expresses either a condition under which the rule applies or it expresses some actions. Only one part for actions may be defined, but several condition expressions. The rule applies as soon as at least one condition expression matches the hand.</para><para>&kajongg; comes with a predefined ruleset implementing the Classical Chinese rules as defined by the German DMJL. That should give you a lot of examples.</para><para>These are all recognized parts:</para>
        <variablelist>
                <varlistentry>
                        <term>Variable Case Regular Expression</term>
                        <listitem><para>
                                A part starting with I is a <link linkend="regex">Regular Expression</link> making no difference between upper/lowercase.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Action</term>
                        <listitem><para>
                                A part starting with A is a list of <link linkend="actions">Actions</link>.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Manual Expression</term>
                        <listitem><para>
                                This is an optional <link linkend="regex">Regular Expression</link>. For scoring manual games, it defines whether this rule should be selectable
                                by the user with a checkbox. The leading M does not belong to the Regular Expression. An example would be the Rule "Last Tile Taken from Dead Wall".
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Regular Expression</term>
                        <listitem><para>
                                Any other part is a <link linkend="regex">Regular Expression</link>.
                        </para></listitem>
                </varlistentry>
        </variablelist>
        </sect1>
        <sect1 id="regex">
        <title>Regular Expressions</title>
        <para>Regular expressions are a very powerful programming tool for matching strings of characters. Powerful but also quite difficult. This is not for the normal game player. There are books available which do nothing else but explain regular expressions.</para>
        <para>There are several dialects of regular expressions. &kajongg; is written in the programming language Python. Since the Python standard library contains a module for regular expressions, this is the dialect we use.
        </para><para>
		For details see <ulink url="http://docs.python.org/library/re.html#regular-expression-syntax"></ulink>
	</para><para>Everything about a hand that might have an influence on the score is encoded in one single string. Then &kajongg; checks if the regular expression matches this string. If it does, the rule is applied.</para>
        <para>As an example, this regular expression matches the limit hand "All Greens":</para><programlisting>( |[bB][23468]|[dD]g)*[fy/]</programlisting>
        <sect2><title>Structure of a Hand String</title>
        <para>The content of a hand string is always the same no matter what language you use on your desktop.</para>
        <para>The string representing a hand consists of several parts separated by a space. The order of those parts is always the same except for the meld parts at the beginning.</para>
        <para>&kajongg; is able to regroup concealed tiles into melds aiming to get a higher score. It does not matter how the concealed tiles are grouped for this to work. However when it comes to limit hands this might fail. That is why &kajongg; will try the original grouping of tiles as entered by the user and also the regrouped tiles. For both variants, all rules are applied. The variant achieving the higher total score is used.</para>
        <para>Here comes an example. This is really only one line but split here for better readability. Moreover this sentence is repeated once because some regular expressions are much easier to write if the parts can be referenced in another order. See the rule for Robbing the Kong: Its regular expression first looks at the L group (Last Tile) before looking at the melds.</para><programlisting><literal>c1c1c1C1 s1s2s3 b6b6b7b7b8b8 b5b5 fn yn
/c416s000b000b000b200 -C416s000b000b000b200 %n Mneka LB5B5B5</literal></programlisting>
<para>A tile is represented by 2 characters. The first one is s for stone, b for bamboo, c for character, w for wind, d for dragon, y for season bonus, f for flower bonus. The second one is 1..9 for the suits, e,s,w,n for the winds, w,r,g for the dragons (white, red, green) and 1,2,3,4 for the bonus tiles. Exposed tiles have the first character in lowercase, concealed tiles have it in uppercase.</para>
<para>All the following parts are always present in this order except the part "Last Tile": This one exists only for the winner hand.
        <variablelist>
                <varlistentry>
                        <term>Meld</term>
                        <listitem><para>
                                The part starting with any of the characters <literal>sbcdwSBCDW</literal> is a meld. A meld holds any number of  tiles. &kajongg; will split melds with too many tiles trying to maximize the score.</para><para>We use a special syntax for kongs: c1c1c1c1 is an open kong.  c1c1c1C1 is an open kong, 4th tile was called for, completing a concealed pung. This is needed for the limit game 'concealed true color game'.  c1C1C1c1 is a concealed declared kong.  C1C1C1C1 would be a concealed undeclared kong. But since it is undeclared, it is counted as a pung. So this meld will be split into pung C1C1C1 and single C1.</para><para>Bonus tiles appear after all other melds.</para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Summary</term>
