File: settings.c

package info (click to toggle)
freeciv 3.2.2%2Bds-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 286,492 kB
  • sloc: ansic: 484,452; cpp: 37,766; sh: 10,374; makefile: 7,425; python: 2,938; xml: 652; sed: 11
file content (5648 lines) | stat: -rw-r--r-- 237,101 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
1645
1646
1647
1648
1649
1650
1651
1652
1653
1654
1655
1656
1657
1658
1659
1660
1661
1662
1663
1664
1665
1666
1667
1668
1669
1670
1671
1672
1673
1674
1675
1676
1677
1678
1679
1680
1681
1682
1683
1684
1685
1686
1687
1688
1689
1690
1691
1692
1693
1694
1695
1696
1697
1698
1699
1700
1701
1702
1703
1704
1705
1706
1707
1708
1709
1710
1711
1712
1713
1714
1715
1716
1717
1718
1719
1720
1721
1722
1723
1724
1725
1726
1727
1728
1729
1730
1731
1732
1733
1734
1735
1736
1737
1738
1739
1740
1741
1742
1743
1744
1745
1746
1747
1748
1749
1750
1751
1752
1753
1754
1755
1756
1757
1758
1759
1760
1761
1762
1763
1764
1765
1766
1767
1768
1769
1770
1771
1772
1773
1774
1775
1776
1777
1778
1779
1780
1781
1782
1783
1784
1785
1786
1787
1788
1789
1790
1791
1792
1793
1794
1795
1796
1797
1798
1799
1800
1801
1802
1803
1804
1805
1806
1807
1808
1809
1810
1811
1812
1813
1814
1815
1816
1817
1818
1819
1820
1821
1822
1823
1824
1825
1826
1827
1828
1829
1830
1831
1832
1833
1834
1835
1836
1837
1838
1839
1840
1841
1842
1843
1844
1845
1846
1847
1848
1849
1850
1851
1852
1853
1854
1855
1856
1857
1858
1859
1860
1861
1862
1863
1864
1865
1866
1867
1868
1869
1870
1871
1872
1873
1874
1875
1876
1877
1878
1879
1880
1881
1882
1883
1884
1885
1886
1887
1888
1889
1890
1891
1892
1893
1894
1895
1896
1897
1898
1899
1900
1901
1902
1903
1904
1905
1906
1907
1908
1909
1910
1911
1912
1913
1914
1915
1916
1917
1918
1919
1920
1921
1922
1923
1924
1925
1926
1927
1928
1929
1930
1931
1932
1933
1934
1935
1936
1937
1938
1939
1940
1941
1942
1943
1944
1945
1946
1947
1948
1949
1950
1951
1952
1953
1954
1955
1956
1957
1958
1959
1960
1961
1962
1963
1964
1965
1966
1967
1968
1969
1970
1971
1972
1973
1974
1975
1976
1977
1978
1979
1980
1981
1982
1983
1984
1985
1986
1987
1988
1989
1990
1991
1992
1993
1994
1995
1996
1997
1998
1999
2000
2001
2002
2003
2004
2005
2006
2007
2008
2009
2010
2011
2012
2013
2014
2015
2016
2017
2018
2019
2020
2021
2022
2023
2024
2025
2026
2027
2028
2029
2030
2031
2032
2033
2034
2035
2036
2037
2038
2039
2040
2041
2042
2043
2044
2045
2046
2047
2048
2049
2050
2051
2052
2053
2054
2055
2056
2057
2058
2059
2060
2061
2062
2063
2064
2065
2066
2067
2068
2069
2070
2071
2072
2073
2074
2075
2076
2077
2078
2079
2080
2081
2082
2083
2084
2085
2086
2087
2088
2089
2090
2091
2092
2093
2094
2095
2096
2097
2098
2099
2100
2101
2102
2103
2104
2105
2106
2107
2108
2109
2110
2111
2112
2113
2114
2115
2116
2117
2118
2119
2120
2121
2122
2123
2124
2125
2126
2127
2128
2129
2130
2131
2132
2133
2134
2135
2136
2137
2138
2139
2140
2141
2142
2143
2144
2145
2146
2147
2148
2149
2150
2151
2152
2153
2154
2155
2156
2157
2158
2159
2160
2161
2162
2163
2164
2165
2166
2167
2168
2169
2170
2171
2172
2173
2174
2175
2176
2177
2178
2179
2180
2181
2182
2183
2184
2185
2186
2187
2188
2189
2190
2191
2192
2193
2194
2195
2196
2197
2198
2199
2200
2201
2202
2203
2204
2205
2206
2207
2208
2209
2210
2211
2212
2213
2214
2215
2216
2217
2218
2219
2220
2221
2222
2223
2224
2225
2226
2227
2228
2229
2230
2231
2232
2233
2234
2235
2236
2237
2238
2239
2240
2241
2242
2243
2244
2245
2246
2247
2248
2249
2250
2251
2252
2253
2254
2255
2256
2257
2258
2259
2260
2261
2262
2263
2264
2265
2266
2267
2268
2269
2270
2271
2272
2273
2274
2275
2276
2277
2278
2279
2280
2281
2282
2283
2284
2285
2286
2287
2288
2289
2290
2291
2292
2293
2294
2295
2296
2297
2298
2299
2300
2301
2302
2303
2304
2305
2306
2307
2308
2309
2310
2311
2312
2313
2314
2315
2316
2317
2318
2319
2320
2321
2322
2323
2324
2325
2326
2327
2328
2329
2330
2331
2332
2333
2334
2335
2336
2337
2338
2339
2340
2341
2342
2343
2344
2345
2346
2347
2348
2349
2350
2351
2352
2353
2354
2355
2356
2357
2358
2359
2360
2361
2362
2363
2364
2365
2366
2367
2368
2369
2370
2371
2372
2373
2374
2375
2376
2377
2378
2379
2380
2381
2382
2383
2384
2385
2386
2387
2388
2389
2390
2391
2392
2393
2394
2395
2396
2397
2398
2399
2400
2401
2402
2403
2404
2405
2406
2407
2408
2409
2410
2411
2412
2413
2414
2415
2416
2417
2418
2419
2420
2421
2422
2423
2424
2425
2426
2427
2428
2429
2430
2431
2432
2433
2434
2435
2436
2437
2438
2439
2440
2441
2442
2443
2444
2445
2446
2447
2448
2449
2450
2451
2452
2453
2454
2455
2456
2457
2458
2459
2460
2461
2462
2463
2464
2465
2466
2467
2468
2469
2470
2471
2472
2473
2474
2475
2476
2477
2478
2479
2480
2481
2482
2483
2484
2485
2486
2487
2488
2489
2490
2491
2492
2493
2494
2495
2496
2497
2498
2499
2500
2501
2502
2503
2504
2505
2506
2507
2508
2509
2510
2511
2512
2513
2514
2515
2516
2517
2518
2519
2520
2521
2522
2523
2524
2525
2526
2527
2528
2529
2530
2531
2532
2533
2534
2535
2536
2537
2538
2539
2540
2541
2542
2543
2544
2545
2546
2547
2548
2549
2550
2551
2552
2553
2554
2555
2556
2557
2558
2559
2560
2561
2562
2563
2564
2565
2566
2567
2568
2569
2570
2571
2572
2573
2574
2575
2576
2577
2578
2579
2580
2581
2582
2583
2584
2585
2586
2587
2588
2589
2590
2591
2592
2593
2594
2595
2596
2597
2598
2599
2600
2601
2602
2603
2604
2605
2606
2607
2608
2609
2610
2611
2612
2613
2614
2615
2616
2617
2618
2619
2620
2621
2622
2623
2624
2625
2626
2627
2628
2629
2630
2631
2632
2633
2634
2635
2636
2637
2638
2639
2640
2641
2642
2643
2644
2645
2646
2647
2648
2649
2650
2651
2652
2653
2654
2655
2656
2657
2658
2659
2660
2661
2662
2663
2664
2665
2666
2667
2668
2669
2670
2671
2672
2673
2674
2675
2676
2677
2678
2679
2680
2681
2682
2683
2684
2685
2686
2687
2688
2689
2690
2691
2692
2693
2694
2695
2696
2697
2698
2699
2700
2701
2702
2703
2704
2705
2706
2707
2708
2709
2710
2711
2712
2713
2714
2715
2716
2717
2718
2719
2720
2721
2722
2723
2724
2725
2726
2727
2728
2729
2730
2731
2732
2733
2734
2735
2736
2737
2738
2739
2740
2741
2742
2743
2744
2745
2746
2747
2748
2749
2750
2751
2752
2753
2754
2755
2756
2757
2758
2759
2760
2761
2762
2763
2764
2765
2766
2767
2768
2769
2770
2771
2772
2773
2774
2775
2776
2777
2778
2779
2780
2781
2782
2783
2784
2785
2786
2787
2788
2789
2790
2791
2792
2793
2794
2795
2796
2797
2798
2799
2800
2801
2802
2803
2804
2805
2806
2807
2808
2809
2810
2811
2812
2813
2814
2815
2816
2817
2818
2819
2820
2821
2822
2823
2824
2825
2826
2827
2828
2829
2830
2831
2832
2833
2834
2835
2836
2837
2838
2839
2840
2841
2842
2843
2844
2845
2846
2847
2848
2849
2850
2851
2852
2853
2854
2855
2856
2857
2858
2859
2860
2861
2862
2863
2864
2865
2866
2867
2868
2869
2870
2871
2872
2873
2874
2875
2876
2877
2878
2879
2880
2881
2882
2883
2884
2885
2886
2887
2888
2889
2890
2891
2892
2893
2894
2895
2896
2897
2898
2899
2900
2901
2902
2903
2904
2905
2906
2907
2908
2909
2910
2911
2912
2913
2914
2915
2916
2917
2918
2919
2920
2921
2922
2923
2924
2925
2926
2927
2928
2929
2930
2931
2932
2933
2934
2935
2936
2937
2938
2939
2940
2941
2942
2943
2944
2945
2946
2947
2948
2949
2950
2951
2952
2953
2954
2955
2956
2957
2958
2959
2960
2961
2962
2963
2964
2965
2966
2967
2968
2969
2970
2971
2972
2973
2974
2975
2976
2977
2978
2979
2980
2981
2982
2983
2984
2985
2986
2987
2988
2989
2990
2991
2992
2993
2994
2995
2996
2997
2998
2999
3000
3001
3002
3003
3004
3005
3006
3007
3008
3009
3010
3011
3012
3013
3014
3015
3016
3017
3018
3019
3020
3021
3022
3023
3024
3025
3026
3027
3028
3029
3030
3031
3032
3033
3034
3035
3036
3037
3038
3039
3040
3041
3042
3043
3044
3045
3046
3047
3048
3049
3050
3051
3052
3053
3054
3055
3056
3057
3058
3059
3060
3061
3062
3063
3064
3065
3066
3067
3068
3069
3070
3071
3072
3073
3074
3075
3076
3077
3078
3079
3080
3081
3082
3083
3084
3085
3086
3087
3088
3089
3090
3091
3092
3093
3094
3095
3096
3097
3098
3099
3100
3101
3102
3103
3104
3105
3106
3107
3108
3109
3110
3111
3112
3113
3114
3115
3116
3117
3118
3119
3120
3121
3122
3123
3124
3125
3126
3127
3128
3129
3130
3131
3132
3133
3134
3135
3136
3137
3138
3139
3140
3141
3142
3143
3144
3145
3146
3147
3148
3149
3150
3151
3152
3153
3154
3155
3156
3157
3158
3159
3160
3161
3162
3163
3164
3165
3166
3167
3168
3169
3170
3171
3172
3173
3174
3175
3176
3177
3178
3179
3180
3181
3182
3183
3184
3185
3186
3187
3188
3189
3190
3191
3192
3193
3194
3195
3196
3197
3198
3199
3200
3201
3202
3203
3204
3205
3206
3207
3208
3209
3210
3211
3212
3213
3214
3215
3216
3217
3218
3219
3220
3221
3222
3223
3224
3225
3226
3227
3228
3229
3230
3231
3232
3233
3234
3235
3236
3237
3238
3239
3240
3241
3242
3243
3244
3245
3246
3247
3248
3249
3250
3251
3252
3253
3254
3255
3256
3257
3258
3259
3260
3261
3262
3263
3264
3265
3266
3267
3268
3269
3270
3271
3272
3273
3274
3275
3276
3277
3278
3279
3280
3281
3282
3283
3284
3285
3286
3287
3288
3289
3290
3291
3292
3293
3294
3295
3296
3297
3298
3299
3300
3301
3302
3303
3304
3305
3306
3307
3308
3309
3310
3311
3312
3313
3314
3315
3316
3317
3318
3319
3320
3321
3322
3323
3324
3325
3326
3327
3328
3329
3330
3331
3332
3333
3334
3335
3336
3337
3338
3339
3340
3341
3342
3343
3344
3345
3346
3347
3348
3349
3350
3351
3352
3353
3354
3355
3356
3357
3358
3359
3360
3361
3362
3363
3364
3365
3366
3367
3368
3369
3370
3371
3372
3373
3374
3375
3376
3377
3378
3379
3380
3381
3382
3383
3384
3385
3386
3387
3388
3389
3390
3391
3392
3393
3394
3395
3396
3397
3398
3399
3400
3401
3402
3403
3404
3405
3406
3407
3408
3409
3410
3411
3412
3413
3414
3415
3416
3417
3418
3419
3420
3421
3422
3423
3424
3425
3426
3427
3428
3429
3430
3431
3432
3433
3434
3435
3436
3437
3438
3439
3440
3441
3442
3443
3444
3445
3446
3447
3448
3449
3450
3451
3452
3453
3454
3455
3456
3457
3458
3459
3460
3461
3462
3463
3464
3465
3466
3467
3468
3469
3470
3471
3472
3473
3474
3475
3476
3477
3478
3479
3480
3481
3482
3483
3484
3485
3486
3487
3488
3489
3490
3491
3492
3493
3494
3495
3496
3497
3498
3499
3500
3501
3502
3503
3504
3505
3506
3507
3508
3509
3510
3511
3512
3513
3514
3515
3516
3517
3518
3519
3520
3521
3522
3523
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561
3562
3563
3564
3565
3566
3567
3568
3569
3570
3571
3572
3573
3574
3575
3576
3577
3578
3579
3580
3581
3582
3583
3584
3585
3586
3587
3588
3589
3590
3591
3592
3593
3594
3595
3596
3597
3598
3599
3600
3601
3602
3603
3604
3605
3606
3607
3608
3609
3610
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627
3628
3629
3630
3631
3632
3633
3634
3635
3636
3637
3638
3639
3640
3641
3642
3643
3644
3645
3646
3647
3648
3649
3650
3651
3652
3653
3654
3655
3656
3657
3658
3659
3660
3661
3662
3663
3664
3665
3666
3667
3668
3669
3670
3671
3672
3673
3674
3675
3676
3677
3678
3679
3680
3681
3682
3683
3684
3685
3686
3687
3688
3689
3690
3691
3692
3693
3694
3695
3696
3697
3698
3699
3700
3701
3702
3703
3704
3705
3706
3707
3708
3709
3710
3711
3712
3713
3714
3715
3716
3717
3718
3719
3720
3721
3722
3723
3724
3725
3726
3727
3728
3729
3730
3731
3732
3733
3734
3735
3736
3737
3738
3739
3740
3741
3742
3743
3744
3745
3746
3747
3748
3749
3750
3751
3752
3753
3754
3755
3756
3757
3758
3759
3760
3761
3762
3763
3764
3765
3766
3767
3768
3769
3770
3771
3772
3773
3774
3775
3776
3777
3778
3779
3780
3781
3782
3783
3784
3785
3786
3787
3788
3789
3790
3791
3792
3793
3794
3795
3796
3797
3798
3799
3800
3801
3802
3803
3804
3805
3806
3807
3808
3809
3810
3811
3812
3813
3814
3815
3816
3817
3818
3819
3820
3821
3822
3823
3824
3825
3826
3827
3828
3829
3830
3831
3832
3833
3834
3835
3836
3837
3838
3839
3840
3841
3842
3843
3844
3845
3846
3847
3848
3849
3850
3851
3852
3853
3854
3855
3856
3857
3858
3859
3860
3861
3862
3863
3864
3865
3866
3867
3868
3869
3870
3871
3872
3873
3874
3875
3876
3877
3878
3879
3880
3881
3882
3883
3884
3885
3886
3887
3888
3889
3890
3891
3892
3893
3894
3895
3896
3897
3898
3899
3900
3901
3902
3903
3904
3905
3906
3907
3908
3909
3910
3911
3912
3913
3914
3915
3916
3917
3918
3919
3920
3921
3922
3923
3924
3925
3926
3927
3928
3929
3930
3931
3932
3933
3934
3935
3936
3937
3938
3939
3940
3941
3942
3943
3944
3945
3946
3947
3948
3949
3950
3951
3952
3953
3954
3955
3956
3957
3958
3959
3960
3961
3962
3963
3964
3965
3966
3967
3968
3969
3970
3971
3972
3973
3974
3975
3976
3977
3978
3979
3980
3981
3982
3983
3984
3985
3986
3987
3988
3989
3990
3991
3992
3993
3994
3995
3996
3997
3998
3999
4000
4001
4002
4003
4004
4005
4006
4007
4008
4009
4010
4011
4012
4013
4014
4015
4016
4017
4018
4019
4020
4021
4022
4023
4024
4025
4026
4027
4028
4029
4030
4031
4032
4033
4034
4035
4036
4037
4038
4039
4040
4041
4042
4043
4044
4045
4046
4047
4048
4049
4050
4051
4052
4053
4054
4055
4056
4057
4058
4059
4060
4061
4062
4063
4064
4065
4066
4067
4068
4069
4070
4071
4072
4073
4074
4075
4076
4077
4078
4079
4080
4081
4082
4083
4084
4085
4086
4087
4088
4089
4090
4091
4092
4093
4094
4095
4096
4097
4098
4099
4100
4101
4102
4103
4104
4105
4106
4107
4108
4109
4110
4111
4112
4113
4114
4115
4116
4117
4118
4119
4120
4121
4122
4123
4124
4125
4126
4127
4128
4129
4130
4131
4132
4133
4134
4135
4136
4137
4138
4139
4140
4141
4142
4143
4144
4145
4146
4147
4148
4149
4150
4151
4152
4153
4154
4155
4156
4157
4158
4159
4160
4161
4162
4163
4164
4165
4166
4167
4168
4169
4170
4171
4172
4173
4174
4175
4176
4177
4178
4179
4180
4181
4182
4183
4184
4185
4186
4187
4188
4189
4190
4191
4192
4193
4194
4195
4196
4197
4198
4199
4200
4201
4202
4203
4204
4205
4206
4207
4208
4209
4210
4211
4212
4213
4214
4215
4216
4217
4218
4219
4220
4221
4222
4223
4224
4225
4226
4227
4228
4229
4230
4231
4232
4233
4234
4235
4236
4237
4238
4239
4240
4241
4242
4243
4244
4245
4246
4247
4248
4249
4250
4251
4252
4253
4254
4255
4256
4257
4258
4259
4260
4261
4262
4263
4264
4265
4266
4267
4268
4269
4270
4271
4272
4273
4274
4275
4276
4277
4278
4279
4280
4281
4282
4283
4284
4285
4286
4287
4288
4289
4290
4291
4292
4293
4294
4295
4296
4297
4298
4299
4300
4301
4302
4303
4304
4305
4306
4307
4308
4309
4310
4311
4312
4313
4314
4315
4316
4317
4318
4319
4320
4321
4322
4323
4324
4325
4326
4327
4328
4329
4330
4331
4332
4333
4334
4335
4336
4337
4338
4339
4340
4341
4342
4343
4344
4345
4346
4347
4348
4349
4350
4351
4352
4353
4354
4355
4356
4357
4358
4359
4360
4361
4362
4363
4364
4365
4366
4367
4368
4369
4370
4371
4372
4373
4374
4375
4376
4377
4378
4379
4380
4381
4382
4383
4384
4385
4386
4387
4388
4389
4390
4391
4392
4393
4394
4395
4396
4397
4398
4399
4400
4401
4402
4403
4404
4405
4406
4407
4408
4409
4410
4411
4412
4413
4414
4415
4416
4417
4418
4419
4420
4421
4422
4423
4424
4425
4426
4427
4428
4429
4430
4431
4432
4433
4434
4435
4436
4437
4438
4439
4440
4441
4442
4443
4444
4445
4446
4447
4448
4449
4450
4451
4452
4453
4454
4455
4456
4457
4458
4459
4460
4461
4462
4463
4464
4465
4466
4467
4468
4469
4470
4471
4472
4473
4474
4475
4476
4477
4478
4479
4480
4481
4482
4483
4484
4485
4486
4487
4488
4489
4490
4491
4492
4493
4494
4495
4496
4497
4498
4499
4500
4501
4502
4503
4504
4505
4506
4507
4508
4509
4510
4511
4512
4513
4514
4515
4516
4517
4518
4519
4520
4521
4522
4523
4524
4525
4526
4527
4528
4529
4530
4531
4532
4533
4534
4535
4536
4537
4538
4539
4540
4541
4542
4543
4544
4545
4546
4547
4548
4549
4550
4551
4552
4553
4554
4555
4556
4557
4558
4559
4560
4561
4562
4563
4564
4565
4566
4567
4568
4569
4570
4571
4572
4573
4574
4575
4576
4577
4578
4579
4580
4581
4582
4583
4584
4585
4586
4587
4588
4589
4590
4591
4592
4593
4594
4595
4596
4597
4598
4599
4600
4601
4602
4603
4604
4605
4606
4607
4608
4609
4610
4611
4612
4613
4614
4615
4616
4617
4618
4619
4620
4621
4622
4623
4624
4625
4626
4627
4628
4629
4630
4631
4632
4633
4634
4635
4636
4637
4638
4639
4640
4641
4642
4643
4644
4645
4646
4647
4648
4649
4650
4651
4652
4653
4654
4655
4656
4657
4658
4659
4660
4661
4662
4663
4664
4665
4666
4667
4668
4669
4670
4671
4672
4673
4674
4675
4676
4677
4678
4679
4680
4681
4682
4683
4684
4685
4686
4687
4688
4689
4690
4691
4692
4693
4694
4695
4696
4697
4698
4699
4700
4701
4702
4703
4704
4705
4706
4707
4708
4709
4710
4711
4712
4713
4714
4715
4716
4717
4718
4719
4720
4721
4722
4723
4724
4725
4726
4727
4728
4729
4730
4731
4732
4733
4734
4735
4736
4737
4738
4739
4740
4741
4742
4743
4744
4745
4746
4747
4748
4749
4750
4751
4752
4753
4754
4755
4756
4757
4758
4759
4760
4761
4762
4763
4764
4765
4766
4767
4768
4769
4770
4771
4772
4773
4774
4775
4776
4777
4778
4779
4780
4781
4782
4783
4784
4785
4786
4787
4788
4789
4790
4791
4792
4793
4794
4795
4796
4797
4798
4799
4800
4801
4802
4803
4804
4805
4806
4807
4808
4809
4810
4811
4812
4813
4814
4815
4816
4817
4818
4819
4820
4821
4822
4823
4824
4825
4826
4827
4828
4829
4830
4831
4832
4833
4834
4835
4836
4837
4838
4839
4840
4841
4842
4843
4844
4845
4846
4847
4848
4849
4850
4851
4852
4853
4854
4855
4856
4857
4858
4859
4860
4861
4862
4863
4864
4865
4866
4867
4868
4869
4870
4871
4872
4873
4874
4875
4876
4877
4878
4879
4880
4881
4882
4883
4884
4885
4886
4887
4888
4889
4890
4891
4892
4893
4894
4895
4896
4897
4898
4899
4900
4901
4902
4903
4904
4905
4906
4907
4908
4909
4910
4911
4912
4913
4914
4915
4916
4917
4918
4919
4920
4921
4922
4923
4924
4925
4926
4927
4928
4929
4930
4931
4932
4933
4934
4935
4936
4937
4938
4939
4940
4941
4942
4943
4944
4945
4946
4947
4948
4949
4950
4951
4952
4953
4954
4955
4956
4957
4958
4959
4960
4961
4962
4963
4964
4965
4966
4967
4968
4969
4970
4971
4972
4973
4974
4975
4976
4977
4978
4979
4980
4981
4982
4983
4984
4985
4986
4987
4988
4989
4990
4991
4992
4993
4994
4995
4996
4997
4998
4999
5000
5001
5002
5003
5004
5005
5006
5007
5008
5009
5010
5011
5012
5013
5014
5015
5016
5017
5018
5019
5020
5021
5022
5023
5024
5025
5026
5027
5028
5029
5030
5031
5032
5033
5034
5035
5036
5037
5038
5039
5040
5041
5042
5043
5044
5045
5046
5047
5048
5049
5050
5051
5052
5053
5054
5055
5056
5057
5058
5059
5060
5061
5062
5063
5064
5065
5066
5067
5068
5069
5070
5071
5072
5073
5074
5075
5076
5077
5078
5079
5080
5081
5082
5083
5084
5085
5086
5087
5088
5089
5090
5091
5092
5093
5094
5095
5096
5097
5098
5099
5100
5101
5102
5103
5104
5105
5106
5107
5108
5109
5110
5111
5112
5113
5114
5115
5116
5117
5118
5119
5120
5121
5122
5123
5124
5125
5126
5127
5128
5129
5130
5131
5132
5133
5134
5135
5136
5137
5138
5139
5140
5141
5142
5143
5144
5145
5146
5147
5148
5149
5150
5151
5152
5153
5154
5155
5156
5157
5158
5159
5160
5161
5162
5163
5164
5165
5166
5167
5168
5169
5170
5171
5172
5173
5174
5175
5176
5177
5178
5179
5180
5181
5182
5183
5184
5185
5186
5187
5188
5189
5190
5191
5192
5193
5194
5195
5196
5197
5198
5199
5200
5201
5202
5203
5204
5205
5206
5207
5208
5209
5210
5211
5212
5213
5214
5215
5216
5217
5218
5219
5220
5221
5222
5223
5224
5225
5226
5227
5228
5229
5230
5231
5232
5233
5234
5235
5236
5237
5238
5239
5240
5241
5242
5243
5244
5245
5246
5247
5248
5249
5250
5251
5252
5253
5254
5255
5256
5257
5258
5259
5260
5261
5262
5263
5264
5265
5266
5267
5268
5269
5270
5271
5272
5273
5274
5275
5276
5277
5278
5279
5280
5281
5282
5283
5284
5285
5286
5287
5288
5289
5290
5291
5292
5293
5294
5295
5296
5297
5298
5299
5300
5301
5302
5303
5304
5305
5306
5307
5308
5309
5310
5311
5312
5313
5314
5315
5316
5317
5318
5319
5320
5321
5322
5323
5324
5325
5326
5327
5328
5329
5330
5331
5332
5333
5334
5335
5336
5337
5338
5339
5340
5341
5342
5343
5344
5345
5346
5347
5348
5349
5350
5351
5352
5353
5354
5355
5356
5357
5358
5359
5360
5361
5362
5363
5364
5365
5366
5367
5368
5369
5370
5371
5372
5373
5374
5375
5376
5377
5378
5379
5380
5381
5382
5383
5384
5385
5386
5387
5388
5389
5390
5391
5392
5393
5394
5395
5396
5397
5398
5399
5400
5401
5402
5403
5404
5405
5406
5407
5408
5409
5410
5411
5412
5413
5414
5415
5416
5417
5418
5419
5420
5421
5422
5423
5424
5425
5426
5427
5428
5429
5430
5431
5432
5433
5434
5435
5436
5437
5438
5439
5440
5441
5442
5443
5444
5445
5446
5447
5448
5449
5450
5451
5452
5453
5454
5455
5456
5457
5458
5459
5460
5461
5462
5463
5464
5465
5466
5467
5468
5469
5470
5471
5472
5473
5474
5475
5476
5477
5478
5479
5480
5481
5482
5483
5484
5485
5486
5487
5488
5489
5490
5491
5492
5493
5494
5495
5496
5497
5498
5499
5500
5501
5502
5503
5504
5505
5506
5507
5508
5509
5510
5511
5512
5513
5514
5515
5516
5517
5518
5519
5520
5521
5522
5523
5524
5525
5526
5527
5528
5529
5530
5531
5532
5533
5534
5535
5536
5537
5538
5539
5540
5541
5542
5543
5544
5545
5546
5547
5548
5549
5550
5551
5552
5553
5554
5555
5556
5557
5558
5559
5560
5561
5562
5563
5564
5565
5566
5567
5568
5569
5570
5571
5572
5573
5574
5575
5576
5577
5578
5579
5580
5581
5582
5583
5584
5585
5586
5587
5588
5589
5590
5591
5592
5593
5594
5595
5596
5597
5598
5599
5600
5601
5602
5603
5604
5605
5606
5607
5608
5609
5610
5611
5612
5613
5614
5615
5616
5617
5618
5619
5620
5621
5622
5623
5624
5625
5626
5627
5628
5629
5630
5631
5632
5633
5634
5635
5636
5637
5638
5639
5640
5641
5642
5643
5644
5645
5646
5647
5648
/***********************************************************************
 Freeciv - Copyright (C) 1996-2004 - The Freeciv Project
   This program is free software; you can redistribute it and/or modify
   it under the terms of the GNU General Public License as published by
   the Free Software Foundation; either version 2, or (at your option)
   any later version.

