XMJ
NAME
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/
RULES
The game currently implemented is a version of the classical Chinese
game. The most convenient and comprehensive set of rules is that
provided by A. D. Millington, "The Complete Book of Mah-Jongg",
Weidenfield & Nicolson (1993), ISBN 0 297 81340 4.
In the following, M 103 denotes item 103 of the rules laid out in Chapter 3
of that book. I here describe only the differences from these
rules, some of which differences are consequences of using computers,
and some of which are points where my house rules differ from
Millington's version. In due course, all variations (of Chinese
classical) will be accommodated, if there is sufficient desire.
Classification of tiles (M 1-8): the tiles are a standard Chinese set.
The tiles do not have Arabic numerals, except for the flowers and
seasons, where the identifying Chinese characters are too small to be
legible. A numbered set is included in the distribution and can be
used via the Tileset display preference.
The flowers and seasons may be removed from the tile set by unsetting
the Flowers game option.
Preliminary (M 9-10): nothing to say.
Duration of the game (M 11-14): standard rules. In particular, the
title of East does not pass after a wash-out.
Selection of seats (M 15): the players are seated in the
order they connect to the server, or randomly, according to the option
given to the server.
The deal etc. (M 16-27): There is no attempt to simulate the usual
dealing ritual (M 16-20, 23-26); the wall is built randomly by the
server. The dead wall is also maintained by the server.
The existence of a dead wall is controlled by the DeadWall game
option; normally there is a dead wall.
The deal wall is either 14 tiles and kept at 13 or 14 during play (as
in most authors), or is 16 tiles, not extended during play (per
Millington (M 22)), according to the DeadWall16 game option.
Replacement tiles for kongs are always taken from the loose tiles,
but replacements for bonus tiles may be drawn from the live wall (M 31),
or from the loose tiles, according to the FlowersLoose game option.
Object of game (M 28-31): all winning hands must comprise four sets
and a pair, with the exception of the Thirteen Unique Wonders.
If the SevenPairs game option is set, then a hand of any seven
pairs is also allowed as a winning hand.
Bonus tiles (M 31): M requires that bonus tiles must be declared in
the turn in which they are drawn; otherwise the player may not
exchange or score them (and thus they cannot go out). We do not make
this restriction, as it is (a) pointless (b) unenforceable in real
life. Bonus tiles may be declared at any time after drawing from the
wall. (Obviously, there is no reason not to declare them immediately.)
Commencement of the Game (M 32-33): standard.
Playing procedure (M 34-38): standard.
In particular, the other players have to give permission for
east to start playing (M 34).
The display of discards cannot be controlled by the server; the
current X client displays them in an organized fashion, rather than
the random layout required by M 35.
Chow (M 39-42): standard.
Pung (M 43-45): standard.
Kongs (M 46-52): M distinguishes three types of kong: concealed,
claimed (by Kong), and annexed (formed by adding a discard to an
exposed pung), and allows claimed kongs to be counted as concealed for
the purposes of doubling combinations. I have not seen this anywhere
else; normally, a claimed kong is treated as exposed for all purposes.
We follow the normal convention; however, the game option
KongHas3Types can be set to implement M's rules. In this case, the xmj
program will distinguish claimed kongs by displaying them with the
last tile face down, whereas annexed kongs are all face up.
Players may declare a concealed kong, or add to a pung,
only when they have just drawn a tile from the wall (live or dead);
not just after a claiming a discard. (A silly restriction in my view,
but one that all rule sets seem to have (M 51).) As from program
version 1.11 (protocol version 1110), we also allow a player to add to
a pung they have just claimed (see note above in the description of play).
Calling and Mah Jong (M 53-54): standard. (I.e. there is no "Calling"
declaration.)
NOTE: M permits players to change their mind about making a claim
(M 69); we do not, and all claims are irrevocable. As a special
concession, we allow adding to a just claimed pung, so simulating the
effect of correcting a pung claim to a kong.
