89typedef const char *(*help_callback_func_t) (
const struct setting *
pset);
90typedef const struct sset_val_name * (*val_name_func_t) (
int value);
195 const char *
name,
const char *path,
206#define settings_snprintf(_buf, _buf_len, format, ...) \
207 if (_buf != NULL) { \
208 fc_snprintf(_buf, _buf_len, format, ## __VA_ARGS__); \
224#define NAME_CASE(_val, _support, _pretty) \
227 static const struct sset_val_name name = { _support, _pretty }; \
322 N_(
"Generator's choice"));
324 N_(
"One player per continent"));
326 N_(
"Two or three players per continent"));
328 N_(
"All players on a single continent"));
330 N_(
"Depending on size of continents"));
340 switch (team_placement) {
344 N_(
"As close as possible"));
346 N_(
"On the same continent"));
348 N_(
"Horizontal placement"));
350 N_(
"Vertical placement"));
360 switch (persistent_ready) {
364 N_(
"As long as connected"));
409 N_(
"See everything inside borders"));
411 N_(
"Borders expand to unknown, revealing tiles"));
421 switch (trait_dist) {
448 switch (happyborders) {
464 N_(
"Only allowed between human players"));
508 switch (revolentype) {
536 N_(
"Allows units to be airlifted from allied cities"));
538 N_(
"Allows units to be airlifted to allied cities"));
540 N_(
"Unlimited units from source city"));
542 N_(
"Unlimited units to destination city"));
555 "PLAYER",
N_(
"All players alternate movement"));
582#ifdef FREECIV_HAVE_LIBZ
585#ifdef FREECIV_HAVE_LIBBZ2
589#ifdef FREECIV_HAVE_LIBLZMA
592#ifdef FREECIV_HAVE_LIBZSTD
653 _(
"This setting controls whether players may make "
654 "moves at the same time during a turn. Change "
655 "in setting takes effect next turn. Currently, at least "
656 "to the end of this turn, mode is \"%s\"."),
673 "Currently this setting is being overridden by an "
674 "old scenario or savegame, which has set the absolute "
675 "number of huts to %d. Explicitly set this setting "
676 "again to make it take effect instead."),
682 return pset->extra_help;
694 if (*
pset->boolean.pvalue) {
706 const char *msg =
aifill(*
pset->integer.pvalue);
708 log_normal(
_(
"Warning: aifill not met: %s."), msg);
710 _(
"Warning: aifill not met: %s."), msg);
721 if (pplayer->nation !=
NULL) {
740 _(
"Warning: not enough nations in this nation set "
741 "for all current players."));
768 if (*
pset->boolean.pvalue) {
770 if (
is_human(pplayer) && !pplayer->is_connected) {
785 int timeout = *
pset->integer.pvalue;
802 int timeout = *
pset->integer.pvalue;
877 log_warn(
_(
"Failed to update default AI type."));
897 _(
"Invalid save name definition: '%s' "
898 "(resolves to '%s')."), value,
buf);
916 _(
"You cannot disable the map generator."));
923 _(
"You cannot require a map generator "
924 "when a map is loaded."));
940 _(
"Invalid score name definition: '%s'."), value);
963 _(
"Demography string validation failed at character: "
964 "'%c'. Try \"/help demography\"."), value[error]);
981 ?
NULL :
"save interval");
983 }
else if (!(value & (1 <<
AS_TIMER))
1014 for (
i = 0;
i <
len;
i++) {
1016 if (
strchr(
"HhAadbOo", value[
i])) {
1030 _(
"Allowed take string validation failed at "
1031 "character: '%c'. Try \"/help allowtake\"."),
1058 for (
i = 0;
i <
len;
i++) {
1059 if (
strchr(
"cwxksfdDaA", value[
i])) {
1065 _(
"Starting units string validation failed at "
1066 "character '%c'. Try \"/help startunits\"."),
1085 _(
"The first starting unit must be native to at "
1086 "least one \"Starter\" terrain. "
1087 "Try \"/help startunits\"."));
1104 _(
"Cannot set endturn earlier than current turn."));
1118 _(
"Number of players (%d) is higher than requested "
1128 _(
"Requested value (%d) is greater than number of "
1129 "available start positions (%d). Keeping old value."),
1145 if (
strlen(value) == 0) {
1152 _(
"Unknown nation set \"%s\". See '%slist nationsets' "
1153 "for possible values."), value, caller ?
"/" :
"");
1166 && value < 30 && value != 0) {
1168 _(
"You are not allowed to set timeout values less "
1169 "than 30 seconds."));
1177 _(
"For autogames ('timeout' = -1) 'unitwaittime' "
1178 "should be deactivated (= 0)."));
1187 _(
"'timeout' can not be lower than 3/2 of the "
1188 "'unitwaittime' setting (= %d). Please change "
1204 && value < 30 && value != 0) {
1206 _(
"You are not allowed to set timeout values less "
1207 "than 30 seconds."));
1223 _(
"For autogames ('timeout' = -1) 'unitwaittime' "
1224 "should be deactivated (= 0)."));
1231 _(
"'unitwaittime' has to be lower than 2/3 of the "
1232 "'timeout' setting (= %d). Please change 'timeout' "
1251 _(
"For an isometric or hexagonal map the ysize must be "
1269 _(
"The map size (%d * %d = %d) must be larger than "
1275 _(
"The map size (%d * %d = %d) must be lower than "
1294 _(
"The map size (%d * %d = %d) must be larger than "
1300 _(
"The map size (%d * %d = %d) must be lower than "
1305 && value % 2 != 0) {
1309 _(
"For an isometric or hexagonal map the ysize must be "
1324 && ((value & (
TF_ISO)) != 0 || (value & (
TF_HEX)) != 0)
1329 _(
"For an isometric or hexagonal map the ysize must be "
1341 if ((value & (
TF_ISO)) != 0
1342 || (value & (
TF_HEX)) != 0) {
1345 _(
"Freeciv-web doesn't support this topology."));
1361 _(
"No such AI type loaded."));
1378 if ((value & (
WRAP_Y)) != 0) {
1381 _(
"Freeciv-web doesn't support this map wrap."));
1404 _(
"No nations in the currently loaded ruleset have "
1405 "associated colors."));
1411#define GEN_BOOL(name, value, sclass, scateg, slevel, al_read, al_write, \
1412 short_help, extra_help, func_validate, func_action, \
1414 {name, sclass, al_read, al_write, short_help, extra_help, NULL, SST_BOOL, \
1417 .boolean = {&value, _default, func_validate, bool_name, \
1418 FALSE} INIT_BRACE_END , func_action, FALSE, .ruleset_settable = TRUE},
1420#define GEN_INT(name, value, sclass, scateg, slevel, al_read, al_write, \
1421 short_help, extra_help, func_help, \
1422 func_validate, func_action, \
1423 _min, _max, _default) \
1424 {name, sclass, al_read, al_write, short_help, extra_help, func_help, \
1425 SST_INT, scateg, slevel, \
1427 .integer = {(int *) &value, _default, _min, _max, func_validate, \
1428 0} INIT_BRACE_END, \
1429 func_action, FALSE, .ruleset_settable = TRUE},
1431#define GEN_STRING(name, value, sclass, scateg, slevel, al_read, al_write, \
1432 short_help, extra_help, func_validate, func_action, \
1434 {name, sclass, al_read, al_write, short_help, extra_help, NULL, \
1435 SST_STRING, scateg, slevel, \
1437 .string = {value, _default, sizeof(value), func_validate, ""} \
1439 func_action, FALSE, .ruleset_settable = TRUE},
1441#define GEN_STRING_NRS(name, value, sclass, scateg, slevel, al_read, al_write, \
1442 short_help, extra_help, func_validate, func_action, \
1444 {name, sclass, al_read, al_write, short_help, extra_help, NULL, \
1445 SST_STRING, scateg, slevel, \
1447 .string = {value, _default, sizeof(value), func_validate, ""} \
1449 func_action, FALSE, .ruleset_settable = FALSE},
1451#define GEN_ENUM(name, value, sclass, scateg, slevel, al_read, al_write, \
1452 short_help, extra_help, func_help, func_validate, \
1453 func_action, func_name, _default) \
1454 { name, sclass, al_read, al_write, short_help, extra_help, func_help, \
1455 SST_ENUM, scateg, slevel, \
1457 .enumerator = { &value, sizeof(value), _default, \
1459 (val_name_func_t) func_name, 0 } INIT_BRACE_END, \
1460 func_action, FALSE, .ruleset_settable = TRUE},
1462#define GEN_BITWISE(name, value, sclass, scateg, slevel, al_read, al_write, \
1463 short_help, extra_help, func_validate, func_action, \
1464 func_name, _default) \
1465 { name, sclass, al_read, al_write, short_help, extra_help, NULL, \
1466 SST_BITWISE, scateg, slevel, \
1468 .bitwise = { (unsigned *) (void *) &value, _default, func_validate, \
1469 func_name, 0 } INIT_BRACE_END, \
1470 func_action, FALSE, .ruleset_settable = TRUE},
1480 N_(
"Map size definition"),
1486 N_(
"Chooses the method used to define the map size. Other options "
1487 "specify the parameters for each method.\n"
1488 "- \"Number of tiles\" (FULLSIZE): Map area (option 'size').\n"
1489 "- \"Tiles per player\" (PLAYER): Number of (land) tiles per "
1490 "player (option 'tilesperplayer').\n"
1491 "- \"Width and height\" (XYSIZE): Map width and height in "
1492 "tiles (options 'xsize' and 'ysize')."),
NULL,
1497 N_(
"Map area (in thousands of tiles)"),
1503 N_(
"This value is used to determine the map area.\n"
1504 " size = 4 is a normal map of 4,000 tiles (default)\n"
1505 " size = 20 is a huge map of 20,000 tiles\n"
1506 "For this option to take effect, the \"Map size definition\" "
1507 "option ('mapsize') must be set to \"Number of tiles\" "
1513 N_(
"Number of (land) tiles per player"),
1519 N_(
"This value is used to determine the map dimensions. It "
1520 "calculates the map size at game start based on the number "
1521 "of players and the value of the setting 'landmass'.\n"
1522 "For this option to take effect, the \"Map size definition\" "
1523 "option ('mapsize') must be set to \"Tiles per player\" "
1530 N_(
"Map width in tiles"),
1536 N_(
"Defines the map width.\n"
1537 "For this option to take effect, the \"Map size definition\" "
1538 "option ('mapsize') must be set to \"Width and height\" "
1544 N_(
"Map height in tiles"),
1550 N_(
"Defines the map height.\n"
1551 "For this option to take effect, the \"Map size definition\" "
1552 "option ('mapsize') must be set to \"Width and height\" "
1562 N_(
"Freeciv-web maps are always two-dimensional.\n"),
1565 N_(
"Freeciv maps are always two-dimensional. "
1566 "Individual tiles may "
1567 "be rectangular or hexagonal, with either an overhead "
1568 "(\"classic\") or isometric alignment.\n"
1569 "To play with a particular topology, clients will need a "
1570 "matching tileset.\n"
1571 "Overhead rectangular: Isometric rectangular:\n"
1572 " _________ /\\/\\/\\/\\/\\\n"
1573 " |_|_|_|_|_| /\\/\\/\\/\\/\\/\n"
1574 " |_|_|_|_|_| \\/\\/\\/\\/\\/\\\n"
1575 " |_|_|_|_|_| /\\/\\/\\/\\/\\/\n"
1576 " \\/\\/\\/\\/\\/\n"
1578 " /\\/\\/\\/\\/\\/\\ _ _ _ _ _\n"
1579 " | | | | | | | / \\_/ \\_/ \\_/ \\_/ \\\n"
1580 " \\/\\/\\/\\/\\/\\/\\"
1581 " \\_/ \\_/ \\_/ \\_/ \\_/\n"
1582 " | | | | | | | / \\_/ \\_/ \\_/ \\_/ \\\n"
1583 " \\/\\/\\/\\/\\/\\/"
1584 " \\_/ \\_/ \\_/ \\_/ \\_/\n"),
1593 N_(
"Freeciv-web maps may wrap "
1594 "at the east-west directions to form a flat map or a "
1598 N_(
"Freeciv maps may wrap at "
1599 "the north-south and east-west directions to form a flat "
1600 "map, a cylinder, or a torus (donut)."),
1606 N_(
"Method used to generate map"),
1612 N_(
"Specifies the algorithm used to generate the map. If the "
1613 "default value of the 'startpos' option is used, then the "
1614 "chosen generator chooses an appropriate 'startpos' setting; "
1615 "otherwise, the generated map tries to accommodate the "
1616 "chosen 'startpos' setting.\n"
1617 "- \"Scenario map\" (SCENARIO): indicates a pre-generated map. "
1618 "By default, if the scenario does not specify start positions, "
1619 "they will be allocated depending on the size of continents.\n"
1620 "- \"Fully random height\" (RANDOM): generates maps with a "
1621 "number of equally spaced, relatively small islands. By default, "
1622 "start positions are allocated depending on continent size.\n"
1623 "- \"Pseudo-fractal height\" (FRACTAL): generates Earthlike "
1624 "worlds with one or more large continents and a scattering of "
1625 "smaller islands. By default, players are all placed on a "
1626 "single continent.\n"
1627 "- \"Island-based\" (ISLAND): generates 'fair' maps with a "
1628 "number of similarly-sized and -shaped islands, each with "
1629 "approximately the same ratios of terrain types. By default, "
1630 "each player gets their own island.\n"
1631 "- \"Fair islands\" (FAIR): generates the exact copy of the "
1632 "same island for every player or every team.\n"
1633 "- \"Fracture map\" (FRACTURE): generates maps from a fracture "
1634 "pattern. Tends to place hills and mountains along the edges "
1635 "of the continents.\n"
1636 "If the requested generator is incompatible with other server "
1637 "settings, the server may fall back to another generator."),
1642 N_(
"Method used to choose start positions"),
1648 N_(
"The method used to choose where each player's initial units "
1649 "start on the map. (For scenarios which include pre-set "
1650 "start positions, this setting is ignored.)\n"