   This program is distributed in the hope that it will be useful,
   but WITHOUT ANY WARRANTY; without even the implied warranty of
   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   GNU General Public License for more details.
***********************************************************************/

#ifdef HAVE_CONFIG_H
#include <fc_config.h>
#endif

/* utility */
#include "astring.h"
#include "fcintl.h"
#include "game.h"
#include "ioz.h"
#include "log.h"
#include "registry.h"
#include "shared.h"
#include "string_vector.h"

/* common */
#include "map.h"

/* server */
#include "aiiface.h"
#include "gamehand.h"
#include "maphand.h"
#include "meta.h"
#include "nation.h"
#include "notify.h"
#include "plrhand.h"
#include "report.h"
#include "rscompat.h"
#include "rssanity.h"
#include "setcompat.h"
#include "srv_main.h"
#include "stdinhand.h"

#include "settings.h"

/* The following classes determine what can be changed when.
 * Actually, some of them have the same "changeability", but
 * different types are separated here in case they have
 * other uses.
 * Also, SSET_GAME_INIT/SSET_RULES separate the two sections
 * of server settings sent to the client.
 * See the settings[] array and setting_is_changeable() for what
 * these correspond to and explanations.
 */
enum sset_class {
  SSET_MAP_SIZE,
  SSET_MAP_GEN,
  SSET_MAP_ADD,
  SSET_PLAYERS,
  SSET_PLAYERS_CHANGEABLE,
  SSET_GAME_INIT,
  SSET_RULES,
  SSET_RULES_SCENARIO,
  SSET_RULES_FLEXIBLE,
  SSET_META
};

typedef bool (*bool_validate_func_t) (bool value, struct connection *pconn,
                                      char *reject_msg,
                                      size_t reject_msg_len);
typedef bool (*int_validate_func_t) (int value, struct connection *pconn,
                                     char *reject_msg,
                                     size_t reject_msg_len);
typedef bool (*string_validate_func_t) (const char * value,
                                        struct connection *pconn,
                                        char *reject_msg,
                                        size_t reject_msg_len);
typedef bool (*enum_validate_func_t) (int value, struct connection *pconn,
                                      char *reject_msg,
                                      size_t reject_msg_len);
typedef bool (*bitwise_validate_func_t) (unsigned value,
                                         struct connection *pconn,
                                         char *reject_msg,
                                         size_t reject_msg_len);

typedef void (*action_callback_func_t) (const struct setting *pset);
typedef const char *(*help_callback_func_t) (const struct setting *pset);
typedef const struct sset_val_name * (*val_name_func_t) (int value);

struct setting {
  const char *name;
  enum sset_class sclass;

  /* What access level viewing and setting the setting requires. */
  enum cmdlevel access_level_read;
  enum cmdlevel access_level_write;

  /*
   * Should be less than 42 chars (?), or shorter if the values may
   * have more than about 4 digits. Don't put "." on the end.
   */
  const char *short_help;

  /*
   * May be empty string, if short_help is sufficient. Need not
   * include embedded newlines (but may, for formatting); lines will
   * be wrapped (and indented) automatically. Should have punctuation
   * etc, and should end with a "."
   */
  const char *extra_help;

  /* help function */
  const help_callback_func_t help_func;

  enum sset_type stype;
  enum sset_category scategory;
  enum sset_level slevel;

  /*
   * About the *_validate functions: If the function is non-NULL, it
   * is called with the new value, and returns whether the change is
   * legal. The char * is an error message in the case of reject.
   */

  union {
    /*** bool part ***/
    struct {
      bool *const pvalue;
      const bool default_value;
      const bool_validate_func_t validate;
      const val_name_func_t name;
      bool game_value;
    } boolean;
    /*** int part ***/
    struct {
      int *const pvalue;
      const int default_value;
      const int min_value;
      const int max_value;
      const int_validate_func_t validate;
      int game_value;
    } integer;
    /*** string part ***/
    struct {
      char *const value;
      const char *const default_value;
      const size_t value_size;
      const string_validate_func_t validate;
      char *game_value;
    } string;
    /*** enumerator part ***/
    struct {
      void *const pvalue;
      const int store_size;
      const int default_value;
      const enum_validate_func_t validate;
      const val_name_func_t name;
      int game_value;
    } enumerator;
    /*** bitwise part ***/
    struct {
      unsigned *const pvalue;
      const unsigned default_value;
      const bitwise_validate_func_t validate;
      const val_name_func_t name;
      unsigned game_value;
    } bitwise;
  };

  /* action function */
  const action_callback_func_t action;

  /* Lock for game settings */
  enum setting_lock_level lock;

  /* Remember if there's also ruleset lock. */
  bool rslock;

  bool ruleset_settable;

  /* It's not "default", even if value is the same as default */
  enum setting_default_level setdef;
  enum setting_default_level game_setdef;
};

static struct {
  bool init;
  struct setting_list *level[OLEVELS_NUM];
} setting_sorted = { .init = FALSE };

static void setting_ruleset_setdef(struct setting *pset);
static bool setting_ruleset_one(struct section_file *file,
                                const char *name, const char *path,
                                bool compat);
static void setting_game_set(struct setting *pset, bool init);
static void setting_game_free(struct setting *pset);
static void setting_game_restore(struct setting *pset);

static void settings_list_init(void);
static void settings_list_free(void);
int settings_list_cmp(const struct setting *const *pset1,
                      const struct setting *const *pset2);

#define settings_snprintf(_buf, _buf_len, format, ...)                      \
  if (_buf != NULL) {                                                       \
    fc_snprintf(_buf, _buf_len, format, ## __VA_ARGS__);                    \
  }

static bool set_enum_value(struct setting *pset, int val);

/****************************************************************************
  Enumerator name accessors.

  Important note about compatibility:
  1) you cannot modify the support name of an existent value. However, in a
     development, you can modify it if it wasn't included in any stable
     branch before.
  2) Take care of modifying the pretty name of an existent value: make sure
     to modify the help texts which are using it.
****************************************************************************/

#define NAME_CASE(_val, _support, _pretty)                                  \
  case _val:                                                                \
    {                                                                       \
      static const struct sset_val_name name = { _support, _pretty };       \
      return &name;                                                         \
    }

/************************************************************************//**
  Caravan bonus style setting names accessor.
****************************************************************************/
static const struct sset_val_name *caravanbonusstyle_name(int caravanbonus)
{
  switch (caravanbonus) {
  /* TRANS: Description of caravan bonus style setting value. */
  NAME_CASE(CBS_CLASSIC, "CLASSIC", N_("Classic Freeciv"));
  NAME_CASE(CBS_LOGARITHMIC, "LOGARITHMIC", N_("Log^2 N style"));
  }

  return NULL;
}

/************************************************************************//**
  Map size definition setting names accessor. This setting has an
  hard-coded dependence in "server/meta.c".
****************************************************************************/
static const struct sset_val_name *mapsize_name(int mapsize)
{
  switch (mapsize) {
  NAME_CASE(MAPSIZE_FULLSIZE, "FULLSIZE", N_("Number of tiles"));
  NAME_CASE(MAPSIZE_PLAYER, "PLAYER", N_("Tiles per player"));
  NAME_CASE(MAPSIZE_XYSIZE, "XYSIZE", N_("Width and height"));
  }
  return NULL;
}

/************************************************************************//**
  Topology setting names accessor.
****************************************************************************/
static const struct sset_val_name *topology_name(int topology_bit)
{
  switch (1 << topology_bit) {
  NAME_CASE(TF_ISO, "ISO", N_("Isometric"));
  NAME_CASE(TF_HEX, "HEX", N_("Hexagonal"));
  }

  return NULL;
}

/************************************************************************//**
  Map wrap setting names accessor.
****************************************************************************/
static const struct sset_val_name *wrap_name(int wrap_bit)
{
  switch (1 << wrap_bit) {
  NAME_CASE(WRAP_X, "WRAPX", N_("Wrap East-West"));
  NAME_CASE(WRAP_Y, "WRAPY", N_("Wrap North-South"));
  }

  return NULL;
}

/************************************************************************//**
  Trade revenue style setting names accessor.
****************************************************************************/
static const struct sset_val_name *traderevenuestyle_name(int revenue_style)
{
  switch (revenue_style) {
  /* TRANS: Description of trade revenue style setting value. */
  NAME_CASE(TRS_CLASSIC, "CLASSIC", N_("Classic Freeciv"));
  NAME_CASE(TRS_SIMPLE, "SIMPLE", N_("Proportional to tile trade"));
  }

  return NULL;
}

/************************************************************************//**
  Generator setting names accessor.
****************************************************************************/
static const struct sset_val_name *generator_name(int generator)
{
  switch (generator) {
  NAME_CASE(MAPGEN_SCENARIO, "SCENARIO", N_("Scenario map"));
  NAME_CASE(MAPGEN_RANDOM, "RANDOM", N_("Fully random height"));
  NAME_CASE(MAPGEN_FRACTAL, "FRACTAL", N_("Pseudo-fractal height"));
  NAME_CASE(MAPGEN_ISLAND, "ISLAND", N_("Island-based"));
  NAME_CASE(MAPGEN_FAIR, "FAIR", N_("Fair islands"));
  NAME_CASE(MAPGEN_FRACTURE, "FRACTURE", N_("Fracture map"));
  }
  return NULL;
}

/************************************************************************//**
  Start position setting names accessor.
****************************************************************************/
static const struct sset_val_name *startpos_name(int startpos)
{
  switch (startpos) {
  NAME_CASE(MAPSTARTPOS_DEFAULT, "DEFAULT",
            N_("Generator's choice"));
  NAME_CASE(MAPSTARTPOS_SINGLE, "SINGLE",
            N_("One player per continent"));
  NAME_CASE(MAPSTARTPOS_2or3, "2or3",
            N_("Two or three players per continent"));
  NAME_CASE(MAPSTARTPOS_ALL, "ALL",
            N_("All players on a single continent"));
  NAME_CASE(MAPSTARTPOS_VARIABLE, "VARIABLE",
            N_("Depending on size of continents"));
  }
  return NULL;
}

/************************************************************************//**
  Team placement setting names accessor.
****************************************************************************/
static const struct sset_val_name *teamplacement_name(int team_placement)
{
  switch (team_placement) {
  NAME_CASE(TEAM_PLACEMENT_DISABLED, "DISABLED",
            N_("Disabled"));
  NAME_CASE(TEAM_PLACEMENT_CLOSEST, "CLOSEST",
            N_("As close as possible"));
  NAME_CASE(TEAM_PLACEMENT_CONTINENT, "CONTINENT",
            N_("On the same continent"));
  NAME_CASE(TEAM_PLACEMENT_HORIZONTAL, "HORIZONTAL",
            N_("Horizontal placement"));
  NAME_CASE(TEAM_PLACEMENT_VERTICAL, "VERTICAL",
            N_("Vertical placement"));
  }
  return NULL;
}

/************************************************************************//**
  Persistentready setting names accessor.
****************************************************************************/
static const struct sset_val_name *persistentready_name(int persistent_ready)
{
  switch (persistent_ready) {
  NAME_CASE(PERSISTENTR_DISABLED, "DISABLED",
            N_("Disabled"));
  NAME_CASE(PERSISTENTR_CONNECTED, "CONNECTED",
            N_("As long as connected"));
  }

  return NULL;
}

/************************************************************************//**
  Victory conditions setting names accessor.
****************************************************************************/
static const struct sset_val_name *victory_conditions_name(int condition_bit)
{
  switch (condition_bit) {
  NAME_CASE(VC_SPACERACE, "SPACERACE", N_("Spacerace"));
  NAME_CASE(VC_ALLIED, "ALLIED", N_("Allied victory"));
  NAME_CASE(VC_CULTURE, "CULTURE", N_("Culture victory"));
  };

  return NULL;
}

/************************************************************************//**
  Autosaves setting names accessor.
****************************************************************************/
static const struct sset_val_name *autosaves_name(int autosaves_bit)
{
  switch (autosaves_bit) {
  NAME_CASE(AS_TURN, "TURN", N_("New turn"));
  NAME_CASE(AS_GAME_OVER, "GAMEOVER", N_("Game over"));
  NAME_CASE(AS_QUITIDLE, "QUITIDLE", N_("No player connections"));
  NAME_CASE(AS_INTERRUPT, "INTERRUPT", N_("Server interrupted"));
  NAME_CASE(AS_TIMER, "TIMER", N_("Timer"));
  };

  return NULL;
}

/************************************************************************//**
  Borders setting names accessor.
****************************************************************************/
static const struct sset_val_name *borders_name(int borders)
{
  switch (borders) {
  NAME_CASE(BORDERS_DISABLED, "DISABLED", N_("Disabled"));
  NAME_CASE(BORDERS_ENABLED, "ENABLED", N_("Enabled"));
  NAME_CASE(BORDERS_SEE_INSIDE, "SEE_INSIDE",
            N_("See everything inside borders"));
  NAME_CASE(BORDERS_EXPAND, "EXPAND",
            N_("Borders expand to unknown, revealing tiles"));
  }
  return NULL;
}

/************************************************************************//**
  Trait distribution setting names accessor.
****************************************************************************/
static const struct sset_val_name *trait_dist_name(int trait_dist)
{
  switch (trait_dist) {
  NAME_CASE(TDM_FIXED, "FIXED", N_("Fixed"));
  NAME_CASE(TDM_EVEN, "EVEN", N_("Even"));
  }
  return NULL;
}

/************************************************************************//**
  Player colors configuration setting names accessor.
****************************************************************************/
static const struct sset_val_name *plrcol_name(int plrcol)
{
  switch (plrcol) {
  NAME_CASE(PLRCOL_PLR_ORDER,    "PLR_ORDER",    N_("Per-player, in order"));
  NAME_CASE(PLRCOL_PLR_RANDOM,   "PLR_RANDOM",   N_("Per-player, random"));
  NAME_CASE(PLRCOL_PLR_SET,      "PLR_SET",      N_("Set manually"));
  NAME_CASE(PLRCOL_TEAM_ORDER,   "TEAM_ORDER",   N_("Per-team, in order"));
  NAME_CASE(PLRCOL_NATION_ORDER, "NATION_ORDER", N_("Per-nation, in order"));
  }
  return NULL;
}

/************************************************************************//**
  Happyborders setting names accessor.
****************************************************************************/
static const struct sset_val_name *happyborders_name(int happyborders)
{
  switch (happyborders) {
  NAME_CASE(HB_DISABLED, "DISABLED", N_("Borders are not helping"));
  NAME_CASE(HB_NATIONAL, "NATIONAL", N_("Happy within own borders"));
  NAME_CASE(HB_ALLIANCE, "ALLIED", N_("Happy within allied borders"));
  }
  return NULL;
}

/************************************************************************//**
  Diplomacy setting names accessor.
****************************************************************************/
static const struct sset_val_name *diplomacy_name(int diplomacy)
{
  switch (diplomacy) {
  NAME_CASE(DIPLO_FOR_ALL, "ALL", N_("Enabled for everyone"));
  NAME_CASE(DIPLO_FOR_HUMANS, "HUMAN",
            N_("Only allowed between human players"));
  NAME_CASE(DIPLO_FOR_AIS, "AI", N_("Only allowed between AI players"));
  NAME_CASE(DIPLO_NO_AIS, "NOAI", N_("Only allowed when human involved"));
  NAME_CASE(DIPLO_NO_MIXED, "NOMIXED", N_("Only allowed between two humans, or two AI players"));
  NAME_CASE(DIPLO_FOR_TEAMS, "TEAM", N_("Restricted to teams"));
  NAME_CASE(DIPLO_DISABLED, "DISABLED", N_("Disabled for everyone"));
  }
  return NULL;
}

/************************************************************************//**
  City names setting names accessor.
****************************************************************************/
static const struct sset_val_name *citynames_name(int citynames)
{
  switch (citynames) {
  NAME_CASE(CNM_NO_RESTRICTIONS, "NO_RESTRICTIONS", N_("No restrictions"));
  NAME_CASE(CNM_PLAYER_UNIQUE, "PLAYER_UNIQUE", N_("Unique to a player"));
  NAME_CASE(CNM_GLOBAL_UNIQUE, "GLOBAL_UNIQUE", N_("Globally unique"));
  NAME_CASE(CNM_NO_STEALING, "NO_STEALING", N_("No city name stealing"));
  }
  return NULL;
}

/************************************************************************//**
  Barbarian setting names accessor.
****************************************************************************/
static const struct sset_val_name *barbarians_name(int barbarians)
{
  switch (barbarians) {
  NAME_CASE(BARBS_DISABLED, "DISABLED", N_("No barbarians"));
  NAME_CASE(BARBS_HUTS_ONLY, "HUTS_ONLY", N_("Only in huts"));
  NAME_CASE(BARBS_NORMAL, "NORMAL", N_("Normal rate of appearance"));
  NAME_CASE(BARBS_FREQUENT, "FREQUENT", N_("Frequent barbarian uprising"));
  NAME_CASE(BARBS_HORDES, "HORDES", N_("Raging hordes"));
  }
  return NULL;
}

/************************************************************************//**
  Revolution length type setting names accessor.
****************************************************************************/
static const struct sset_val_name *revolentype_name(int revolentype)
{
  switch (revolentype) {
  NAME_CASE(REVOLEN_FIXED, "FIXED", N_("Fixed to 'revolen' turns"));
  NAME_CASE(REVOLEN_RANDOM, "RANDOM", N_("Randomly 1-'revolen' turns"));
  NAME_CASE(REVOLEN_QUICKENING, "QUICKENING", N_("First time 'revolen', then always quicker"));
  NAME_CASE(REVOLEN_RANDQUICK, "RANDQUICK", N_("Random, max always quicker"));
  }
  return NULL;
}

/************************************************************************//**
  Revealmap setting names accessor.
****************************************************************************/
static const struct sset_val_name *revealmap_name(int bit)
{
  switch (1 << bit) {
  NAME_CASE(REVEAL_MAP_START, "START", N_("Reveal map at game start"));
  NAME_CASE(REVEAL_MAP_DEAD, "DEAD", N_("Unfog map for dead players"));
  }
  return NULL;
}

/************************************************************************//**
  Airlifting style setting names accessor.
****************************************************************************/
static const struct sset_val_name *airliftingstyle_name(int bit)
{
  switch (1 << bit) {
  NAME_CASE(AIRLIFTING_ALLIED_SRC, "FROM_ALLIES",
            N_("Allows units to be airlifted from allied cities"));
  NAME_CASE(AIRLIFTING_ALLIED_DEST, "TO_ALLIES",
            N_("Allows units to be airlifted to allied cities"));
  NAME_CASE(AIRLIFTING_UNLIMITED_SRC, "SRC_UNLIMITED",
            N_("Unlimited units from source city"));
  NAME_CASE(AIRLIFTING_UNLIMITED_DEST, "DEST_UNLIMITED",
            N_("Unlimited units to destination city"));
  }
  return NULL;
}

/************************************************************************//**
  Phase mode names accessor.
****************************************************************************/
static const struct sset_val_name *phasemode_name(int phasemode)
{
  switch (phasemode) {
  NAME_CASE(PMT_CONCURRENT, "ALL", N_("All players move concurrently"));
  NAME_CASE(PMT_PLAYERS_ALTERNATE,
            "PLAYER", N_("All players alternate movement"));
  NAME_CASE(PMT_TEAMS_ALTERNATE, "TEAM", N_("Team alternate movement"));
  }
  return NULL;
}

/************************************************************************//**
  Scorelog level names accessor.
****************************************************************************/
static const struct sset_val_name *
scoreloglevel_name(enum scorelog_level sl_level) 
{
  switch (sl_level) {
  NAME_CASE(SL_ALL, "ALL",       N_("All players"));
  NAME_CASE(SL_HUMANS, "HUMANS", N_("Human players only"));
  }
  return NULL;
}

/************************************************************************//**
  Savegame compress type names accessor.
****************************************************************************/
static const struct sset_val_name *
compresstype_name(enum fz_method compresstype)
{
  switch (compresstype) {
  NAME_CASE(FZ_PLAIN, "PLAIN", N_("No compression"));
#ifdef FREECIV_HAVE_LIBZ
  NAME_CASE(FZ_ZLIB, "LIBZ", N_("Using zlib (gzip format)"));
#endif
#ifdef FREECIV_HAVE_LIBBZ2
  case FZ_BZIP2:
    break;
#endif
#ifdef FREECIV_HAVE_LIBLZMA
  NAME_CASE(FZ_XZ, "XZ", N_("Using xz"));
#endif
#ifdef FREECIV_HAVE_LIBZSTD
  NAME_CASE(FZ_ZSTD, "ZSTD", N_("Using zstd"));
#endif
  }

  return NULL;
}

/************************************************************************//**
  AI level names accessor.
****************************************************************************/
static const struct sset_val_name *
ailevel_name(enum ai_level lvl)
{
  const char *lvlname;

  if (lvl >= AI_LEVEL_AWAY) {
    return NULL;
  }

  lvlname = ai_level_name(lvl);

  if (lvlname != NULL) {
    static struct sset_val_name name[AI_LEVEL_COUNT];

    name[lvl].support = lvlname;
    name[lvl].pretty = ai_level_translated_name(lvl);

    return &name[lvl];
  }

  return NULL;
}

/************************************************************************//**
  Names accessor for boolean settings (disable/enable).
****************************************************************************/
static const struct sset_val_name *bool_name(int enable)
{
  switch (enable) {
  NAME_CASE(FALSE, "DISABLED", N_("disabled"));
  NAME_CASE(TRUE, "ENABLED", N_("enabled"));
  }
  return NULL;
}