Original Call (M 55): the Original Call declaration must be made
simultaneously with the first discard, rather than afterwards.
NOTE: the server does *not* check that the declarer does indeed
have a calling hand, as a mistaken original call does not damage the
other players or the progress of the game. The server does, however,
thereafter prevent the declarer from changing their hand; therefore a
mistaken original call will make it impossible to go out. (Note: in M,
an Original Caller may change their hand, but will thereby lose the
ability to go out (M 55(b)); is this a better way to treat it?)
Note also: as per M, an original call can be made even if another
player has claimed a discard before, unlike the Japanese version.
Robbing a Kong (M 57-60): Robbing a kong is implemented. However, as
with discards, we require that kongs are robbed before anything else
happens, and in particular before the konger draws a replacement tile.
Therefore, after a kong, all other players must either claim Mah Jong
or pass. (The provided programs will pass automatically if robbing is
not possible.) As for discards, there is a time limit.
Precedence of claims for discard (M 61-65):
Many rules allow a discard to be claimed up until the time the next
discard is made. M does this, with elaborate rules for the precise
specification.
For ease of implementation, we do not allow this: instead, all players
are required to make a claim or pass, and once all players have
claimed, the successful claim is implemented irrevocably.
The server imposes a time limit; players that do not claim within
the limit are deemed to have passed. This defaults to 15 seconds,
but can be changed or disabled by the Timeout game option.
Irregularities in Play (M 66-81): the server does not permit unlawful
moves, and so no irregularities can arise.
False Declaration of Mah Jong (M 82-83): such declarations are not
permitted by the server.
False Naming of Discards (M 84-88): this also cannot happen.
Incorrect Hands (M 89): cannot happen.
Letting Off a Cannon (M 90-96): as in M. However, if a player makes
a dangerous discard, but has no choice, the server will determine
this; it is not necessary to plead "no choice" explicitly, and neither
is the player's hand revealed to the other players.
Wash-Out (M 97-99): standard.
Points of Etiquette (M 100-102): not applicable.
Displaying the Hand (M 103-106):
The format of display is a matter for the client program, and cannot
be controlled by the server.
After Mah Jong, the players are responsible for declaring concealed
sets in whatever way they wish. The winner, of course, is required to
declare a complete hand; but the losers may declare as they wish.
Once a set is declared, it cannot be revoked. Note that the losers may
declare multiple scoring pairs.
Procedure in Settlement (M 107-111):
The settlement is classical: that is, the winner gets the value of
their hand from all players; the losers pay one another the
differences between their scores; except all payments to or from East
are doubled; and if players let off a cannon, they pay everybody's debt.
Unlike normal play (M 110), all hands are scored by the server, rather
than by the players. Settlement is also computed by the server.
Some variations in settlement are provided: if the LosersSettle game
option is set to false, there are no payments between losers; if the
EastDoubles game option is set to false, payments to or from East are
not doubled; if the DiscDoubles game option is set to true, then the
discarder of the tile that gave Mah-Jong will pay double to the
winner, and a self-draw is paid double by everybody.
Method of Scoring (M 112-122):
The method is standard (M 112), viz calculate points obtained from
sets and bonuses, and then apply doubles.
The following points are given for tiles:
- Bonus tiles:
-
4 each (M 114(a))
- Pungs:
-
2 for exposed minor tiles; 4 for exposed major or concealed minor;
8 for concealed major. (M 114(b))
- Kongs:
-
8 for exposed minor; 16 for exposed major or concealed minor;
32 for concealed major. (M 114(c))
- Chows:
-
no score. (M 114(d))
- Pair:
-
2 for a pair of Dragons, Own Wind, or Prevailing Wind.
A pair that is both Own and Prevailing Wind scores 4. (M 114(e))
Non-winning hands may score more than one pair.
- Basic points:
-
the winner gets 20 points for going Mah Jong.
