Provided by: mah-jong_1.16-1build2_amd64 bug

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.

J.C.Bradfield                                       Mah-Jong                                              XMJ(6)