xmj, mj-server, mj-player - programs for playing Mah-Jong SYNOPSIS -------- xmj [ --id IDNUMBER] [ --server ADDRESS] [ --name PLAYERNAME] [ --connect ] [ --show-wall | --no-show-wall ] [ --size N ] [ --animate | --no-animate] [ --tileset DIRECTORY] [ --tileset-path DIRECTORY-PATH] [ --dialogs-popup | --dialogs-below | --dialogs-central ] [ --use-system-gtkrc | --no-use-system-gtkrc ] [ --gtk2-rcfile FILE] [ --echo-server ] [ --pass-stdin ] [ --monitor ] mj-server [ --server ADDRESS] [ --timeout SECONDS] [ --pause DECISECONDS] [ --random-seats | --id-order-seats ] [ --disconnect-penalties N1,N2,N3] [ --end-on-disconnect ] [ --exit-on-disconnect ] [ --save-on-exit ] [ --option-file FILE] [ --load-game FILE] [ --no-id-required ] [ --no-manager ] [ --auth-basic ID:PASSWORD]*4 [ --debug ] [ --logfile FILE] [ --no-special-scores ] [ --seed N ] [ --wallfile FILE] [ --hand-history ] [ --nohist ] mj-player [ --id IDNUMBER] [ --name PLAYERNAME] [ --server ADDRESS] [ --password PASSWORD] [STRATEGY OPTIONS] DESCRIPTION ----------- A set of three programs to play Mah-Jong on Unix systems, against people or programs, over the Internet. mj-server is the program that handles communications and control of the game; the rules and scoring are enforced there. Players, human or computer, connect to a server via the network. mj-player is a computer player. At present, it is fairly simplistic, having only offensive tactics with no knowledge of defensive play. xmj is the X client for human players. QUICK START ----------- If you don't want to read this long document: to start a game against three computer players, start xmj , select "New local game..." from the "Game" menu, and click "Start Game". (Wait about ten seconds for everything to start up.) OPTIONS ------- All Programs ------------ --server ADDRESS specifies the network address to listen on (for mj-server ) or to connect to (for mj-player and xmj ). If ADDRESS contains a colon, it specifies an Internet socket, and should have the form HOST:PORT . If ADDRESS does not contain a colon, it is interpreted as a Unix file name and a Unix socket is used. The default value for ADDRESS is localhost:5000 . ADDRESS can also be set in a dialog box in xmj . xmj and mj-player ----------------- --id IDNUMBER The server assigns a unique integer ID (which is currently just 1 to 4 in order of connection) to each player. This ID should be quoted when reconnecting to a game in progress (after, for example, losing a network connection or accidentally killing xmj ). The default ID is 0, which denotes no pre-assigned ID. --name NAME Players can give themselves names which will be used by client programs. This option specifies the name. For xmj , the default is the value of the environment variable LOGNAME, or failing that the username of the logged in user. For mj-player , the default is "Robot(PID)" where PID is the process id. xmj --- --connect By default, xmj does not automatically connect to a server, but waits for the user to connect via a menu. If this option is specified, xmj immediately connects. --show-wall --no-show-wall Tells xmj (not) to display the wall. By default, the wall is shown only if running on a big enough screen. This option is also controllable via the Display Options preference panel. --size NUMBER This option adjusts the size of the main window. It should be thought of as the length of a tile rack, measured in tiles. The default, and the largest value accepted, is 19, or 18 if on an 800x600 display. The smallest usable value is 14. This option is also controllable via the Display Options preference panel. If the --show-wall option is given, a --size smaller than 19 will have no effect. --animate --no-animate This option switches on (off) some animation. Not all tile movements are animated: only those that involve moving tiles to or from a hand from outside. This option is also controllable via the Display Options preference panel. --tileset DIRECTORY xmj needs pixmaps to display the tiles and the tong box. This option tells it which directory to find them in. The default is set at compilation time; the default default is to use the compiled-in tiles. --tileset-path DIRECTORY-PATH This gives a colon-separated (or semicolon-separated under Microsoft Windows) list of directories in which to look for the directory named by the --tileset option. --dialogs-popup By default, most of the dialog boxes for player actions are part of the main window. If this option is used, they will instead appear as separate transient windows. --dialogs-below By default, dialog boxes appear in the centre of the table. If this option is given, dialogs (apart from some popups) are positioned below the table area. Please let me know which style you prefer! --dialogs-central The default: dialog boxes appear in the middle of the table. These options are also controllable via the Display Options preference panel. --gtk2-rcfile FILE If xmj is compiled with GTK+2, this option specifies a GTK rc file to be used instead of the program's compiled-in style file. This may