#undef NAME_CASE

/****************************************************************************
  Help callback functions.
****************************************************************************/

/************************************************************************//**
  Help about phasemode setting
****************************************************************************/
static const char *phasemode_help(const struct setting *pset)
{
  static char pmhelp[512];

  /* Translated here */
  fc_snprintf(pmhelp, sizeof(pmhelp),
              _("This setting controls whether players may make "
                "moves at the same time during a turn. Change "
                "in setting takes effect next turn. Currently, at least "
                "to the end of this turn, mode is \"%s\"."),
              phasemode_name(game.info.phase_mode)->pretty);

  return pmhelp;
}

/************************************************************************//**
  Help about huts setting
****************************************************************************/
static const char *huts_help(const struct setting *pset)
{
  if (wld.map.server.huts_absolute >= 0) {
    static char hutshelp[512];

    /* Translated here */
    fc_snprintf(hutshelp, sizeof(hutshelp),
                _("%s\n"
                  "Currently this setting is being overridden by an "
                  "old scenario or savegame, which has set the absolute "
                  "number of huts to %d. Explicitly set this setting "
                  "again to make it take effect instead."),
                _(pset->extra_help), wld.map.server.huts_absolute);

    return hutshelp;
  }

  return pset->extra_help;
}

/****************************************************************************
  Action callback functions.
****************************************************************************/

/************************************************************************//**
  (De)initialize the score log.
****************************************************************************/
static void scorelog_action(const struct setting *pset)
{
  if (*pset->boolean.pvalue) {
    log_civ_score_init();
  } else {
    log_civ_score_free();
  }
}

/************************************************************************//**
  Create the selected number of AI's.
****************************************************************************/
static void aifill_action(const struct setting *pset)
{
  const char *msg = aifill(*pset->integer.pvalue);
  if (msg) {
    log_normal(_("Warning: aifill not met: %s."), msg);
    notify_conn(NULL, NULL, E_SETTING, ftc_server,
                _("Warning: aifill not met: %s."), msg);
  }
}

/************************************************************************//**
  Restrict to the selected nation set.
****************************************************************************/
static void nationset_action(const struct setting *pset)
{
  /* If any player's existing selection is invalid, abort it */
  players_iterate(pplayer) {
    if (pplayer->nation != NULL) {
      if (!nation_is_in_current_set(pplayer->nation)) {
        (void) player_set_nation(pplayer, NO_NATION_SELECTED);
        send_player_info_c(pplayer, game.est_connections);
      }
    }
  } players_iterate_end;
  count_playable_nations();
  (void) aifill(game.info.aifill);

  /* There might now be too many players for the available nations.
   * Rather than getting rid of some players arbitrarily, we let the
   * situation persist for all already-connected players; the server
   * will simply refuse to start until someone reduces the number of
   * players. This policy also avoids annoyance if nationset is
   * accidentally and transiently set to an unintended value.
   * (However, new connections will start out detached.) */
  if (normal_player_count() > server.playable_nations) {
    notify_conn(NULL, NULL, E_SETTING, ftc_server, "%s",
                _("Warning: not enough nations in this nation set "
                  "for all current players."));
  }

  send_nation_availability(game.est_connections, TRUE);
}

/************************************************************************//**
  Clear any user-set player colors in modes other than PLRCOL_PLR_SET.
****************************************************************************/
static void plrcol_action(const struct setting *pset)
{
  if (!game_was_started()) {
    if (read_enum_value(pset) != PLRCOL_PLR_SET) {
      players_iterate(pplayer) {
        server_player_set_color(pplayer, NULL);
      } players_iterate_end;
    }
    /* Update clients with new color scheme. */
    send_player_info_c(NULL, NULL);
  }
}

/************************************************************************//**
  Toggle player AI status.
****************************************************************************/
static void autotoggle_action(const struct setting *pset)
{
  if (*pset->boolean.pvalue) {
    players_iterate(pplayer) {
      if (is_human(pplayer) && !pplayer->is_connected) {
        toggle_ai_player_direct(NULL, pplayer);
        send_player_info_c(pplayer, game.est_connections);
      }
    } players_iterate_end;
  }
}

/************************************************************************//**
  Enact a change in the 'timeout' server setting immediately, if the game
  is afoot.
****************************************************************************/
static void timeout_action(const struct setting *pset)
{
  if (S_S_RUNNING == server_state()) {
    int timeout = *pset->integer.pvalue;

    if (game.info.turn != 1 || game.info.first_timeout == -1) {
      /* This may cause the current turn to end immediately. */
      game.tinfo.seconds_to_phasedone = timeout;
    }
    send_game_info(NULL);
  }
}

/************************************************************************//**
  Enact a change in the 'first_timeout' server setting immediately, if the game
  is afoot.
****************************************************************************/
static void first_timeout_action(const struct setting *pset)
{
  if (S_S_RUNNING == server_state()) {
    int timeout = *pset->integer.pvalue;

    if (game.info.turn == 1) {
      /* This may cause the current turn to end immediately. */
      if (timeout != -1) {
        game.tinfo.seconds_to_phasedone = timeout;
      } else {
        game.tinfo.seconds_to_phasedone = game.info.timeout;
      }
    }
    send_game_info(NULL);
  }
}

/************************************************************************//**
  Clean out absolute number of huts when relative setting set.
****************************************************************************/
static void huts_action(const struct setting *pset)
{
  wld.map.server.huts_absolute = -1;
}

/************************************************************************//**
  Topology setting changed.
****************************************************************************/
static void topology_action(const struct setting *pset)
{
  struct packet_set_topology packet;

  packet.topology_id = *pset->integer.pvalue;
  packet.wrap_id = wld.map.wrap_id;

  conn_list_iterate(game.est_connections, pconn) {
    send_packet_set_topology(pconn, &packet);
  } conn_list_iterate_end;
}

/************************************************************************//**
  Map wrap setting changed.
****************************************************************************/
static void wrap_action(const struct setting *pset)
{
  struct packet_set_topology packet;

  packet.topology_id = wld.map.topology_id;
  packet.wrap_id = *pset->integer.pvalue;

  conn_list_iterate(game.est_connections, pconn) {
    send_packet_set_topology(pconn, &packet);
  } conn_list_iterate_end;
}

/************************************************************************//**
  Update metaserver message string from changed user meta server message
  string.
****************************************************************************/
static void metamessage_action(const struct setting *pset)
{
  /* Set the metaserver message based on the new meta server user message.
   * An empty user metaserver message results in an automatic meta message.
   * A non empty user meta message results in the user meta message. */
  set_user_meta_message_string(pset->string.value);

  if (is_metaserver_open()) {
    /* Update the meta server. */
    send_server_info_to_metaserver(META_INFO);
  }
}

/************************************************************************//**
  Change the default AI type.
****************************************************************************/
static void aitype_action(const struct setting *pset)
{
  if (!set_default_ai_type_name(pset->string.value)) {
    log_warn(_("Failed to update default AI type."));
  }
}

/****************************************************************************
  Validation callback functions.
****************************************************************************/

/************************************************************************//**
  Verify the selected savename definition.
****************************************************************************/
static bool savename_validate(const char *value, struct connection *caller,
                              char *reject_msg, size_t reject_msg_len)
{
  char buf[MAX_LEN_PATH];

  generate_save_name(value, buf, sizeof(buf), NULL);

  if (!is_safe_filename(buf)) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Invalid save name definition: '%s' "
                        "(resolves to '%s')."), value, buf);
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Verify the value of the generator option (notably the MAPGEN_SCENARIO
  case).
****************************************************************************/
static bool generator_validate(int value, struct connection *caller,
                               char *reject_msg, size_t reject_msg_len)
{
  if (map_is_empty()) {
    if (MAPGEN_SCENARIO == value
        && (NULL != caller || !game.scenario.is_scenario)) {
      settings_snprintf(reject_msg, reject_msg_len,
                        _("You cannot disable the map generator."));
      return FALSE;
    }
    return TRUE;
  } else {
    if (MAPGEN_SCENARIO != value) {
      settings_snprintf(reject_msg, reject_msg_len,
                        _("You cannot require a map generator "
                          "when a map is loaded."));
      return FALSE;
    }
  }
  return TRUE;
}

/************************************************************************//**
  Verify the name for the score log file.
****************************************************************************/
#ifndef FREECIV_WEB
static bool scorefile_validate(const char *value, struct connection *caller,
                               char *reject_msg, size_t reject_msg_len)
{
  if (!is_safe_filename(value)) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Invalid score name definition: '%s'."), value);
    return FALSE;
  }

  return TRUE;
}
#endif /* !FREECIV_WEB */

/************************************************************************//**
  Verify that a given demography string is valid. See
  game.demography.
****************************************************************************/
static bool demography_callback(const char *value,
                                struct connection *caller,
                                char *reject_msg,
                                size_t reject_msg_len)
{
  int error;

  if (is_valid_demography(value, &error)) {
    return TRUE;
  } else {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Demography string validation failed at character: "
                        "'%c'. Try \"/help demography\"."), value[error]);
    return FALSE;
  }
}

/************************************************************************//**
  Autosaves setting callback
****************************************************************************/
static bool autosaves_callback(unsigned value, struct connection *caller,
                               char *reject_msg, size_t reject_msg_len)
{
  if (S_S_RUNNING == server_state()) {
    if ((value & (1 << AS_TIMER))
        && !(game.server.autosaves & (1 << AS_TIMER))) {
      game.server.save_timer = timer_renew(game.server.save_timer,
                                           TIMER_USER, TIMER_ACTIVE,
                                           game.server.save_timer != NULL
                                           ? NULL : "save interval");
      timer_start(game.server.save_timer);
    } else if (!(value & (1 << AS_TIMER))
               && (game.server.autosaves & (1 << AS_TIMER))) {
      timer_stop(game.server.save_timer);
      timer_destroy(game.server.save_timer);
      game.server.save_timer = NULL;
    }
  }

  return TRUE;
}

/************************************************************************//**
  Verify that a given allowtake string is valid.
  See game.allow_take.
****************************************************************************/
static bool allowtake_callback(const char *value,
                               struct connection *caller,
                               char *reject_msg,
                               size_t reject_msg_len)
{
  int len = strlen(value), i;
  bool havecharacter_state = FALSE;

  /* We check each character individually to see if it's valid. This
   * does not check for duplicate entries.
   *
   * We also track the state of the machine. havecharacter_state is
   * true if the preceding character was a primary label, e.g.
   * NHhAadb. It is false if the preceding character was a modifier
   * or if this is the first character. */

  for (i = 0; i < len; i++) {
    /* Check to see if the character is a primary label. */
    if (strchr("HhAadbOo", value[i])) {
      havecharacter_state = TRUE;
      continue;
    }

    /* If we've already passed a primary label, check to see if the
     * character is a modifier. */
    if (havecharacter_state && strchr("1234", value[i])) {
      havecharacter_state = FALSE;
      continue;
    }

    /* Looks like the character was invalid. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Allowed take string validation failed at "
                        "character: '%c'. Try \"/help allowtake\"."),
                      value[i]);
    return FALSE;
  }

  /* All characters were valid. */
  return TRUE;
}

/************************************************************************//**
  Verify that a given startunits string is valid. See
  game.server.start_units.
****************************************************************************/
static bool startunits_callback(const char *value,
                                struct connection *caller,
                                char *reject_msg,
                                size_t reject_msg_len)
{
  int len = strlen(value), i;
  Unit_Class_id  first_role;
  bool firstnative = FALSE;

  if (len == 0) {
    return TRUE;
  }

  /* We check each character individually to see if it's valid. */
  for (i = 0; i < len; i++) {
    if (strchr("cwxksfdDaA", value[i])) {
      continue;
    }

    /* Looks like the character was invalid. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Starting units string validation failed at "
                        "character '%c'. Try \"/help startunits\"."),
                      value[i]);
    return FALSE;
  }

  /* Check the first character to make sure it can use a startpos. */
  first_role = uclass_index(utype_class(get_role_unit(
                                            crole_to_role_id(value[0]), 0)));
  terrain_type_iterate(pterrain) {
    if (terrain_has_flag(pterrain, TER_STARTER)
        && BV_ISSET(pterrain->native_to, first_role)) {
      firstnative = TRUE;
      break;
    }
  } terrain_type_iterate_end;

  if (!firstnative) {
    /* Loading would cause an infinite loop hunting for a valid startpos. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("The first starting unit must be native to at "
                        "least one \"Starter\" terrain. "
                        "Try \"/help startunits\"."));
    return FALSE;
  }

  /* Everything seems fine. */
  return TRUE;
}

/************************************************************************//**
  Verify that a given endturn is valid.
****************************************************************************/
static bool endturn_callback(int value, struct connection *caller,
                             char *reject_msg, size_t reject_msg_len)
{
  if (value < game.info.turn) {
    /* Tried to set endturn earlier than current turn */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Cannot set endturn earlier than current turn."));
    return FALSE;
  }
  return TRUE;
}

/************************************************************************//**
  Verify that a given maxplayers is valid.
****************************************************************************/
static bool maxplayers_callback(int value, struct connection *caller,
                                char *reject_msg, size_t reject_msg_len)
{
  if (value < player_count()) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Number of players (%d) is higher than requested "
                        "value (%d). Keeping old value."), player_count(),
                      value);
    return FALSE;
  }
  /* If any start positions are defined by a scenario, we can only
   * accommodate as many players as we have start positions. */
  if (server_state() < S_S_RUNNING
      && 0 < map_startpos_count() && value > map_startpos_count()) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Requested value (%d) is greater than number of "
                        "available start positions (%d). Keeping old value."),
                      value, map_startpos_count());
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Validate the 'nationset' server setting.
****************************************************************************/
static bool nationset_callback(const char *value,
                               struct connection *caller,
                               char *reject_msg,
                               size_t reject_msg_len)
{
  if (strlen(value) == 0) {
    return TRUE;
  } else if (nation_set_by_rule_name(value)) {
    return TRUE;
  } else {
    settings_snprintf(reject_msg, reject_msg_len,
                      /* TRANS: do not translate 'list nationsets' */
                      _("Unknown nation set \"%s\". See '%slist nationsets' "
                        "for possible values."), value, caller ? "/" : "");
    return FALSE;
  }
}

/************************************************************************//**
  Validate the 'timeout' server setting.
****************************************************************************/
static bool timeout_callback(int value, struct connection *caller,
                             char *reject_msg, size_t reject_msg_len)
{
  /* Disallow low timeout values for non-hack connections. */
  if (caller && caller->access_level < ALLOW_HACK
      && value < 30 && value != 0) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("You are not allowed to set timeout values less "
                        "than 30 seconds."));
    return FALSE;
  }

  if (value == -1 && game.server.unitwaittime != 0) {
    /* autogame only with 'unitwaittime' = 0 */
    settings_snprintf(reject_msg, reject_msg_len,
                      /* TRANS: Do not translate setting names in ''. */
                      _("For autogames ('timeout' = -1) 'unitwaittime' "
                        "should be deactivated (= 0)."));
    return FALSE;
  }

  if (value > 0 && value < game.server.unitwaittime * 3 / 2) {
    /* for normal games 'timeout' should be at least 3/2 times the value
     * of 'unitwaittime' */
    settings_snprintf(reject_msg, reject_msg_len,
                      /* TRANS: Do not translate setting names in ''. */
                      _("'timeout' can not be lower than 3/2 of the "
                        "'unitwaittime' setting (= %d). Please change "
                        "'unitwaittime' first."), game.server.unitwaittime);
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Validate the 'first_timeout' server setting.
****************************************************************************/
static bool first_timeout_callback(int value, struct connection *caller,
                                   char *reject_msg, size_t reject_msg_len)
{
  /* Disallow low timeout values for non-hack connections. */
  if (caller && caller->access_level < ALLOW_HACK
      && value < 30 && value != 0) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("You are not allowed to set timeout values less "
                        "than 30 seconds."));
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Check 'timeout' setting if 'unitwaittime' is changed.
****************************************************************************/
static bool unitwaittime_callback(int value, struct connection *caller,
                                  char *reject_msg, size_t reject_msg_len)
{
  if (game.info.timeout == -1 && value != 0) {
    settings_snprintf(reject_msg, reject_msg_len,
                      /* TRANS: Do not translate setting names in ''. */
                      _("For autogames ('timeout' = -1) 'unitwaittime' "
                        "should be deactivated (= 0)."));
    return FALSE;
  }

  if (game.info.timeout > 0 && value > game.info.timeout * 2 / 3) {
    settings_snprintf(reject_msg, reject_msg_len,
                      /* TRANS: Do not translate setting names in ''. */
                      _("'unitwaittime' has to be lower than 2/3 of the "
                        "'timeout' setting (= %d). Please change 'timeout' "
                        "first."), game.info.timeout);
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Mapsize setting validation callback.
****************************************************************************/
static bool mapsize_callback(int value, struct connection *caller,
                             char *reject_msg, size_t reject_msg_len)
{
  if (value == MAPSIZE_XYSIZE && MAP_IS_ISOMETRIC
      && wld.map.ysize % 2 != 0) {
    /* An isometric map needs a even ysize. It is calculated automatically
     * for all settings but mapsize=XYSIZE. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("For an isometric or hexagonal map the ysize must be "
                        "even."));
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  xsize setting validation callback.
****************************************************************************/
static bool xsize_callback(int value, struct connection *caller,
                           char *reject_msg, size_t reject_msg_len)
{
  int size = value * wld.map.ysize;

  if (size < MAP_MIN_SIZE * 1000) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("The map size (%d * %d = %d) must be larger than "
                        "%d tiles."), value, wld.map.ysize, size,
                        MAP_MIN_SIZE * 1000);
    return FALSE;
  } else if (size > MAP_MAX_SIZE * 1000) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("The map size (%d * %d = %d) must be lower than "
                        "%d tiles."), value, wld.map.ysize, size,
                        MAP_MAX_SIZE * 1000);
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  ysize setting validation callback.
****************************************************************************/
static bool ysize_callback(int value, struct connection *caller,
                           char *reject_msg, size_t reject_msg_len)
{
  int size = wld.map.xsize * value;

  if (size < MAP_MIN_SIZE * 1000) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("The map size (%d * %d = %d) must be larger than "
                        "%d tiles."), wld.map.xsize, value, size,
                        MAP_MIN_SIZE * 1000);
    return FALSE;
  } else if (size > MAP_MAX_SIZE * 1000) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("The map size (%d * %d = %d) must be lower than "
                        "%d tiles."), wld.map.xsize, value, size,
                        MAP_MAX_SIZE * 1000);
    return FALSE;
  } else if (wld.map.server.mapsize == MAPSIZE_XYSIZE && MAP_IS_ISOMETRIC
             && value % 2 != 0) {
    /* An isometric map needs a even ysize. It is calculated automatically
     * for all settings but mapsize=XYSIZE. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("For an isometric or hexagonal map the ysize must be "
                        "even."));
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Topology setting validation callback.
****************************************************************************/
static bool topology_callback(unsigned value, struct connection *caller,
                              char *reject_msg, size_t reject_msg_len)
{
  if (wld.map.server.mapsize == MAPSIZE_XYSIZE
      && ((value & (TF_ISO)) != 0 || (value & (TF_HEX)) != 0)
      && wld.map.ysize % 2 != 0) {
    /* An isometric map needs a even ysize. It is calculated automatically
     * for all settings but mapsize=XYSIZE. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("For an isometric or hexagonal map the ysize must be "
                        "even."));
    return FALSE;
  }

#ifdef FREECIV_WEB
  /* Remember to update the help text too if Freeciv-web gets the ability
   * to display other map topologies. */

  /* Are you removing this because Freeciv-web gained the ability to
   * display isometric maps? Why don't you remove the Freeciv-web
   * specific MAP_DEFAULT_TOPO too? */
  if ((value & (TF_ISO)) != 0
      || (value & (TF_HEX)) != 0) {
    /* The Freeciv-web client can't display these topologies yet. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Freeciv-web doesn't support this topology."));
    return FALSE;
  }
#endif /* FREECIV_WEB */

  return TRUE;
}

/************************************************************************//**
  AI type setting validation callback.
****************************************************************************/
static bool aitype_callback(const char *value, struct connection *caller,
                            char *reject_msg, size_t reject_msg_len)
{
  if (ai_type_by_name(value) == NULL) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("No such AI type loaded."));

    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Map wrap setting validation callback.
****************************************************************************/
static bool wrap_callback(unsigned value, struct connection *caller,
                          char *reject_msg, size_t reject_msg_len)
{
#ifdef FREECIV_WEB
  /* Remember to update the help text too if Freeciv-web gets the ability
   * to display other map wraps. */
  if ((value & (WRAP_Y)) != 0) {
    /* The Freeciv-web client can't display wraps mapped this way. */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Freeciv-web doesn't support this map wrap."));
    return FALSE;
  }
#endif /* FREECIV_WEB */

  return TRUE;
}

/************************************************************************//**
  Validate that the player color mode can be used.
****************************************************************************/
static bool plrcol_validate(int value, struct connection *caller,
                            char *reject_msg, size_t reject_msg_len)
{
  enum plrcolor_mode mode = value;
  if (mode == PLRCOL_NATION_ORDER) {
    nations_iterate(pnation) {
      if (nation_color(pnation)) {
        /* At least one nation has a color. Allow this mode. */
        return TRUE;
      }
    } nations_iterate_end;
    settings_snprintf(reject_msg, reject_msg_len,
                      _("No nations in the currently loaded ruleset have "
                        "associated colors."));
    return FALSE;
  }
  return TRUE;
}

#define GEN_BOOL(name, value, sclass, scateg, slevel, al_read, al_write,    \
                 short_help, extra_help, func_validate, func_action,        \
                 _default)                                                  \
  {name, sclass, al_read, al_write, short_help, extra_help, NULL, SST_BOOL, \
      scateg, slevel,                                                       \
      INIT_BRACE_BEGIN                                                      \
      .boolean = {&value, _default, func_validate, bool_name,               \
     FALSE} INIT_BRACE_END , func_action, FALSE, .ruleset_settable = TRUE},

#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)                                   \
  {name, sclass, al_read, al_write, short_help, extra_help, func_help,  \
      SST_INT, scateg, slevel,                                          \
      INIT_BRACE_BEGIN                                                  \
      .integer = {(int *) &value, _default, _min, _max, func_validate,  \
                  0} INIT_BRACE_END,                                    \
      func_action, FALSE, .ruleset_settable = TRUE},

#define GEN_STRING(name, value, sclass, scateg, slevel, al_read, al_write, \
                   short_help, extra_help, func_validate, func_action,  \
                   _default)                                            \
  {name, sclass, al_read, al_write, short_help, extra_help, NULL,       \
      SST_STRING, scateg, slevel,                                       \
      INIT_BRACE_BEGIN                                                  \
      .string = {value, _default, sizeof(value), func_validate, ""}     \
      INIT_BRACE_END,                                                   \
      func_action, FALSE, .ruleset_settable = TRUE},

#define GEN_STRING_NRS(name, value, sclass, scateg, slevel, al_read, al_write, \
                       short_help, extra_help, func_validate, func_action, \
                       _default)                                        \
  {name, sclass, al_read, al_write, short_help, extra_help, NULL,       \
      SST_STRING, scateg, slevel,                                       \
      INIT_BRACE_BEGIN                                                  \
      .string = {value, _default, sizeof(value), func_validate, ""}     \
      INIT_BRACE_END,                                                   \
      func_action, FALSE, .ruleset_settable = FALSE},

#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)                          \
  { name, sclass, al_read, al_write, short_help, extra_help, func_help,     \
      SST_ENUM, scateg, slevel,                                             \
      INIT_BRACE_BEGIN                                                      \
      .enumerator = {  &value, sizeof(value), _default,                     \
                       func_validate,                                       \
       (val_name_func_t) func_name, 0 } INIT_BRACE_END,                     \
      func_action, FALSE, .ruleset_settable = TRUE},

#define GEN_BITWISE(name, value, sclass, scateg, slevel, al_read, al_write, \
                   short_help, extra_help, func_validate, func_action,      \
                   func_name, _default)                                     \
  { name, sclass, al_read, al_write, short_help, extra_help, NULL,          \
    SST_BITWISE, scateg, slevel,                                            \
      INIT_BRACE_BEGIN                                                      \
      .bitwise = { (unsigned *) (void *) &value, _default, func_validate,   \
                   func_name, 0 } INIT_BRACE_END,                           \
      func_action, FALSE, .ruleset_settable = TRUE},

/* game settings */
static struct setting settings[] = {

  /* These should be grouped by sclass */

  /* Map size parameters: adjustable if we don't yet have a map */
  GEN_ENUM("mapsize", wld.map.server.mapsize, SSET_MAP_SIZE,
          SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Map size definition"),
          /* TRANS: The strings between double quotes are also translated
           * separately (they must match!). The strings between single
           * quotes are setting names and shouldn't be translated. The
           * strings between parentheses and in uppercase must stay as
           * untranslated. */
          N_("Chooses the method used to define the map size. Other options "
             "specify the parameters for each method.\n"
             "- \"Number of tiles\" (FULLSIZE): Map area (option 'size').\n"
             "- \"Tiles per player\" (PLAYER): Number of (land) tiles per "
             "player (option 'tilesperplayer').\n"
             "- \"Width and height\" (XYSIZE): Map width and height in "
             "tiles (options 'xsize' and 'ysize')."), NULL,
          mapsize_callback, NULL, mapsize_name, MAP_DEFAULT_MAPSIZE)