1651 "- \"Generator's choice\" (DEFAULT): the start position "
1652 "placement will depend on the map generator chosen. See the "
1653 "'generator' setting.\n"
1654 "- \"One player per continent\" (SINGLE): one player is "
1655 "placed on each of a set of continents of approximately "
1656 "equivalent value (if possible).\n"
1657 "- \"Two or three players per continent\" (2or3): similar "
1658 "to SINGLE except that two players will be placed on each "
1659 "continent, with three on the 'best' continent if there is an "
1660 "odd number of players.\n"
1661 "- \"All players on a single continent\" (ALL): all players "
1662 "will start on the 'best' available continent.\n"
1663 "- \"Depending on size of continents\" (VARIABLE): players "
1664 "will be placed on the 'best' available continents such that, "
1665 "as far as possible, the number of players on each continent "
1666 "is proportional to its value.\n"
1667 "If the server cannot satisfy the requested setting due to "
1668 "there being too many players for continents, it may fall "
1669 "back to one of the others. (However, map generators try to "
1670 "create the right number of continents for the choice of this "
1671 "'startpos' setting and the number of players, so this is "
1672 "unlikely to occur.)"),
1677 N_(
"Method used for placement of team mates"),
1683 N_(
"After start positions have been generated thanks to the "
1684 "'startpos' setting, this setting controls how the start "
1685 "positions will be assigned to the different players of the "
1687 "- \"Disabled\" (DISABLED): the start positions will be "
1688 "randomly assigned to players, regardless of teams.\n"
1689 "- \"As close as possible\" (CLOSEST): players will be "
1690 "placed as close as possible, regardless of continents.\n"
1691 "- \"On the same continent\" (CONTINENT): if possible, place "
1692 "all players of the same team onto the same "
1693 "island/continent.\n"
1694 "- \"Horizontal placement\" (HORIZONTAL): players of the same "
1695 "team will be placed horizontally.\n"
1696 "- \"Vertical placement\" (VERTICAL): players of the same "
1697 "team will be placed vertically."),
1702 N_(
"Presence of 1x1 islands"),
1703 N_(
"This setting controls whether the map generator is allowed "
1704 "to make islands of one only tile size."),
NULL,
NULL,
1710 N_(
"Whether the poles are separate continents"),
1711 N_(
"If this setting is disabled, the continents may attach to "
1716 N_(
"How much the land at the poles is flattened"),
1718 N_(
"Controls how much the height of the poles is flattened "
1719 "during map generation, preventing a diversity of land "
1720 "terrain there. 0 is no flattening, 100 is maximum "
1721 "flattening. Only affects the 'RANDOM' and 'FRACTAL' "
1722 "map generators."),
NULL,
1729 N_(
"Northernmost latitude"),
1732 N_(
"Combined with 'southlatitude', controls what climatic "
1733 "zones exist on the map. Higher values are further north, "
1734 "lower values are further south.\n"
1736 "1000 and -1000 gives a full planetary map.\n"
1737 "1000 and 0 gives only a northern hemisphere.\n"
1738 " 500 and 500 gives a map with the same middle-latitude "
1739 "climate everywhere.\n"
1740 " 300 and -300 gives an equatorial map.\n"
1742 "In rulesets that support it, latitude may also have certain "
1743 "effects during gameplay."),
NULL,
1750 N_(
"Southernmost latitude"),
1753 N_(
"Combined with 'northlatitude', controls what climatic "
1754 "zones exist on the map. Higher values are further north, "
1755 "lower values are further south.\n"
1757 "1000 and -1000 gives a full planetary map.\n"
1758 "1000 and 0 gives only a northern hemisphere.\n"
1759 " 500 and 500 gives a map with the same middle-latitude "
1760 "climate everywhere.\n"
1761 " 300 and -300 gives an equatorial map.\n"
1763 "In rulesets that support it, latitude may also have certain "
1764 "effects during gameplay."),
NULL,
1772 N_(
"Average temperature of the planet"),
1773 N_(
"Small values will give a cold map, while larger values will "
1774 "give a hotter map.\n"
1776 "100 means a very dry and hot planet with no polar arctic "
1777 "zones, only tropical and dry zones.\n"
1778 " 70 means a hot planet with little polar ice.\n"
1779 " 50 means a temperate planet with normal polar, cold, "
1780 "temperate, and tropical zones; a desert zone overlaps "
1781 "tropical and temperate zones.\n"
1782 " 30 means a cold planet with small tropical zones.\n"
1783 " 0 means a very cold planet with large polar zones and no "
1791 N_(
"Percentage of the map that is land"),
1792 N_(
"This setting gives the approximate percentage of the map "
1799 N_(
"Amount of hills/mountains"),
1800 N_(
"Small values give flat maps, while higher values give a "
1801 "steeper map with more hills and mountains."),
1808 N_(
"Amount of water on landmasses"),
1809 N_(
"Small values mean lots of dry, desert-like land; "
1810 "higher values give a wetter map with more swamps, "
1816 N_(
"Global warming"),
1817 N_(
"If turned off, global warming will not occur "
1818 "as a result of pollution. This setting does not "
1824 N_(
"Global warming percent"),
1825 N_(
"This is a multiplier for the rate of accumulation of global "
1833 N_(
"Nuclear winter"),
1834 N_(
"If turned off, nuclear winter will not occur "
1835 "as a result of nuclear war."),
NULL,
NULL,
1840 N_(
"Nuclear winter percent"),
1841 N_(
"This is a multiplier for the rate of accumulation of nuclear "
1854 N_(
"Map generation random seed"),
1855 N_(
"The same seed will always produce the same map; "
1856 "for zero (the default) a seed will be generated randomly, "
1857 "based on gameseed. If also gameseed is zero, "
1858 "the map will be completely random."),
1874 N_(
"Game random seed"),
1875 N_(
"For zero (the default) a seed will be chosen based "
1876 "on system entropy or, failing that, the current time."),
1882 N_(
"Amount of \"special\" resource tiles"),
1883 N_(
"Special resources improve the basic terrain type they "
1884 "are on. The server variable's scale is parts per "
1890 N_(
"Amount of huts (bonus extras)"),
1891 N_(
"Huts are tile extras that usually may be investigated by "
1893 "The server variable's scale is huts per thousand tiles."),
1899 N_(
"Amount of animals"),
1900 N_(
"Number of animals initially created on terrains "
1901 "defined for them in the ruleset (if the ruleset supports it). "
1902 "The server variable's scale is animals per "
1912 N_(
"Minimum number of players"),
1913 N_(
"There must be at least this many players (connected "
1914 "human players) before the game can start."),
1920 N_(
"Maximum number of players"),
1921 N_(
"The maximal number of human and AI players who can be in "
1922 "the game. When this number of players are connected in "
1923 "the pregame state, any new players who try to connect "
1924 "will be rejected.\n"
1925 "When playing a scenario which defines player start positions, "
1926 "this setting cannot be set to greater than the number of "
1927 "defined start positions."),
1933 N_(
"Limited number of AI players"),
1934 N_(
"If set to a positive value, then AI players will be "
1935 "automatically created or removed to keep the total "
1936 "number of players at this amount. As more players join, "
1937 "these AI players will be replaced. When set to zero, "
1938 "all AI players will be removed."),
1944 N_(
"When the Readiness of a player gets autotoggled off"),
1945 N_(
"In pre-game, usually when new players join or old ones leave, "
1946 "those who have already accepted game to start by toggling \"Ready\" "
1947 "get that autotoggled off in the changed situation. This setting "
1948 "can be used to make readiness more persistent."),
1954 N_(
"Set of nations to choose from"),
1956 N_(
"Controls the set of nations allowed in the game. The "
1957 "choices are defined by the ruleset.\n"
1958 "Only nations in the set selected here will be allowed in "
1959 "any circumstances, including new players and civil war; "
1960 "small sets may thus limit the number of players in a game.\n"
1961 "If this is left blank, the ruleset's default nation set is "
1963 "See '/list nationsets' for possible choices for the "
1964 "currently loaded ruleset."),
1970 N_(
"Event cache for this number of turns"),
1971 N_(
"Event messages are saved for this number of turns. A value of "
1972 "0 deactivates the event cache."),
1979 N_(
"Size of the event cache"),
1980 N_(
"This defines the maximal number of events in the event cache."),
1987 N_(
"Save chat messages in the event cache"),
1988 N_(
"If turned on, chat messages will be saved in the event "
1994 N_(
"Print turn and time for each cached event"),
1996 N_(
"If turned on, all cached events will be marked by the turn "
1997 "and time of the event like '(T2 - 15:29:52)'."),
2006 N_(
"List of players' initial units"),
2007 N_(
"This should be a string of characters, each of which "
2008 "specifies a unit role. The first character must be native to "
2009 "at least one \"Starter\" terrain. The characters and their "
2011 " c = City founder (eg., Settlers)\n"
2012 " w = Terrain worker (eg., Engineers)\n"
2013 " x = Explorer (eg., Explorer)\n"
2014 " k = Gameloss (eg., King)\n"
2015 " s = Diplomat (eg., Diplomat)\n"
2016 " f = Ferryboat (eg., Trireme)\n"
2017 " d = Ok defense unit (eg., Warriors)\n"
2018 " D = Good defense unit (eg., Phalanx)\n"
2019 " a = Fast attack unit (eg., Horsemen)\n"
2020 " A = Strong attack unit (eg., Catapult)\n"),
2026 N_(
"Whether player starts with a city"),
2027 N_(
"If this is set, game will start with player's first "
2028 "city already founded to starting location."),
2034 N_(
"Area where initial units are located"),
2035 N_(
"This is the radius within "
2036 "which the initial units are dispersed."),
2043 N_(
"Starting gold per player"),
2044 N_(
"At the beginning of the game, each player is given this "
2051 N_(
"Starting infrapoints per player"),
2052 N_(
"At the beginning of the game, each player is given this "
2059 N_(
"Number of initial techs per player"),
2062 N_(
"At the beginning of the game, each player is given this "
2063 "many technologies. The technologies chosen are random for "
2064 "each player. Depending on the value of tech_cost_style in "
2065 "the ruleset, a big value for 'techlevel' can make the next "
2072 N_(
"Technology cost multiplier percentage"),
2073 N_(
"This affects how quickly players can research new "
2074 "technology. All tech costs are multiplied by this amount "
2075 "(as a percentage). The base tech costs are determined by "
2076 "the ruleset or other game settings."),
2082 N_(
"Allow researching multiple technologies"),
2083 N_(
"Allows switching to any technology without wasting old "
2084 "research. Bulbs are never transferred to new technology. "
2085 "Techpenalty options are ineffective after enabling that "
2091 N_(
"Percentage penalty when changing tech"),
2092 N_(
"If you change your current research technology, and you have "
2093 "positive research points, you lose this percentage of those "
2094 "research points. This does not apply when you have just gained "
2101 N_(
"Chance to lose a technology while receiving it"),
2102 N_(
"The chance that learning a technology by treaty or theft "
2109 N_(
"Chance to lose a technology while giving it"),
2110 N_(
"The chance that your civilization will lose a technology if "
2111 "you teach it to someone else by treaty, or if it is stolen "
2118 N_(
"Tech leakage percent"),
2119 N_(
"The rate of the tech leakage. This multiplied by the "
2120 "percentage of players who know the tech tell which "
2121 "percentage of tech's bulb cost gets leaked each turn. "
2122 "This setting has no effect if the ruleset has disabled "
2129 N_(
"Team pooled research"),
2130 N_(
"If this setting is turned on, then the team mates will share "
2131 "the science research. Else, every player of the team will "
2132 "have to make its own."),
2137 N_(
"Penalty when getting tech from treaty"),
2138 N_(
"For each technology you gain from a diplomatic treaty, you "
2139 "lose research points equal to this percentage of the cost to "
2140 "research a new technology. If this is non-zero, you can end up "
2141 "with negative research points."),
2147 N_(
"Penalty when getting gold from treaty"),
2148 N_(
"When transferring gold in diplomatic treaties, this percentage "