be used to change the appearance of the program. See description under the Display Options... panel for more details. The FILE should be an absolute filename; if it is relative, it will be sought in the current directory (Unix) or the program directory (Windows). This option is also controllable via the Display Options preference panel. --use-system-gtkrc --no-use-system-gtkrc When xmj is compiled with GTK+2, by default it ignores the system provided settings, to ensure a consistent behaviour across systems. If you wish it to use your system settings, set this option. This option is also controllable via the Display Options preference panel. --echo-server If this option is given, xmj will echo to stdout all the protocol messages received from the server. This option is for use in debugging. --pass-stdin If this option is given, xmj will send any text given on stdin to the server. This option is for use in debugging. --monitor If this option is given, xmj will send requests to the server only in direct response to user actions; it will take no action itself (and hence all auto-declaring and playing is also disabled). This option is for use in debugging. mj-server --------- --timeout SECONDS When a discard is made, there is a limit on the time players have to claim it. This option sets the timeout; a value of zero disables it. The default is 15 seconds. This value can also be set via a GameOption request from a player. --pause DECISECONDS This will make the server enforce a delay of DECISECONDS/10 seconds between each action in the game; the purpose is to slow programmed players down to human speed (or, in a teaching situation, to slow the game even more). The current server considers that 50 (i.e. 5 seconds) is the maximum reasonable value for this option. The option can also be requested by players, via a PlayerOption protocol request. --random-seats By default, players are seated in order of connection to the server. This option seats them randomly. It will become the default later. --id-order-seats This option causes the players to be seated in numerical order of their ids. It is used by the xmj program to make the New local game.. work as expected. --disconnect-penalties N1,N2,N3 This specifies the penalties applied by the following option for players who disconnect before the end of a game. N1 is the penalty for disconnecting in the middle of a hand; N2 at the end of a hand but in the middle of a round; N3 at the end of a round (other than end of game). They all default to 0 if not specified. --end-on-disconnect If this option is given, a disconnection by one player will gracefully terminate the game. Mid-hand, the hand is declared a wash-out; after Mah-Jong has been declared, then if a losing player disconnects, their tiles are shown, the hand is scored, and then the game ends; if a winning player disconnects, the hand is a wash-out. The disconnecting player may be assigned a penalty, according to the --disconnect-penalties option, which will be included in the scores printed out by the server. (The penalties will not be visible to the other players.) --exit-on-disconnect If this option is given, the server will quit if any player disconnects, rather than waiting indefinitely for reconnection. --save-on-exit If this option is given, the server will save the state of the game if it quits as a result of a player disconnecting. (It will not save the state if it quits as the result of an internal error.) --option-file FILE This names a file of protocol commands which will be applied to every game when it starts. Its main purpose is to set non-default game options, via the GameOption protocol message (note that this is a CMsg, not a PMsg). However, users will normally set options and preferences via the xmj control panel, not by this means. --load-game FILE This names a file containing a saved game (as a suitable sequence of protocol commands). The server will load the game; clients connecting will be treated as if they had disconnected and rejoined the game. --no-id-required In the most common case of resuming a saved game, namely one human playing against three robots, the robots will not have the same names or ids as the robots in the original game. This option tells the server that if it cannot match a reconnecting player by id or name, it should anyway match it to one of the previously disconnected players. (In this case, the human normally connects first with the same name, so is correctly matched.) --no-manager Usually, the first player to connect becomes the game manager, and can change all the game settings. If this option is given, no player will be allowed to change the game settings. --auth-basic ID:PASSWORD This provides basic (insecure, since the password is transmitted in plaintext) authorization: the player with id ID must give the specified password to connect. Note that if this argument is given, it must be given four times, once for each authorized player - any player id not mentioned will not be allowed to connect. A player may be allowed to connect