  GEN_INT("size", wld.map.server.size, SSET_MAP_SIZE,
          SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Map area (in thousands of tiles)"),
          /* TRANS: The strings between double quotes are also translated
           * separately (they must match!). The strings between single
           * quotes are setting names and shouldn't be translated. The
           * strings between parentheses and in uppercase must stay as
           * untranslated. */
          N_("This value is used to determine the map area.\n"
             "  size = 4 is a normal map of 4,000 tiles (default)\n"
             "  size = 20 is a huge map of 20,000 tiles\n"
             "For this option to take effect, the \"Map size definition\" "
             "option ('mapsize') must be set to \"Number of tiles\" "
             "(FULLSIZE)."), NULL, NULL, NULL,
          MAP_MIN_SIZE, MAP_MAX_SIZE, MAP_DEFAULT_SIZE)

  GEN_INT("tilesperplayer", wld.map.server.tilesperplayer, SSET_MAP_SIZE,
          SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Number of (land) tiles per player"),
          /* TRANS: The strings between double quotes are also translated
           * separately (they must match!). The strings between single
           * quotes are setting names and shouldn't be translated. The
           * strings between parentheses and in uppercase must stay as
           * untranslated. */
          N_("This value is used to determine the map dimensions. It "
             "calculates the map size at game start based on the number "
             "of players and the value of the setting 'landmass'.\n"
             "For this option to take effect, the \"Map size definition\" "
             "option ('mapsize') must be set to \"Tiles per player\" "
             "(PLAYER)."),
          NULL, NULL, NULL, MAP_MIN_TILESPERPLAYER,
          MAP_MAX_TILESPERPLAYER, MAP_DEFAULT_TILESPERPLAYER)

  GEN_INT("xsize", wld.map.xsize, SSET_MAP_SIZE,
          SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Map width in tiles"),
          /* TRANS: The strings between double quotes are also translated
           * separately (they must match!). The strings between single
           * quotes are setting names and shouldn't be translated. The
           * strings between parentheses and in uppercase must stay as
           * untranslated. */
          N_("Defines the map width.\n"
             "For this option to take effect, the \"Map size definition\" "
             "option ('mapsize') must be set to \"Width and height\" "
             "(XYSIZE)."),
          NULL, xsize_callback, NULL,
          MAP_MIN_LINEAR_SIZE, MAP_MAX_LINEAR_SIZE, MAP_DEFAULT_LINEAR_SIZE)
  GEN_INT("ysize", wld.map.ysize, SSET_MAP_SIZE,
          SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Map height in tiles"),
          /* TRANS: The strings between double quotes are also translated
           * separately (they must match!). The strings between single
           * quotes are setting names and shouldn't be translated. The
           * strings between parentheses and in uppercase must stay as
           * untranslated. */
          N_("Defines the map height.\n"
             "For this option to take effect, the \"Map size definition\" "
             "option ('mapsize') must be set to \"Width and height\" "
             "(XYSIZE)."),
          NULL, ysize_callback, NULL,
          MAP_MIN_LINEAR_SIZE, MAP_MAX_LINEAR_SIZE, MAP_DEFAULT_LINEAR_SIZE)

  GEN_BITWISE("topology", wld.map.topology_id, SSET_MAP_SIZE,
              SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
              N_("Map topology"),
#ifdef FREECIV_WEB
              /* TRANS: Freeciv-web version of the help text. */
              N_("Freeciv-web maps are always two-dimensional.\n"),
#else /* FREECIV_WEB */
              /* TRANS: do not edit the ugly ASCII art */
              N_("Freeciv maps are always two-dimensional. "
                 "Individual tiles may "
                 "be rectangular or hexagonal, with either an overhead "
                 "(\"classic\") or isometric alignment.\n"
                 "To play with a particular topology, clients will need a "
                 "matching tileset.\n"
                 "Overhead rectangular:      Isometric rectangular:\n"
                 "      _________               /\\/\\/\\/\\/\\\n"
                 "     |_|_|_|_|_|             /\\/\\/\\/\\/\\/\n"
                 "     |_|_|_|_|_|             \\/\\/\\/\\/\\/\\\n"
                 "     |_|_|_|_|_|             /\\/\\/\\/\\/\\/\n"
                 "                             \\/\\/\\/\\/\\/\n"
                 "Hex:                       Iso-hex:\n"
                 "  /\\/\\/\\/\\/\\/\\               _   _   _   _   _\n"
                 "  | | | | | | |             / \\_/ \\_/ \\_/ \\_/ \\\n"
                 "  \\/\\/\\/\\/\\/\\/\\"
                 "             \\_/ \\_/ \\_/ \\_/ \\_/\n"
                 "   | | | | | | |            / \\_/ \\_/ \\_/ \\_/ \\\n"
                 "   \\/\\/\\/\\/\\/\\/"
                 "             \\_/ \\_/ \\_/ \\_/ \\_/\n"),
#endif /* FREECIV_WEB */
              topology_callback, topology_action, topology_name, MAP_DEFAULT_TOPO)

  GEN_BITWISE("wrap", wld.map.wrap_id, SSET_MAP_SIZE,
              SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
              N_("Map wrap"),
#ifdef FREECIV_WEB
              /* TRANS: Freeciv-web version of the help text. */
              N_("Freeciv-web maps may wrap "
                 "at the east-west directions to form a flat map or a "
                 "cylinder.\n"),
#else /* FREECIV_WEB */
              /* TRANS: do not edit the ugly ASCII art */
              N_("Freeciv maps may wrap at "
                 "the north-south and east-west directions to form a flat "
                 "map, a cylinder, or a torus (donut)."),
#endif /* FREECIV_WEB */
              wrap_callback, wrap_action, wrap_name, MAP_DEFAULT_WRAP)

  GEN_ENUM("generator", wld.map.server.generator,
           SSET_MAP_GEN, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Method used to generate map"),
           /* TRANS: The strings between double quotes are also translated
            * separately (they must match!). The strings between single
            * quotes (except 'fair') are setting names and shouldn't be
            * translated. The strings between parentheses and in uppercase
            * must stay as untranslated. */
           N_("Specifies the algorithm used to generate the map. If the "
              "default value of the 'startpos' option is used, then the "
              "chosen generator chooses an appropriate 'startpos' setting; "
              "otherwise, the generated map tries to accommodate the "
              "chosen 'startpos' setting.\n"
              "- \"Scenario map\" (SCENARIO): indicates a pre-generated map. "
              "By default, if the scenario does not specify start positions, "
              "they will be allocated depending on the size of continents.\n"
              "- \"Fully random height\" (RANDOM): generates maps with a "
              "number of equally spaced, relatively small islands. By default, "
              "start positions are allocated depending on continent size.\n"
              "- \"Pseudo-fractal height\" (FRACTAL): generates Earthlike "
              "worlds with one or more large continents and a scattering of "
              "smaller islands. By default, players are all placed on a "
              "single continent.\n"
              "- \"Island-based\" (ISLAND): generates 'fair' maps with a "
              "number of similarly-sized and -shaped islands, each with "
              "approximately the same ratios of terrain types. By default, "
              "each player gets their own island.\n"
              "- \"Fair islands\" (FAIR): generates the exact copy of the "
              "same island for every player or every team.\n"
              "- \"Fracture map\" (FRACTURE): generates maps from a fracture "
              "pattern. Tends to place hills and mountains along the edges "
              "of the continents.\n"
              "If the requested generator is incompatible with other server "
              "settings, the server may fall back to another generator."),
           NULL, generator_validate, NULL, generator_name, MAP_DEFAULT_GENERATOR)

  GEN_ENUM("startpos", wld.map.server.startpos,
           SSET_MAP_GEN, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Method used to choose start positions"),
           /* TRANS: The strings between double quotes are also translated
            * separately (they must match!). The strings between single
            * quotes (except 'best') are setting names and shouldn't be
            * translated. The strings between parentheses and in uppercase
            * must stay as untranslated. */
           N_("The method used to choose where each player's initial units "
              "start on the map. (For scenarios which include pre-set "
              "start positions, this setting is ignored.)\n"
              "- \"Generator's choice\" (DEFAULT): the start position "
              "placement will depend on the map generator chosen. See the "
              "'generator' setting.\n"
              "- \"One player per continent\" (SINGLE): one player is "
              "placed on each of a set of continents of approximately "
              "equivalent value (if possible).\n"
              "- \"Two or three players per continent\" (2or3): similar "
              "to SINGLE except that two players will be placed on each "
              "continent, with three on the 'best' continent if there is an "
              "odd number of players.\n"
              "- \"All players on a single continent\" (ALL): all players "
              "will start on the 'best' available continent.\n"
              "- \"Depending on size of continents\" (VARIABLE): players "
              "will be placed on the 'best' available continents such that, "
              "as far as possible, the number of players on each continent "
              "is proportional to its value.\n"
              "If the server cannot satisfy the requested setting due to "
              "there being too many players for continents, it may fall "
              "back to one of the others. (However, map generators try to "
              "create the right number of continents for the choice of this "
              "'startpos' setting and the number of players, so this is "
              "unlikely to occur.)"),
           NULL, NULL, NULL, startpos_name, MAP_DEFAULT_STARTPOS)

  GEN_ENUM("teamplacement", wld.map.server.team_placement,
           SSET_MAP_GEN, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Method used for placement of team mates"),
           /* TRANS: The strings between double quotes are also translated
            * separately (they must match!). The strings between single
            * quotes are setting names and shouldn't be translated. The
            * strings between parentheses and in uppercase must stay as
            * untranslated. */
           N_("After start positions have been generated thanks to the "
              "'startpos' setting, this setting controls how the start "
              "positions will be assigned to the different players of the "
              "same team.\n"
              "- \"Disabled\" (DISABLED): the start positions will be "
              "randomly assigned to players, regardless of teams.\n"
              "- \"As close as possible\" (CLOSEST): players will be "
              "placed as close as possible, regardless of continents.\n"
              "- \"On the same continent\" (CONTINENT): if possible, place "
              "all players of the same team onto the same "
              "island/continent.\n"
              "- \"Horizontal placement\" (HORIZONTAL): players of the same "
              "team will be placed horizontally.\n"
              "- \"Vertical placement\" (VERTICAL): players of the same "
              "team will be placed vertically."),
           NULL, NULL, NULL, teamplacement_name, MAP_DEFAULT_TEAM_PLACEMENT)

  GEN_BOOL("tinyisles", wld.map.server.tinyisles,
           SSET_MAP_GEN, SSET_GEOLOGY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Presence of 1x1 islands"),
           N_("This setting controls whether the map generator is allowed "
              "to make islands of one only tile size."), NULL, NULL,
           MAP_DEFAULT_TINYISLES)

  GEN_BOOL("separatepoles", wld.map.server.separatepoles,
           SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Whether the poles are separate continents"),
           N_("If this setting is disabled, the continents may attach to "
              "poles."), NULL, NULL, MAP_DEFAULT_SEPARATE_POLES)

  GEN_INT("flatpoles", wld.map.server.flatpoles,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL, ALLOW_NONE, ALLOW_BASIC,
          N_("How much the land at the poles is flattened"),
          /* TRANS: The strings in quotes shouldn't be translated. */
          N_("Controls how much the height of the poles is flattened "
             "during map generation, preventing a diversity of land "
             "terrain there. 0 is no flattening, 100 is maximum "
             "flattening. Only affects the 'RANDOM' and 'FRACTAL' "
             "map generators."), NULL,
          NULL, NULL,
          MAP_MIN_FLATPOLES, MAP_MAX_FLATPOLES, MAP_DEFAULT_FLATPOLES)

  GEN_INT("northlatitude", wld.map.north_latitude,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Northernmost latitude"),
          /* TRANS: The string between single quotes is a setting name
           * and should not be translated. */
          N_("Combined with 'southlatitude', controls what climatic "
             "zones exist on the map. Higher values are further north, "
             "lower values are further south.\n"
             "\n"
             "1000 and -1000 gives a full planetary map.\n"
             "1000 and     0 gives only a northern hemisphere.\n"
             " 500 and   500 gives a map with the same middle-latitude "
             "climate everywhere.\n"
             " 300 and  -300 gives an equatorial map.\n"
             "\n"
             "In rulesets that support it, latitude may also have certain "
             "effects during gameplay."), NULL,
          NULL, NULL,
          MAP_MIN_LATITUDE_BOUND, MAP_MAX_LATITUDE_BOUND,
          MAP_DEFAULT_NORTH_LATITUDE)
  GEN_INT("southlatitude", wld.map.south_latitude,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Southernmost latitude"),
          /* TRANS: The string between single quotes is a setting name
           * and should not be translated. */
          N_("Combined with 'northlatitude', controls what climatic "
             "zones exist on the map. Higher values are further north, "
             "lower values are further south.\n"
             "\n"
             "1000 and -1000 gives a full planetary map.\n"
             "1000 and     0 gives only a northern hemisphere.\n"
             " 500 and   500 gives a map with the same middle-latitude "
             "climate everywhere.\n"
             " 300 and  -300 gives an equatorial map.\n"
             "\n"
             "In rulesets that support it, latitude may also have certain "
             "effects during gameplay."), NULL,
          NULL, NULL,
          MAP_MIN_LATITUDE_BOUND, MAP_MAX_LATITUDE_BOUND,
          MAP_DEFAULT_SOUTH_LATITUDE)

  GEN_INT("temperature", wld.map.server.temperature,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Average temperature of the planet"),
          N_("Small values will give a cold map, while larger values will "
             "give a hotter map.\n"
             "\n"
             "100 means a very dry and hot planet with no polar arctic "
             "zones, only tropical and dry zones.\n"
             " 70 means a hot planet with little polar ice.\n"
             " 50 means a temperate planet with normal polar, cold, "
             "temperate, and tropical zones; a desert zone overlaps "
             "tropical and temperate zones.\n"
             " 30 means a cold planet with small tropical zones.\n"
             "  0 means a very cold planet with large polar zones and no "
             "tropics."),
          NULL, NULL, NULL,
          MAP_MIN_TEMPERATURE, MAP_MAX_TEMPERATURE, MAP_DEFAULT_TEMPERATURE)
 
  GEN_INT("landmass", wld.map.server.landpercent,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Percentage of the map that is land"),
          N_("This setting gives the approximate percentage of the map "
             "that will be made into land."), NULL, NULL, NULL,
          MAP_MIN_LANDMASS, MAP_MAX_LANDMASS, MAP_DEFAULT_LANDMASS)

  GEN_INT("steepness", wld.map.server.steepness,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Amount of hills/mountains"),
          N_("Small values give flat maps, while higher values give a "
             "steeper map with more hills and mountains."),
          NULL, NULL, NULL,
          MAP_MIN_STEEPNESS, MAP_MAX_STEEPNESS, MAP_DEFAULT_STEEPNESS)

  GEN_INT("wetness", wld.map.server.wetness,
          SSET_MAP_GEN, SSET_GEOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Amount of water on landmasses"), 
          N_("Small values mean lots of dry, desert-like land; "
             "higher values give a wetter map with more swamps, "
             "jungles, and rivers."), NULL, NULL, NULL,
          MAP_MIN_WETNESS, MAP_MAX_WETNESS, MAP_DEFAULT_WETNESS)

  GEN_BOOL("globalwarming", game.info.global_warming,
           SSET_RULES, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Global warming"),
           N_("If turned off, global warming will not occur "
              "as a result of pollution. This setting does not "
              "affect pollution."), NULL, NULL,
           GAME_DEFAULT_GLOBAL_WARMING)

  GEN_INT("globalwarming_percent", game.server.global_warming_percent,
           SSET_RULES, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Global warming percent"),
           N_("This is a multiplier for the rate of accumulation of global "
              "warming."), NULL, NULL, NULL,
           GAME_MIN_GLOBAL_WARMING_PERCENT,
           GAME_MAX_GLOBAL_WARMING_PERCENT,
           GAME_DEFAULT_GLOBAL_WARMING_PERCENT)

  GEN_BOOL("nuclearwinter", game.info.nuclear_winter,
           SSET_RULES, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Nuclear winter"),
           N_("If turned off, nuclear winter will not occur "
              "as a result of nuclear war."), NULL, NULL,
           GAME_DEFAULT_NUCLEAR_WINTER)

  GEN_INT("nuclearwinter_percent", game.server.nuclear_winter_percent,
           SSET_RULES, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Nuclear winter percent"),
           N_("This is a multiplier for the rate of accumulation of nuclear "
              "winter."), NULL, NULL, NULL,
           GAME_MIN_NUCLEAR_WINTER_PERCENT,
           GAME_MAX_NUCLEAR_WINTER_PERCENT,
           GAME_DEFAULT_NUCLEAR_WINTER_PERCENT)

  GEN_INT("mapseed", wld.map.server.seed_setting,
          SSET_MAP_GEN, SSET_INTERNAL, SSET_RARE,
#ifdef FREECIV_WEB
          ALLOW_NONE, ALLOW_BASIC,
#else /* FREECIV_WEB */
          ALLOW_HACK, ALLOW_HACK,
#endif /* FREECIV_WEB */
          N_("Map generation random seed"),
          N_("The same seed will always produce the same map; "
             "for zero (the default) a seed will be generated randomly, "
             "based on gameseed. If also gameseed is zero, "
             "the map will be completely random."),
          NULL, NULL, NULL,
          MAP_MIN_SEED, MAP_MAX_SEED, MAP_DEFAULT_SEED)

  /* Map additional stuff: huts and specials.  gameseed also goes here
   * because huts and specials are the first time the gameseed gets used (?)
   * These are done when the game starts, so these are historical and
   * fixed after the game has started.
   */
  GEN_INT("gameseed", game.server.seed_setting,
          SSET_MAP_ADD, SSET_INTERNAL, SSET_RARE,
#ifdef FREECIV_WEB
          ALLOW_NONE, ALLOW_BASIC,
#else /* FREECIV_WEB */
          ALLOW_HACK, ALLOW_HACK,
#endif /* FREECIV_WEB */
          N_("Game random seed"),
          N_("For zero (the default) a seed will be chosen based "
             "on system entropy or, failing that, the current time."),
          NULL, NULL, NULL,
          GAME_MIN_SEED, GAME_MAX_SEED, GAME_DEFAULT_SEED)

  GEN_INT("specials", wld.map.server.riches,
          SSET_MAP_ADD, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Amount of \"special\" resource tiles"),
          N_("Special resources improve the basic terrain type they "
             "are on. The server variable's scale is parts per "
             "thousand."), NULL, NULL, NULL,
          MAP_MIN_RICHES, MAP_MAX_RICHES, MAP_DEFAULT_RICHES)

  GEN_INT("huts", wld.map.server.huts,
          SSET_MAP_ADD, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Amount of huts (bonus extras)"),
          N_("Huts are tile extras that usually may be investigated by "
             "units. "
             "The server variable's scale is huts per thousand tiles."),
          huts_help, NULL, huts_action,
          MAP_MIN_HUTS, MAP_MAX_HUTS, MAP_DEFAULT_HUTS)

  GEN_INT("animals", wld.map.server.animals,
          SSET_MAP_ADD, SSET_GEOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Amount of animals"),
          N_("Number of animals initially created on terrains "
             "defined for them in the ruleset (if the ruleset supports it). "
             "The server variable's scale is animals per "
             "thousand tiles."), NULL, NULL, NULL,
          MAP_MIN_ANIMALS, MAP_MAX_ANIMALS, MAP_DEFAULT_ANIMALS)

  /* Options affecting numbers of players and AI players.  These only
   * affect the start of the game and can not be adjusted after that.
   */
  GEN_INT("minplayers", game.server.min_players,
          SSET_PLAYERS, SSET_INTERNAL, SSET_VITAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Minimum number of players"),
          N_("There must be at least this many players (connected "
             "human players) before the game can start."),
          NULL, NULL, NULL,
          GAME_MIN_MIN_PLAYERS, GAME_MAX_MIN_PLAYERS, GAME_DEFAULT_MIN_PLAYERS)

  GEN_INT("maxplayers", game.server.max_players,
          SSET_PLAYERS_CHANGEABLE, SSET_INTERNAL, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Maximum number of players"),
          N_("The maximal number of human and AI players who can be in "
             "the game. When this number of players are connected in "
             "the pregame state, any new players who try to connect "
             "will be rejected.\n"
             "When playing a scenario which defines player start positions, "
             "this setting cannot be set to greater than the number of "
             "defined start positions."),
          NULL, maxplayers_callback, NULL,
          GAME_MIN_MAX_PLAYERS, GAME_MAX_MAX_PLAYERS, GAME_DEFAULT_MAX_PLAYERS)

  GEN_INT("aifill", game.info.aifill,
          SSET_PLAYERS, SSET_INTERNAL, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Limited number of AI players"),
          N_("If set to a positive value, then AI players will be "
             "automatically created or removed to keep the total "
             "number of players at this amount. As more players join, "
             "these AI players will be replaced. When set to zero, "
             "all AI players will be removed."),
          NULL, NULL, aifill_action,
          GAME_MIN_AIFILL, GAME_MAX_AIFILL, GAME_DEFAULT_AIFILL)

  GEN_ENUM("persistentready", game.info.persistent_ready,
           SSET_META, SSET_NETWORK, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
	  N_("When the Readiness of a player gets autotoggled off"),
	  N_("In pre-game, usually when new players join or old ones leave, "
             "those who have already accepted game to start by toggling \"Ready\" "
             "get that autotoggled off in the changed situation. This setting "
             "can be used to make readiness more persistent."),
           NULL, NULL, NULL, persistentready_name, GAME_DEFAULT_PERSISTENTREADY)

  GEN_STRING("nationset", game.server.nationset,
             SSET_PLAYERS, SSET_INTERNAL, SSET_RARE,
             ALLOW_NONE, ALLOW_BASIC,
             N_("Set of nations to choose from"),
             /* TRANS: do not translate '/list nationsets' */
             N_("Controls the set of nations allowed in the game. The "
                "choices are defined by the ruleset.\n"
                "Only nations in the set selected here will be allowed in "
                "any circumstances, including new players and civil war; "
                "small sets may thus limit the number of players in a game.\n"
                "If this is left blank, the ruleset's default nation set is "
                "used.\n"
                "See '/list nationsets' for possible choices for the "
                "currently loaded ruleset."),
             nationset_callback, nationset_action, GAME_DEFAULT_NATIONSET)

  GEN_INT("ec_turns", game.server.event_cache.turns,
          SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Event cache for this number of turns"),
          N_("Event messages are saved for this number of turns. A value of "
             "0 deactivates the event cache."),
          NULL, NULL, NULL, GAME_MIN_EVENT_CACHE_TURNS, GAME_MAX_EVENT_CACHE_TURNS,
          GAME_DEFAULT_EVENT_CACHE_TURNS)

  GEN_INT("ec_max_size", game.server.event_cache.max_size,
          SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Size of the event cache"),
          N_("This defines the maximal number of events in the event cache."),
          NULL, NULL, NULL, GAME_MIN_EVENT_CACHE_MAX_SIZE,
          GAME_MAX_EVENT_CACHE_MAX_SIZE, GAME_DEFAULT_EVENT_CACHE_MAX_SIZE)

  GEN_BOOL("ec_chat", game.server.event_cache.chat,
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Save chat messages in the event cache"),
           N_("If turned on, chat messages will be saved in the event "
              "cache."), NULL, NULL, GAME_DEFAULT_EVENT_CACHE_CHAT)

  GEN_BOOL("ec_info", game.server.event_cache.info,
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Print turn and time for each cached event"),
           /* TRANS: Don't translate the text between single quotes. */
           N_("If turned on, all cached events will be marked by the turn "
              "and time of the event like '(T2 - 15:29:52)'."),
           NULL, NULL, GAME_DEFAULT_EVENT_CACHE_INFO)

  /* Game initialization parameters (only affect the first start of the game,
   * and not reloads).  Can not be changed after first start of game.
   */
  GEN_STRING("startunits", game.server.start_units,
             SSET_GAME_INIT, SSET_SOCIOLOGY, SSET_VITAL,
             ALLOW_NONE, ALLOW_BASIC,
             N_("List of players' initial units"),
             N_("This should be a string of characters, each of which "
		"specifies a unit role. The first character must be native to "
                "at least one \"Starter\" terrain. The characters and their "
		"meanings are:\n"
		"    c   = City founder (eg., Settlers)\n"
		"    w   = Terrain worker (eg., Engineers)\n"
		"    x   = Explorer (eg., Explorer)\n"
		"    k   = Gameloss (eg., King)\n"
		"    s   = Diplomat (eg., Diplomat)\n"
                "    f   = Ferryboat (eg., Trireme)\n"
		"    d   = Ok defense unit (eg., Warriors)\n"
		"    D   = Good defense unit (eg., Phalanx)\n"
		"    a   = Fast attack unit (eg., Horsemen)\n"
		"    A   = Strong attack unit (eg., Catapult)\n"),
             startunits_callback, NULL, GAME_DEFAULT_START_UNITS)

  GEN_BOOL("startcity", game.server.start_city,
           SSET_GAME_INIT, SSET_SOCIOLOGY, SSET_VITAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Whether player starts with a city"),
           N_("If this is set, game will start with player's first "
              "city already founded to starting location."),
           NULL, NULL, GAME_DEFAULT_START_CITY)         

  GEN_INT("dispersion", game.server.dispersion,
          SSET_GAME_INIT, SSET_SOCIOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Area where initial units are located"),
          N_("This is the radius within "
             "which the initial units are dispersed."),
          NULL, NULL, NULL,
          GAME_MIN_DISPERSION, GAME_MAX_DISPERSION, GAME_DEFAULT_DISPERSION)