                        <listitem><para>
                                The part starting with / holds summary information about the melds. This makes it easier to write some regular expressions. Every meld is represented by four characters. The first character is one out of <literal>sbcdwSBCDW</literal>, again lowercase for exposed and uppercase for concealed. The second character is a number saying how many tiles the meld holds. This is 1 up to 4 for a kong. The 0 is used for a chow. The last two characters hold the value of this meld.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Alternate summary</term>
                        <listitem><para>
                        The part starting with - is identical to the above summary but it contains claimed kongs as concealed kongs. Some rules like "Three Concealed Pongs" treat a claimed kong as being concealed.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Hand length</term>
                        <listitem><para>
                        The part starting with % holds information about the length of the hand: s is a short hand having too few tiles, n is a hand with the correct number of tiles, l is a long hand having too many tiles.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Mah Jongg</term>
                        <listitem><para>
                                The part starting with m, M or x holds additional information. M stands for the winner hand, m for a loser hand, and x stands for a hand that is forbidden to say Mah Jongg.
                                M/m/x is followed by one character for the own wind, one character for the prevailing wind, one character for the source of the last tile leading to Mah Jongg, one character for the declarations a player made.</para><para>These are the possible sources of the last tile: w=wall, d=discarded, e=dead end, z=last tile of living end, Z=last tile of living end, discarded, k=robbing the kong, 1=blessing of  heaven/earth. The values w and d are special - they are sort of intermediate values. By choosing a concealed tile as last tile, the source is set to w. Next, several rules say that they apply only if the last tile comes from the wall. So this allows for a better preselection of actually applicable manual rules. For a better understanding, please look at the manual rules and read up about the <link linkend="actions">action</link> &lastsource;.</para> <para>These are the possible declarations: a=call at beginning, t=twofold fortune.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Last Tile</term>
                        <listitem><para>
                                The part starting with L holds information about the last tile. It contains the last tile itself, followed by the meld that was completed with the last tile. We need this last meld for the rule "Last Tile is the Only Possible" because sometimes knowing only the last tile is not sufficient. Note that the last meld cannot be a Kong because if it completes a Kong you have to draw a replacement tile.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>Calling Limit Hand</term>
                        <listitem><para>
                                This is not yet implemented but might be needed for rules like defined by the BMJA (in England). A part starting with K holds all possible tiles to be checked for
if we give points for a calling limit hand. We could use brute force and check with every tile but that might take
too much time.
                        </para></listitem>
                </varlistentry>
        </variablelist>
        </para>
        </sect2>
        </sect1>
        <sect1 id="actions">
        <title>Actions</title>
        <para>All actions for a rule are defined in one string. They are separated by spaces. Some of them define a value.
        </para>
        <variablelist>
                <varlistentry>
                        <term>&payforall;</term>
                        <listitem><para>The player did something very nasty, so she must pay for all. Yet this is not a penalty since the sum of payments is the same - only the payer changes. Also, the two payers not involved do not exchange payments.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>&payers;=X</term>
                        <listitem><para>Defines how many payers this penalty rule implies. X is a number.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>&payees;=X</term>
                        <listitem><para>Defines how many payees this penalty rule implies. X is a number.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>&absolute;</term>
                        <listitem><para>This action defines an absolute payment. The hand score is ignored. Used for penalty rules.
                        </para></listitem>
                </varlistentry>
                <varlistentry>
                        <term>&lastsource;</term>
                        <listitem><para>This action defines the source of the last tile. Used by manual rules like "last tile from dead end". Setting the last source with this action serves as a filter for other rules - if they trigger only for certain sources. Those other rules can of course also be manual rules. So this filtering will narrow down the amount of manual rules the user gets shown in the scoring dialog. If this seems complicated, just play around with the scoring dialog and watch checkboxes appear and disappear depending on the source of the last tile.
                        </para></listitem>
                </varlistentry>
        </variablelist>
        </sect1>
</chapter>