This can be changed by the MahJongScore game option
(M 115(a) has 10 points).
- Seven Pairs hand:
-
If Seven Pairs hands are allowed, they receive an additional score of
20 points, changed by the SevenPairsVal game option.
- Winning from wall:
-
if the final tile is drawn from the wall, 2 points
are added (M 115(b)).
- Filling the only place:
-
if the final tile is the only denomination
that could have completed the hand, 2 points are added (M 115(c)).
NOTE: As in M, if all four copies of a tile are exposed on the table,
it does not count as available for completing the hand.
- Fishing the eyes:
-
a player who completes by obtaining a pair gets 2
points if the pair is minor, or 4 if major (M 115(d)).
Note: to obtain these points for a discard, the player must actually
claim the discard for a pair: e.g. if waiting on 5677, and 7 is
discarded, the player must claim for the pair, not the chow.
The following doubles apply to all hands.
All possible clauses apply unless stated otherwise.
- Having own flower or own season.
-
No extra score. Changed by the FlowersOwnEach game option.
- Having own flower AND own season,
-
1 double. (M 116(a)). Changed by the FlowersOwnBoth game option.
- Having all four flowers,
-
1 double. (M 116(b)). Changed by the FlowersBouquet game option.
- Having all four seasons,
-
1 double. (M 116(b)). Changed by the FlowersBouquet game option.
- Each set of dragons,
-
1 double. (M 116(d))
- A set of the player's own wind,
-
1 double. (M 116(e))
- A set of the prevailing wind,
-
1 double. (M 116(f))
- "Little Three Dragons": two sets and a pair of dragons.
-
1 double. (M 116(g))
- "Big Three Dragons": three sets of dragons.
-
2 doubles. (M 116(h))
- "Little Four Winds": three sets and a pair of winds.
-
1 double. (M 116(i))
- "Big Four Winds": four sets of winds.
-
2 doubles. (M 116(j))
(Note: the definitions of these last four doubles when applied to
non-winning hands are subject to wide variations. Possibly there
should be options to allow other possibilities.)
- Three concealed pungs:
-
1 double. (M 116(k))
(Note: if the KongHas3Types game option is set, a claimed kong counts
as concealed for this hand; see the note above under "Kongs".)
The following doubles apply to the winning hand only:
- No score hand: four chows and a non-scoring pair.
-
1 double. (M 117(a))
(Note: like M, we allow any of the extra points (Fishing the Eyes,
etc) to go with this double. Some rules say that the extra points
invalidate this hand. Possibly there should be an option for this.)
- No chows:
-
1 double. (M 117(b))
- Concealed hand:
-
1 double (M 117(c)), changeable with the ConcealedFully game
option. (Note: this means a hand that is fully concealed after going
out. Another common value for this is 3 doubles, in which case 1
double is usually given for a semi-concealed hand (see below).)
(Note: if the KongHas3Types game option is set, a claimed kong counts
as concealed for this hand; see the note above under "Kongs".)
The following doubles normally apply to the winning hand only;
however, the LosersPurity game option can be set to allow
losing hands to score them (this is a highly deprecated American
feature, but has been requested by a user).
- Semi-concealed hand:
-
no doubles, changeable with the ConcealedAlmost game
option. (Not in M)
(Note: this means a winning hand that is concealed up to the point of
going out, or, if enabled, a concealed losing hand. According to a
discussion on rec.games.mahjong, a winning semi-concealed hand is
classically awarded one double (with three given for fully concealed).
One book in my possession (U.S.A., early 1920s) awards this double
only to a hand that is concealed except for the pair.)
(Note: if the KongHas3Types game option is set, a claimed kong counts
as concealed for this hand; see the note above under "Kongs".)
- One suit with honours:
-
1 double. (M 117(d))
- One suit only:
-
3 doubles. (M 117(e))
- All majors:
-
1 double. (M 117(f))
- All honours (in an unlimited game):
-
2 doubles. (M 117(g))
(Note: such a hand will also score the double for all majors.)