  GEN_INT("gold", game.info.gold,
          SSET_GAME_INIT, SSET_ECONOMICS, SSET_VITAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Starting gold per player"), 
          N_("At the beginning of the game, each player is given this "
             "much gold."), NULL, NULL, NULL,
          GAME_MIN_GOLD, GAME_MAX_GOLD, GAME_DEFAULT_GOLD)

  GEN_INT("infrapoints", game.info.infrapoints,
          SSET_GAME_INIT, SSET_ECONOMICS, SSET_VITAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Starting infrapoints per player"),
          N_("At the beginning of the game, each player is given this "
             "many infrapoints."), NULL, NULL, NULL,
          GAME_MIN_INFRA, GAME_MAX_INFRA, GAME_DEFAULT_INFRA)

  GEN_INT("techlevel", game.info.tech,
          SSET_GAME_INIT, SSET_SCIENCE, SSET_VITAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Number of initial techs per player"), 
          /* TRANS: The string between single quotes is a setting name and
           * should not be translated. */
          N_("At the beginning of the game, each player is given this "
             "many technologies. The technologies chosen are random for "
             "each player. Depending on the value of tech_cost_style in "
             "the ruleset, a big value for 'techlevel' can make the next "
             "techs really expensive."), NULL, NULL, NULL,
          GAME_MIN_TECHLEVEL, GAME_MAX_TECHLEVEL, GAME_DEFAULT_TECHLEVEL)

  GEN_INT("sciencebox", game.info.sciencebox,
          SSET_RULES_SCENARIO, SSET_SCIENCE, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Technology cost multiplier percentage"),
          N_("This affects how quickly players can research new "
             "technology. All tech costs are multiplied by this amount "
             "(as a percentage). The base tech costs are determined by "
             "the ruleset or other game settings."),
          NULL, NULL, NULL, GAME_MIN_SCIENCEBOX, GAME_MAX_SCIENCEBOX,
          GAME_DEFAULT_SCIENCEBOX)

  GEN_BOOL("multiresearch", game.server.multiresearch,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Allow researching multiple technologies"),
          N_("Allows switching to any technology without wasting old "
             "research. Bulbs are never transferred to new technology. "
             "Techpenalty options are ineffective after enabling that "
             "option."), NULL, NULL,
          GAME_DEFAULT_MULTIRESEARCH)

  GEN_INT("techpenalty", game.server.techpenalty,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Percentage penalty when changing tech"),
          N_("If you change your current research technology, and you have "
             "positive research points, you lose this percentage of those "
             "research points. This does not apply when you have just gained "
             "a technology this turn."), NULL, NULL, NULL,
          GAME_MIN_TECHPENALTY, GAME_MAX_TECHPENALTY,
          GAME_DEFAULT_TECHPENALTY)

  GEN_INT("techlost_recv", game.server.techlost_recv,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Chance to lose a technology while receiving it"),
          N_("The chance that learning a technology by treaty or theft "
             "will fail."),
          NULL, NULL, NULL, GAME_MIN_TECHLOST_RECV, GAME_MAX_TECHLOST_RECV,
          GAME_DEFAULT_TECHLOST_RECV)

  GEN_INT("techlost_donor", game.server.techlost_donor,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Chance to lose a technology while giving it"),
          N_("The chance that your civilization will lose a technology if "
             "you teach it to someone else by treaty, or if it is stolen "
             "from you."),
          NULL, NULL, NULL, GAME_MIN_TECHLOST_DONOR, GAME_MAX_TECHLOST_DONOR,
          GAME_DEFAULT_TECHLOST_DONOR)

  GEN_INT("techleak", game.info.tech_leak_pct,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Tech leakage percent"),
          N_("The rate of the tech leakage. This multiplied by the "
             "percentage of players who know the tech tell which "
             "percentage of tech's bulb cost gets leaked each turn. "
             "This setting has no effect if the ruleset has disabled "
             "tech leakage."),
          NULL, NULL, NULL, GAME_MIN_TECHLEAK, GAME_MAX_TECHLEAK,
          GAME_DEFAULT_TECHLEAK)

  GEN_BOOL("team_pooled_research", game.info.team_pooled_research,
           SSET_RULES, SSET_SCIENCE, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Team pooled research"),
           N_("If this setting is turned on, then the team mates will share "
              "the science research. Else, every player of the team will "
              "have to make its own."),
           NULL, NULL, GAME_DEFAULT_TEAM_POOLED_RESEARCH)

  GEN_INT("diplbulbcost", game.server.diplbulbcost,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Penalty when getting tech from treaty"),
          N_("For each technology you gain from a diplomatic treaty, you "
             "lose research points equal to this percentage of the cost to "
             "research a new technology. If this is non-zero, you can end up "
             "with negative research points."),
          NULL, NULL, NULL,
          GAME_MIN_DIPLBULBCOST, GAME_MAX_DIPLBULBCOST, GAME_DEFAULT_DIPLBULBCOST)

  GEN_INT("diplgoldcost", game.server.diplgoldcost,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Penalty when getting gold from treaty"),
          N_("When transferring gold in diplomatic treaties, this percentage "
             "of the agreed sum is lost to both parties; it is deducted from "
             "the donor but not received by the recipient."),
          NULL, NULL, NULL,
          GAME_MIN_DIPLGOLDCOST, GAME_MAX_DIPLGOLDCOST, GAME_DEFAULT_DIPLGOLDCOST)

  GEN_INT("incite_gold_loss_chance", game.server.incite_gold_loss_chance,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Probability of gold loss during inciting revolt"),
          N_("When unit trying to incite revolt is eliminated, half of the gold "
             "(or quarter, if unit was caught), prepared to bribe citizens, "
             "can be lost or captured by enemy."),
          NULL, NULL, NULL,
          GAME_MIN_INCITE_GOLD_LOSS_CHANCE, GAME_MAX_INCITE_GOLD_LOSS_CHANCE,
          GAME_DEFAULT_INCITE_GOLD_LOSS_CHANCE)

  GEN_INT("incite_gold_capt_chance", game.server.incite_gold_capt_chance,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Probability of gold capture during inciting revolt"),
          N_("When unit trying to incite revolt is eliminated and lose its "
             "gold, there is chance that this gold would be captured by "
             "city defender. Transfer tax would be applied, though. "
             "This setting is irrelevant, if incite_gold_loss_chance is zero."),
          NULL, NULL, NULL,
          GAME_MIN_INCITE_GOLD_CAPT_CHANCE, GAME_MAX_INCITE_GOLD_CAPT_CHANCE,
          GAME_DEFAULT_INCITE_GOLD_CAPT_CHANCE)

  GEN_INT("conquercost", game.server.conquercost,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Penalty when getting tech from conquering"),
          N_("For each technology you gain by conquering an enemy city, you "
             "lose research points equal to this percentage of the cost to "
             "research a new technology. If this is non-zero, you can end up "
             "with negative research points."),
          NULL, NULL, NULL,
          GAME_MIN_CONQUERCOST, GAME_MAX_CONQUERCOST,
          GAME_DEFAULT_CONQUERCOST)

  GEN_INT("freecost", game.server.freecost,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Penalty when getting a free tech"),
          /* TRANS: The strings between single quotes are setting names and
           * shouldn't be translated. */
          N_("For each technology you gain \"for free\" (other than "
             "covered by 'diplcost' or 'conquercost': for instance, from huts "
             "or from Great Library effects), you lose research points "
             "equal to this percentage of the cost to research a new "
             "technology. If this is non-zero, you can end up "
             "with negative research points."),
          NULL, NULL, NULL,
          GAME_MIN_FREECOST, GAME_MAX_FREECOST, GAME_DEFAULT_FREECOST)

  GEN_INT("techlossforgiveness", game.info.techloss_forgiveness,
          SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Research point debt threshold for losing tech"),
          N_("When you have negative research points, and your shortfall is "
             "greater than this percentage of the cost of your current "
             "research, you forget a technology you already knew.\n"
             "The special value -1 prevents loss of technology regardless of "
             "research points."),
          NULL, NULL, NULL,
          GAME_MIN_TECHLOSSFG, GAME_MAX_TECHLOSSFG,
          GAME_DEFAULT_TECHLOSSFG)

 GEN_INT("techlossrestore", game.server.techloss_restore,
         SSET_RULES, SSET_SCIENCE, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
         N_("Research points restored after losing a tech"),
         N_("When you lose a technology due to a negative research balance "
            "(see 'techlossforgiveness'), this percentage of its research "
            "cost is credited to your research balance (this may not be "
            "sufficient to make it positive).\n"
            "The special value -1 means that your research balance is always "
            "restored to zero, regardless of your previous shortfall."),
         NULL, NULL, NULL,
         GAME_MIN_TECHLOSSREST, GAME_MAX_TECHLOSSREST,
         GAME_DEFAULT_TECHLOSSREST)

  GEN_INT("foodbox", game.info.foodbox,
          SSET_RULES, SSET_ECONOMICS, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Food required for a city to grow"),
          N_("This is the base amount of food required to grow a city. "
             "This value is multiplied by another factor that comes from "
             "the ruleset and is dependent on the size of the city."),
          NULL, NULL, NULL,
          GAME_MIN_FOODBOX, GAME_MAX_FOODBOX, GAME_DEFAULT_FOODBOX)

  GEN_INT("aqueductloss", game.server.aqueductloss,
          SSET_RULES, SSET_ECONOMICS, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Percentage food lost when city can't grow"),
          N_("If a city would expand, but it can't because it lacks some "
             "prerequisite (traditionally an Aqueduct or Sewer System), "
             "this is the base percentage of its foodbox that is lost "
             "each turn; the penalty may be reduced by buildings or other "
             "circumstances, depending on the ruleset."),
          NULL, NULL, NULL,
          GAME_MIN_AQUEDUCTLOSS, GAME_MAX_AQUEDUCTLOSS, 
          GAME_DEFAULT_AQUEDUCTLOSS)

  GEN_INT("shieldbox", game.info.shieldbox,
          SSET_RULES, SSET_ECONOMICS, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Multiplier percentage for production costs"),
          N_("This affects how quickly units and buildings can be "
             "produced.  The base costs are multiplied by this value (as "
             "a percentage)."),
          NULL, NULL, NULL,
          GAME_MIN_SHIELDBOX, GAME_MAX_SHIELDBOX, GAME_DEFAULT_SHIELDBOX)

  /* Notradesize and fulltradesize used to have callbacks to prevent them
   * from being set illegally (notradesize > fulltradesize).  However this
   * provided a problem when setting them both through the client's settings
   * dialog, since they cannot both be set atomically.  So the callbacks were
   * removed and instead the game now knows how to deal with invalid
   * settings. */
  GEN_INT("fulltradesize", game.info.fulltradesize,
          SSET_RULES, SSET_ECONOMICS, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Minimum city size to get full trade"),
          /* TRANS: The strings between single quotes are setting names and
           * shouldn't be translated. */
          N_("There is a trade penalty in all cities smaller than this. "
             "The penalty is 100% (no trade at all) for sizes up to "
             "'notradesize', and decreases gradually to 0% (no penalty "
             "except the normal corruption) for size='fulltradesize'. "
             "See also 'notradesize'."), NULL, NULL, NULL,
          GAME_MIN_FULLTRADESIZE, GAME_MAX_FULLTRADESIZE, 
          GAME_DEFAULT_FULLTRADESIZE)

  GEN_INT("notradesize", game.info.notradesize,
          SSET_RULES, SSET_ECONOMICS, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Maximum size of a city without trade"),
          /* TRANS: The strings between single quotes are setting names and
           * shouldn't be translated. */
          N_("Cities do not produce any trade at all unless their size "
             "is larger than this amount. The produced trade increases "
             "gradually for cities larger than 'notradesize' and smaller "
             "than 'fulltradesize'. See also 'fulltradesize'."),
          NULL, NULL, NULL,
          GAME_MIN_NOTRADESIZE, GAME_MAX_NOTRADESIZE,
          GAME_DEFAULT_NOTRADESIZE)

  GEN_INT("tradeworldrelpct", game.info.trade_world_rel_pct,
          SSET_RULES, SSET_ECONOMICS, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("How largely trade distance is relative to world size"),
          /* TRANS: The strings between single quotes are setting names and
           * shouldn't be translated. */
          N_("When determining trade between cities, the distance factor "
             "can be partly or fully relative to world size. This setting "
             "determines how big percentage of the bonus calculation is "
             "relative to world size, and how much only absolute distance "
             "matters."),
          NULL, NULL, NULL,
          GAME_MIN_TRADEWORLDRELPCT, GAME_MAX_TRADEWORLDRELPCT,
          GAME_DEFAULT_TRADEWORLDRELPCT)

  GEN_INT("citymindist", game.info.citymindist,
          SSET_RULES, SSET_SOCIOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Minimum distance between cities"),
          N_("When a player attempts to found a new city, it is prevented "
             "if the distance from any existing city is less than this "
             "setting. For example, when this setting is 3, there must be "
             "at least two clear tiles in any direction between all existing "
             "cities and the new city site. A value of 1 removes any such "
             "restriction on city placement."),
          NULL, NULL, NULL,
          GAME_MIN_CITYMINDIST, GAME_MAX_CITYMINDIST,
          GAME_DEFAULT_CITYMINDIST)

  GEN_BOOL("trading_tech", game.info.trading_tech,
           SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Technology trading"),
           N_("If turned off, trading technologies in the diplomacy dialog "
              "is not allowed."), NULL, NULL,
           GAME_DEFAULT_TRADING_TECH)

  GEN_BOOL("trading_gold", game.info.trading_gold,
           SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Gold trading"),
           N_("If turned off, trading gold in the diplomacy dialog "
              "is not allowed."), NULL, NULL,
           GAME_DEFAULT_TRADING_GOLD)

  GEN_BOOL("trading_city", game.info.trading_city,
           SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("City trading"),
           N_("If turned off, trading cities in the diplomacy dialog "
              "is not allowed."), NULL, NULL,
           GAME_DEFAULT_TRADING_CITY)

  GEN_ENUM("caravan_bonus_style", game.info.caravan_bonus_style,
           SSET_RULES, SSET_ECONOMICS, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Caravan bonus style"),
           N_("The formula for the bonus when a caravan enters a city. "
              "CLASSIC bonuses are proportional to distance and trade "
              "of source and destination with multipliers for overseas and "
              "international destinations. LOGARITHMIC bonuses are "
              "proportional to log^2(distance + trade)."),
           NULL, NULL, NULL, caravanbonusstyle_name,
           GAME_DEFAULT_CARAVAN_BONUS_STYLE)

  GEN_ENUM("trade_revenue_style", game.info.trade_revenue_style,
          SSET_RULES, SSET_ECONOMICS, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Trade revenue style"),
          N_("The formula for the trade a city receives from a trade route. "
             "CLASSIC revenues are given by the sum of the two city sizes "
             "plus the distance between them, with multipliers for overseas "
             "and international routes. "
             "SIMPLE revenues are proportional to the average trade of the "
             "two cities."),
	  NULL, NULL, NULL, traderevenuestyle_name,
          GAME_DEFAULT_TRADE_REVENUE_STYLE)

    GEN_INT("trademindist", game.info.trademindist,
          SSET_RULES, SSET_ECONOMICS, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Minimum distance for trade routes"),
          N_("In order for two cities in the same civilization to establish "
             "a trade route, they must be at least this far apart on the "
             "map. For square grids, the distance is calculated as "
             "\"Manhattan distance\", that is, the sum of the displacements "
             "along the x and y directions."), NULL, NULL, NULL,
          GAME_MIN_TRADEMINDIST, GAME_MAX_TRADEMINDIST,
          GAME_DEFAULT_TRADEMINDIST)

  GEN_INT("rapturedelay", game.info.rapturedelay,
          SSET_RULES, SSET_SOCIOLOGY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Number of turns between rapture effect"),
          N_("Sets the number of turns between rapture growth of a city. "
             "If set to n a city will grow after celebrating for n+1 "
             "turns."),
          NULL, NULL, NULL,
          GAME_MIN_RAPTUREDELAY, GAME_MAX_RAPTUREDELAY,
          GAME_DEFAULT_RAPTUREDELAY)

  GEN_INT("disasters", game.info.disasters,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_VITAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Frequency of disasters"),
          N_("Affects how often random disasters happen to cities, "
             "if any are defined by the ruleset. The relative frequency "
             "of disaster types is set by the ruleset. Zero prevents "
             "any random disasters from occurring."),
          NULL, NULL, NULL,
          GAME_MIN_DISASTERS, GAME_MAX_DISASTERS,
          GAME_DEFAULT_DISASTERS)

  GEN_ENUM("traitdistribution", game.server.trait_dist,
           SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("AI trait distribution method"),
           N_("How trait values are given to AI players."),
           NULL, NULL, NULL, trait_dist_name, GAME_DEFAULT_TRAIT_DIST_MODE)

  GEN_INT("razechance", game.server.razechance,
          SSET_RULES, SSET_MILITARY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Chance for conquered building destruction"),
          N_("When a player conquers a city, each city improvement has this "
             "percentage chance to be destroyed."), NULL, NULL, NULL,
          GAME_MIN_RAZECHANCE, GAME_MAX_RAZECHANCE, GAME_DEFAULT_RAZECHANCE)

  GEN_INT("occupychance", game.server.occupychance,
          SSET_RULES, SSET_MILITARY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Chance of moving into tile after attack"),
          N_("If set to 0, combat is Civ1/2-style (when you attack, "
             "you remain in place). If set to 100, attacking units "
             "will always move into the tile they attacked when they win "
             "the combat (and no enemy units remain in the tile). If "
             "set to a value between 0 and 100, this will be used as "
             "the percent chance of \"occupying\" territory."),
          NULL, NULL, NULL,
          GAME_MIN_OCCUPYCHANCE, GAME_MAX_OCCUPYCHANCE,
          GAME_DEFAULT_OCCUPYCHANCE)

  GEN_BOOL("autoattack", game.server.autoattack, SSET_RULES_FLEXIBLE, SSET_MILITARY,
           SSET_SITUATIONAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Turn on/off server-side autoattack"),
           N_("If set to on, units with moves left will automatically "
              "consider attacking enemy units that move adjacent to them."),
           NULL, NULL, GAME_DEFAULT_AUTOATTACK)

  GEN_BOOL("killstack", game.info.killstack,
           SSET_RULES_SCENARIO, SSET_MILITARY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Do all units in tile die with defender"),
           N_("If this is enabled, each time a defender unit loses in combat, "
              "and is not inside a city or suitable base, all units in the same "
              "tile are destroyed along with the defender. If this is disabled, "
              "only the defender unit is destroyed."),
           NULL, NULL, GAME_DEFAULT_KILLSTACK)

  GEN_BOOL("killcitizen", game.info.killcitizen,
           SSET_RULES, SSET_MILITARY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Reduce city population after attack"),
           N_("This flag indicates whether a city's population is reduced "
              "after a successful attack by an enemy unit. If this is "
              "disabled, population is never reduced. Even when this is "
              "enabled, only some units may kill citizens."),
           NULL, NULL, GAME_DEFAULT_KILLCITIZEN)

  GEN_INT("killunhomed", game.server.killunhomed,
          SSET_RULES, SSET_MILITARY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Slowly kill units without home cities (e.g., starting units)"),
          N_("If greater than 0, then every unit without a homecity will "
             "lose hitpoints each turn. The number of hitpoints lost is "
             "given by 'killunhomed' percent of the hitpoints of the unit "
             "type. At least one hitpoint is lost every turn until the "
             "death of the unit."),
          NULL, NULL, NULL, GAME_MIN_KILLUNHOMED, GAME_MAX_KILLUNHOMED,
          GAME_DEFAULT_KILLUNHOMED)

  GEN_ENUM("borders", game.info.borders,
           SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("National borders"),
           N_("If this is not disabled, then any land tiles around a "
              "city or border-claiming extra (like the classic ruleset's "
              "Fortress base) will be owned by that nation. "
              "SEE_INSIDE and EXPAND makes everything inside a player's "
              "borders visible at once. ENABLED will, in some rulesets, "
              "grant the same visibility if certain conditions are met."),
           NULL, NULL, NULL, borders_name, GAME_DEFAULT_BORDERS)

  GEN_ENUM("happyborders", game.info.happyborders,
           SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Units inside borders cause no unhappiness"),
           N_("If this is set, units will not cause unhappiness when "
              "inside your borders, or even allies borders, depending "
              "on value."), NULL, NULL, NULL,
           happyborders_name, GAME_DEFAULT_HAPPYBORDERS)

  GEN_ENUM("diplomacy", game.info.diplomacy,
           SSET_RULES, SSET_MILITARY, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Ability to do diplomacy with other players"),
           N_("This setting controls the ability to do diplomacy with "
              "other players."),
           NULL, NULL, NULL, diplomacy_name, GAME_DEFAULT_DIPLOMACY)

  GEN_ENUM("citynames", game.server.allowed_city_names,
           SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Allowed city names"),
           /* TRANS: The strings between double quotes are also translated
            * separately (they must match!). The strings between parentheses
            * and in uppercase must not be translated. */
           N_("- \"No restrictions\" (NO_RESTRICTIONS): players can have "
              "multiple cities with the same names.\n"
              "- \"Unique to a player\" (PLAYER_UNIQUE): one player can't "
              "have multiple cities with the same name.\n"
              "- \"Globally unique\" (GLOBAL_UNIQUE): all cities in a game "
              "have to have different names.\n"
              "- \"No city name stealing\" (NO_STEALING): like "
              "\"Globally unique\", but a player isn't allowed to use a "
              "default city name of another nation unless it is a default "
              "for their nation also."),
           NULL, NULL, NULL, citynames_name, GAME_DEFAULT_ALLOWED_CITY_NAMES)

  GEN_ENUM("plrcolormode", game.server.plrcolormode,
           SSET_RULES, SSET_INTERNAL, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("How to pick player colors"),
           /* TRANS: The strings between double quotes are also translated
            * separately (they must match!). The strings between single quotes
            * are setting names and shouldn't be translated. The strings
            * between parentheses and in uppercase must not be translated. */
           N_("This setting determines how player colors are chosen. Player "
              "colors are used in the Nations report, for national borders on "
              "the map, and so on.\n"
              "- \"Per-player, in order\" (PLR_ORDER): colors are assigned to "
              "individual players in order from a list defined by the "
              "ruleset.\n"
              "- \"Per-player, random\" (PLR_RANDOM): colors are assigned "
              "to individual players randomly from the set defined by the "
              "ruleset.\n"
              "- \"Set manually\" (PLR_SET): colors can be set with the "
              "'playercolor' command before the game starts; these are not "
              "restricted to the ruleset colors. Any players for which no "
              "color is set when the game starts get a random color from the "
              "ruleset.\n"
              "- \"Per-team, in order\" (TEAM_ORDER): colors are assigned to "
              "teams from the list in the ruleset. Every player on the same "
              "team gets the same color.\n"
              "- \"Per-nation, in order\" (NATION_ORDER): if the ruleset "
              "defines a color for a player's nation, the player takes that "
              "color. Any players whose nations don't have associated colors "
              "get a random color from the list in the ruleset.\n"
              "Regardless of this setting, individual player colors can be "
              "changed after the game starts with the 'playercolor' command."),
           NULL, plrcol_validate, plrcol_action, plrcol_name,
           GAME_DEFAULT_PLRCOLORMODE)

  /* Flexible rules: these can be changed after the game has started.
   *
   * The distinction between "rules" and "flexible rules" is not always
   * clearcut, and some existing cases may be largely historical or
   * accidental.  However some generalizations can be made:
   *
   *   -- Low-level game mechanics should not be flexible (eg, rulesets).
   *   -- Options which would affect the game "state" (city production etc)
   *      should not be flexible (eg, foodbox).
   *   -- Options which are explicitly sent to the client (eg, in
   *      packet_game_info) should probably not be flexible, or at
   *      least need extra care to be flexible.
   */
  GEN_ENUM("barbarians", game.server.barbarianrate,
           SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_VITAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Barbarian appearance frequency"),
           /* TRANS: The string between single quotes is a setting name and
            * should not be translated. */
           N_("This setting controls how frequently the barbarians appear "
              "in the game. See also the 'onsetbarbs' setting."),
           NULL, NULL, NULL, barbarians_name, GAME_DEFAULT_BARBARIANRATE)

  GEN_INT("onsetbarbs", game.server.onsetbarbarian,
          SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_VITAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Barbarian onset turn"),
          N_("Barbarians will not appear before this turn."),
          NULL, NULL, NULL,
          GAME_MIN_ONSETBARBARIAN, GAME_MAX_ONSETBARBARIAN, 
          GAME_DEFAULT_ONSETBARBARIAN)

  GEN_ENUM("revolentype", game.info.revolentype,
           SSET_RULES, SSET_SOCIOLOGY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Way to determine revolution length"),
           N_("Which method is used in determining how long period of anarchy "
              "lasts when changing government. The actual value is set with "
              "'revolen' setting. The 'quickening' methods depend on how "
              "many times any player has changed to this type of government "
              "before, so it becomes easier to establish a new system of "
              "government if it has been done before."),
           NULL, NULL, NULL, revolentype_name, GAME_DEFAULT_REVOLENTYPE)