2149 "of the agreed sum is lost to both parties; it is deducted from "
2150 "the donor but not received by the recipient."),
2156 N_(
"Probability of gold loss during inciting revolt"),
2157 N_(
"When unit trying to incite revolt is eliminated, half of the gold "
2158 "(or quarter, if unit was caught), prepared to bribe citizens, "
2159 "can be lost or captured by enemy."),
2166 N_(
"Probability of gold capture during inciting revolt"),
2167 N_(
"When unit trying to incite revolt is eliminated and lose its "
2168 "gold, there is chance that this gold would be captured by "
2169 "city defender. Transfer tax would be applied, though. "
2170 "This setting is irrelevant, if incite_gold_loss_chance is zero."),
2177 N_(
"Penalty when getting tech from conquering"),
2178 N_(
"For each technology you gain by conquering an enemy city, you "
2179 "lose research points equal to this percentage of the cost to "
2180 "research a new technology. If this is non-zero, you can end up "
2181 "with negative research points."),
2188 N_(
"Penalty when getting a free tech"),
2191 N_(
"For each technology you gain \"for free\" (other than "
2192 "covered by 'diplcost' or 'conquercost': for instance, from huts "
2193 "or from Great Library effects), you lose research points "
2194 "equal to this percentage of the cost to research a new "
2195 "technology. If this is non-zero, you can end up "
2196 "with negative research points."),
2202 N_(
"Research point debt threshold for losing tech"),
2203 N_(
"When you have negative research points, and your shortfall is "
2204 "greater than this percentage of the cost of your current "
2205 "research, you forget a technology you already knew.\n"
2206 "The special value -1 prevents loss of technology regardless of "
2207 "research points."),
2214 N_(
"Research points restored after losing a tech"),
2215 N_(
"When you lose a technology due to a negative research balance "
2216 "(see 'techlossforgiveness'), this percentage of its research "
2217 "cost is credited to your research balance (this may not be "
2218 "sufficient to make it positive).\n"
2219 "The special value -1 means that your research balance is always "
2220 "restored to zero, regardless of your previous shortfall."),
2228 N_(
"Food required for a city to grow"),
2229 N_(
"This is the base amount of food required to grow a city. "
2230 "This value is multiplied by another factor that comes from "
2231 "the ruleset and is dependent on the size of the city."),
2237 N_(
"Percentage food lost when city can't grow"),
2238 N_(
"If a city would expand, but it can't because it lacks some "
2239 "prerequisite (traditionally an Aqueduct or Sewer System), "
2240 "this is the base percentage of its foodbox that is lost "
2241 "each turn; the penalty may be reduced by buildings or other "
2242 "circumstances, depending on the ruleset."),
2250 N_(
"Multiplier percentage for production costs"),
2251 N_(
"This affects how quickly units and buildings can be "
2252 "produced. The base costs are multiplied by this value (as "
2265 N_(
"Minimum city size to get full trade"),
2268 N_(
"There is a trade penalty in all cities smaller than this. "
2269 "The penalty is 100% (no trade at all) for sizes up to "
2270 "'notradesize', and decreases gradually to 0% (no penalty "
2271 "except the normal corruption) for size='fulltradesize'. "
2278 N_(
"Maximum size of a city without trade"),
2281 N_(
"Cities do not produce any trade at all unless their size "
2282 "is larger than this amount. The produced trade increases "
2283 "gradually for cities larger than 'notradesize' and smaller "
2284 "than 'fulltradesize'. See also 'fulltradesize'."),
2291 N_(
"How largely trade distance is relative to world size"),
2294 N_(
"When determining trade between cities, the distance factor "
2295 "can be partly or fully relative to world size. This setting "
2296 "determines how big percentage of the bonus calculation is "
2297 "relative to world size, and how much only absolute distance "
2306 N_(
"Minimum distance between cities"),
2307 N_(
"When a player attempts to found a new city, it is prevented "
2308 "if the distance from any existing city is less than this "
2309 "setting. For example, when this setting is 3, there must be "
2310 "at least two clear tiles in any direction between all existing "
2311 "cities and the new city site. A value of 1 removes any such "
2312 "restriction on city placement."),
2319 N_(
"Technology trading"),
2320 N_(
"If turned off, trading technologies in the diplomacy dialog "
2327 N_(
"If turned off, trading gold in the diplomacy dialog "
2334 N_(
"If turned off, trading cities in the diplomacy dialog "
2340 N_(
"Caravan bonus style"),
2341 N_(
"The formula for the bonus when a caravan enters a city. "
2342 "CLASSIC bonuses are proportional to distance and trade "
2343 "of source and destination with multipliers for overseas and "
2344 "international destinations. LOGARITHMIC bonuses are "
2345 "proportional to log^2(distance + trade)."),
2351 N_(
"Trade revenue style"),
2352 N_(
"The formula for the trade a city receives from a trade route. "
2353 "CLASSIC revenues are given by the sum of the two city sizes "
2354 "plus the distance between them, with multipliers for overseas "
2355 "and international routes. "
2356 "SIMPLE revenues are proportional to the average trade of the "
2363 N_(
"Minimum distance for trade routes"),
2364 N_(
"In order for two cities in the same civilization to establish "
2365 "a trade route, they must be at least this far apart on the "
2366 "map. For square grids, the distance is calculated as "
2367 "\"Manhattan distance\", that is, the sum of the displacements "
2375 N_(
"Number of turns between rapture effect"),
2376 N_(
"Sets the number of turns between rapture growth of a city. "
2377 "If set to n a city will grow after celebrating for n+1 "
2386 N_(
"Frequency of disasters"),
2387 N_(
"Affects how often random disasters happen to cities, "
2388 "if any are defined by the ruleset. The relative frequency "
2389 "of disaster types is set by the ruleset. Zero prevents "
2390 "any random disasters from occurring."),
2397 N_(
"AI trait distribution method"),
2398 N_(
"How trait values are given to AI players."),
2403 N_(
"Chance for conquered building destruction"),
2404 N_(
"When a player conquers a city, each city improvement has this "
2405 "percentage chance to be destroyed."),
NULL,
NULL,
NULL,
2410 N_(
"Chance of moving into tile after attack"),
2411 N_(
"If set to 0, combat is Civ1/2-style (when you attack, "
2412 "you remain in place). If set to 100, attacking units "
2413 "will always move into the tile they attacked when they win "
2414 "the combat (and no enemy units remain in the tile). If "
2415 "set to a value between 0 and 100, this will be used as "
2416 "the percent chance of \"occupying\" territory."),
2423 N_(
"Turn on/off server-side autoattack"),
2424 N_(
"If set to on, units with moves left will automatically "
2425 "consider attacking enemy units that move adjacent to them."),
2431 N_(
"Do all units in tile die with defender"),
2432 N_(
"If this is enabled, each time a defender unit loses in combat, "
2433 "and is not inside a city or suitable base, all units in the same "
2434 "tile are destroyed along with the defender. If this is disabled, "
2435 "only the defender unit is destroyed."),
2440 N_(
"Reduce city population after attack"),
2441 N_(
"This flag indicates whether a city's population is reduced "
2442 "after a successful attack by an enemy unit. If this is "
2443 "disabled, population is never reduced. Even when this is "
2444 "enabled, only some units may kill citizens."),
2449 N_(
"Slowly kill units without home cities (e.g., starting units)"),
2450 N_(
"If greater than 0, then every unit without a homecity will "
2451 "lose hitpoints each turn. The number of hitpoints lost is "
2452 "given by 'killunhomed' percent of the hitpoints of the unit "
2453 "type. At least one hitpoint is lost every turn until the "
2454 "death of the unit."),
2461 N_(
"National borders"),
2462 N_(
"If this is not disabled, then any land tiles around a "
2463 "city or border-claiming extra (like the classic ruleset's "
2464 "Fortress base) will be owned by that nation. "
2465 "SEE_INSIDE and EXPAND makes everything inside a player's "
2466 "borders visible at once. ENABLED will, in some rulesets, "
2467 "grant the same visibility if certain conditions are met."),
2473 N_(
"Units inside borders cause no unhappiness"),
2474 N_(
"If this is set, units will not cause unhappiness when "
2475 "inside your borders, or even allies borders, depending "
2482 N_(
"Ability to do diplomacy with other players"),
2483 N_(
"This setting controls the ability to do diplomacy with "
2489 N_(
"Allowed city names"),
2493 N_(
"- \"No restrictions\" (NO_RESTRICTIONS): players can have "
2494 "multiple cities with the same names.\n"
2495 "- \"Unique to a player\" (PLAYER_UNIQUE): one player can't "
2496 "have multiple cities with the same name.\n"
2497 "- \"Globally unique\" (GLOBAL_UNIQUE): all cities in a game "
2498 "have to have different names.\n"
2499 "- \"No city name stealing\" (NO_STEALING): like "
2500 "\"Globally unique\", but a player isn't allowed to use a "
2501 "default city name of another nation unless it is a default "
2502 "for their nation also."),
2507 N_(
"How to pick player colors"),
2512 N_(
"This setting determines how player colors are chosen. Player "
2513 "colors are used in the Nations report, for national borders on "
2514 "the map, and so on.\n"
2515 "- \"Per-player, in order\" (PLR_ORDER): colors are assigned to "
2516 "individual players in order from a list defined by the "
2518 "- \"Per-player, random\" (PLR_RANDOM): colors are assigned "
2519 "to individual players randomly from the set defined by the "
2521 "- \"Set manually\" (PLR_SET): colors can be set with the "
2522 "'playercolor' command before the game starts; these are not "
2523 "restricted to the ruleset colors. Any players for which no "
2524 "color is set when the game starts get a random color from the "
2526 "- \"Per-team, in order\" (TEAM_ORDER): colors are assigned to "
2527 "teams from the list in the ruleset. Every player on the same "
2528 "team gets the same color.\n"
2529 "- \"Per-nation, in order\" (NATION_ORDER): if the ruleset "
2530 "defines a color for a player's nation, the player takes that "
2531 "color. Any players whose nations don't have associated colors "
2532 "get a random color from the list in the ruleset.\n"
2533 "Regardless of this setting, individual player colors can be "
2534 "changed after the game starts with the 'playercolor' command."),
2554 N_(
"Barbarian appearance frequency"),
2557 N_(
"This setting controls how frequently the barbarians appear "
2558 "in the game. See also the 'onsetbarbs' setting."),
2564 N_(
"Barbarian onset turn"),
2565 N_(
"Barbarians will not appear before this turn."),
2572 N_(
"Way to determine revolution length"),
2573 N_(
"Which method is used in determining how long period of anarchy "
2574 "lasts when changing government. The actual value is set with "
2575 "'revolen' setting. The 'quickening' methods depend on how "
2576 "many times any player has changed to this type of government "
2577 "before, so it becomes easier to establish a new system of "
2578 "government if it has been done before."),
2584 N_(
"Length of revolution"),
2585 N_(
"When changing governments, a period of anarchy will occur. "
2586 "Value of this setting, used the way 'revolentype' setting "
2587 "dictates, defines the length of the anarchy."),
2594 N_(
"Whether to enable fog of war"),
2595 N_(
"If this is enabled, only those units and cities within "
2596 "the vision range of your own units and cities will be "
2597 "revealed to you. You will not see new cities or terrain "
2598 "changes in tiles not observed."),
2603 N_(
"Whether fog of war applies to border changes"),
2604 N_(
"If this setting is enabled, players will not be able "
2605 "to see changes in tile ownership if they do not have "
2606 "direct sight of the affected tiles. Otherwise, players "
2607 "can see any or all changes to borders as long as they "
2608 "have previously seen the tiles."),
2618 N_(
"This setting affects airlifting units between cities. It "
2619 "can be a set of the following values:\n"