without a password by making PASSWORD empty. --debug This enables various debugging features. In particular, it enables protocol commands that allow one to change the tiles in a hand... --logfile FILE The server will write a complete record of the game to FILE; this will be quite large, and is only useful for automatic comparison of different computer players. --no-special-scores This option suppresses the scoring of points and doubles for flowers and seasons. It is primarily intended for running tests of different players; for human use, a game option will be provided to eliminate the specials altogether. --seed N This option specifies the seed for the random number functions. Used for repeatable tests. --wallfile FILE This names a file containing space separated tile codes giving the wall; used for repeatable tests. (This is a testing option; it is not robust.) --hand-history This is an option to facilitate certain automatic analyses; if set, a history of each hand is dumped to the file hand-NN.mjs . --nohist Another option only used in automatic comparison: this saves some CPU time by disabling the book-keeping required to allow players to disconnect and reconnect. mj-player --------- --password PASSWORD sets the password if basic authorization is in use. STRATEGY OPTIONS The player has some options which can be used to change its "personality". The meanings are rather approximate, since they actually change parameters which are used in a rather complex way, but the idea is right. These options, each of which takes a floating point value in the given range, are: --chowness -1.0 .. 1.0 This affects how much the player likes chows: at 1.0, it will go all out for the chicken hand, at -1.0 it will never chow. The default is 0.0. --hiddenness 0.0 .. 1.0 Increasing this makes the player reluctant to make exposed sets. At 1.0, it will never claim (except possibly to go mah-jong). The default is 0.0. --majorness 0.0 .. 1.0 Increasing this biases the player towards collecting major tiles. At 1.0, it will discard all minor tiles, if possible. The default is 0.0. --suitness 0.0 .. 1.0 Increasing this makes the player try to go for one-suit hands. The default is 0.0 In practice, the --majorness option seems not to be very useful, but the other options change the personality without completely destroying the playing ability. In fact, all these options take a comma-separated list of values, which allows the specifications of a set of strategies, which the player will switch between. In this case, the --hysteresis HHH option specifies how much better a strategy should be to switch to it. However, use of this option, and multiple strategies, is probably only useful if you first read the code to see how it works. USING THE XMJ PROGRAM --------------------- The main window contains a menu-bar and a table area; the table is in a tasteful shade of dark green. The table displays a stylized version of the game: stylized in that there is no jazzy graphics or perspective, and the tiles are not intended to be pictures of real objects, and so on. Otherwise, the layout is as one would expect of a real game. However, the wall may or may not be displayed, depending on option settings and screen size. (See above.) Specifically, the four players are arranged around the four edges of the table, with "us" at the bottom. For each player, the concealed tiles are displayed nearest the edge of the table; our own tiles are visible, the other players' tiles are face-down. The rightmost concealed tile of other players is highlighted in red when it is their turn to discard. In front of the concealed tiles are (to the player's left) any declared sets, and (to the player's right) flowers and seasons, and the tong box if the player is East. The tong box displays the wind of the round in a white circle. If necessary, the flowers and seasons will overflow into the concealed row. The discards are displayed face-up in the middle of the board: they are laid down in order by each player, in the natural orientation. TODO: add options to display discards randomly, or face-down. If animation (see --animate option) is not being used, then the most recent discard will be highlighted in red. The name of a face-up tile can be displayed by right-clicking in the tile. Alternatively, the Tiletips display option can be set, in which case the name of a tile is displayed whenever the mouse enters it. Our tiles are displayed in sorted order, which happens to be Bamboos (1-9), Characters (1-9), Circles (1-9), Winds (ESWN), Dragons (RWG), Flowers, Seasons. We can also arrange the tiles ourselves - see the "Sort tiles in hand" display preference described below. Actions are generally carried out by clicking a button in a dialog box that appears in the middle of the board. For many actions, a tile must be selected. A tile is selected or unselected by single-clicking it; when selected, it appears as a depressed button. The program will generally pre-select a sensible tile: specifically: during the initial declaration of special tiles, the