  GEN_INT("revolen", game.server.revolution_length,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Length of revolution"),
          N_("When changing governments, a period of anarchy will occur. "
             "Value of this setting, used the way 'revolentype' setting "
             "dictates, defines the length of the anarchy."),
          NULL, NULL, NULL,
          GAME_MIN_REVOLUTION_LENGTH, GAME_MAX_REVOLUTION_LENGTH, 
          GAME_DEFAULT_REVOLUTION_LENGTH)

  GEN_BOOL("fogofwar", game.info.fogofwar,
           SSET_RULES, SSET_MILITARY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Whether to enable fog of war"),
           N_("If this is enabled, only those units and cities within "
              "the vision range of your own units and cities will be "
              "revealed to you. You will not see new cities or terrain "
              "changes in tiles not observed."),
           NULL, NULL, GAME_DEFAULT_FOGOFWAR)

  GEN_BOOL("foggedborders", game.server.foggedborders,
           SSET_RULES, SSET_MILITARY, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
           N_("Whether fog of war applies to border changes"),
           N_("If this setting is enabled, players will not be able "
              "to see changes in tile ownership if they do not have "
              "direct sight of the affected tiles. Otherwise, players "
              "can see any or all changes to borders as long as they "
              "have previously seen the tiles."),
           NULL, NULL, GAME_DEFAULT_FOGGEDBORDERS)

  GEN_BITWISE("airliftingstyle", game.info.airlifting_style,
              SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_SITUATIONAL,
              ALLOW_NONE, ALLOW_BASIC, N_("Airlifting style"),
              /* TRANS: The strings between double quotes are also
               * translated separately (they must match!). The strings
               * between parenthesis and in uppercase must not be
               * translated. */
              N_("This setting affects airlifting units between cities. It "
                 "can be a set of the following values:\n"
                 "- \"Allows units to be airlifted from allied cities\" "
                 "(FROM_ALLIES).\n"
                 "- \"Allows units to be airlifted to allied cities\" "
                 "(TO_ALLIES).\n"
                 "- \"Unlimited units from source city\" (SRC_UNLIMITED): "
                 "airlifting from a city doesn't reduce the "
                 "airlifted counter. It depends on the ruleset whether "
                 "this is possible even with zero airlift capacity.\n"
                 "- \"Unlimited units to destination city\" "
                 "(DEST_UNLIMITED): airlifting to a city doesn't "
                 "reduce the airlifted counter. It depends on the ruleset "
                 "whether this is possible even with zero airlift capacity."),
              NULL, NULL, airliftingstyle_name, GAME_DEFAULT_AIRLIFTINGSTYLE)

  GEN_INT("diplchance", game.server.diplchance,
          SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Base chance for diplomats and spies to succeed"),
          N_("The base chance of a spy returning from a successful mission and "
             "the base chance of success for diplomats and spies for most "
             "aggressive mission types. Not all the mission types use diplchance "
             "as a base chance – a ruleset can even say that no action at all does. "
             "Unit Bribing, and Unit Sabotaging never do. "
             "Non-aggressive missions typically have no base chance "
             "at all, but always success."),
          NULL, NULL, NULL,
          GAME_MIN_DIPLCHANCE, GAME_MAX_DIPLCHANCE, GAME_DEFAULT_DIPLCHANCE)

  GEN_BITWISE("victories", game.info.victory_conditions,
              SSET_RULES_FLEXIBLE, SSET_INTERNAL, SSET_VITAL,
              ALLOW_NONE, ALLOW_BASIC,
              N_("What kinds of victories are possible"),
              /* TRANS: The strings between double quotes are also translated
               * separately (they must match!). The strings between single
               * quotes are setting names and shouldn't be translated. The
               * strings between parentheses and in uppercase must stay as
               * untranslated. */
              N_("This setting controls how game can be won. One can always "
                 "win by conquering entire planet, but other victory conditions "
                 "can be enabled or disabled:\n"
                 "- \"Spacerace\" (SPACERACE): Spaceship is built and travels to "
                 "Alpha Centauri.\n"
                 "- \"Allied\" (ALLIED): After defeating enemies, all remaining "
                 "players are allied.\n"
                 "- \"Culture\" (CULTURE): Player meets ruleset defined cultural "
                 "domination criteria.\n"),
              NULL, NULL, victory_conditions_name, GAME_DEFAULT_VICTORY_CONDITIONS)

  GEN_BOOL("endspaceship", game.server.endspaceship, SSET_RULES_FLEXIBLE,
           SSET_SCIENCE, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
           N_("Should the game end if the spaceship arrives?"),
           N_("If this option is turned on, the game will end with the "
              "arrival of a spaceship at Alpha Centauri."),
           NULL, NULL, GAME_DEFAULT_END_SPACESHIP)

  GEN_INT("spaceship_travel_pct", game.server.spaceship_travel_pct,
           SSET_RULES_FLEXIBLE, SSET_SCIENCE, SSET_VITAL, ALLOW_NONE,
           ALLOW_BASIC,
           N_("Percentage to multiply spaceship travel time by"),
           N_("This percentage is multiplied onto the time it will take for "
              "a spaceship to arrive at Alpha Centauri."), NULL, NULL, NULL,
          GAME_MIN_SPACESHIP_TRAVEL_PCT, GAME_MAX_SPACESHIP_TRAVEL_PCT,
          GAME_DEFAULT_SPACESHIP_TRAVEL_PCT)

  GEN_INT("civilwarsize", game.server.civilwarsize,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Minimum number of cities for civil war"),
          N_("A civil war is triggered when a player has at least this "
             "many cities and the player's capital is captured. If "
             "this option is set to the maximum value, civil wars are "
             "turned off altogether."), NULL, NULL, NULL,
          GAME_MIN_CIVILWARSIZE, GAME_MAX_CIVILWARSIZE,
          GAME_DEFAULT_CIVILWARSIZE)

  GEN_BOOL("restrictinfra", game.info.restrictinfra,
           SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Restrict the use of the infrastructure for enemy units"),
           N_("If this option is enabled, the use of roads and rails "
              "will be restricted for enemy units."), NULL, NULL,
           GAME_DEFAULT_RESTRICTINFRA)

  GEN_BOOL("unreachableprotects", game.info.unreachable_protects,
           SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Does unreachable unit protect reachable ones"),
           N_("This option controls whether tiles with both unreachable "
              "and reachable units can be attacked. If disabled, any "
              "tile with reachable units can be attacked. If enabled, "
              "tiles with an unreachable unit in them cannot be attacked. "
              "Some units in some rulesets may override this, never "
              "protecting reachable units on their tile."),
           NULL, NULL, GAME_DEFAULT_UNRPROTECTS)

  GEN_INT("contactturns", game.server.contactturns,
          SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Turns until player contact is lost"),
          N_("Players may meet for diplomacy this number of turns "
             "after their units have last met, even when they do not have "
             "an embassy. If set to zero, then players cannot meet unless "
             "they have an embassy."),
          NULL, NULL, NULL,
          GAME_MIN_CONTACTTURNS, GAME_MAX_CONTACTTURNS,
          GAME_DEFAULT_CONTACTTURNS)

  GEN_BOOL("savepalace", game.server.savepalace,
           SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Rebuild palace whenever capital is conquered"),
           N_("If this is turned on, when the capital is conquered the "
              "palace is automatically rebuilt for free in another randomly "
              "chosen city. This is significant because the technology "
              "requirement for building a palace will be ignored. (In "
              "some rulesets, buildings other than the palace are affected "
              "by this setting.)"),
           NULL, NULL, GAME_DEFAULT_SAVEPALACE)

  GEN_BOOL("homecaughtunits", game.server.homecaughtunits,
           SSET_RULES_FLEXIBLE, SSET_MILITARY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Give caught units a homecity"),
           /* TRANS: The string between single quotes is a setting name and
            * should not be translated. */
           N_("If unset, caught units will have no homecity and will be "
              "subject to the 'killunhomed' option."),
           NULL, NULL, GAME_DEFAULT_HOMECAUGHTUNITS)

  GEN_BOOL("naturalcitynames", game.server.natural_city_names,
           SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Whether to use natural city names"),
           N_("If enabled, the default city names will be determined based "
              "on the surrounding terrain."),
           NULL, NULL, GAME_DEFAULT_NATURALCITYNAMES)

  GEN_BOOL("migration", game.server.migration,
           SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Whether to enable citizen migration"),
           /* TRANS: The strings between single quotes are setting names
            * and should not be translated. */
           N_("This is the master setting that controls whether citizen "
              "migration is active in the game. If enabled, citizens may "
              "automatically move from less desirable cities to more "
              "desirable ones. The \"desirability\" of a given city is "
              "calculated from a number of factors. In general larger "
              "cities with more income and improvements will be preferred. "
              "Citizens will never migrate out of the capital, or cause "
              "a wonder to be lost by disbanding a city. A number of other "
              "settings control how migration behaves:\n"
              "  'mgr_turninterval' - How often citizens try to migrate.\n"
              "  'mgr_foodneeded'   - Whether destination food is checked.\n"
              "  'mgr_distance'     - How far citizens will migrate.\n"
              "  'mgr_worldchance'  - Chance for inter-nation migration.\n"
              "  'mgr_nationchance' - Chance for intra-nation migration."),
           NULL, NULL, GAME_DEFAULT_MIGRATION)

  GEN_INT("mgr_turninterval", game.server.mgr_turninterval,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Number of turns between migrations from a city"),
          /* TRANS: Do not translate 'migration' setting name. */
          N_("This setting controls the number of turns between migration "
             "checks for a given city. The interval is calculated from "
             "the founding turn of the city. So for example if this "
             "setting is 5, citizens will look for a suitable migration "
             "destination every five turns from the founding of their "
             "current city. Migration will never occur the same turn "
             "that a city is built. This setting has no effect unless "
             "migration is enabled by the 'migration' setting."),
          NULL, NULL, NULL,
          GAME_MIN_MGR_TURNINTERVAL, GAME_MAX_MGR_TURNINTERVAL,
          GAME_DEFAULT_MGR_TURNINTERVAL)

  GEN_BOOL("mgr_foodneeded", game.server.mgr_foodneeded,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Whether migration is limited by food"),
           /* TRANS: Do not translate 'migration' setting name. */
           N_("If this setting is enabled, citizens will not migrate to "
              "cities which would not have enough food to support them. "
              "This setting has no effect unless migration is enabled by "
              "the 'migration' setting."), NULL, NULL,
           GAME_DEFAULT_MGR_FOODNEEDED)

  GEN_INT("mgr_distance", game.server.mgr_distance,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Maximum distance citizens may migrate"),
          /* TRANS: Do not translate 'migration' setting name. */
          N_("This setting controls how far citizens may look for a "
             "suitable migration destination when deciding which city "
             "to migrate to. The value is added to the candidate target "
             "city's radius and compared to the distance between the "
             "two cities. If the distance is lower or equal, migration "
             "is possible. (So with a setting of 0, citizens will only "
             "consider migrating if their city's center is within the "
             "destination city's working radius.) This setting has no "
             "effect unless migration is enabled by the 'migration' "
             "setting."),
          NULL, NULL, NULL, GAME_MIN_MGR_DISTANCE, GAME_MAX_MGR_DISTANCE,
          GAME_DEFAULT_MGR_DISTANCE)

  GEN_INT("mgr_nationchance", game.server.mgr_nationchance,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Percent probability for migration within the same nation"),
          /* TRANS: Do not translate 'migration' setting name. */
          N_("This setting controls how likely it is for citizens to "
             "migrate between cities owned by the same player. Zero "
             "indicates migration will never occur, 100 means that "
             "migration will always occur if the citizens find a suitable "
             "destination. This setting has no effect unless migration "
             "is activated by the 'migration' setting."),
          NULL, NULL, NULL,
          GAME_MIN_MGR_NATIONCHANCE, GAME_MAX_MGR_NATIONCHANCE,
          GAME_DEFAULT_MGR_NATIONCHANCE)

  GEN_INT("mgr_worldchance", game.server.mgr_worldchance,
          SSET_RULES_FLEXIBLE, SSET_SOCIOLOGY, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Percent probability for migration between foreign cities"),
          /* TRANS: Do not translate 'migration' setting name. */
          N_("This setting controls how likely it is for migration "
             "to occur between cities owned by different players. "
             "Zero indicates migration will never occur, 100 means "
             "that citizens will always migrate if they find a suitable "
             "destination. This setting has no effect if migration is "
             "not enabled by the 'migration' setting."),
          NULL, NULL, NULL,
          GAME_MIN_MGR_WORLDCHANCE, GAME_MAX_MGR_WORLDCHANCE,
          GAME_DEFAULT_MGR_WORLDCHANCE)

  /* Meta options: these don't affect the internal rules of the game, but
   * do affect players.  Also options which only produce extra server
   * "output" and don't affect the actual game.
   * ("endturn" is here, and not RULES_FLEXIBLE, because it doesn't
   * affect what happens in the game, it just determines when the
   * players stop playing and look at the score.)
   */
  GEN_STRING("allowtake", game.server.allow_take,
             SSET_META, SSET_NETWORK, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
             N_("Players that users are allowed to take"),
             /* TRANS: the strings in double quotes are server command names
              * and should not be translated. */
             N_("This should be a string of characters, each of which "
                "specifies a type or status of a civilization (player).\n"
                "Clients will only be permitted to take or observe those "
                "players which match one of the specified letters. This "
                "only affects future uses of the \"take\" or \"observe\" "
                "commands; it is not retroactive. The characters and their "
                "meanings are:\n"
                "    o,O = Global observer\n"
                "    b   = Barbarian players\n"
                "    d   = Dead players\n"
                "    a,A = AI players\n"
                "    h,H = Human players\n"
                "The first description on this list which matches a "
                "player is the one which applies. Thus 'd' does not "
                "include dead barbarians, 'a' does not include dead AI "
                "players, and so on. Upper case letters apply before "
                "the game has started, lower case letters afterwards.\n"
                "Each character above may be followed by one of the "
                "following numbers to allow or restrict the manner "
                "of connection:\n"
                "(none) = Controller allowed, observers allowed, "
                "can displace connections. (Displacing a connection means "
                "that you may take over a player, even when another user "
                "already controls that player.)\n"
                "     1 = Controller allowed, observers allowed, "
                "can't displace connections;\n"
                "     2 = Controller allowed, no observers allowed, "
                "can displace connections;\n"
                "     3 = Controller allowed, no observers allowed, "
                "can't displace connections;\n"
                "     4 = No controller allowed, observers allowed"),
             allowtake_callback, NULL, GAME_DEFAULT_ALLOW_TAKE)

  GEN_BOOL("autotoggle", game.server.auto_ai_toggle,
           SSET_META, SSET_NETWORK, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Whether AI-status toggles with connection"),
           N_("If enabled, AI status is turned off when a player "
              "connects, and on when a player disconnects."),
           NULL, autotoggle_action, GAME_DEFAULT_AUTO_AI_TOGGLE)

  GEN_INT("endturn", game.server.end_turn,
          SSET_META, SSET_SOCIOLOGY, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Turn the game ends"),
          N_("The game will end at the end of the given turn."),
          NULL, endturn_callback, NULL,
          GAME_MIN_END_TURN, GAME_MAX_END_TURN, GAME_DEFAULT_END_TURN)

  GEN_BITWISE("revealmap", game.server.revealmap, SSET_GAME_INIT,
              SSET_MILITARY, SSET_SITUATIONAL, ALLOW_NONE, ALLOW_BASIC,
              N_("Reveal the map"),
              /* TRANS: The strings between double quotes are also translated
               * separately (they must match!). The strings between single
               * quotes are setting names and shouldn't be translated. The
               * strings between parentheses and in uppercase must not be
               * translated. */
              N_("If \"Reveal map at game start\" (START) is set, the "
                 "initial state of the entire map will be known to all "
                 "players from the start of the game, although it may "
                 "still be fogged (depending on the 'fogofwar' setting). "
                 "If \"Unfog map for dead players\" (DEAD) is set, dead "
                 "players can see the entire map, if they are alone in "
                 "their team."),
             NULL, NULL, revealmap_name, GAME_DEFAULT_REVEALMAP)

  GEN_INT("timeout", game.info.timeout,
          SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Maximum seconds per turn"),
          /* TRANS: \"Turn Done\" refers to the client button; it is also
           * translated separately, the translation should be the same.
           * \"timeoutincrease\" is a command name and must not to be
           * translated. */
          N_("If all players have not hit \"Turn Done\" before this "
             "time is up, then the turn ends automatically. Zero "
             "means there is no timeout. In servers compiled with "
             "debugging, a timeout of -1 sets the autogame test mode. "
             "Only connections with hack level access may set the "
             "timeout to fewer than 30 seconds. Use this with the "
             "command \"timeoutincrease\" to have a dynamic timer. "
             "The first turn is treated as a special case and is controlled "
             "by the 'first_timeout' setting."),
          NULL, timeout_callback, timeout_action,
          GAME_MIN_TIMEOUT, GAME_MAX_TIMEOUT, GAME_DEFAULT_TIMEOUT)

  GEN_INT("first_timeout", game.info.first_timeout,
          SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("First turn timeout"),
          /* TRANS: The strings between single quotes are setting names and
           * should not be translated. */
          N_("If greater than 0, T1 will last for 'first_timeout' seconds.\n"
             "If set to 0, T1 will not have a timeout.\n"
             "If set to -1, the special treatment of T1 will be disabled.\n"
             "See also 'timeout'."),
          NULL, first_timeout_callback, first_timeout_action,
          GAME_MIN_FIRST_TIMEOUT, GAME_MAX_FIRST_TIMEOUT,
          GAME_DEFAULT_FIRST_TIMEOUT)

  GEN_INT("timeaddenemymove", game.server.timeoutaddenemymove,
          SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_NONE, ALLOW_BASIC,
          N_("Timeout at least n seconds when enemy moved"),
          N_("Any time a unit moves while in sight of an enemy player, "
             "the remaining timeout is increased to this value."),
          NULL, NULL, NULL,
          0, GAME_MAX_TIMEOUT, GAME_DEFAULT_TIMEOUTADDEMOVE)

  GEN_INT("unitwaittime", game.server.unitwaittime,
          SSET_RULES_FLEXIBLE, SSET_INTERNAL, SSET_VITAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Minimum time between unit actions over turn change"),
          /* TRANS: The string between single quotes is a setting name and
           * should not be translated. */
          N_("This setting gives the minimum amount of time in seconds "
             "between unit moves and other significant actions (such as "
             "building cities) after a turn change occurs. For example, "
             "if this setting is set to 20 and a unit moves 5 seconds "
             "before the turn change, it will not be able to move or act "
             "in the next turn for at least 15 seconds. This value is "
             "limited to a maximum value of 2/3 'timeout'."),
          NULL, unitwaittime_callback, NULL, GAME_MIN_UNITWAITTIME,
          GAME_MAX_UNITWAITTIME, GAME_DEFAULT_UNITWAITTIME)

  /* This setting points to the "stored" value; changing it won't have
   * an effect until the next synchronization point (i.e., the start of
   * the next turn). */
  GEN_ENUM("phasemode", game.server.phase_mode_stored,
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Control of simultaneous player/team phases"),
           N_("This setting controls whether players may make "
              "moves at the same time during a turn. Change "
              "in setting takes effect next turn."),
           phasemode_help, NULL, NULL, phasemode_name, GAME_DEFAULT_PHASE_MODE)

  GEN_INT("nettimeout", game.server.tcptimeout,
          SSET_META, SSET_NETWORK, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Seconds to let a client's network connection block"),
          N_("If a network connection is blocking for a time greater than "
             "this value, then the connection is closed. Zero "
             "means there is no timeout (although connections will be "
             "automatically disconnected eventually)."),
          NULL, NULL, NULL,
          GAME_MIN_TCPTIMEOUT, GAME_MAX_TCPTIMEOUT, GAME_DEFAULT_TCPTIMEOUT)

  GEN_INT("netwait", game.server.netwait,
          SSET_META, SSET_NETWORK, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Max seconds for network buffers to drain"),
          N_("The server will wait for up to the value of this "
             "parameter in seconds, for all client connection network "
             "buffers to unblock. Zero means the server will not "
             "wait at all."), NULL, NULL, NULL,
          GAME_MIN_NETWAIT, GAME_MAX_NETWAIT, GAME_DEFAULT_NETWAIT)

  GEN_INT("pingtime", game.server.pingtime,
          SSET_META, SSET_NETWORK, SSET_RARE, ALLOW_NONE, ALLOW_BASIC,
          N_("Seconds between PINGs"),
          N_("The server will poll the clients with a PING request "
             "each time this period elapses."), NULL, NULL, NULL,
          GAME_MIN_PINGTIME, GAME_MAX_PINGTIME, GAME_DEFAULT_PINGTIME)

  GEN_INT("pingtimeout", game.server.pingtimeout,
          SSET_META, SSET_NETWORK, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Time to cut a client"),
          N_("If a client doesn't reply to a PING in this time the "
             "client is disconnected."), NULL, NULL, NULL,
          GAME_MIN_PINGTIMEOUT, GAME_MAX_PINGTIMEOUT, GAME_DEFAULT_PINGTIMEOUT)

  GEN_BOOL("iphide", game.server.ip_hide,
           SSET_META, SSET_NETWORK, SSET_RARE,
           ALLOW_NONE, ALLOW_HACK,
           N_("Keep client IP hidden"),
           N_("Don't tell client IP address to other clients. Server operator "
              "can still see it. Also, changing this setting cannot do anything "
              "to the information already sent before."),
           NULL, NULL, GAME_DEFAULT_IPHIDE)

  GEN_BOOL("turnblock", game.server.turnblock,
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Turn-blocking game play mode"),
           N_("If this is turned on, the game turn is not advanced "
              "until all players have finished their turn, including "
              "disconnected players."),
           NULL, NULL, GAME_DEFAULT_TURNBLOCK)

  GEN_BOOL("fixedlength", game.server.fixedlength,
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
           ALLOW_NONE, ALLOW_BASIC,
           N_("Fixed-length turns play mode"),
           /* TRANS: \"Turn Done\" refers to the client button; it is also
            * translated separately, the translation should be the same. */
           N_("If this is turned on the game turn will not advance "
              "until the timeout has expired, even after all players "
              "have clicked on \"Turn Done\"."),
           NULL, NULL, FALSE)

  GEN_INT("top_cities", game.info.top_cities_count,
          SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Number of cities in Top Cities report"),
          N_("How many cities should the Top Cities report contain? "
             "If this is zero, Top Cities report is not available "
             "at all."), NULL, NULL, NULL,
          GAME_MIN_TOP_CITIES_COUNT, GAME_MAX_TOP_CITIES_COUNT,
          GAME_DEFAULT_TOP_CITIES_COUNT)

  GEN_STRING("demography", game.server.demography,
             SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
             ALLOW_NONE, ALLOW_BASIC,
             N_("What is in the Demographics report"),
             /* TRANS: The strings between double quotes should be
              * translated. */
             N_("This should be a string of characters, each of which "
                "specifies the inclusion of a line of information "
                "in the Demographics report.\n"
                "The characters and their meanings are:\n"
                "    N = include Population\n"
                "    P = include Production\n"
                "    A = include Land Area\n"
                "    L = include Literacy\n"
                "    R = include Research Speed\n"
                "    S = include Settled Area\n"
                "    E = include Economics\n"
                "    M = include Military Service\n"
                "    O = include Pollution\n"
                "    C = include Culture\n"
                "Additionally, the following characters control whether "
                "or not certain columns are displayed in the report:\n"
                "    q = display \"quantity\" column\n"
                "    r = display \"rank\" column\n"
                "    b = display \"best nation\" column\n"
                "The order of characters is not significant, but "
                "their capitalization is."),
             demography_callback, NULL, GAME_DEFAULT_DEMOGRAPHY)

  GEN_INT("saveturns", game.server.save_nturns,
          SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_HACK, ALLOW_HACK,
          N_("Turns per auto-save"),
          /* TRANS: The string between double quotes is also translated
           * separately (it must match!). The string between single
           * quotes is a setting name and shouldn't be translated. */
          N_("How many turns elapse between automatic game saves. This "
             "setting only has an effect when the 'autosaves' setting "
             "includes \"New turn\"."), NULL, NULL, NULL,
          GAME_MIN_SAVETURNS, GAME_MAX_SAVETURNS, GAME_DEFAULT_SAVETURNS)

  GEN_INT("savefrequency", game.server.save_frequency,
          SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_HACK, ALLOW_HACK,
          N_("Minutes per auto-save"),
          /* TRANS: The string between double quotes is also translated
           * separately (it must match!). The string between single
           * quotes is a setting name and shouldn't be translated. */
          N_("How many minutes elapse between automatic game saves. "
             "Unlike other save types, this save is only meant as backup "
             "for computer memory, and it always uses the same name, older "
             "saves are not kept. This setting only has an effect when the "
             "'autosaves' setting includes \"Timer\"."), NULL, NULL, NULL,
          GAME_MIN_SAVEFREQUENCY, GAME_MAX_SAVEFREQUENCY, GAME_DEFAULT_SAVEFREQUENCY)

  GEN_BITWISE("autosaves", game.server.autosaves,
              SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_HACK, ALLOW_HACK,
              N_("Which savegames are generated automatically"),
              /* TRANS: The strings between double quotes are also translated
               * separately (they must match!). The strings between single
               * quotes are setting names and shouldn't be translated. The
               * strings between parentheses and in uppercase must stay as
               * untranslated. */
              N_("This setting controls which autosave types get generated:\n"
                 "- \"New turn\" (TURN): Save when turn begins, once every "
                 "'saveturns' turns.\n"
                 "- \"Game over\" (GAMEOVER): Final save when game ends.\n"
                 "- \"No player connections\" (QUITIDLE): "
                 "Save before server restarts due to lack of players.\n"
                 "- \"Server interrupted\" (INTERRUPT): Save when server "
                 "quits due to interrupt.\n"
                 "- \"Timer\" (TIMER): Save every 'savefrequency' minutes."),
              autosaves_callback, NULL, autosaves_name, GAME_DEFAULT_AUTOSAVES)