2620 "- \"Allows units to be airlifted from allied cities\" "
2622 "- \"Allows units to be airlifted to allied cities\" "
2624 "- \"Unlimited units from source city\" (SRC_UNLIMITED): "
2625 "airlifting from a city doesn't reduce the "
2626 "airlifted counter. It depends on the ruleset whether "
2627 "this is possible even with zero airlift capacity.\n"
2628 "- \"Unlimited units to destination city\" "
2629 "(DEST_UNLIMITED): airlifting to a city doesn't "
2630 "reduce the airlifted counter. It depends on the ruleset "
2631 "whether this is possible even with zero airlift capacity."),
2637 N_(
"Base chance for diplomats and spies to succeed"),
2638 N_(
"The base chance of a spy returning from a successful mission and "
2639 "the base chance of success for diplomats and spies for most "
2640 "aggressive mission types. Not all the mission types use diplchance "
2641 "as a base chance – a ruleset can even say that no action at all does. "
2642 "Unit Bribing, and Unit Sabotaging never do. "
2643 "Non-aggressive missions typically have no base chance "
2644 "at all, but always success."),
2651 N_(
"What kinds of victories are possible"),
2657 N_(
"This setting controls how game can be won. One can always "
2658 "win by conquering entire planet, but other victory conditions "
2659 "can be enabled or disabled:\n"
2660 "- \"Spacerace\" (SPACERACE): Spaceship is built and travels to "
2662 "- \"Allied\" (ALLIED): After defeating enemies, all remaining "
2663 "players are allied.\n"
2664 "- \"Culture\" (CULTURE): Player meets ruleset defined cultural "
2665 "domination criteria.\n"),
2670 N_(
"Should the game end if the spaceship arrives?"),
2671 N_(
"If this option is turned on, the game will end with the "
2672 "arrival of a spaceship at Alpha Centauri."),
2678 N_(
"Percentage to multiply spaceship travel time by"),
2679 N_(
"This percentage is multiplied onto the time it will take for "
2680 "a spaceship to arrive at Alpha Centauri."),
NULL,
NULL,
NULL,
2687 N_(
"Minimum number of cities for civil war"),
2688 N_(
"A civil war is triggered when a player has at least this "
2689 "many cities and the player's capital is captured. If "
2690 "this option is set to the maximum value, civil wars are "
2698 N_(
"Restrict the use of the infrastructure for enemy units"),
2699 N_(
"If this option is enabled, the use of roads and rails "
2700 "will be restricted for enemy units."),
NULL,
NULL,
2706 N_(
"Does unreachable unit protect reachable ones"),
2707 N_(
"This option controls whether tiles with both unreachable "
2708 "and reachable units can be attacked. If disabled, any "
2709 "tile with reachable units can be attacked. If enabled, "
2710 "tiles with an unreachable unit in them cannot be attacked. "
2711 "Some units in some rulesets may override this, never "
2712 "protecting reachable units on their tile."),
2718 N_(
"Turns until player contact is lost"),
2719 N_(
"Players may meet for diplomacy this number of turns "
2720 "after their units have last met, even when they do not have "
2721 "an embassy. If set to zero, then players cannot meet unless "
2722 "they have an embassy."),
2730 N_(
"Rebuild palace whenever capital is conquered"),
2731 N_(
"If this is turned on, when the capital is conquered the "
2732 "palace is automatically rebuilt for free in another randomly "
2733 "chosen city. This is significant because the technology "
2734 "requirement for building a palace will be ignored. (In "
2735 "some rulesets, buildings other than the palace are affected "
2736 "by this setting.)"),
2742 N_(
"Give caught units a homecity"),
2745 N_(
"If unset, caught units will have no homecity and will be "
2746 "subject to the 'killunhomed' option."),
2752 N_(
"Whether to use natural city names"),
2753 N_(
"If enabled, the default city names will be determined based "
2754 "on the surrounding terrain."),
2760 N_(
"Whether to enable citizen migration"),
2763 N_(
"This is the master setting that controls whether citizen "
2764 "migration is active in the game. If enabled, citizens may "
2765 "automatically move from less desirable cities to more "
2766 "desirable ones. The \"desirability\" of a given city is "
2767 "calculated from a number of factors. In general larger "
2768 "cities with more income and improvements will be preferred. "
2769 "Citizens will never migrate out of the capital, or cause "
2770 "a wonder to be lost by disbanding a city. A number of other "
2771 "settings control how migration behaves:\n"
2772 " 'mgr_turninterval' - How often citizens try to migrate.\n"
2773 " 'mgr_foodneeded' - Whether destination food is checked.\n"
2774 " 'mgr_distance' - How far citizens will migrate.\n"
2775 " 'mgr_worldchance' - Chance for inter-nation migration.\n"
2776 " 'mgr_nationchance' - Chance for intra-nation migration."),
2782 N_(
"Number of turns between migrations from a city"),
2784 N_(
"This setting controls the number of turns between migration "
2785 "checks for a given city. The interval is calculated from "
2786 "the founding turn of the city. So for example if this "
2787 "setting is 5, citizens will look for a suitable migration "
2788 "destination every five turns from the founding of their "
2789 "current city. Migration will never occur the same turn "
2790 "that a city is built. This setting has no effect unless "
2791 "migration is enabled by the 'migration' setting."),
2799 N_(
"Whether migration is limited by food"),
2801 N_(
"If this setting is enabled, citizens will not migrate to "
2802 "cities which would not have enough food to support them. "
2803 "This setting has no effect unless migration is enabled by "
2804 "the 'migration' setting."),
NULL,
NULL,
2810 N_(
"Maximum distance citizens may migrate"),
2812 N_(
"This setting controls how far citizens may look for a "
2813 "suitable migration destination when deciding which city "
2814 "to migrate to. The value is added to the candidate target "
2815 "city's radius and compared to the distance between the "
2816 "two cities. If the distance is lower or equal, migration "
2817 "is possible. (So with a setting of 0, citizens will only "
2818 "consider migrating if their city's center is within the "
2819 "destination city's working radius.) This setting has no "
2820 "effect unless migration is enabled by the 'migration' "
2828 N_(
"Percent probability for migration within the same nation"),
2830 N_(
"This setting controls how likely it is for citizens to "
2831 "migrate between cities owned by the same player. Zero "
2832 "indicates migration will never occur, 100 means that "
2833 "migration will always occur if the citizens find a suitable "
2834 "destination. This setting has no effect unless migration "
2835 "is activated by the 'migration' setting."),
2843 N_(
"Percent probability for migration between foreign cities"),
2845 N_(
"This setting controls how likely it is for migration "
2846 "to occur between cities owned by different players. "
2847 "Zero indicates migration will never occur, 100 means "
2848 "that citizens will always migrate if they find a suitable "
2849 "destination. This setting has no effect if migration is "
2850 "not enabled by the 'migration' setting."),
2864 N_(
"Players that users are allowed to take"),
2867 N_(
"This should be a string of characters, each of which "
2868 "specifies a type or status of a civilization (player).\n"
2869 "Clients will only be permitted to take or observe those "
2870 "players which match one of the specified letters. This "
2871 "only affects future uses of the \"take\" or \"observe\" "
2872 "commands; it is not retroactive. The characters and their "
2874 " o,O = Global observer\n"
2875 " b = Barbarian players\n"
2876 " d = Dead players\n"
2877 " a,A = AI players\n"
2878 " h,H = Human players\n"
2879 "The first description on this list which matches a "
2880 "player is the one which applies. Thus 'd' does not "
2881 "include dead barbarians, 'a' does not include dead AI "
2882 "players, and so on. Upper case letters apply before "
2883 "the game has started, lower case letters afterwards.\n"
2884 "Each character above may be followed by one of the "
2885 "following numbers to allow or restrict the manner "
2887 "(none) = Controller allowed, observers allowed, "
2888 "can displace connections. (Displacing a connection means "
2889 "that you may take over a player, even when another user "
2890 "already controls that player.)\n"
2891 " 1 = Controller allowed, observers allowed, "
2892 "can't displace connections;\n"
2893 " 2 = Controller allowed, no observers allowed, "
2894 "can displace connections;\n"
2895 " 3 = Controller allowed, no observers allowed, "
2896 "can't displace connections;\n"
2897 " 4 = No controller allowed, observers allowed"),
2903 N_(
"Whether AI-status toggles with connection"),
2904 N_(
"If enabled, AI status is turned off when a player "
2905 "connects, and on when a player disconnects."),
2910 N_(
"Turn the game ends"),
2911 N_(
"The game will end at the end of the given turn."),
2917 N_(
"Reveal the map"),
2923 N_(
"If \"Reveal map at game start\" (START) is set, the "
2924 "initial state of the entire map will be known to all "
2925 "players from the start of the game, although it may "
2926 "still be fogged (depending on the 'fogofwar' setting). "
2927 "If \"Unfog map for dead players\" (DEAD) is set, dead "
2928 "players can see the entire map, if they are alone in "
2934 N_(
"Maximum seconds per turn"),
2939 N_(
"If all players have not hit \"Turn Done\" before this "
2940 "time is up, then the turn ends automatically. Zero "
2941 "means there is no timeout. In servers compiled with "
2942 "debugging, a timeout of -1 sets the autogame test mode. "
2943 "Only connections with hack level access may set the "
2944 "timeout to fewer than 30 seconds. Use this with the "
2945 "command \"timeoutincrease\" to have a dynamic timer. "
2946 "The first turn is treated as a special case and is controlled "
2947 "by the 'first_timeout' setting."),
2953 N_(
"First turn timeout"),
2956 N_(
"If greater than 0, T1 will last for 'first_timeout' seconds.\n"
2957 "If set to 0, T1 will not have a timeout.\n"
2958 "If set to -1, the special treatment of T1 will be disabled.\n"
2959 "See also 'timeout'."),
2966 N_(
"Timeout at least n seconds when enemy moved"),
2967 N_(
"Any time a unit moves while in sight of an enemy player, "
2968 "the remaining timeout is increased to this value."),
2975 N_(
"Minimum time between unit actions over turn change"),
2978 N_(
"This setting gives the minimum amount of time in seconds "
2979 "between unit moves and other significant actions (such as "
2980 "building cities) after a turn change occurs. For example, "
2981 "if this setting is set to 20 and a unit moves 5 seconds "
2982 "before the turn change, it will not be able to move or act "
2983 "in the next turn for at least 15 seconds. This value is "
2984 "limited to a maximum value of 2/3 'timeout'."),
2994 N_(
"Control of simultaneous player/team phases"),
2995 N_(
"This setting controls whether players may make "
2996 "moves at the same time during a turn. Change "
2997 "in setting takes effect next turn."),
3002 N_(
"Seconds to let a client's network connection block"),
3003 N_(
"If a network connection is blocking for a time greater than "
3004 "this value, then the connection is closed. Zero "
3005 "means there is no timeout (although connections will be "
3006 "automatically disconnected eventually)."),
3012 N_(
"Max seconds for network buffers to drain"),
3013 N_(
"The server will wait for up to the value of this "
3014 "parameter in seconds, for all client connection network "
3015 "buffers to unblock. Zero means the server will not "
3021 N_(
"Seconds between PINGs"),
3022 N_(
"The server will poll the clients with a PING request "
3029 N_(
"Time to cut a client"),
3030 N_(
"If a client doesn't reply to a PING in this time the "
3037 N_(
"Keep client IP hidden"),
3038 N_(
"Don't tell client IP address to other clients. Server operator "
3039 "can still see it. Also, changing this setting cannot do anything "
3040 "to the information already sent before."),
3046 N_(
"Turn-blocking game play mode"),
3047 N_(
"If this is turned on, the game turn is not advanced "
3048 "until all players have finished their turn, including "
3049 "disconnected players."),
3055 N_(