- All terminals (in an unlimited game):
-
2 doubles. (Not in M)
(Note: such a hand will also score the double for all majors.)
The following doubles apply only to the winning hand:
- Winning with loose tile:
-
1 double. (M 117(h))
(Note: with the default settings, replacements for bonus tiles come from
the live wall. Hence this double applies only to winning after Kong.)
- Winning from the bottom of the sea (winning with last tile),
-
1 double. (M 117(i))
- Catching a fish from the bottom of the sea (winning with last discard),
-
1 double. (M 117(j))
- Robbing a kong,
-
1 double. (M 117(k))
- Completing Original Call,
-
1 double. (M 117(l))
Limit (M 118-120): the limit is 1000 by default, and can be changed by
the ScoreLimit game option. The NoLimit game option can be
used to play a game "with the roof off".
The following hands are limit hands:
- Heaven's Blessing: East wins with dealt hand. (M 122(a))
-
- Earth's Blessing: player wins with East's first discard. (M 122(b))
-
- Gathering Plum Blossom from the Roof: winning with 5 Circles from the
-
loose wall. (M 122(c))
- Catching the Moon from the Bottom of the Sea: winning with 1 Circle as
-
the last tile. (M 122(d))
(Note: M says that the tile must be drawn. It seems more reasonable
also to allow it to be the last discard, which is what we
do. Objections?)
- Scratching a Carrying Pole: robbing a kong of 2 Bamboos. (M 122(e))
-
- (Note: these last three limits are rather arbitrary, but of the
-
arbitrary limits they are apparently the most common. There should be
options to disable them.)
- Kong upon Kong: making a Kong, making another Kong with the loose
-
tile, and with the second loose tile obtaining Mah Jong. (Also, of
course, with three or four successive kongs.) (M 122(f))
- Four Kongs. (M 122(g))
-
- Buried Treasure: all concealed and no chows. (M 122(h))
-
- The Three Great Scholars: three sets of dragons and no chows. (M 122(i))
-
(Note: in most rules I have seen, there is no restriction to a no chow
hand. Since in M's rules, three sets and a chow scores at least
(10 (M has 10 for Mah Jong) + 12 (at least 3 pungs))
times 8 (2 for each set of dragons) times 4 (for Big Three Dragons)
= 704, this is significant with the default limit. For us, with 20 for
going out, Big Three Dragons is over the default limit anyway.)
- Four Blessings o'er the Door: four sets of winds and a pair. (M 122(j))
-
- All Honours. (M 122(k))
-
- Heads and Tails: all terminals. (M 122(l))
-
- Imperial Jade: contains only Green Dragon and 2,3,4,6,8 Bamboo. (M 122(m))
-
(Note: another rather arbitrary hand, but widely adopted.)
- Nine Gates: calling on 1-1-1-2-3-4-5-6-7-8-9-9-9 of one suit. (M 122(n)).
-
- Wriggling Snake: 1-1-1-2-3-4-5-6-7-8-9-9-9 plus 2, 5 or 8 of
-
one suit (M 122(o)).
(Note: another rather arbitrary hand.)
- Concealed Clear Suit: one suit only and all concealed. (M 122(p))
-
- Thirteen Unique Wonders: one of each major tile, and a match to any of
-
them. (M 122(q))
- East's 13th consecutive Mah-Jong. (M 122(r))
-
General note: there are many other doubles and limits kicking
around. I welcome opinions on which should be possible options; and
also on which of the above I should eject from the default set.
I dislike Imperial Jade, Wriggling Snake, and the ones depending on a
specific tile (Gathering Plum Blossom, Catching the Moon, Scratching a
Carrying Pole): which of these are so commonly adopted that they
should be in even a fairly minimalist default set?