rightmost special is selected; after we draw a tile from the wall, the drawn tile is selected; when declaring concealed sets after going Mah Jong, the first undeclared tile is selected. To describe the possible actions, let us run through the course of a game. First select "New local game..." from the "Game" menu. A panel will appear. The default options are to play a game against the computer, so click "Start Game". After a second or two, a game will start. (NOTE: this assumes correct installation. If this fails, start a server and players manually, and use the "Join server..." menu item.) The first thing that happens is a dialog box "Ready to start next hand". The server will not start playing a hand until all players have indicated their willingness to continue play. Next, the tiles are dealt. Then each player in turn is expected to declare flowers and seasons. When it is our turn, a dialog will appear with the following buttons: Declare declare the selected flower or season. (Note: the program auto-selects the rightmost special tile.) If no tile is selected, this finishes declarations. This button will not appear if the game is being played without flowers and seasons. Kong If we have a concealed kong, we can declare it now with this button. Finish Finish declaring specials and kongs. When all players have finished declaring specials and kongs, a dialog box appears, asking (on East's behalf) permission to continue. During play, when we draw a tile from the wall, it will be auto-selected. We may also of course select a different tile. A dialog will appear giving us the following possibilities: Discard discard the selected tile. This button also serves to declare a flower or season, and the label changes to "Declare" when one is selected. &Calling discard the selected tile and declare a calling hand. This button is only shown when calling is allowed (by default, only Original Call is allowed). Kong declare a concealed kong of the selected tile, or add the selected tile to an exposed pung, as appropriate. Note: In most rules, a concealed kong can only be declared (or a tile added to an existing pung) immediately after drawing from the wall, but not after claiming somebody else's discard. Up to and including version 1.10, the server enforced this rule strictly. As from version 1.11, it allows a tile to be added to a pung that you have just claimed: in real life, this corresponds to correcting your Pung! claim to a Kong! claim, which is allowed by all rules. (Obscure note: if you are playing the KongHas3Types option, the resulting kong will be counted as annexed, instead of the exposed kong that would have resulted from a genuine change of claim. This is a bug, but not worth the trouble of fixing.) Mah Jong! declare Mah Jong! (no selection needed) If the wall is not being shown, the dialog will note the number of tiles left in the live wall. A tile can also be discarded simply by double-clicking it. When another player discards, a dialog appears to allow us to claim it. If the dialogs are in the middle of the table, the dialog displays the tile in a position and orientation to indicate the player who discarded; if the dialogs are at the bottom, this is not done, to save space. In any case the dialog displays the name of the tile, and buttons for the possible claims. If the wall is not being shown, the dialog will note the number of tiles left in the live wall. There is also a `progress bar' which shows how time is running out. The buttons use one variant of traditional English terminology, viz: No claim we don't claim this tile. If there is no timeout in operation, it is necessary to click this to indicate a "pass", and in any case it is desirable to speed up play. Chow claim for a sequence. If our claim is successful and there is more than one possible sequence to be made, a dialog will appear asking us to specify which one. Pung claim for a triplet. Kong claim for quadruplet. Mah Jong! claim for Mah Jong. If the claim succeeds, a dialog box will appear asking whether we want the tile for "Eyes", "Chow", "Pung", or a "Special Hand" (such as Thirteen Unique Wonders). (The term "Eyes" is used instead of "Pair" so that in the keyboard accelerators, E can be used, leaving P for "Pung".) When a player (including us) claims, the word "Chow!" etc. will appear (in big letters on a yellow background, by default) for a couple of seconds above the player's tiles. When all players have claimed, or timed out, the successful claim is implemented; no additional announcement is made of this. If a player adds a tile to an exposed pung, and that tile would give us Mah Jong, then a dialog box pops up to ask whether we wish to rob the kong. After somebody goes Mah Jong, we are asked to declare our concealed sets. A dialog appears with buttons for "Eyes", "Chow", "Pung". To declare a set, select a tile, which must be the first tile in the set for a chow, and click the appropriate button. (If we are going Mah Jong, the first undeclared tile is auto-selected.) When finished, click "Finished" to