"Fixed-length turns play mode"),
3058 N_(
"If this is turned on the game turn will not advance "
3059 "until the timeout has expired, even after all players "
3060 "have clicked on \"Turn Done\"."),
3066 N_(
"Number of cities in Top Cities report"),
3067 N_(
"How many cities should the Top Cities report contain? "
3068 "If this is zero, Top Cities report is not available "
3076 N_(
"What is in the Demographics report"),
3079 N_(
"This should be a string of characters, each of which "
3080 "specifies the inclusion of a line of information "
3081 "in the Demographics report.\n"
3082 "The characters and their meanings are:\n"
3083 " N = include Population\n"
3084 " P = include Production\n"
3085 " A = include Land Area\n"
3086 " L = include Literacy\n"
3087 " R = include Research Speed\n"
3088 " S = include Settled Area\n"
3089 " E = include Economics\n"
3090 " M = include Military Service\n"
3091 " O = include Pollution\n"
3092 " C = include Culture\n"
3093 "Additionally, the following characters control whether "
3094 "or not certain columns are displayed in the report:\n"
3095 " q = display \"quantity\" column\n"
3096 " r = display \"rank\" column\n"
3097 " b = display \"best nation\" column\n"
3098 "The order of characters is not significant, but "
3099 "their capitalization is."),
3104 N_(
"Turns per auto-save"),
3108 N_(
"How many turns elapse between automatic game saves. This "
3109 "setting only has an effect when the 'autosaves' setting "
3115 N_(
"Minutes per auto-save"),
3119 N_(
"How many minutes elapse between automatic game saves. "
3120 "Unlike other save types, this save is only meant as backup "
3121 "for computer memory, and it always uses the same name, older "
3122 "saves are not kept. This setting only has an effect when the "
3123 "'autosaves' setting includes \"Timer\"."),
NULL,
NULL,
NULL,
3128 N_(
"Which savegames are generated automatically"),
3134 N_(
"This setting controls which autosave types get generated:\n"
3135 "- \"New turn\" (TURN): Save when turn begins, once every "
3136 "'saveturns' turns.\n"
3137 "- \"Game over\" (GAMEOVER): Final save when game ends.\n"
3138 "- \"No player connections\" (QUITIDLE): "
3139 "Save before server restarts due to lack of players.\n"
3140 "- \"Server interrupted\" (INTERRUPT): Save when server "
3141 "quits due to interrupt.\n"
3142 "- \"Timer\" (TIMER): Save every 'savefrequency' minutes."),
3147 N_(
"Whether to do saving in separate thread"),
3150 N_(
"If this is turned in, compressing and saving the actual "
3151 "file containing the game situation takes place in "
3152 "the background while game otherwise continues. This way "
3153 "users are not required to wait for the save to finish."),
3158 N_(
"Savegame compression level"),
3160 N_(
"If non-zero, saved games will be compressed depending on the "
3161 "'compresstype' setting. Larger values will give better "
3162 "compression but take longer."),
3168 N_(
"Savegame compression algorithm"),
3169 N_(
"Compression library to use for savegames."),
3174 N_(
"Definition of the save file name"),
3179 N_(
"Within the string the following custom formats are "
3183 " %T = <turn-number>\n"
3184 " %Y = <game-year>\n"
3186 "Example: 'freeciv-T%04T-Y%+05Y-%R' => "
3187 "'freeciv-T0100-Y00001-manual'\n"
3189 "Be careful to use at least one of %T and %Y, else newer "
3190 "savegames will overwrite old ones. If none of the formats "
3191 "is used '-T%04T-Y%05Y-%R' is appended to the value of "
3202 N_(
"Whether to log player statistics"),
3205 N_(
"If this is turned on, player statistics are appended to "
3206 "the file defined by the option 'scorefile' every turn. "
3207 "These statistics can be used to create power graphs after "
3213 N_(
"Scorelog level"),
3214 N_(
"Whether scores are logged for all players including AIs, "
3222 N_(
"Name for the score log file"),
3224 N_(
"The default name for the score log file is "
3225 "'freeciv-score.log'."),
3232 N_(
"Maximum number of connections to the server per host"),
3233 N_(
"New connections from a given host will be rejected if "
3234 "the total number of connections from the very same host "
3235 "equals or exceeds this value. A value of 0 means that "
3236 "there is no limit, at least up to the maximum number of "
3237 "connections supported by the server."),
NULL,
NULL,
NULL,
3244 N_(
"Time before a kicked user can reconnect"),
3247 N_(
"Gives the time in seconds before a user kicked using the "
3248 "\"kick\" command may reconnect. Changing this setting will "
3255 N_(
"Time in seconds that a single lua script can run before it gets "
3261 N_(
"Metaserver info line"),
3262 N_(
"User defined metaserver info line. For most of the time "
3263 "a user defined metamessage will be used instead of an "
3264 "automatically generated message. "
3265 "Set to empty (\"\", not \"empty\") to always use an "
3266 "automatically generated meta server message."),
3271 N_(
"Level of new AIs"),
3272 N_(
"Difficulty level of any AI players to be created now on. "
3273 "Changing value of this setting does not affect "
3279 N_(
"Default AI type"),
3280 N_(
"Name of the default AI type. New AI players will be "
3281 "created with that type by default. Changing this "
3282 "setting does not affect existing AI players."),
3340 return pset->short_help;
3349 if (!constant &&
pset->help_func !=
NULL) {
3353 return _(
pset->extra_help);
3369 return pset->slevel;
3377 return pset->scategory;
3389 switch (
pset->sclass) {
3398 _(
"The setting '%s' can't be modified after the map "
3434 _(
"The setting '%s' can't be modified after the game "
3445 log_error(
"Wrong class variant for setting %s (%d): %d.",
3464 _(
"You are not allowed to change the setting '%s'."),
3469 switch (
pset->lock) {
3475 _(
"The setting '%s' is locked by the ruleset."),
3481 _(
"The setting '%s' is locked by admin."),
3563 const char *prefix,
int *pvalue,
3581 _(
"\"%s\" prefix is ambiguous. Candidates are: %s."),
3597 _(
"No match for \"%s\"."), prefix);
3605 bool value,
bool pretty,
3635 _(
"This setting is not a boolean."));
3677 return *
pset->boolean.pvalue;
3702 ((
const struct setting *) data)->boolean.name(val);
3711 int value,
bool pretty,
3724 return pset->integer.min_value;
3733 return pset->integer.max_value;
3750 *
pset->integer.pvalue = val;
3766 _(
"This setting is not an integer."));
3772 _(
"Value out of range: %d (min: %d; max: %d)."),
3773 val,
pset->integer.min_value,
pset->integer.max_value);
3777 return (!
pset->integer.validate
3789 return *
pset->integer.pvalue;
3796 const char *
value,
bool pretty,
3837 _(
"This setting is not a string."));
3841 if (
strlen(val) >=
pset->string.value_size) {
3843 _(
"String value too long (max length: %lu)."),
3844 (
unsigned long)
pset->string.value_size);
3848 return (!
pset->string.validate
3860 return pset->string.value;
3899 return _(
name->pretty);
3901 return name->support;
3941 _(
"This setting is not an enumerator."));
3950 && (
NULL ==
pset->enumerator.validate
3960 switch (
pset->enumerator.store_size) {
3996 switch (
pset->enumerator.store_size) {
3998 val = *((
int *)
pset->enumerator.pvalue);
4001 val = *((
char *)
pset->enumerator.pvalue);
4004 val = *((
short *)
pset->enumerator.pvalue);
4007 log_error(
"Illegal enum store size %d, can't read value",
pset->enumerator.store_size);
4035 log_error(
"Illegal enumerator value size %d for %s",
4036 pset->enumerator.store_size, val);
4095 return _(
name->pretty);
4097 return name->support;
4105 unsigned value,
bool pretty,
4119 if ((1 <<
bit) & value) {
4148 if ((1 <<
bit) & value) {
4149 if (
'\0' !=
buf[0]) {
4182 _(
"This setting is not a bitwise."));
4208 }
while (
NULL != p);
4210 return (
NULL ==
pset->bitwise.validate
4258 return *
pset->bitwise.pvalue;
4271 switch (
pset->stype) {
4292 log_error(
"%s(): Setting \"%s\" (nb %d) not handled in switch statement.",
4307 switch (
pset->stype) {
4328 log_error(
"%s(): Setting \"%s\" (nb %d) not handled in switch statement.",
4338 switch (
pset->stype) {
4340 (*
pset->boolean.pvalue) =
pset->boolean.default_value;
4343 (*
pset->integer.pvalue) =
pset->integer.default_value;
4347 pset->string.value_size);
4353 (*
pset->bitwise.pvalue) =
pset->bitwise.default_value;
4415 log_error(
"unknown unsettable setting in '%s': %s",
4430 if (
pset->ruleset_settable) {
4456 const char *
name,
const char *path,
4480 switch (
pset->stype) {
4490 "%s.value", path)) {
4497 if (val != *
pset->boolean.pvalue) {
4501 *
pset->boolean.pvalue = val;
4502 log_normal(
_(
"Ruleset: '%s' has been set to %s."),
4519 }
else if (val != *
pset->integer.pvalue) {
4522 log_normal(
_(
"Ruleset: '%s' has been set to %s."),
4539 }
else if (0 !=
strcmp(val,
pset->string.value)) {
4542 log_normal(
_(
"Ruleset: '%s' has been set to %s."),
4558 "%s.value", path)) {
4559 log_error(
"Can't read value for setting '%s': %s",
4562 if (
NULL ==
pset->enumerator.validate
4566 log_normal(
_(
"Ruleset: '%s' has been set to %s."),
4582 "%s.value", path)) {
4583 log_error(
"Can't read value for setting '%s': %s",
4585 }
else if (val != *
pset->bitwise.pvalue) {
4604 log_normal(
_(
"Ruleset: '%s' has been set to %s."),
4610 ||
pset->bitwise.validate((
unsigned) val,
NULL,
4612 *
pset->bitwise.pvalue = val;
4613 log_normal(
_(
"Ruleset: '%s' has been set to %s."),
4637 log_normal(
_(
"Ruleset: '%s' has been locked by the ruleset."),
4651 return (*
pset->boolean.pvalue !=
pset->boolean.default_value);
4653 return (*
pset->integer.pvalue !=
pset->integer.default_value);
4655 return (0 !=
strcmp(
pset->string.value,
pset->string.default_value));
4659 return (*
pset->bitwise.pvalue !=
pset->bitwise.default_value);
4665 log_error(
"%s(): Setting \"%s\" (nb %d) not handled in switch statement.",
4683 return pset->rslock;
4737 pset->boolean.game_value = *
pset->boolean.pvalue;
4741 pset->integer.game_value = *
pset->integer.pvalue;
4746 pset->string.game_value
4748 *
sizeof(
pset->string.game_value));
4751 pset->string.value_size);
4759 pset->bitwise.game_value = *
pset->bitwise.pvalue;
4837 log_error(
"Error restoring setting '%s' to the value from game start: "
4940 "%s.gamestart_valid",
section);
4958 log_verbose(
"Can't read the number of settings in the save file.");
4978 switch (
pset->stype) {
4990 if (val != *
pset->boolean.pvalue) {
4996 *
pset->boolean.pvalue = val;
4997 log_normal(
_(
"Savegame: '%s' has been set to %s."),
5001 log_error(
"Savegame: error restoring '%s' . (%s)",
5005 log_normal(
_(
"Savegame: '%s' explicitly set to value same as default."),
5022 if (val != *
pset->integer.pvalue) {
5028 *
pset->integer.pvalue = val;
5029 log_normal(
_(
"Savegame: '%s' has been set to %s."),
5033 log_error(
"Savegame: error restoring '%s' . (%s)",
5037 log_normal(
_(
"Savegame: '%s' explicitly set to value same as default."),
5058 log_normal(
_(
"Savegame: '%s' has been set to %s."),
5062 log_error(
"Savegame: error restoring '%s' . (%s)",
5066 log_normal(
_(
"Savegame: '%s' explicitly set to value same as default."),
5088 && (
NULL ==
pset->enumerator.validate
5092 log_normal(
_(
"Savegame: '%s' has been set to %s."),
5096 log_error(
"Savegame: error restoring '%s' . (%s)",
5100 log_normal(
_(
"Savegame: '%s' explicitly set to value same as default."),
5119 if (val != *
pset->bitwise.pvalue) {
5125 *
pset->bitwise.pvalue = val;
5126 log_normal(
_(
"Savegame: '%s' has been set to %s."),
5130 log_error(
"Savegame: error restoring '%s' . (%s)",
5134 log_normal(
_(
"Savegame: '%s' explicitly set to value same as default."),
5150 switch (
pset->stype) {
5152 pset->boolean.game_value =
5158 pset->integer.game_value =
5166 "%s.set%d.gamestart",
5168 pset->string.value_size);
5172 pset->enumerator.game_value =
5175 &info,
"%s.set%d.gamestart",
section,
i);
5179 pset->bitwise.game_value =
5182 &info,
"%s.set%d.gamestart",
section,
i);
5193 "%s.set%d.gamesetdef",
section,
i);
5198 log_error(
"Setting %s has invalid gamesetdef value %s",
5231 log_debug(
"No saved settings from the game start available.");
5314#define PACKET_COMMON_INIT(packet, pset, pconn) \
5315 memset(&packet, 0, sizeof(packet)); \
5316 packet.id = setting_number(pset); \
5317 packet.is_visible = setting_is_visible(pset, pconn); \
5318 packet.is_changeable = setting_is_changeable(pset, pconn, NULL, 0); \
5319 packet.initial_setting = game.info.is_new_game; \
5320 packet.setdef = setting_get_setdef(pset);
5330 packet.