  GEN_BOOL("threaded_save", game.server.threaded_save,
           SSET_META, SSET_INTERNAL, SSET_RARE, ALLOW_HACK, ALLOW_HACK,
           N_("Whether to do saving in separate thread"),
           /* TRANS: The string between single quotes is a setting name and
            * should not be translated. */
           N_("If this is turned in, compressing and saving the actual "
              "file containing the game situation takes place in "
              "the background while game otherwise continues. This way "
              "users are not required to wait for the save to finish."),
           NULL, NULL, GAME_DEFAULT_THREADED_SAVE)

  GEN_INT("compress", game.server.save_compress_level,
          SSET_META, SSET_INTERNAL, SSET_RARE, ALLOW_HACK, ALLOW_HACK,
          N_("Savegame compression level"),
          /* TRANS: 'compresstype' setting name should not be translated. */
          N_("If non-zero, saved games will be compressed depending on the "
             "'compresstype' setting. Larger values will give better "
             "compression but take longer."),
          NULL, NULL, NULL,
          GAME_MIN_COMPRESS_LEVEL, GAME_MAX_COMPRESS_LEVEL, GAME_DEFAULT_COMPRESS_LEVEL)

  GEN_ENUM("compresstype", game.server.save_compress_type,
           SSET_META, SSET_INTERNAL, SSET_RARE, ALLOW_HACK, ALLOW_HACK,
           N_("Savegame compression algorithm"),
           N_("Compression library to use for savegames."),
           NULL, NULL, NULL, compresstype_name, GAME_DEFAULT_COMPRESS_TYPE)

  GEN_STRING("savename", game.server.save_name,
             SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_HACK, ALLOW_HACK,
             N_("Definition of the save file name"),
             /* TRANS: %R, %S, %T and %Y must not be translated. The
              * strings (examples and setting names) between single quotes
              * neither. The strings between <> should be translated.
              * xgettext:no-c-format */
             N_("Within the string the following custom formats are "
                "allowed:\n"
                "  %R = <reason>\n"
                "  %S = <suffix>\n"
                "  %T = <turn-number>\n"
                "  %Y = <game-year>\n"
                "\n"
                "Example: 'freeciv-T%04T-Y%+05Y-%R' => "
                "'freeciv-T0100-Y00001-manual'\n"
                "\n"
                "Be careful to use at least one of %T and %Y, else newer "
                "savegames will overwrite old ones. If none of the formats "
                "is used '-T%04T-Y%05Y-%R' is appended to the value of "
                "'savename'."),
             savename_validate, NULL, GAME_DEFAULT_SAVE_NAME)

  GEN_BOOL("scorelog", game.server.scorelog,
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
#ifdef FREECIV_WEB
           ALLOW_NONE, ALLOW_CTRL,
#else /* FREECIV_WEB */
           ALLOW_HACK, ALLOW_HACK,
#endif /* FREECIV_WEB */
           N_("Whether to log player statistics"),
           /* TRANS: The string between single quotes is a setting name and
            * should not be translated. */
           N_("If this is turned on, player statistics are appended to "
              "the file defined by the option 'scorefile' every turn. "
              "These statistics can be used to create power graphs after "
              "the game."), NULL, scorelog_action, GAME_DEFAULT_SCORELOG)

  GEN_ENUM("scoreloglevel", game.server.scoreloglevel,
           SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
           ALLOW_HACK, ALLOW_HACK,
           N_("Scorelog level"),
           N_("Whether scores are logged for all players including AIs, "
              "or only for human players."), NULL, NULL, NULL,
           scoreloglevel_name, GAME_DEFAULT_SCORELOGLEVEL)

#ifndef FREECIV_WEB
  GEN_STRING("scorefile", game.server.scorefile,
             SSET_META, SSET_INTERNAL, SSET_SITUATIONAL,
             ALLOW_HACK, ALLOW_HACK,
             N_("Name for the score log file"),
             /* TRANS: Don't translate the string in single quotes. */
             N_("The default name for the score log file is "
              "'freeciv-score.log'."),
             scorefile_validate, NULL, GAME_DEFAULT_SCOREFILE)
#endif /* !FREECIV_WEB */

  GEN_INT("maxconnectionsperhost", game.server.maxconnectionsperhost,
          SSET_RULES_FLEXIBLE, SSET_NETWORK, SSET_RARE,
          ALLOW_NONE, ALLOW_BASIC,
          N_("Maximum number of connections to the server per host"),
          N_("New connections from a given host will be rejected if "
             "the total number of connections from the very same host "
             "equals or exceeds this value. A value of 0 means that "
             "there is no limit, at least up to the maximum number of "
             "connections supported by the server."), NULL, NULL, NULL,
          GAME_MIN_MAXCONNECTIONSPERHOST, GAME_MAX_MAXCONNECTIONSPERHOST,
          GAME_DEFAULT_MAXCONNECTIONSPERHOST)

  GEN_INT("kicktime", game.server.kick_time,
          SSET_RULES_FLEXIBLE, SSET_NETWORK, SSET_RARE,
          ALLOW_HACK, ALLOW_HACK,
          N_("Time before a kicked user can reconnect"),
          /* TRANS: the string in double quotes is a server command name and
           * should not be translated */
          N_("Gives the time in seconds before a user kicked using the "
             "\"kick\" command may reconnect. Changing this setting will "
             "affect users kicked in the past."), NULL, NULL, NULL,
          GAME_MIN_KICK_TIME, GAME_MAX_KICK_TIME, GAME_DEFAULT_KICK_TIME)

  GEN_INT("luatimeout", game.lua_timeout,
          SSET_RULES_FLEXIBLE, SSET_INTERNAL, SSET_RARE, ALLOW_HACK, ALLOW_HACK,
          N_("Lua timeout"),
          N_("Time in seconds that a single lua script can run before it gets "
             "forcibly terminated."), NULL, NULL, NULL,
          GAME_MIN_LUA_TIMEOUT, GAME_MAX_LUA_TIMEOUT, GAME_DEFAULT_LUA_TIMEOUT)

  GEN_STRING_NRS("metamessage", game.server.meta_info.user_message,
                 SSET_META, SSET_INTERNAL, SSET_RARE, ALLOW_CTRL, ALLOW_CTRL,
                 N_("Metaserver info line"),
                 N_("User defined metaserver info line. For most of the time "
                    "a user defined metamessage will be used instead of an "
                    "automatically generated message. "
                    "Set to empty (\"\", not \"empty\") to always use an "
                    "automatically generated meta server message."),
                 NULL, metamessage_action, GAME_DEFAULT_USER_META_MESSAGE)

  GEN_ENUM("ailevel", game.info.skill_level,
           SSET_META, SSET_INTERNAL, SSET_VITAL, ALLOW_NONE, ALLOW_CTRL,
           N_("Level of new AIs"),
           N_("Difficulty level of any AI players to be created now on. "
              "Changing value of this setting does not affect "
              "existing players."), NULL, NULL, NULL,
           ailevel_name, GAME_DEFAULT_SKILL_LEVEL)

  GEN_STRING_NRS("aitype", game.server.default_ai_type_name,
                 SSET_META, SSET_INTERNAL, SSET_RARE, ALLOW_HACK, ALLOW_HACK,
                 N_("Default AI type"),
                 N_("Name of the default AI type. New AI players will be "
                    "created with that type by default. Changing this "
                    "setting does not affect existing AI players."),
                 aitype_callback, aitype_action, AI_MOD_DEFAULT)
};

#undef GEN_BOOL
#undef GEN_INT
#undef GEN_STRING
#undef GEN_ENUM
#undef GEN_BITWISE

/* The number of settings, not including the END. */
static const int SETTINGS_NUM = ARRAY_SIZE(settings);

/************************************************************************//**
  Returns the setting to the given id.
****************************************************************************/
struct setting *setting_by_number(int id)
{
  return (0 <= id && id < SETTINGS_NUM ? settings + id : NULL);
}

/************************************************************************//**
  Returns the setting to the given name.
****************************************************************************/
struct setting *setting_by_name(const char *name)
{
  fc_assert_ret_val(name, NULL);

  settings_iterate(SSET_ALL, pset) {
    if (0 == strcmp(name, pset->name)) {
      return pset;
    }
  } settings_iterate_end;
  return NULL;
}

/************************************************************************//**
  Returns the id to the given setting.
****************************************************************************/
int setting_number(const struct setting *pset)
{
  fc_assert_ret_val(pset != NULL, -1);
  return pset - settings;
}

/************************************************************************//**
  Access function for the setting name.
****************************************************************************/
const char *setting_name(const struct setting *pset)
{
  return pset->name;
}

/************************************************************************//**
  Access function for the short help (not translated yet) of the setting.
****************************************************************************/
const char *setting_short_help(const struct setting *pset)
{
  return pset->short_help;
}

/************************************************************************//**
  Access function for the long (extra) help of the setting.
  If 'constant' is TRUE, static, not-yet-translated string is always returned.
****************************************************************************/
const char *setting_extra_help(const struct setting *pset, bool constant)
{
  if (!constant && pset->help_func != NULL) {
    return pset->help_func(pset);
  }

  return _(pset->extra_help);
}

/************************************************************************//**
  Access function for the setting type.
****************************************************************************/
enum sset_type setting_type(const struct setting *pset)
{
  return pset->stype;
}

/************************************************************************//**
  Access function for the setting level (used by the /show command).
****************************************************************************/
enum sset_level setting_level(const struct setting *pset)
{
  return pset->slevel;
}

/************************************************************************//**
  Access function for the setting category.
****************************************************************************/
enum sset_category setting_category(const struct setting *pset)
{
  return pset->scategory;
}

/************************************************************************//**
  Returns whether the specified server setting (option) can currently
  be changed without breaking data consistency (map dimension options
  can't change when map has already been created with certain dimensions)
****************************************************************************/
static bool setting_is_free_to_change(const struct setting *pset,
                                      char *reject_msg,
                                      size_t reject_msg_len)
{
  switch (pset->sclass) {
  case SSET_MAP_SIZE:
  case SSET_MAP_GEN:
    /* Only change map options if we don't yet have a map: */
    if (map_is_empty()) {
      return TRUE;
    }

    settings_snprintf(reject_msg, reject_msg_len,
                      _("The setting '%s' can't be modified after the map "
                        "is fixed."), setting_name(pset));
    return FALSE;

  case SSET_RULES_SCENARIO:
    /* Like SSET_RULES except that it can be changed before the game starts
     * for heavy scenarios. A heavy scenario comes with players. It can
     * include cities, units, diplomatic relations and other complex
     * state. Make sure that changing a setting can't make the state of a
     * heavy scenario illegal if you want to change it from SSET_RULES to
     * SSET_RULES_SCENARIO. */

    if (game.scenario.is_scenario && game.scenario.players
        && server_state() == S_S_INITIAL) {
      /* Special case detected. */
      return TRUE;
    }

    /* The special case didn't make it legal to change the setting. Don't
     * give up. It could still be legal. Fall through so the non special
     * cases are checked too. */
    fc__fallthrough;

  case SSET_MAP_ADD:
  case SSET_PLAYERS:
  case SSET_GAME_INIT:
  case SSET_RULES:
    /* Only change start params and most rules if we don't yet have a map,
     * or if we do have a map but its a scenario one (ie, the game has
     * never actually been started).
     */
    if (map_is_empty() || game.info.is_new_game) {
      return TRUE;
    }

    settings_snprintf(reject_msg, reject_msg_len,
                      _("The setting '%s' can't be modified after the game "
                        "has started."), setting_name(pset));
    return FALSE;

  case SSET_PLAYERS_CHANGEABLE:
  case SSET_RULES_FLEXIBLE:
  case SSET_META:
    /* These can always be changed: */
    return TRUE;
  }

  log_error("Wrong class variant for setting %s (%d): %d.",
            setting_name(pset), setting_number(pset), pset->sclass);
  settings_snprintf(reject_msg, reject_msg_len, _("Internal error."));

  return FALSE;
}

/************************************************************************//**
  Returns whether the specified server setting (option) can currently
  be changed by the caller. If it returns FALSE, the reason of the failure
  is available by the function setting_error().
****************************************************************************/
bool setting_is_changeable(const struct setting *pset,
                           struct connection *caller, char *reject_msg,
                           size_t reject_msg_len)
{
  if (caller
      && (caller->access_level < pset->access_level_write)) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("You are not allowed to change the setting '%s'."),
                      setting_name(pset));
    return FALSE;
  }

  switch (pset->lock) {
  case SLOCK_NONE:
    break;
  case SLOCK_RULESET:
    /* Setting is locked by the ruleset */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("The setting '%s' is locked by the ruleset."),
                      setting_name(pset));
    return FALSE;
  case SLOCK_ADMIN:
    /* Setting is locked by admin */
    settings_snprintf(reject_msg, reject_msg_len,
                      _("The setting '%s' is locked by admin."),
                      setting_name(pset));
    return FALSE;
  }

  return setting_is_free_to_change(pset, reject_msg, reject_msg_len);
}

/************************************************************************//**
  Returns whether the specified server setting (option) can be seen by a
  caller with the specified access level.
****************************************************************************/
bool setting_is_visible_at_level(const struct setting *pset,
                                 enum cmdlevel plevel)
{
  return (plevel >= pset->access_level_read);
}

/************************************************************************//**
  Returns whether the specified server setting (option) can be seen by the
  caller.
****************************************************************************/
bool setting_is_visible(const struct setting *pset,
                        struct connection *caller)
{
  return (!caller
          || setting_is_visible_at_level(pset, caller->access_level));
}

/************************************************************************//**
  Convert the string prefix to an integer representation.
  NB: This function is used for SST_ENUM *and* SST_BITWISE.

  FIXME: this mostly duplicate match_prefix_full().
****************************************************************************/
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)
{
  const struct sset_val_name *name;
  size_t len = strlen(prefix);
  size_t num_matches;
  int i;

  *pnum_matches = 0;

  if (0 == len) {
    return M_PRE_EMPTY;
  }

  for (i = 0, num_matches = 0; (name = name_fn(i)); i++) {
    if (0 == fc_strncasecmp(name->support, prefix, len)) {
      if (strlen(name->support) == len) {
        *ind_result = i;
        return M_PRE_EXACT;
      }
      if (num_matches < max_matches) {
        matches[num_matches] = name->support;
        (*pnum_matches)++;
      }
      if (0 == num_matches++) {
        *ind_result = i;
      }
    }
  }

  if (1 == num_matches) {
    return M_PRE_ONLY;
  } else if (1 < num_matches) {
    return M_PRE_AMBIGUOUS;
  } else {
    return M_PRE_FAIL;
  }
}

/************************************************************************//**
  Convert the string prefix to an integer representation.
  NB: This function is used for SST_ENUM *and* SST_BITWISE.
****************************************************************************/
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 *matches[16];
  size_t num_matches;

  switch (setting_match_prefix_base(name_fn, prefix, pvalue, matches,
                                    ARRAY_SIZE(matches), &num_matches)) {
  case M_PRE_EXACT:
  case M_PRE_ONLY:
    return TRUE;        /* Ok. */
  case M_PRE_AMBIGUOUS:
    {
      struct astring astr = ASTRING_INIT;

      fc_assert(2 <= num_matches);
      settings_snprintf(reject_msg, reject_msg_len,
                        _("\"%s\" prefix is ambiguous. Candidates are: %s."),
                        prefix,
                        astr_build_and_list(&astr, matches, num_matches));
      astr_free(&astr);
    }
    return FALSE;
  case M_PRE_EMPTY:
    settings_snprintf(reject_msg, reject_msg_len, _("Missing value."));
    return FALSE;
  case M_PRE_LONG:
  case M_PRE_FAIL:
  case M_PRE_LAST:
    break;
  }

  settings_snprintf(reject_msg, reject_msg_len,
                    _("No match for \"%s\"."), prefix);
  return FALSE;
}

/************************************************************************//**
  Compute the string representation of the value for this boolean setting.
****************************************************************************/
static const char *setting_bool_to_str(const struct setting *pset,
                                       bool value, bool pretty,
                                       char *buf, size_t buf_len)
{
  const struct sset_val_name *name = pset->boolean.name(value);

  if (pretty) {
    fc_snprintf(buf, buf_len, "%s", Q_(name->pretty));
  } else {
    fc_strlcpy(buf, name->support, buf_len);
  }
  return buf;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available in the optional parameter
  'reject_msg'.

  FIXME: also check the access level of pconn.
****************************************************************************/
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)
{
  char buf[256];

  if (SST_BOOL != pset->stype) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("This setting is not a boolean."));
    return FALSE;
  }

  sz_strlcpy(buf, val);
  remove_leading_trailing_spaces(buf);

  return (setting_match_prefix(pset->boolean.name, buf, pint_val,
                               reject_msg, reject_msg_len)
          && (NULL == pset->boolean.validate
              || pset->boolean.validate(0 != *pint_val, caller, reject_msg,
                                        reject_msg_len)));
}

/************************************************************************//**
  Set the setting to 'val'. Returns TRUE on success. If it's not,
  the reason of the failure is available in the optional parameter
  'reject_msg'.
****************************************************************************/
bool setting_bool_set(struct setting *pset, const char *val,
                      struct connection *caller, char *reject_msg,
                      size_t reject_msg_len)
{
  int int_val;

  if (!setting_is_changeable(pset, caller, reject_msg, reject_msg_len)
      || !setting_bool_validate_base(pset, val, &int_val, caller,
                                     reject_msg, reject_msg_len)) {
    return FALSE;
  }

  *pset->boolean.pvalue = (0 != int_val);
  return TRUE;
}

/************************************************************************//**
  Get value of boolean setting
****************************************************************************/
bool setting_bool_get(struct setting *pset)
{
  fc_assert(setting_type(pset) == SST_BOOL);

  return *pset->boolean.pvalue;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available in the optional parameter
  'reject_msg'.
****************************************************************************/
bool setting_bool_validate(const struct setting *pset, const char *val,
                           struct connection *caller, char *reject_msg,
                           size_t reject_msg_len)
{
  int int_val;

  return setting_bool_validate_base(pset, val, &int_val, caller,
                                    reject_msg, reject_msg_len);
}

/************************************************************************//**
  Convert the integer to the long support string representation of a boolean
  setting. This function must match the secfile_enum_name_data_fn_t type.
****************************************************************************/
static const char *setting_bool_secfile_str(secfile_data_t data, int val)
{
  const struct sset_val_name *name =
      ((const struct setting *) data)->boolean.name(val);

  return (NULL != name ? name->support : NULL);
}

/************************************************************************//**
  Compute the string representation of the value for this integer setting.
****************************************************************************/
static const char *setting_int_to_str(const struct setting *pset,
                                      int value, bool pretty,
                                      char *buf, size_t buf_len)
{
  fc_snprintf(buf, buf_len, "%d", value);
  return buf;
}

/************************************************************************//**
  Returns the minimal integer value for this setting.
****************************************************************************/
int setting_int_min(const struct setting *pset)
{
  fc_assert_ret_val(pset->stype == SST_INT, 0);
  return pset->integer.min_value;
}

/************************************************************************//**
  Returns the maximal integer value for this setting.
****************************************************************************/
int setting_int_max(const struct setting *pset)
{
  fc_assert_ret_val(pset->stype == SST_INT, 0);
  return pset->integer.max_value;
}

/************************************************************************//**
  Set the setting to 'val'. Returns TRUE on success. If it fails, the
  reason of the failure is available by the function setting_error().
****************************************************************************/
bool setting_int_set(struct setting *pset, int val,
                     struct connection *caller, char *reject_msg,
                     size_t reject_msg_len)
{
  if (!setting_is_changeable(pset, caller, reject_msg, reject_msg_len)
      || !setting_int_validate(pset, val, caller, reject_msg,
                               reject_msg_len)) {
    return FALSE;
  }

  *pset->integer.pvalue = val;
  return TRUE;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available by the function setting_error().

  FIXME: also check the access level of pconn.
****************************************************************************/
bool setting_int_validate(const struct setting *pset, int val,
                          struct connection *caller, char *reject_msg,
                          size_t reject_msg_len)
{
  if (SST_INT != pset->stype) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("This setting is not an integer."));
    return FALSE;
  }

  if (val < pset->integer.min_value || val > pset->integer.max_value) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("Value out of range: %d (min: %d; max: %d)."),
                      val, pset->integer.min_value, pset->integer.max_value);
    return FALSE;
  }

  return (!pset->integer.validate
          || pset->integer.validate(val, caller, reject_msg,
                                    reject_msg_len));
}

/************************************************************************//**
  Get value of integer setting
****************************************************************************/
int setting_int_get(struct setting *pset)
{
  fc_assert(setting_type(pset) == SST_INT);

  return *pset->integer.pvalue;
}

/************************************************************************//**
  Compute the string representation of the value for this string setting.
****************************************************************************/
static const char *setting_str_to_str(const struct setting *pset,
                                      const char *value, bool pretty,
                                      char *buf, size_t buf_len)
{
  if (pretty) {
    fc_snprintf(buf, buf_len, "\"%s\"", value);
  } else {
    fc_strlcpy(buf, value, buf_len);
  }
  return buf;
}

/************************************************************************//**
  Set the setting to 'val'. Returns TRUE on success. If it fails, the
  reason of the failure is available by the function setting_error().
****************************************************************************/
bool setting_str_set(struct setting *pset, const char *val,
                     struct connection *caller, char *reject_msg,
                     size_t reject_msg_len)
{
  if (!setting_is_changeable(pset, caller, reject_msg, reject_msg_len)
      || !setting_str_validate(pset, val, caller, reject_msg,
                               reject_msg_len)) {
    return FALSE;
  }

  fc_strlcpy(pset->string.value, val, pset->string.value_size);
  return TRUE;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available by the function setting_error().

  FIXME: also check the access level of pconn.
****************************************************************************/
bool setting_str_validate(const struct setting *pset, const char *val,
                          struct connection *caller, char *reject_msg,
                          size_t reject_msg_len)
{
  if (SST_STRING != pset->stype) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("This setting is not a string."));
    return FALSE;
  }

  if (strlen(val) >= pset->string.value_size) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("String value too long (max length: %lu)."),
                      (unsigned long) pset->string.value_size);
    return FALSE;
  }

  return (!pset->string.validate
          || pset->string.validate(val, caller, reject_msg,
                                   reject_msg_len));
}

/************************************************************************//**
  Get value of string setting
****************************************************************************/
char *setting_str_get(struct setting *pset)
{
  fc_assert(setting_type(pset) == SST_STRING);

  return pset->string.value;
}             

/************************************************************************//**
  Convert the integer to the long support string representation of an
  enumerator. This function must match the secfile_enum_name_data_fn_t type.
****************************************************************************/
const char *setting_enum_secfile_str(secfile_data_t data, int val)
{
  struct sf_cb_data *info = (struct sf_cb_data *)data;
  const struct sset_val_name *name;

  name = info->set->enumerator.name(val);

  if (info->compat && name != NULL) {
    const char *ret = setcompat_current_val_from_previous(info->set,
                                                          name->support);

    if (ret != NULL) {
      return ret;
    }
  }

  return (NULL != name ? name->support : NULL);
}

/************************************************************************//**
  Convert the integer to the string representation of an enumerator.
  Return NULL if 'val' is not a valid enumerator.
****************************************************************************/
const char *setting_enum_val(const struct setting *pset, int val, bool pretty)
{
  const struct sset_val_name *name;

  fc_assert_ret_val(SST_ENUM == pset->stype, NULL);
  name = pset->enumerator.name(val);
  if (NULL == name) {
    return NULL;
  } else if (pretty) {
    return _(name->pretty);
  } else {
    return name->support;
  }
}

/************************************************************************//**
  Compute the string representation of the value for this enumerator
  setting.
****************************************************************************/
static const char *setting_enum_to_str(const struct setting *pset,
                                       int value, bool pretty,
                                       char *buf, size_t buf_len)
{
  const struct sset_val_name *name = pset->enumerator.name(value);

  if (pretty) {
    fc_snprintf(buf, buf_len, "\"%s\" (%s)",
                Q_(name->pretty), name->support);
  } else {
    fc_strlcpy(buf, name->support, buf_len);
  }
  return buf;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available in the optional parameter
  'reject_msg'.