reveal the remaining tiles to the other players. If we are the winner, there will be a button for "Special Hand": this is used to declare hands of non-standard shape, such as Thirteen Unique Wonders. (Note: the Seven Pairs hand, if in use, should be declared by means of the "Eyes" button, not the "Special Hand" button.) At this point, a new top-level window appears to display the scoring information. The scoring is done entirely by the server, not by the players; the server sends a text description of the score calculation, and this is displayed for each player in the Scoring window. The information in the Scoring window remains there until the next hand is scored; the window can be brought up at any time via the "Show" menu. Finally, the "continue with next hand" dialog appears. The hand just completed will remain visible on the table until the next hand starts. Keyboard Accelerators There are keyboard accelerators for all the actions in the course of play. For selecting tiles, the Left and Right arrow keys can be used to move the selection left or right along the row of tiles. In all dialogs, Space or Return will activate the shadowed button, which is usually the commonest choice. Each button can also be activated by typing the underlined letter. (In the Windows GTK1 build, use l (ell) and r instead of Left and Right. The button accelerators do not work, for reasons unknown to me.) The menus are also accessible via accelerators. To open a menu, press Meta-X (Alt-X on Windows), where X is the underlined letter in the menu name. (Meta-X is often (confusingly) Alt-X on Linux systems.) Then each entry has an underlined letter which if pressed will activate it. An additional top-level window showing the state of the game can be obtained by selecting "Game info" from the "Show" menu. A record of the scores so far in the game can be found by selecting "Scoring history" from the "Show" menu. The players are listed in board order, with the original east marked by @. In each hand, the player's hand score appears in parentheses, and then their gain or loss for the hand, beneath which is the running total There is also a facility for sending text messages to the other players. Select "Messages" from the "Show" menu, and a window will appear: in the top is a display of all messages sent, and below is a single line in which you can enter your message. It will be sent when you hit Return. The message window pops up automatically whenever a message is received, unless prevented by a display preference. If the "Display status and messages in main window" display option is set, then this window will instead appear in the main window, above the table. In that case, there is a checkbox "Keep cursor here" next to the message entry line. Checking this box will ensure that the keyboard focus stays in the message entry field, even when you click on buttons in the game. (Consequently, you will be unable to use keyboard accelerators while this option is checked.) Starting games and re-connecting -------------------------------- The "Game" menu has the "New local game..." item to start a new game on your local computer, and the "Join server..." item to connect to an existing game. The dialogs for both these have the following entries: Checkboxes for Internet/Unix server These specify whether the server is listening on an Internet socket or a Unix socket. If an Internet (TCP) socket, the host name ("Join Game..." only) and port number should be entered in the appropriate boxes; if a Unix socket, the file name of the socket may be entered, or if it is left blank, a temporary file will be used. These fields are remembered from game to game. "Player ID" and "Name" fields The "Player ID" should be left at 0, unless reconnecting to an existing game, in which case it should be the ID assigned by the server on first connecting to that game. The "Name" field can be anything. When reconnecting to an existing game, if the ID is given as 0, the server will try to use the "Name" to identify the player. (This may not be true in future.) The "Name" field is remembered from game to game. The "Join server..." dialog then simply has a "Connect" button to establish the connection. The "New local game..." has the following fields: For each of three further players, A checkbox to say whether to start a computer player. (Some of) these should be unchecked if you wish other humans to join the games. If checked, there is a text entry to set the players' names, and a text entry field in which options can be given to the players; the latter should only be used if you understand the options! The options are remembered from game to game. An "allow disconnection" checkbox If this is checked, the server that is started will continue to run even if players disconnect. If it is not checked, the server will quit if any player disconnects. If you are playing one against the computer, this should generally be left unchecked, in order to avoid server processes accidentally being left lying around. If playing against people, it should