val = *
pset->boolean.pvalue;
5344 packet.
val = *
pset->integer.pvalue;
5400 packet.
val = *
pset->bitwise.pvalue;
5549 "Invalid setting level for '%s' (%s).",
5647 return pset->setdef;
struct ai_type * ai_type_by_name(const char *search)
bool set_default_ai_type_name(const char *name)
void astr_free(struct astring *astr)
const char * astr_build_and_list(struct astring *astr, const char *const *items, size_t number)
static const char * astr_str(const struct astring *astr) fc__attribute((nonnull(1)))
#define BV_ISSET(bv, bit)
#define conn_list_iterate(connlist, pconn)
#define conn_list_iterate_end
const struct ft_color ftc_server
int generate_save_name(const char *format, char *buf, int buflen, const char *reason)
#define GAME_MIN_TOP_CITIES_COUNT
#define GAME_DEFAULT_TECHPENALTY
#define GAME_MAX_RAPTUREDELAY
#define GAME_DEFAULT_START_CITY
#define GAME_DEFAULT_SKILL_LEVEL
#define GAME_DEFAULT_KILLSTACK
#define GAME_DEFAULT_INFRA
#define GAME_MAX_DIPLCHANCE
#define GAME_MAX_SCIENCEBOX
#define GAME_DEFAULT_LUA_TIMEOUT
#define GAME_MAX_EVENT_CACHE_MAX_SIZE
#define GAME_DEFAULT_REVOLENTYPE
#define GAME_DEFAULT_AUTO_AI_TOGGLE
#define GAME_MIN_RAZECHANCE
#define GAME_MIN_GLOBAL_WARMING_PERCENT
#define GAME_DEFAULT_CARAVAN_BONUS_STYLE
#define GAME_MAX_TECHLOSSFG
#define GAME_DEFAULT_TCPTIMEOUT
#define GAME_DEFAULT_EVENT_CACHE_INFO
#define GAME_DEFAULT_MGR_FOODNEEDED
#define GAME_DEFAULT_TECHLOST_DONOR
#define GAME_DEFAULT_ALLOWED_CITY_NAMES
#define GAME_MIN_TRADEWORLDRELPCT
#define GAME_DEFAULT_SCORELOG
#define GAME_MAX_KILLUNHOMED
#define GAME_MIN_TECHLOST_RECV
#define GAME_MIN_FREECOST
#define GAME_MAX_CONTACTTURNS
#define GAME_MAX_TECHLOST_RECV
#define GAME_DEFAULT_OCCUPYCHANCE
#define GAME_DEFAULT_USER_META_MESSAGE
#define GAME_DEFAULT_GLOBAL_WARMING_PERCENT
#define GAME_DEFAULT_TRADING_TECH
#define GAME_MIN_SCIENCEBOX
#define GAME_MAX_PINGTIMEOUT
#define GAME_MAX_SAVEFREQUENCY
#define GAME_MIN_REVOLUTION_LENGTH
#define GAME_MAX_MGR_TURNINTERVAL
#define GAME_DEFAULT_SAVETURNS
#define GAME_DEFAULT_IPHIDE
#define GAME_DEFAULT_BORDERS
#define GAME_DEFAULT_AIRLIFTINGSTYLE
#define GAME_DEFAULT_SPACESHIP_TRAVEL_PCT
#define GAME_MAX_CONQUERCOST
#define GAME_MAX_TOP_CITIES_COUNT
#define GAME_DEFAULT_TOP_CITIES_COUNT
#define GAME_MAX_AQUEDUCTLOSS
#define GAME_DEFAULT_KILLUNHOMED
#define GAME_DEFAULT_SCIENCEBOX
#define GAME_MIN_DIPLGOLDCOST
#define GAME_DEFAULT_MGR_WORLDCHANCE
#define GAME_MIN_PINGTIME
#define GAME_DEFAULT_ONSETBARBARIAN
#define GAME_MIN_ONSETBARBARIAN
#define GAME_MAX_TECHLOSSREST
#define GAME_DEFAULT_KILLCITIZEN
#define GAME_MIN_INCITE_GOLD_LOSS_CHANCE
#define GAME_MIN_MGR_NATIONCHANCE
#define GAME_MAX_COMPRESS_LEVEL
#define GAME_DEFAULT_NATIONSET
#define GAME_DEFAULT_SHIELDBOX
#define GAME_MIN_NOTRADESIZE
#define GAME_MAX_OCCUPYCHANCE
#define GAME_MIN_SPACESHIP_TRAVEL_PCT
#define GAME_DEFAULT_MAXCONNECTIONSPERHOST
#define GAME_DEFAULT_INCITE_GOLD_CAPT_CHANCE
#define GAME_DEFAULT_DEMOGRAPHY
#define GAME_MIN_MAXCONNECTIONSPERHOST
#define GAME_DEFAULT_FULLTRADESIZE
#define GAME_MAX_DISPERSION
#define GAME_MIN_TECHLOST_DONOR
#define GAME_DEFAULT_RAPTUREDELAY
#define GAME_MIN_MGR_TURNINTERVAL
#define GAME_DEFAULT_REVOLUTION_LENGTH
#define GAME_DEFAULT_MGR_TURNINTERVAL
#define GAME_DEFAULT_START_UNITS
#define GAME_MAX_TCPTIMEOUT
#define GAME_DEFAULT_ALLOW_TAKE
#define GAME_DEFAULT_THREADED_SAVE
#define GAME_MAX_TRADEWORLDRELPCT
#define GAME_DEFAULT_MIN_PLAYERS
#define GAME_MIN_CONQUERCOST
#define GAME_MAX_MGR_DISTANCE
#define GAME_MIN_TECHLOSSREST
#define GAME_DEFAULT_AUTOATTACK
#define GAME_DEFAULT_SAVEFREQUENCY
#define GAME_DEFAULT_REVEALMAP
#define GAME_DEFAULT_SCOREFILE
#define GAME_MAX_FIRST_TIMEOUT
#define GAME_MIN_MGR_DISTANCE
#define GAME_MIN_DISPERSION
#define GAME_DEFAULT_TEAM_POOLED_RESEARCH
#define GAME_DEFAULT_SEED
#define GAME_DEFAULT_HOMECAUGHTUNITS
#define GAME_MAX_GLOBAL_WARMING_PERCENT
#define GAME_MAX_MAXCONNECTIONSPERHOST
#define GAME_DEFAULT_NETWAIT
#define GAME_MIN_PINGTIMEOUT
#define GAME_MIN_TECHPENALTY
#define GAME_MIN_CONTACTTURNS
#define GAME_MAX_INCITE_GOLD_LOSS_CHANCE
#define GAME_DEFAULT_KICK_TIME
#define GAME_DEFAULT_PLRCOLORMODE
#define GAME_MAX_CITYMINDIST
#define GAME_DEFAULT_DIPLCHANCE
#define GAME_MAX_NUCLEAR_WINTER_PERCENT
#define GAME_MIN_LUA_TIMEOUT
#define GAME_MIN_END_TURN
#define GAME_DEFAULT_UNRPROTECTS
#define GAME_MIN_MGR_WORLDCHANCE
#define GAME_DEFAULT_RAZECHANCE
#define GAME_MIN_SHIELDBOX
#define GAME_MIN_FIRST_TIMEOUT
#define GAME_MAX_RAZECHANCE
#define GAME_MAX_ONSETBARBARIAN
#define GAME_DEFAULT_INCITE_GOLD_LOSS_CHANCE
#define GAME_MAX_MAX_PLAYERS
#define GAME_DEFAULT_TRADING_CITY
#define GAME_DEFAULT_FOODBOX
#define GAME_DEFAULT_COMPRESS_TYPE
#define GAME_MAX_SPACESHIP_TRAVEL_PCT
#define GAME_DEFAULT_PINGTIMEOUT
#define GAME_DEFAULT_TRADE_REVENUE_STYLE
#define GAME_DEFAULT_SAVEPALACE
#define GAME_MIN_EVENT_CACHE_TURNS
#define GAME_DEFAULT_GLOBAL_WARMING
#define GAME_MAX_DIPLGOLDCOST
#define GAME_DEFAULT_TECHLOST_RECV
#define GAME_DEFAULT_NOTRADESIZE
#define GAME_DEFAULT_COMPRESS_LEVEL
#define GAME_MAX_TECHLOST_DONOR
#define GAME_MIN_SAVETURNS
#define GAME_MAX_UNITWAITTIME
#define GAME_DEFAULT_FIRST_TIMEOUT
#define GAME_DEFAULT_NUCLEAR_WINTER_PERCENT
#define GAME_MIN_CIVILWARSIZE
#define GAME_DEFAULT_TRADING_GOLD
#define GAME_MIN_TECHLEAK
#define GAME_DEFAULT_TRAIT_DIST_MODE
#define GAME_DEFAULT_NUCLEAR_WINTER
#define GAME_MIN_DISASTERS
#define GAME_MIN_OCCUPYCHANCE
#define GAME_DEFAULT_FREECOST
#define GAME_MIN_KICK_TIME
#define GAME_DEFAULT_MAX_PLAYERS
#define GAME_DEFAULT_CITYMINDIST
#define GAME_MIN_NUCLEAR_WINTER_PERCENT
#define GAME_DEFAULT_PHASE_MODE
#define GAME_DEFAULT_AIFILL
#define GAME_DEFAULT_TRADEWORLDRELPCT
#define GAME_DEFAULT_MULTIRESEARCH
#define GAME_DEFAULT_CONQUERCOST
#define GAME_MAX_TECHPENALTY
#define GAME_DEFAULT_TIMEOUT
#define GAME_MAX_DISASTERS
#define GAME_MIN_INCITE_GOLD_CAPT_CHANCE
#define GAME_MIN_TECHLOSSFG
#define GAME_MAX_END_TURN
#define GAME_MIN_COMPRESS_LEVEL
#define GAME_DEFAULT_TECHLOSSREST
#define GAME_MIN_KILLUNHOMED
#define GAME_MAX_NOTRADESIZE
#define GAME_DEFAULT_CONTACTTURNS
#define GAME_DEFAULT_SCORELOGLEVEL
#define GAME_DEFAULT_TECHLOSSFG
#define GAME_DEFAULT_TECHLEVEL
#define GAME_MIN_MAX_PLAYERS
#define GAME_DEFAULT_DISASTERS
#define GAME_MAX_FREECOST
#define GAME_MAX_REVOLUTION_LENGTH
#define GAME_DEFAULT_GOLD