GAME OPTIONS
This section describes the options that can be set in the
game. Whether an option can be used, depends on the version of the
programs. This is described by a "protocol version number"; this is
not strictly speaking a version just of the communication protocol,
but a version number reflecting the combination of protocol and
programs. When playing by oneself, this does not matter, but in the
case of a networked game, players might have different versions of the
software, in which case the game is played according to the lowest
version of any player.
Game options can be controlled in two ways: the --option-file
argument to the mj-server program gives options to be applied to
the game, or options can be set by the players, using the interface
described in the manual section for xmj.
In the user interface, the options are referred to by a one line
description, but each option also has a short name, given here.
Options are of several types:
- bool
-
boolean, or on/off, options.
- int
-
integer options
- nat
-
non-negative integer options
- string
-
is a miscellaneous type, whose values are strings of at most 127
characters which must not contain white space
- score
-
is the type used for options that give the score of some combination
or feature in a hand. A score is either a limit (or a half-limit; the
underlying protocol supports percentages of limits, but the current
user programs only support limits and half limits); or a number of
doubles to be awarded; or a number of points to be added. It is
possible (though never needed) to have both points and doubles. If
points/doubles are specified as well as a limit, they will be used in
a no-limit game. (The server implements a hard limit of 100000000
on all scores to avoid arithmetic overflow, but that's unlikely to
worry anybody.)
Currently supported options
The following options are implemented in the versions of the program
with which this document is distributed. If playing against people
with older versions of the software, some options may not be
available. The list gives for each option the short name, type, and
short description, followed by a detailed explanation.
- Timeout (nat) time limit for claims
-
This is the time in seconds allowed to claim a discard, or to rob a
kong. If set to zero, there is no timeout. The default is 15 seconds.
- TimeoutGrace (nat) grace period when clients handle timeouts
-
This period (in seconds) is added to the Timeout above before the
server actually forces a timeout. This is for when clients handle
timeouts locally, and allows for network lags. If this option is zero,
clients are not permitted to handle timeouts locally. The current
server also only allows players to handle timeouts locally if all of
them wish to do so.
- ScoreLimit (nat) limit on hand score
-
This is the limit for the score of a hand. In a no-limit game, it is
the notional value of a "limit" hand. The default is 1000.
- NoLimit (bool) no-limit game
-
If this option is set, the game has no limit on hand scores. The
default is unset.
- MahJongScore (score) base score for going out
-
This is the number of points for obtaining Mah-Jong.
The default is 20.
- SevenPairs (bool) seven pairs hand allowed
-
If this option is set, then Mah-Jong hands of seven pairs (any seven
pairs) are allowed. The default is unset.
- SevenPairsVal (score) score for a seven pair hand
-
This gives the score (in addition to the base Mah-Jong score) for a
seven pairs hand. The default is 20.
- Flowers (bool) play using flowers and seasons
-
If this option is set, the deal includes four flowers and four seasons
in the Chinese Classical style. If unset, only the 136 standard tiles
are used. The default is set.
- FlowersLoose (bool) flowers replaced by loose tiles
-
If playing with flowers, this option determines whether flowers and
seasons are replaced from the live wall (unset), or by loose tiles
(set). The default is unset.
- FlowersOwnEach (score) score for each own flower or season
-
This option gives the score for having one's own flower or season.
If one has both, this score will be given twice. The default is no
score.
- FlowersOwnBoth (score) score for own flower and own season
-
This is the score for having both one's own flower and one's own
season. Note that this is awarded in addition to twice the previous
score. The default is 1 double.
- FlowersBouquet (score) score for all four flowers or all four seasons
-
This is the score for having all four flowers or all four seasons.
The default is 1 double.
- DeadWall (bool) there is a dead wall
-
This determines whether there is a dead wall, so that play ends when
it is reached (set), or whether all tiles may be drawn (unset).
The default is set.