be checked, to allow players to go away, or to guard against network outages. As "save game state on exit" checkbox If this is checked, the server will save the game state (see below on on saving and resuming games) when a player disconnects and causes it to quit. A "seat players randomly" checkbox If this is left unchecked, players will be initially seated as East, South, West, North in order of connection. (We always connect first.) If it is checked, the seating will be random. A numeric entry field to specify the time limit for claiming discards. If set to 0, there will be no time limit. A button to start the game Note that it takes a few seconds to start a game, during which time the dialog stays up with the button pressed. (TODO: fix this!) Saving and resuming games ------------------------- At any time during the play of a game, you can choose the "Save" entry from the "Game" menu. This causes the server to save the current state of the game in a file. The file will be named game- DATE .mjs by default; if a name has previously been specified, or if the game was resumed from a file, that name will be used. To specify a name, use the "Save as..." entry in the "Game" menu. Note that for security, directories cannot be specified (except by resuming a game), so the file will be created in the working directory of the server. To resume a saved game, use the "Resume game..." entry from the "Game" menu. This is just like the "New local game..." panel, but it has a box to specify the file containing the saved game. You can either type the file name into the box, or click the "Browse..." button to get a file chooser dialog. (File chooser not available on Windows GTK1 build.) Setting display and game options -------------------------------- The "Options" menu of xmj brings up panels to set various options related to the display and to the game rules. Most of these options can be stored in the preferences file, which is .xmjrc in your home directory on Unix, and xmj.ini in your home (whatever that means) directory on Microsoft Windows. Display Options --------------- This panel controls options related to the local display. At the bottom are three buttons: "Save & Apply" applies changes and saves them in the preferences file for future sessions; "Apply (no save)" applies any changes, but does not save them; "Cancel" ignores changes. Note that many display options can also be controlled by command-line arguments; if an option is specified both in the preferences file and on the command line, the command line takes priority. Position of action dialogs. This determines where the dialogs for user actions in the game are popped up; see the description of the --dialogs-central etc. options above. This option is stored in the preferences file as Display DialogPosition POSN where POSN is one of "central", "below" or "popup". Animation determines whether tile movements are animated (see the --animate option above). This option is stored in the preferences file as Display Animate BOOL where BOOL is "0" or "1". Display status and messages in main window puts the game status and message (chat) windows in the main window, above the table, instead of having separate popup windows. This option is stored in the preferences file as Display InfoInMain BOOL where BOOL is "0" or "1". Don't popup scoring/message windows will prevent the automatic popup of the scoring window at the end of a hand, the message window on the arrival of a message, and the game status window at the end of the game. This option is stored in the preferences file as Display NoPopups BOOL where BOOL is "0" or "1". Tiletips always shown means that the name of a tile is displayed whenever the mouse enters it, and the name of the selected tile is always shown. (Otherwise, right-click to display the name.) This option is stored in the preferences file as Display Tiletips BOOL where BOOL is "0" or "1". Rotate player info text determines whether the player information labels on the main board are rotated vertically for the left and right players, or kept horizontal. The default is to rotate them. This option is stored in the preferences file as Display RotateLabels BOOL where BOOL is "0" or "1". Show when players are thinking When this is on, "..." will be displayed in other player's claim alerts while they are "thinking", that is, have not yet claimed or passed. This option requires a recent server. The default is off. This option is stored in the preferences file as Display ThinkingClaim BOOL where BOOL is "0" or "1". Alert on possible mah-jong determines whether to pop up an alert when a discard or drawn tile makes mah-jong possible. Beware that only the server knows the full rules, so this is not infallible. The default is off. This option is stored in the preferences file as Display AlertMahjong BOOL where BOOL is "0" or "1". Display size This drop-down list specifies the size of the display. The size should be thought of as the length of a tile rack. This is only relevant if the wall is not being displayed. Values range from 