#define GAME_MIN_AQUEDUCTLOSS
#define GAME_MIN_DIPLBULBCOST
#define GAME_DEFAULT_MIGRATION
#define GAME_MIN_EVENT_CACHE_MAX_SIZE
#define GAME_MIN_CITYMINDIST
#define GAME_MIN_SAVEFREQUENCY
#define GAME_DEFAULT_NATURALCITYNAMES
#define GAME_DEFAULT_EVENT_CACHE_TURNS
#define GAME_DEFAULT_VICTORY_CONDITIONS
#define GAME_MIN_UNITWAITTIME
#define GAME_DEFAULT_FOGGEDBORDERS
#define GAME_DEFAULT_UNITWAITTIME
#define GAME_DEFAULT_TIMEOUTADDEMOVE
#define GAME_DEFAULT_DISPERSION
#define GAME_MAX_CIVILWARSIZE
#define GAME_DEFAULT_AUTOSAVES
#define GAME_DEFAULT_EVENT_CACHE_CHAT
#define GAME_DEFAULT_DIPLOMACY
#define GAME_DEFAULT_MGR_DISTANCE
#define GAME_MIN_DIPLCHANCE
#define GAME_DEFAULT_TURNBLOCK
#define GAME_MAX_SAVETURNS
#define GAME_MAX_PINGTIME
#define GAME_DEFAULT_PINGTIME
#define GAME_DEFAULT_AQUEDUCTLOSS
#define GAME_DEFAULT_TRADEMINDIST
#define GAME_DEFAULT_BARBARIANRATE
#define GAME_DEFAULT_HAPPYBORDERS
#define GAME_MAX_FULLTRADESIZE
#define GAME_MAX_TECHLEAK
#define GAME_MAX_MGR_NATIONCHANCE
#define GAME_MAX_TECHLEVEL
#define GAME_MAX_MGR_WORLDCHANCE
#define GAME_MIN_MIN_PLAYERS
#define GAME_MAX_TRADEMINDIST
#define GAME_DEFAULT_END_TURN
#define GAME_MAX_EVENT_CACHE_TURNS
#define GAME_MAX_DIPLBULBCOST
#define GAME_DEFAULT_DIPLGOLDCOST
#define GAME_MAX_SHIELDBOX
#define GAME_DEFAULT_TECHLEAK
#define GAME_MAX_MIN_PLAYERS
#define GAME_MIN_TCPTIMEOUT
#define GAME_DEFAULT_END_SPACESHIP
#define GAME_MIN_RAPTUREDELAY
#define GAME_DEFAULT_EVENT_CACHE_MAX_SIZE
#define GAME_DEFAULT_SAVE_NAME
#define GAME_MAX_LUA_TIMEOUT
#define GAME_MIN_TRADEMINDIST
#define GAME_DEFAULT_MGR_NATIONCHANCE
#define GAME_MIN_TECHLEVEL
#define GAME_MAX_INCITE_GOLD_CAPT_CHANCE
#define GAME_DEFAULT_FOGOFWAR
#define GAME_DEFAULT_PERSISTENTREADY
#define GAME_MIN_FULLTRADESIZE
#define GAME_DEFAULT_DIPLBULBCOST
#define GAME_DEFAULT_RESTRICTINFRA
#define GAME_MAX_KICK_TIME
#define GAME_DEFAULT_CIVILWARSIZE
void send_game_info(struct conn_list *dest)
enum unit_role_id crole_to_role_id(char crole)
static enum log_level max_level
#define fc_assert_msg(condition, message,...)
#define fc_assert_ret(condition)
#define log_warn(message,...)
#define log_verbose(message,...)
#define fc_assert(condition)
#define fc_assert_ret_val(condition, val)
#define log_debug(message,...)
#define log_normal(message,...)
#define log_error(message,...)
int map_startpos_count(void)
#define MAP_MIN_STEEPNESS
#define MAP_MAX_LINEAR_SIZE
#define MAP_MAX_TILESPERPLAYER
#define MAP_MAX_FLATPOLES
#define MAP_MIN_TILESPERPLAYER
#define MAP_DEFAULT_LINEAR_SIZE
#define MAP_DEFAULT_STARTPOS
#define MAP_DEFAULT_ANIMALS
#define MAP_DEFAULT_TEAM_PLACEMENT
#define MAP_MIN_TEMPERATURE
#define MAP_DEFAULT_MAPSIZE
#define MAP_MIN_LINEAR_SIZE
#define MAP_MAX_STEEPNESS
#define MAP_DEFAULT_LANDMASS
#define MAP_MIN_FLATPOLES
#define MAP_MAX_TEMPERATURE
#define MAP_MAX_LATITUDE_BOUND
#define MAP_DEFAULT_NORTH_LATITUDE
#define MAP_DEFAULT_SEPARATE_POLES
#define MAP_DEFAULT_RICHES
#define MAP_DEFAULT_TINYISLES
#define MAP_MIN_LATITUDE_BOUND
#define MAP_DEFAULT_TILESPERPLAYER
#define MAP_DEFAULT_TEMPERATURE
#define MAP_DEFAULT_SOUTH_LATITUDE
#define MAP_DEFAULT_GENERATOR
#define MAP_DEFAULT_FLATPOLES
#define MAP_DEFAULT_WETNESS
#define MAP_DEFAULT_STEEPNESS
#define fc_calloc(n, esz)
const struct rgbcolor * nation_color(const struct nation_type *pnation)
struct nation_set * nation_set_by_rule_name(const char *name)
#define nations_iterate_end
#define nations_iterate(NAME_pnation)
#define NO_NATION_SELECTED
void notify_conn(struct conn_list *dest, const struct tile *ptile, enum event_type event, const struct ft_color color, const char *format,...)
int send_packet_server_setting_bitwise(struct connection *pc, const struct packet_server_setting_bitwise *packet)
int send_packet_server_setting_str(struct connection *pc, const struct packet_server_setting_str *packet)
int send_packet_server_setting_const(struct connection *pc, const struct packet_server_setting_const *packet)
int send_packet_server_setting_int(struct connection *pc, const struct packet_server_setting_int *packet)
int send_packet_server_setting_control(struct connection *pc, const struct packet_server_setting_control *packet)
int send_packet_server_setting_bool(struct connection *pc, const struct packet_server_setting_bool *packet)
int send_packet_set_topology(struct connection *pc, const struct packet_set_topology *packet)
int send_packet_server_setting_enum(struct connection *pc, const struct packet_server_setting_enum *packet)
bool player_set_nation(struct player *pplayer, struct nation_type *pnation)
#define players_iterate_end
#define players_iterate(_pplayer)
void send_nation_availability(struct conn_list *dest, bool nationset_change)
int normal_player_count(void)
void server_player_set_color(struct player *pplayer, const struct rgbcolor *prgbcolor)
void send_player_info_c(struct player *src, struct conn_list *dest)
void count_playable_nations(void)
bool nation_is_in_current_set(const struct nation_type *pnation)
const char * secfile_error(void)
bool secfile_lookup_int(const struct section_file *secfile, int *ival, const char *path,...)
bool secfile_lookup_enum_data(const struct section_file *secfile, int *pvalue, bool bitwise, secfile_enum_name_data_fn_t name_fn, secfile_data_t data, const char *path,...)
int secfile_lookup_enum_default_data(const struct section_file *secfile, int defval, bool bitwise, secfile_enum_name_data_fn_t name_fn, secfile_data_t data, const char *path,...)
const char * secfile_lookup_str(const struct section_file *secfile, const char *path,...)
bool secfile_lookup_bool_default(const struct section_file *secfile, bool def, const char *path,...)
int secfile_lookup_int_default(const struct section_file *secfile, int def, const char *path,...)
const char * secfile_name(const struct section_file *secfile)
struct section * secfile_section_by_name(const struct section_file *secfile, const char *name)
const char * secfile_lookup_str_default(const struct section_file *secfile, const char *def, const char *path,...)
bool secfile_lookup_bool(const struct section_file *secfile, bool *bval, const char *path,...)
#define secfile_insert_int(secfile, value, path,...)
#define secfile_insert_str(secfile, string, path,...)
#define secfile_insert_bool(secfile, value, path,...)
#define secfile_insert_enum_data(secfile, value, bitwise, name_fn, data, path,...)