<chapter id="problems"><title>Known problems</title>
        <itemizedlist>
                <listitem><para>It is not yet possible for the player herself to open an account on the game server.</para></listitem>
                <listitem><para>In playing mode, penalties are not yet possible.</para></listitem>
                <listitem><para>The computer players are still rather stupid.</para></listitem>
                <listitem><para>The names of the computer players are not yet customizable.</para></listitem>
                <listitem><para>Computer games cannot yet be resumed.</para></listitem>
        </itemizedlist>
</chapter>

<chapter id="future"><title>Possible future features</title>
        <itemizedlist>
                <listitem><para>Add more rulesets. This should optionally be done by people using those rulesets regularly.</para></listitem>
                <listitem><para>Add sounds. The calls "Chow" &etc; should be played, also what tiles are discarded. Define standard sounds, but also make it possible for the player to record her own voice.</para></listitem>
        </itemizedlist>
</chapter>

 <chapter id="faq"><title>Frequently asked questions</title> <!-- do not change this! -->
<!--This chapter is for frequently asked questions. Please use <qandaset> <qandaentry> only!-->
<qandaset>
<!--Following is a standard list of FAQ questions.-->
        <qandaentry>
                 <question><para>I want to change the way this game looks. Can I? </para></question>
                 <answer><para>Yes. To change the way &kappname; looks use the <link linkend="settings-menu-settings">menubar</link> to open the <link linkend="configuration">configuration utility</link>.</para></answer>
        </qandaentry>
        <qandaentry>
                 <question><para>Can I use the keyboard to assign tiles to players?</para></question>
                 <answer><para>Yes. See  <link linkend="enterhand-tiles">Have &kajongg; compute the score</link></para></answer>
        </qandaentry>
<!--Please add more Q&As if needed-->

</qandaset>
</chapter>

<chapter id="credits"><title>Credits and License</title> <!-- do not change this! -->
<!--This chapter is for credits and licenses.-->
	<para>
		&kappname; for &kde;
	</para>

	<para>
		Program Copyright &copy; 2009, 2010 <personname><firstname>Wolfgang</firstname><surname>Rohdewald</surname></personname> <email>wolfgang@rohdewald.de</email>
	</para>
	<para>
		Documentation Copyright &copy; 2009, 2010 <personname><firstname>Wolfgang</firstname><surname>Rohdewald</surname></personname> <email>wolfgang@rohdewald.de</email>
	</para>

<!-- !!!do not change ANYTHING after this line!!!! -->
<!-- TRANS:CREDIT_FOR_TRANSLATORS -->
&underFDL;
&underGPL;

</chapter>

<appendix id="installation">
<title>Installation</title>
<para>
Use the .deb package from <ulink url="http://www.kde-apps.org/content/show.php/kajongg?content=103206"></ulink>. If it does not work for you, you can download kajongg-x-y.tar.gz from the same address and then do:

<programlisting>
tar xfz kajongg-x-y.tar.gz
cd kajongg-x-y
./setup.py install
</programlisting>
</para><para>
In both cases you will manually have to make sure that some other required packages are installed. The debian package does not yet
contain these requirements. &kajongg; needs: (corresponding debian packages in parentheses)
</para>
<itemizedlist>
	<listitem><para>the KDE4 games library (libkdegames5)</para></listitem>
	<listitem><para>Python 2.5 or higher (python)</para></listitem>
	<listitem><para>QT4.4 or higher (libqt4-core, libqt4-gui, libqt4-svg, libqt4-sql, libqt4-sql-sqlite)</para></listitem>
	<listitem><para>the python bindings for QT4  (python-qt4, python-qt4-sql)</para></listitem>
	<listitem><para>the python bindings for KDE4 (python-kde4)</para></listitem>
        <listitem><para>the python twisted library (python-twisted-core)</para></listitem>
        <listitem><para>sqlite3 (libsqlite3-0)</para></listitem>
</itemizedlist>

</appendix>

&documentation.index;
</book>
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