14 to 19; if "(auto)" (the default) is specified, the client tries to choose a size as big as will fit in the display. This option can also be specified by the command line --size argument. This option is stored in the preferences file as Display Size N Show the wall "always" is equivalent to the --show-wall option; "never" is equivalent to the --no-show-wall option; and "when room" is the default. This option is stored in the preferences file as Display ShowWall WHEN where WHEN is one of "always", "when-room" or "never". Sort tiles in hand By default, the program maintains your own tiles in sorted order. If you prefer to leave them unsorted (which is often recommended in real life, to avoid giving information to your opponents), or to arrange them yourself, you can set this option to "never", or to "on deal" if you want them to be sorted at the beginning, but then left alone. To rearrange tiles, use the Shift-Left and Shift-Right (i.e. the left and right arrow keys while holding Shift) - these move the selected tile left or right in your hand. (In the Windows GTK1 build, use L (Shift-l) and R (Shift-r) instead.) On GTK2 builds, you can also drag a tile to its new position with the mouse. This option is stored in the preferences file as Display SortTiles WHEN where WHEN is one of "always", "deal" or "never". Iconify all windows with main If this option is set (the default), then when the main xmj window is iconified, (almost) all other open windows such as dialogs will also be iconified; when the main window is uniconified, the other windows will also be uniconified. If it is not set, all windows are independent of one another. This option is stored in the preferences file as Display IconifyDialogs BOOL This option is not currently supported under Microsoft Windows. Tileset this is the tile pixmap directory, also given by the --tileset option. This option is stored in the preferences file as Display Tileset DIRNAME Tileset Path this is the search path for tileset directories, also given by the --tileset-path option. This option is stored in the preferences file as Display TilesetPath SEARCH-PATH Main font selection... This button brings up a font selection dialog to choose the font used in buttons, menus, etc. in the client. This option is stored in the preferences file as Display MainFont FONT-NAME where FONT-NAME is a font name, which may be an X LFD in the Unix GTK+1 version, or a Pango font name in the Windows and Unix GTK+2 versions. Text font selection... This button brings up a font selection dialog to choose the font used in text display (such as scoring info and chat) in the client. This option is stored in the preferences file as Display TextFont FONT-NAME Table colour selection... Unaccountably, not everybody likes my choice of dark green for the table background. This button brings up a colour selection box to allow the table colour to be changed.This option is stored in the preferences file as Display TableColour COL where COL is a GTK colour specification. The format depends on whether xmj is built with GTK+1 - in which case it is an X color of the form rgb:RRRR/GGGG/BBBB - or GTK+2 - in which case it is a GTK2 color of the form #RRRRGGGGBBBB. GTK+2 programs will convert an old GTK1 specification. Gtk2 Rcfile: In the GTK+2 build, xmj by default ignores completely the system and user settings for look and feel, and uses its own built in settings. These settings use the Clearlooks theme, if it is available, to provide a simple but clean look with slightly rounded tiles; and fall back to a plain theme, as compact as possible with the standard engine. If you wish, you can use this option to specify the name of a GTK rcfile which will be read instead of the built in settings. A minimal set of settings will be read before your file is read. Such a file can specify many details of the appearance, provided that you know how to write a GTK rcfile. You will need to know that xmj uses the following styles and bindings: gtk-font-name = FONTNAME can be used to change the overall font used by widgets. This will overridden by the font specified by the Main Font option, if set. style "table" is used to give the green (or whatever you set) colour to the table. All widgets that should have this style are named "table", so the appropriate binding (already set in the minimal set) is widget "*.table" style "table" style "playerlabel" is used to give the white text colour to the player status labels in the corners of the board (if shown). All widgets that should have this style are named "playerlabel", so the appropriate binding (already set in the minimal set) is widget "*.playerlabel" style "playerlabel" style "tile" is used in the default settings for all widgets named "tile", which are all tiles except the tiles in your own concealed hand. This style is not used in the minimal settings, but if set it should be bound with widget "*.tile" style "tile" style "mytile" is used in the default settings for the concealed tiles in your hand, which are active buttons. These tiles are