const void * secfile_data_t
void log_civ_score_free(void)
bool is_valid_demography(const char *demography, int *error)
void log_civ_score_init(void)
void rscompat_settings_do_special_handling(struct section_file *file, const char *section, void(*setdef)(struct setting *pset))
bool rscompat_setting_needs_special_handling(const char *name)
static struct compatibility compat[]
#define setcompat_current_val_from_previous(_set_, _old_val_)
#define setcompat_current_name_from_previous(_old_name_)
bool setting_ruleset_locked(const struct setting *pset)
bool setting_int_validate(const struct setting *pset, int val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static void metamessage_action(const struct setting *pset)
static const struct sset_val_name * phasemode_name(int phasemode)
void settings_init(bool act)
static bool savename_validate(const char *value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static const char * setting_bool_to_str(const struct setting *pset, bool value, bool pretty, char *buf, size_t buf_len)
#define PACKET_COMMON_INIT(packet, pset, pconn)
static bool endturn_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
void setting_action(const struct setting *pset)
bool(* bitwise_validate_func_t)(unsigned value, struct connection *pconn, char *reject_msg, size_t reject_msg_len)
static const struct sset_val_name * revealmap_name(int bit)
void setting_ruleset_lock_clear(struct setting *pset)
void setting_admin_lock_clear(struct setting *pset)
#define GEN_BOOL(name, value, sclass, scateg, slevel, al_read, al_write, short_help, extra_help, func_validate, func_action, _default)
int setting_int_get(struct setting *pset)
static const char * setting_bool_secfile_str(secfile_data_t data, int val)
static void nationset_action(const struct setting *pset)
const char * setting_default_name(const struct setting *pset, bool pretty, char *buf, size_t buf_len)
bool setting_enum_validate(const struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
struct setting * setting_by_name(const char *name)
static const struct sset_val_name * compresstype_name(enum fz_method compresstype)
void setting_set_to_default(struct setting *pset)
static void timeout_action(const struct setting *pset)
static const struct sset_val_name * startpos_name(int startpos)
const char * setting_value_name(const struct setting *pset, bool pretty, char *buf, size_t buf_len)
void settings_game_load(struct section_file *file, const char *section)
const char * setting_extra_help(const struct setting *pset, bool constant)
static bool setting_match_prefix(const val_name_func_t name_fn, const char *prefix, int *pvalue, char *reject_msg, size_t reject_msg_len)
const char *(* help_callback_func_t)(const struct setting *pset)
int setting_number(const struct setting *pset)
struct setting * setting_by_number(int id)
bool setting_int_set(struct setting *pset, int val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
enum sset_category setting_category(const struct setting *pset)
static bool aitype_callback(const char *value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
bool setting_is_visible(const struct setting *pset, struct connection *caller)
static bool first_timeout_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static void setting_ruleset_setdef(struct setting *pset)
bool setting_locked(const struct setting *pset)
bool setting_non_default(const struct setting *pset)
static bool wrap_callback(unsigned value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static bool xsize_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static const struct sset_val_name * airliftingstyle_name(int bit)
enum sset_type setting_type(const struct setting *pset)
static const struct sset_val_name * caravanbonusstyle_name(int caravanbonus)
void setting_admin_lock_set(struct setting *pset)
static void settings_list_free(void)
bool setting_str_set(struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
#define GEN_STRING(name, value, sclass, scateg, slevel, al_read, al_write, short_help, extra_help, func_validate, func_action, _default)
static const struct sset_val_name * bool_name(int enable)
static const struct sset_val_name * revolentype_name(int revolentype)
int setting_int_max(const struct setting *pset)
enum sset_level setting_level(const struct setting *pset)
static struct setting settings[]
static void first_timeout_action(const struct setting *pset)
static bool allowtake_callback(const char *value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static void wrap_action(const struct setting *pset)
static const char * setting_bitwise_to_str(const struct setting *pset, unsigned value, bool pretty, char *buf, size_t buf_len)
static const struct sset_val_name * topology_name(int topology_bit)
bool setting_bitwise_set(struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static void topology_action(const struct setting *pset)
const char * setting_enum_secfile_str(secfile_data_t data, int val)
void settings_game_save(struct section_file *file, const char *section)
int settings_number(void)
bool setting_str_validate(const struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static const struct sset_val_name * traderevenuestyle_name(int revenue_style)
bool(* string_validate_func_t)(const char *value, struct connection *pconn, char *reject_msg, size_t reject_msg_len)
#define NAME_CASE(_val, _support, _pretty)
#define GEN_STRING_NRS(name, value, sclass, scateg, slevel, al_read, al_write, short_help, extra_help, func_validate, func_action, _default)
static bool setting_is_free_to_change(const struct setting *pset, char *reject_msg, size_t reject_msg_len)
static const char * setting_enum_to_str(const struct setting *pset, int value, bool pretty, char *buf, size_t buf_len)
const char * setting_enum_val(const struct setting *pset, int val, bool pretty)
struct setting_list * level[OLEVELS_NUM]
void setting_changed(struct setting *pset)
#define GEN_ENUM(name, value, sclass, scateg, slevel, al_read, al_write, short_help, extra_help, func_help, func_validate, func_action, func_name, _default)
static bool startunits_callback(const char *value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static void huts_action(const struct setting *pset)
static bool nationset_callback(const char *value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
enum setting_default_level setting_get_setdef(const struct setting *pset)
static bool mapsize_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static const char * setting_int_to_str(const struct setting *pset, int value, bool pretty, char *buf, size_t buf_len)
static bool setting_bool_validate_base(const struct setting *pset, const char *val, int *pint_val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static bool setting_ruleset_one(struct section_file *file, const char *name, const char *path, bool compat)
static bool demography_callback(const char *value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
bool(* enum_validate_func_t)(int value, struct connection *pconn, char *reject_msg, size_t reject_msg_len)
void settings_game_start(void)
bool setting_enum_set(struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
const char * setting_short_help(const struct setting *pset)
static const struct sset_val_name * citynames_name(int citynames)
void send_server_setting_control(struct connection *pconn)
static bool plrcol_validate(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static const struct sset_val_name * generator_name(int generator)
const char * setting_bitwise_bit(const struct setting *pset, int bit, bool pretty)
static bool autosaves_callback(unsigned value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static bool maxplayers_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
int setting_int_min(const struct setting *pset)
bool(* bool_validate_func_t)(bool value, struct connection *pconn, char *reject_msg, size_t reject_msg_len)
static bool setting_enum_validate_base(const struct setting *pset, const char *val, int *pint_val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static void autotoggle_action(const struct setting *pset)
bool setting_bitwise_validate(const struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
void setting_ruleset_lock_set(struct setting *pset)
static const struct sset_val_name * ailevel_name(enum ai_level lvl)
static const struct sset_val_name * victory_conditions_name(int condition_bit)
#define GEN_INT(name, value, sclass, scateg, slevel, al_read, al_write, short_help, extra_help, func_help, func_validate, func_action, _min, _max, _default)
bool setting_bool_validate(const struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
struct setting_list * settings_list_get(enum sset_level level)
bool setting_is_changeable(const struct setting *pset, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static const struct sset_val_name * teamplacement_name(int team_placement)
int settings_list_cmp(const struct setting *const *pset1, const struct setting *const *pset2)
static bool setting_bitwise_validate_base(const struct setting *pset, const char *val, unsigned *pint_val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static enum m_pre_result setting_match_prefix_base(const val_name_func_t name_fn, const char *prefix, int *ind_result, const char **matches, size_t max_matches, size_t *pnum_matches)
static void settings_list_init(void)
void settings_reset(void)
const char * setting_name(const struct setting *pset)
static const int SETTINGS_NUM
static const char * phasemode_help(const struct setting *pset)
static bool ysize_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
bool settings_game_reset(void)
static void scorelog_action(const struct setting *pset)
static const struct sset_val_name * happyborders_name(int happyborders)
int setting_bitwise_get(struct setting *pset)
static const struct sset_val_name * scoreloglevel_name(enum scorelog_level sl_level)
static const struct sset_val_name * wrap_name(int wrap_bit)
void settings_list_update(void)
static bool timeout_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
@ SSET_PLAYERS_CHANGEABLE
static bool generator_validate(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static const char * setting_str_to_str(const struct setting *pset, const char *value, bool pretty, char *buf, size_t buf_len)
void(* action_callback_func_t)(const struct setting *pset)
#define settings_snprintf(_buf, _buf_len, format,...)
static struct @115 setting_sorted
char * setting_str_get(struct setting *pset)
const struct sset_val_name *(* val_name_func_t)(int value)
bool settings_ruleset(struct section_file *file, const char *section, bool act, bool compat)
bool setting_bool_get(struct setting *pset)
static bool set_enum_value(struct setting *pset, int val)
static void setting_game_set(struct setting *pset, bool init)
static void setting_game_free(struct setting *pset)
static bool scorefile_validate(const char *value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
const char * setting_bitwise_secfile_str(secfile_data_t data, int bit)
static void aitype_action(const struct setting *pset)
static void aifill_action(const struct setting *pset)
static const struct sset_val_name * trait_dist_name(int trait_dist)
bool setting_is_visible_at_level(const struct setting *pset, enum cmdlevel plevel)
static const struct sset_val_name * plrcol_name(int plrcol)
bool setting_bool_set(struct setting *pset, const char *val, struct connection *caller, char *reject_msg, size_t reject_msg_len)
void send_server_setting(struct conn_list *dest, const struct setting *pset)
static const char * huts_help(const struct setting *pset)
static const struct sset_val_name * persistentready_name(int persistent_ready)
void send_server_settings(struct conn_list *dest)
#define GEN_BITWISE(name, value, sclass, scateg, slevel, al_read, al_write, short_help, extra_help, func_validate, func_action, func_name, _default)
static const struct sset_val_name * mapsize_name(int mapsize)
static void plrcol_action(const struct setting *pset)
void send_server_access_level_settings(struct conn_list *dest, enum cmdlevel old_level, enum cmdlevel new_level)
static const struct sset_val_name * diplomacy_name(int diplomacy)
static const struct sset_val_name * barbarians_name(int barbarians)
static void setting_game_restore(struct setting *pset)
int read_enum_value(const struct setting *pset)
static const struct sset_val_name * borders_name(int borders)
static const struct sset_val_name * autosaves_name(int autosaves_bit)
bool(* int_validate_func_t)(int value, struct connection *pconn, char *reject_msg, size_t reject_msg_len)
static bool unitwaittime_callback(int value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
static bool topology_callback(unsigned value, struct connection *caller, char *reject_msg, size_t reject_msg_len)
#define settings_iterate(_level, _pset)
#define settings_iterate_end
bool is_safe_filename(const char *name)
void remove_leading_trailing_spaces(char *s)
const char * aifill(int amount)
bool game_was_started(void)
enum server_states server_state(void)
void toggle_ai_player_direct(struct connection *caller, struct player *pplayer)
void strvec_destroy(struct strvec *psv)
void strvec_append(struct strvec *psv, const char *string)
struct strvec * strvec_new(void)
size_t strvec_size(const struct strvec *psv)
const char * strvec_to_and_list(const struct strvec *psv, struct astring *astr)
enum city_names_mode allowed_city_names
int incite_gold_capt_chance
char scorefile[MAX_LEN_PATH]
enum barbarians_rate barbarianrate
char start_units[MAX_LEN_STARTUNIT]
struct civ_game::@31::@35::@36 event_cache
int incite_gold_loss_chance
bool settings_gamestart_valid
enum plrcolor_mode plrcolormode
char demography[MAX_LEN_DEMOGRAPHY]
struct conn_list * est_connections
struct packet_game_info info
struct timer * save_timer
enum scorelog_level scoreloglevel
int maxconnectionsperhost
struct packet_scenario_info scenario
int nuclear_winter_percent
char default_ai_type_name[256]
char nationset[MAX_LEN_NAME]
char save_name[MAX_LEN_NAME]
enum fz_method save_compress_type
enum trait_dist_mode trait_dist
struct civ_game::@31::@35 server
struct packet_timeout_info tinfo
struct civ_game::@31::@35::@38 meta_info
char allow_take[MAX_LEN_ALLOW_TAKE]
int global_warming_percent
enum mapsize_type mapsize
enum map_startpos startpos
struct civ_map::@42::@44 server
enum team_placement team_placement
enum map_generator generator
enum cmdlevel access_level
enum borders_mode borders
bool team_pooled_research
enum happyborders_type happyborders
enum diplomacy_mode diplomacy
enum trade_revenue_style trade_revenue_style
enum airlifting_style airlifting_style
enum ai_level skill_level
enum revolen_type revolentype
enum phase_mode_type phase_mode
enum caravan_bonus_style caravan_bonus_style
bool unreachable_protects
enum persistent_ready persistent_ready
enum victory_condition_type victory_conditions
char support_names[64][MAX_LEN_NAME]
char pretty_names[64][MAX_LEN_ENUM]
char category_names[256][MAX_LEN_NAME]
char pretty_names[64][MAX_LEN_ENUM]
char support_names[64][MAX_LEN_NAME]
char default_val[MAX_LEN_PACKET]
float seconds_to_phasedone
enum cmdlevel access_level_read
enum setting_default_level setdef
struct setting::@116::@121 enumerator
const char *const default_value
const int_validate_func_t validate
enum cmdlevel access_level_write
struct setting::@116::@118 boolean
struct setting::@116::@120 string
const val_name_func_t name
const help_callback_func_t help_func
enum setting_default_level game_setdef
const enum_validate_func_t validate
const action_callback_func_t action
struct setting::@116::@122 bitwise
enum setting_lock_level lock
struct setting::@116::@119 integer
const bool_validate_func_t validate
const string_validate_func_t validate
const bitwise_validate_func_t validate
const unsigned default_value
enum sset_category scategory
int fc_snprintf(char *str, size_t n, const char *format,...)
size_t fc_strlcpy(char *dest, const char *src, size_t n)
int fc_strcasecmp(const char *str0, const char *str1)
size_t fc_strlcat(char *dest, const char *src, size_t n)
int fc_strncasecmp(const char *str0, const char *str1, size_t n)
#define sz_strlcpy(dest, src)
#define terrain_type_iterate(_p)
#define terrain_type_iterate_end
#define terrain_has_flag(terr, flag)
void timer_destroy(struct timer *t)
void timer_start(struct timer *t)
void timer_stop(struct timer *t)
struct timer * timer_renew(struct timer *t, enum timer_timetype type, enum timer_use use, const char *name)
struct unit_type * get_role_unit(int role, int role_index)
#define uclass_index(_c_)