- DeadWall16 (bool) dead wall is 16 tiles, unreplenished
-
If this option is set, then the dead wall initially has 16 tiles,
and does not have any more tiles added to it (this is the set-up
described by Millington). If the option is unset, then the dead wall
initially has 14 tiles, and after two loose tiles have been taken,
two tiles are moved from the live wall to the dead wall (this is the
set-up described by almost everyone else). The default is unset in
versions 1.1 onwards, and set previously. (To be precise, the protocol
level default is set, but all servers from 1.1 onwards will change
this to unset.)
- ConcealedFully (score) score for fully concealed hand
-
This is the score for a winning hand with no open sets.
The default is 1 double.
- ConcealedAlmost (score) score for almost concealed hand
-
This is the score for a hand that is concealed up to the point of
going out.
The default is no additional score.
- LosersPurity (bool) losing hands score doubles for pure, concealed etc.
-
If this option is set, losing hands will score various doubles for one
suit, almost concealed, etc. See the rules for details. This option is
an (Anglo-)Americanism alien to Chinese Classical (see Foster for a
spirited but faulty argument in its favour, and Millington for the rejoinder).
The default is unset.
- KongHas3Types (bool) claimed kongs count as concealed for doubling
-
If this option is set, claimed kongs count as concealed for various
doubling combinations, although they score as exposed for basic
points. See the note above under "Kongs".
The default is unset.
- LosersSettle (bool) losers pay each other
-
If this option is set, the losers pay each other the difference
between their scores. If it unset, they pay only the winner.
The default is set.
- EastDoubles (bool) east pays and receives double
-
If this option is set, payments to and from East Wind are doubled,
as in the Chinese Classical game.
The default is set.
- DiscDoubles (bool) the discarder pays double
-
If this option is set, the settlement procedure is changed to a style
common in Singapore. That is, if the winning player wins off a
discard, the discarder pays double the hand value, and the other
players pay the hand value. If the winner wins from the wall, then all
other players pay double the hand value.
The default is unset.
Note: EastDoubles and DiscDoubles can be set together, but nobody
plays such a rule.
- ShowOnWashout (bool) reveal tiles on washout
-
If this option is set, the players' hands will be revealed in the
event of a washout.
- NumRounds (nat) number of rounds to play
-
This option says how many rounds to play in the game. For aesthetic
reasons, the possible values are 1, 2, or a multiple of 4. In the 2
round case, the East and South rounds will be played. It defaults to
the usual 4 rounds.
Option file format
Both in the option file and in the .xmjrc file, options are
recorded in the format used by the server protocol. This is a line of
the form
GameOption 0 name type minprot enabled value desc
The meanings of the elements are:
- GameOption 0
-
identifies this as a game option line (the 0 is an irrelevant field
from the protocol).
- name
-
is the name of the option.
- type
-
is the type of the option.
- minprot
-
is the minimum protocol version with which the option can be used
(which is not necessarily the version at which it was introduced).
- enabled
-
will always be 1.
- value
-
is the value: a decimal (signed) integer for nat and int;
0 or 1 for bool; the string for string; and for
score, if the score is c centi-limits, d doubles and
p points, the value is c*1000000 + d*10000 + p.
- desc
-
is a short description of the option, which is not required but is
usually copied in from the server.
Index
- NAME
-
- SYNOPSIS
-
- DESCRIPTION
-
- QUICK START
-
- OPTIONS
-
- All Programs
-
- xmj and mj-player
-
- xmj
-
- mj-server
-
- mj-player
-
- USING THE XMJ PROGRAM
-
- Starting games and re-connecting
-
- Saving and resuming games
-
- Setting display and game options
-
- Display Options
-
- Playing Preferences
-
- Game Option Preferences
-
- Current Game Options
-
- UPDATES
-
- RULES
-
- GAME OPTIONS
-
- Currently supported options
-
- Option file format
-
You can make a donation via PayPal. The amount is up to you; if you
want a suggested figure, how about fifteen euros/dollars?