all named "mytile". This style is not used in the minimal settings, but if set it should be bound with widget "*.mytile" style "mytile" style "claim" is used to set the yellow background and large font of the claim announcement popups. These popups are named "claim", so the appropriate binding (already set in the minimal set) is widget "*.claim" style "claim" style "text" is used to change the font for the text widgets such as message boxes and input fields. In the minimal settings, it is empty, but is defined and bound to the relevant widgets. The binding should not be changed, but the style itself can be redefined. If the Text Font option is set, this style will be redefined in order to implement it. binding "topwindow" is defined and bound to the top-level window to implement the use of the left and right arrow keys to change the selected tile. It is probably not helpful to change this. The distribution contains three example gtkrc files, called gtkrc-minimal , gtkrc-plain , and gtkrc-clearlooks , which contain the program's compiled in settings. This option is stored in the preferences files as Display Gtk2Rcfile FILE-NAME Note that if the file-name is relative, it will be interpreted relative to the current directory in Unix, or the program directory in Windows. Use system gtkrc As noted above, xmj does not normally load the system settings in the GTK+2 build. If this option is checked, it will (after the minimal settings, but before the default or user-specified settings). This option is stored in the preferences files as Display UseSystemGtkrc BOOL where BOOL is 0 or 1. Note for GTK+1 builds Under a GTK+1 build, xmj does what any other application does. This should allow the use of a .gtkrc file to change colours, using the styles and bindings given above. However, this is not a supported activity. Playing Preferences ------------------- This panel controls what actions the client may take on your behalf. The first (and currently only) section specifies when the client should declare tiles and sets for you. It has the following checkboxes: flowers and seasons if checked, will be automatically declared as soon as drawn. losing hands if this is checked, then when somebody else goes out, the client will declare your closed sets. It declares in the order pungs, pairs, chows. winning hands this is the same for when you go out. The panel has "Save & Apply", "Apply (no save)" and "Cancel" buttons, as in the display options panel. Game Option Preferences ----------------------- This panel controls preferred game options which will be sent to the server when a game starts. Preferences will only be applied if we are the game manager, or the game has no manager. (Normally, the first human player to connect to the server becomes the game manager.) For details of options and their meanings, see the Game Options section in the rules. The panel has two action buttons, "Save Changes" and "Cancel", with the obvious meanings. Note if a game is in progress, changed preferences are NOT applied to it; however, there is a button in the Current Game Options panel to apply preferences. The main body of the panel is a scrollable window listing all the known options. If no preference is stored for the FooBar option, then there is an "Add pref" button next to a description of the FooBar option. If this button is clicked, an entry for setting the option appears. The format of this entry depends on the type of the option (see the Game Options section of the rules for details of types): Boolean (on/off) options have a checkbox. Integer options have a spinbutton for numerical entry: the value can be typed in, or the up and down arrows can be used to change it Score options have radio buttons for selecting Limit, Half-Limit, or other; for other, the number of doubles and/or points is entered with spinbuttons. (Note: the underlying protocol allows percentages (possibly more than 100%) of limits to be specified for scores; however, the current graphical interfaces allow only limits or half-limits. Even half-limits are pretty strange, but some bizarre sets of rules, such as those of the British Mah-Jong Association (which plays a weird American/Western/Chinese mix), allow other fractions of limits.) String options have a simple text entry field. All option entries have a "Reset" button which returns the entry to its previous state. A preference is removed by clicking the "Remove pref" button. Current Game Options -------------------- When there is a connected game, this panel allows its game options to be modified (if we have permission to do so). The three action buttons are "Apply changes", which applies the panel's settings to the current game; "Apply prefs", which applies our preferences (as described above) to the current game; and "Cancel". The body of the panel contains entries for all the options of the current game, in the same format as the preferences panel (see above). UPDATES ------- The latest release of the Unix Mah-Jong programs should be available at http://mahjong.julianbradfield.org/