  FIXME: also check the access level of pconn.
****************************************************************************/
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)
{
  char buf[256];

  if (SST_ENUM != pset->stype) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("This setting is not an enumerator."));
    return FALSE;
  }

  sz_strlcpy(buf, val);
  remove_leading_trailing_spaces(buf);

  return (setting_match_prefix(pset->enumerator.name, buf, pint_val,
                               reject_msg, reject_msg_len)
          && (NULL == pset->enumerator.validate
              || pset->enumerator.validate(*pint_val, caller, reject_msg,
                                           reject_msg_len)));
}

/************************************************************************//**
  Helper function to write value to enumerator setting 
****************************************************************************/
static bool set_enum_value(struct setting *pset, int val)
{
  switch (pset->enumerator.store_size) {
   case sizeof(int):
     {
       int *to_int = pset->enumerator.pvalue;

       *to_int = val;
     }
     break;
   case sizeof(char):
     {
       char *to_char = pset->enumerator.pvalue;

       *to_char = (char) val;
     }
     break;
   case sizeof(short):
     {
       short *to_short = pset->enumerator.pvalue;

       *to_short = (short) val;
     }
     break;
   default:
     return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Helper function to read value from enumerator setting 
****************************************************************************/
int read_enum_value(const struct setting *pset)
{
  int val;

  switch (pset->enumerator.store_size) {
   case sizeof(int):
     val = *((int *)pset->enumerator.pvalue);
     break;
   case sizeof(char):
     val = *((char *)pset->enumerator.pvalue);
     break;
   case sizeof(short):
     val = *((short *)pset->enumerator.pvalue);
     break;
   default:
     log_error("Illegal enum store size %d, can't read value", pset->enumerator.store_size);
     return 0;
  }

  return val;
}

/************************************************************************//**
  Set the setting to 'val'. Returns TRUE on success. If it fails, the
  reason of the failure is available in the optional parameter
  'reject_msg'.
****************************************************************************/
bool setting_enum_set(struct setting *pset, const char *val,
                      struct connection *caller, char *reject_msg,
                      size_t reject_msg_len)
{
  int int_val;

  if (!setting_is_changeable(pset, caller, reject_msg, reject_msg_len)) {
    return FALSE;
  }

  if (!setting_enum_validate_base(pset, val, &int_val, caller,
                                  reject_msg, reject_msg_len)) {
    return FALSE;
  }

  if (!set_enum_value(pset, int_val)) {
    log_error("Illegal enumerator value size %d for %s",
              pset->enumerator.store_size, val);
    return FALSE;
  }

  return TRUE;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available in the optional parameter
  'reject_msg'.
****************************************************************************/
bool setting_enum_validate(const struct setting *pset, const char *val,
                           struct connection *caller, char *reject_msg,
                           size_t reject_msg_len)
{
  int int_val;

  return setting_enum_validate_base(pset, val, &int_val, caller,
                                    reject_msg, reject_msg_len);
}

/************************************************************************//**
  Convert the integer to the long support string representation of an
  enumerator. This function must match the secfile_enum_name_data_fn_t type.
****************************************************************************/
const char *setting_bitwise_secfile_str(secfile_data_t data, int bit)
{
  struct sf_cb_data *info = (struct sf_cb_data *)data;
  const struct sset_val_name *name = info->set->bitwise.name(bit);

  if (info->compat && name == NULL) {
    if (!fc_strcasecmp("topology", setting_name(info->set))) {
      if ((1 << bit) == TF_OLD_WRAPX) {
        return "WrapX";
      }
      if ((1 << bit) == TF_OLD_WRAPY) {
        return "WrapY";
      }
    }
  }

  return (NULL != name ? name->support : NULL);
}

/************************************************************************//**
  Convert the bit number to its string representation.
  Return NULL if 'bit' is not a valid bit.
****************************************************************************/
const char *setting_bitwise_bit(const struct setting *pset,
                                int bit, bool pretty)
{
  const struct sset_val_name *name;

  fc_assert_ret_val(SST_BITWISE == pset->stype, NULL);
  name = pset->bitwise.name(bit);
  if (NULL == name) {
    return NULL;
  } else if (pretty) {
    return _(name->pretty);
  } else {
    return name->support;
  }
}

/************************************************************************//**
  Compute the string representation of the value for this bitwise setting.
****************************************************************************/
static const char *setting_bitwise_to_str(const struct setting *pset,
                                          unsigned value, bool pretty,
                                          char *buf, size_t buf_len)
{
  const struct sset_val_name *name;
  char *old_buf = buf;
  int bit;

  if (pretty) {
    char buf2[256];
    struct astring astr = ASTRING_INIT;
    struct strvec *vec = strvec_new();
    size_t len;

    for (bit = 0; (name = pset->bitwise.name(bit)); bit++) {
      if ((1 << bit) & value) {
        /* TRANS: only emphasizing a string. */
        fc_snprintf(buf2, sizeof(buf2), _("\"%s\""), Q_(name->pretty));
        strvec_append(vec, buf2);
      }
    }

    if (0 == strvec_size(vec)) {
      /* No value. */
      fc_assert(0 == value);
      /* TRANS: Bitwise setting has no bits set. */
      fc_strlcpy(buf, _("empty value"), buf_len);
      strvec_destroy(vec);
      return buf;
    }

    strvec_to_and_list(vec, &astr);
    strvec_destroy(vec);
    fc_strlcpy(buf, astr_str(&astr), buf_len);
    astr_free(&astr);
    fc_strlcat(buf, " (", buf_len);
    len = strlen(buf);
    buf += len;
    buf_len -= len;
  }

  /* Long support part. */
  buf[0] = '\0';
  for (bit = 0; (name = pset->bitwise.name(bit)); bit++) {
    if ((1 << bit) & value) {
      if ('\0' != buf[0]) {
        fc_strlcat(buf, "|", buf_len);
      }
      fc_strlcat(buf, name->support, buf_len);
    }
  }

  if (pretty) {
    fc_strlcat(buf, ")", buf_len);
  }
  return old_buf;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available in the optional parameter
  'reject_msg'.

  FIXME: also check the access level of pconn.
****************************************************************************/
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)
{
  char buf[256];
  const char *p;
  int bit;

  if (SST_BITWISE != pset->stype) {
    settings_snprintf(reject_msg, reject_msg_len,
                      _("This setting is not a bitwise."));
    return FALSE;
  }

  *pint_val = 0;

  /* Value names are separated by '|'. */
  do {
    p = strchr(val, '|');
    if (NULL != p) {
      p++;
      fc_strlcpy(buf, val, MIN(p - val, sizeof(buf)));
    } else {
      /* Last segment, full copy. */
      sz_strlcpy(buf, val);
    }
    remove_leading_trailing_spaces(buf);
    if (NULL == p && '\0' == buf[0] && 0 == *pint_val) {
      /* Empty string = value 0. */
      break;
    } else if (!setting_match_prefix(pset->bitwise.name, buf, &bit,
                                     reject_msg, reject_msg_len)) {
      return FALSE;
    }
    *pint_val |= 1 << bit;
    val = p;
  } while (NULL != p);

  return (NULL == pset->bitwise.validate
          || pset->bitwise.validate(*pint_val, caller,
                                    reject_msg, reject_msg_len));
}

/************************************************************************//**
  Set the setting to 'val'. Returns TRUE on success. If it fails, the
  reason of the failure is available in the optional parameter
  'reject_msg'.
****************************************************************************/
bool setting_bitwise_set(struct setting *pset, const char *val,
                         struct connection *caller, char *reject_msg,
                         size_t reject_msg_len)
{
  unsigned int_val;

  if (!setting_is_changeable(pset, caller, reject_msg, reject_msg_len)
      || !setting_bitwise_validate_base(pset, val, &int_val, caller,
                                        reject_msg, reject_msg_len)) {
    return FALSE;
  }

  *pset->bitwise.pvalue = int_val;
  return TRUE;
}

/************************************************************************//**
  Returns TRUE if 'val' is a valid value for this setting. If it's not,
  the reason of the failure is available in the optional parameter
  'reject_msg'.
****************************************************************************/
bool setting_bitwise_validate(const struct setting *pset, const char *val,
                              struct connection *caller, char *reject_msg,
                              size_t reject_msg_len)
{
  unsigned int_val;

  return setting_bitwise_validate_base(pset, val, &int_val, caller,
                                       reject_msg, reject_msg_len);
}

/************************************************************************//**
  Get value of bitwise setting
****************************************************************************/
int setting_bitwise_get(struct setting *pset)
{
  fc_assert(setting_type(pset) == SST_BITWISE);

  return *pset->bitwise.pvalue;
}

/************************************************************************//**
  Compute the name of the current value of the setting.
****************************************************************************/
const char *setting_value_name(const struct setting *pset, bool pretty,
                               char *buf, size_t buf_len)
{
  fc_assert_ret_val(NULL != pset, NULL);
  fc_assert_ret_val(NULL != buf, NULL);
  fc_assert_ret_val(0 < buf_len, NULL);

  switch (pset->stype) {
  case SST_BOOL:
    return setting_bool_to_str(pset, *pset->boolean.pvalue,
                               pretty, buf, buf_len);
  case SST_INT:
    return setting_int_to_str(pset, *pset->integer.pvalue,
                              pretty, buf, buf_len);
  case SST_STRING:
    return setting_str_to_str(pset, pset->string.value,
                              pretty, buf, buf_len);
  case SST_ENUM:
    return setting_enum_to_str(pset, read_enum_value(pset),
                               pretty, buf, buf_len);
  case SST_BITWISE:
    return setting_bitwise_to_str(pset, *pset->bitwise.pvalue,
                                  pretty, buf, buf_len);
  case SST_COUNT:
    /* Error logged below. */
    break;
  }

  log_error("%s(): Setting \"%s\" (nb %d) not handled in switch statement.",
            __FUNCTION__, setting_name(pset), setting_number(pset));
  return NULL;
}

/************************************************************************//**
  Compute the name of the default value of the setting.
****************************************************************************/
const char *setting_default_name(const struct setting *pset, bool pretty,
                                 char *buf, size_t buf_len)
{
  fc_assert_ret_val(NULL != pset, NULL);
  fc_assert_ret_val(NULL != buf, NULL);
  fc_assert_ret_val(0 < buf_len, NULL);

  switch (pset->stype) {
  case SST_BOOL:
    return setting_bool_to_str(pset, pset->boolean.default_value,
                               pretty, buf, buf_len);
  case SST_INT:
    return setting_int_to_str(pset, pset->integer.default_value,
                              pretty, buf, buf_len);
  case SST_STRING:
    return setting_str_to_str(pset, pset->string.default_value,
                              pretty, buf, buf_len);
  case SST_ENUM:
    return setting_enum_to_str(pset, pset->enumerator.default_value,
                               pretty, buf, buf_len);
  case SST_BITWISE:
    return setting_bitwise_to_str(pset, pset->bitwise.default_value,
                                  pretty, buf, buf_len);
  case SST_COUNT:
    /* Error logged below. */
    break;
  }

  log_error("%s(): Setting \"%s\" (nb %d) not handled in switch statement.",
            __FUNCTION__, setting_name(pset), setting_number(pset));
  return NULL;
}

/************************************************************************//**
  Update the setting to the default value
****************************************************************************/
void setting_set_to_default(struct setting *pset)
{
  switch (pset->stype) {
  case SST_BOOL:
    (*pset->boolean.pvalue) = pset->boolean.default_value;
    break;
  case SST_INT:
    (*pset->integer.pvalue) = pset->integer.default_value;
    break;
  case SST_STRING:
    fc_strlcpy(pset->string.value, pset->string.default_value,
               pset->string.value_size);
    break;
  case SST_ENUM:
    set_enum_value(pset, pset->enumerator.default_value);
    break;
  case SST_BITWISE:
    (*pset->bitwise.pvalue) = pset->bitwise.default_value;
    break;
  case SST_COUNT:
    fc_assert(pset->stype != SST_COUNT);
    break;
  }

  pset->setdef = SETDEF_INTERNAL;
}

/************************************************************************//**
  Execute the action callback if needed.
****************************************************************************/
void setting_action(const struct setting *pset)
{
  if (pset->action != NULL) {
    pset->action(pset);
  }
}

/************************************************************************//**
  Load game settings from ruleset file 'game.ruleset'.
****************************************************************************/
bool settings_ruleset(struct section_file *file, const char *section,
                      bool act, bool compat)
{
  const char *name;
  int j;

  /* Unlock all settings. */
  settings_iterate(SSET_ALL, pset) {
    setting_ruleset_lock_clear(pset);
    if (pset->ruleset_settable && !setting_locked(pset)) {
      setting_set_to_default(pset);
    }
  } settings_iterate_end;

  /* Settings */
  if (NULL == secfile_section_by_name(file, section)) {
    /* No settings in ruleset file */
    log_verbose("no [%s] section for game settings in %s", section,
                secfile_name(file));
  } else {
    bool rscompat_special_handling = FALSE;

    for (j = 0; (name = secfile_lookup_str_default(file, NULL, "%s.set%d.name",
                                                   section, j)); j++) {
      char path[256];

      if (compat && rscompat_setting_needs_special_handling(name)) {
        /* Skip this setting for now; handle it later */
        rscompat_special_handling = TRUE;
        continue;
      }

      fc_snprintf(path, sizeof(path), "%s.set%d", section, j);

      if (compat) {
        name = setcompat_current_name_from_previous(name);
      }

      if (!setting_ruleset_one(file, name, path, compat)) {
        log_error("unknown unsettable setting in '%s': %s",
                  secfile_name(file), name);
      }
    }

    if (compat && rscompat_special_handling) {
      rscompat_settings_do_special_handling(file, section,
          setting_ruleset_setdef);
    }
  }

  /* Execute all setting actions to consider actions due to the 
   * default values. */
  if (act) {
    settings_iterate(SSET_ALL, pset) {
      if (pset->ruleset_settable) {
        setting_action(pset);
      }
    } settings_iterate_end;
  }

  autolock_settings();

  /* send game settings */
  send_server_settings(NULL);

  return TRUE;
}

/***********************************************************************//**
  Mark a setting as having been set by the ruleset.
***************************************************************************/
static inline void setting_ruleset_setdef(struct setting *pset)
{
  pset->setdef = SETDEF_RULESET;
}

/************************************************************************//**
  Set one setting from the game.ruleset file.
****************************************************************************/
static bool setting_ruleset_one(struct section_file *file,
                                const char *name, const char *path,
                                bool compat)
{
  struct setting *pset = NULL;
  char reject_msg[256], buf[256];
  bool lock;
  struct sf_cb_data info = { pset, compat };

  settings_iterate(SSET_ALL, pset_check) {
    if (0 == fc_strcasecmp(setting_name(pset_check), name)) {
      pset = pset_check;
      break;
    }
  } settings_iterate_end;

  if (pset == NULL || !pset->ruleset_settable) {
    /* No setting found or it's not settable by ruleset */
    return FALSE;
  }

  if (!setting_locked(pset)) {
    info.set = pset;
    info.compat = compat;

    switch (pset->stype) {
    case SST_BOOL:
    {
      int ival;
      bool val;

      /* Allow string with same boolean representation as accepted on
       * server command line */
      if (secfile_lookup_enum_data(file, &ival, FALSE,
                                   setting_bool_secfile_str, pset,
                                   "%s.value", path)) {
        val = (ival != 0);
      } else if (!secfile_lookup_bool(file, &val, "%s.value", path)) {
        log_error("Can't read value for setting '%s': %s", name,
                  secfile_error());
        break;
      }
      if (val != *pset->boolean.pvalue) {
        if (NULL == pset->boolean.validate
            || pset->boolean.validate(val, NULL, reject_msg,
                                      sizeof(reject_msg))) {
          *pset->boolean.pvalue = val;
          log_normal(_("Ruleset: '%s' has been set to %s."),
                     setting_name(pset),
                     setting_value_name(pset, TRUE, buf, sizeof(buf)));
        } else {
          log_error("%s", reject_msg);
        }
      }
    }
    break;

    case SST_INT:
    {
      int val;

      if (!secfile_lookup_int(file, &val, "%s.value", path)) {
          log_error("Can't read value for setting '%s': %s", name,
                    secfile_error());
      } else if (val != *pset->integer.pvalue) {
        if (setting_int_set(pset, val, NULL, reject_msg,
                            sizeof(reject_msg))) {
          log_normal(_("Ruleset: '%s' has been set to %s."),
                     setting_name(pset),
                     setting_value_name(pset, TRUE, buf, sizeof(buf)));
        } else {
          log_error("%s", reject_msg);
        }
      }
    }
    break;

    case SST_STRING:
    {
      const char *val = secfile_lookup_str(file, "%s.value", path);

      if (NULL == val) {
        log_error("Can't read value for setting '%s': %s", name,
                  secfile_error());
      } else if (0 != strcmp(val, pset->string.value)) {
        if (setting_str_set(pset, val, NULL, reject_msg,
                            sizeof(reject_msg))) {
          log_normal(_("Ruleset: '%s' has been set to %s."),
                     setting_name(pset),
                     setting_value_name(pset, TRUE, buf, sizeof(buf)));
        } else {
          log_error("%s", reject_msg);
        }
      }
    }
    break;

    case SST_ENUM:
    {
      int val;

      if (!secfile_lookup_enum_data(file, &val, FALSE,
                                    setting_enum_secfile_str, &info,
                                    "%s.value", path)) {
        log_error("Can't read value for setting '%s': %s",
                  name, secfile_error());
      } else if (val != read_enum_value(pset)) {
        if (NULL == pset->enumerator.validate
            || pset->enumerator.validate(val, NULL, reject_msg,
                                         sizeof(reject_msg))) {
          set_enum_value(pset, val);
          log_normal(_("Ruleset: '%s' has been set to %s."),
                     setting_name(pset),
                     setting_value_name(pset, TRUE, buf, sizeof(buf)));
        } else {
          log_error("%s", reject_msg);
        }
      }
    }
    break;

    case SST_BITWISE:
    {
      int val;

      if (!secfile_lookup_enum_data(file, &val, TRUE,
                                    setting_bitwise_secfile_str, &info,
                                    "%s.value", path)) {
        log_error("Can't read value for setting '%s': %s",
                  name, secfile_error());
      } else if (val != *pset->bitwise.pvalue) {
        /* RSFORMAT_3_1 */
        if (compat && !fc_strcasecmp("topology", name)) {
          struct setting *wrap = setting_by_name("wrap");

          if (val & TF_OLD_WRAPX) {
            if (val & TF_OLD_WRAPY) {
              setting_bitwise_set(wrap, "WrapX|WrapY", NULL, NULL, 0);
            } else {
              setting_bitwise_set(wrap, "WrapX", NULL, NULL, 0);
            }
          } else if (val & TF_OLD_WRAPY) {
            setting_bitwise_set(wrap, "WrapY", NULL, NULL, 0);
          } else {
            setting_bitwise_set(wrap, "", NULL, NULL, 0);
          }

          val &= ~(TF_OLD_WRAPX | TF_OLD_WRAPY);

          log_normal(_("Ruleset: '%s' has been set to %s."),
                     setting_name(wrap),
                     setting_value_name(wrap, TRUE, buf, sizeof(buf)));
        }

        if (NULL == pset->bitwise.validate
            || pset->bitwise.validate((unsigned) val, NULL,
                                      reject_msg, sizeof(reject_msg))) {
          *pset->bitwise.pvalue = val;
          log_normal(_("Ruleset: '%s' has been set to %s."),
                     setting_name(pset),
                     setting_value_name(pset, TRUE, buf, sizeof(buf)));
        } else {
          log_error("%s", reject_msg);
        }
      }
    }
    break;

    case SST_COUNT:
      fc_assert(pset->stype != SST_COUNT);
      break;
    }

    setting_ruleset_setdef(pset);
  }

  /* set lock */
  lock = secfile_lookup_bool_default(file, FALSE, "%s.lock", path);

  if (lock) {
    /* Set lock */
    setting_ruleset_lock_set(pset);
    log_normal(_("Ruleset: '%s' has been locked by the ruleset."),
               setting_name(pset));
  }

  return TRUE;
}

/************************************************************************//**
  Returns whether the setting has non-default value.
****************************************************************************/
bool setting_non_default(const struct setting *pset)
{
  switch (setting_type(pset)) {
  case SST_BOOL:
    return (*pset->boolean.pvalue != pset->boolean.default_value);
  case SST_INT:
    return (*pset->integer.pvalue != pset->integer.default_value);
  case SST_STRING:
    return (0 != strcmp(pset->string.value, pset->string.default_value));
  case SST_ENUM:
    return (read_enum_value(pset) != pset->enumerator.default_value);
  case SST_BITWISE:
    return (*pset->bitwise.pvalue != pset->bitwise.default_value);
  case SST_COUNT:
    /* Error logged below. */
    break;
  }

  log_error("%s(): Setting \"%s\" (nb %d) not handled in switch statement.",
            __FUNCTION__, setting_name(pset), setting_number(pset));
  return FALSE;
}

/************************************************************************//**
  Returns if the setting is locked by the ruleset.
****************************************************************************/
bool setting_locked(const struct setting *pset)
{
  return pset->lock != SLOCK_NONE;
}

/************************************************************************//**
  Returns if the setting is locked by the ruleset.
****************************************************************************/
bool setting_ruleset_locked(const struct setting *pset)
{
  return pset->rslock;
}

/************************************************************************//**
  Set ruleset level lock for the setting
****************************************************************************/
void setting_ruleset_lock_set(struct setting *pset)
{
  if (pset->lock < SLOCK_RULESET) {
    /* No downgrading the lock */
    pset->lock = SLOCK_RULESET;
  }
  pset->rslock = TRUE;
}

/************************************************************************//**
  Set admin level lock for the setting
****************************************************************************/
void setting_admin_lock_set(struct setting *pset)
{
  pset->lock = SLOCK_ADMIN;
}

/************************************************************************//**
  Clear ruleset level lock from the setting
****************************************************************************/
void setting_ruleset_lock_clear(struct setting *pset)
{
  if (pset->lock == SLOCK_RULESET) {
    /* No clearing upper level locks */
    pset->lock = SLOCK_RULESET;
  }
  pset->rslock = FALSE;
}

/************************************************************************//**
  Clear admin level lock from the setting
****************************************************************************/
void setting_admin_lock_clear(struct setting *pset)
{
  if (pset->rslock) {
    pset->lock = SLOCK_RULESET;
  } else {
    pset->lock = SLOCK_NONE;
  }
}

/************************************************************************//**
  Save the setting value of the current game.
****************************************************************************/
static void setting_game_set(struct setting *pset, bool init)
{
  switch (setting_type(pset)) {
  case SST_BOOL:
    pset->boolean.game_value = *pset->boolean.pvalue;
    break;

  case SST_INT:
    pset->integer.game_value = *pset->integer.pvalue;
    break;

  case SST_STRING:
    if (init) {
      pset->string.game_value
        = fc_calloc(1, pset->string.value_size
                       * sizeof(pset->string.game_value));
    }
    fc_strlcpy(pset->string.game_value, pset->string.value,
              pset->string.value_size);
    break;

  case SST_ENUM:
    pset->enumerator.game_value = read_enum_value(pset);
    break;

  case SST_BITWISE:
    pset->bitwise.game_value = *pset->bitwise.pvalue;
    break;

  case SST_COUNT:
    fc_assert(setting_type(pset) != SST_COUNT);
    break;
  }

  pset->game_setdef = pset->setdef;
}

/************************************************************************//**
  Free the memory used for the settings at game start.
****************************************************************************/
static void setting_game_free(struct setting *pset)
{
  if (setting_type(pset) == SST_STRING) {
    FC_FREE(pset->string.game_value);
  }
}

/************************************************************************//**
  Restore the setting to the value used at the start of the current game.
****************************************************************************/
static void setting_game_restore(struct setting *pset)
{
  char reject_msg[256] = "", buf[256];
  bool res = FALSE;

  if (!setting_is_changeable(pset, NULL, reject_msg, sizeof(reject_msg))) {
    log_debug("Can't restore '%s': %s", setting_name(pset),
              reject_msg);
    return;
  }

  if (pset->game_setdef == SETDEF_INTERNAL) {
    setting_set_to_default(pset);
    return;
  }

  switch (setting_type(pset)) {
  case SST_BOOL:
    res = (NULL != setting_bool_to_str(pset, pset->boolean.game_value,
                                       FALSE, buf, sizeof(buf))
           && setting_bool_set(pset, buf, NULL, reject_msg,
                               sizeof(reject_msg)));
    break;

  case SST_INT:
    res = setting_int_set(pset, pset->integer.game_value, NULL, reject_msg,
                          sizeof(reject_msg));
    break;

  case SST_STRING:
    res = setting_str_set(pset, pset->string.game_value, NULL, reject_msg,
                          sizeof(reject_msg));
    break;

  case SST_ENUM:
    res = (NULL != setting_enum_to_str(pset, pset->enumerator.game_value,
                                       FALSE, buf, sizeof(buf))
           && setting_enum_set(pset, buf, NULL, reject_msg,
                               sizeof(reject_msg)));
    break;

  case SST_BITWISE:
    res = (NULL != setting_bitwise_to_str(pset, pset->bitwise.game_value,
                                          FALSE, buf, sizeof(buf))
           && setting_bitwise_set(pset, buf, NULL, reject_msg,
                                  sizeof(reject_msg)));
    break;

  case SST_COUNT:
    res = FALSE;
    break;
  }

  if (!res) {
    log_error("Error restoring setting '%s' to the value from game start: "
              "%s", setting_name(pset), reject_msg);
  }
}

/************************************************************************//**
  Save setting values at the start of  the game.
****************************************************************************/
void settings_game_start(void)
{
  settings_iterate(SSET_ALL, pset) {
    setting_game_set(pset, FALSE);
  } settings_iterate_end;

  /* Settings from the start of the game are saved. */
  game.server.settings_gamestart_valid = TRUE;
}

/************************************************************************//**
  Save game settings.
****************************************************************************/
void settings_game_save(struct section_file *file, const char *section)
{
  int set_count = 0;

  settings_iterate(SSET_ALL, pset) {
    char errbuf[200];
    struct sf_cb_data info = { pset, FALSE };

    if (/* It's explicitly set to some value to save */
        setting_get_setdef(pset) == SETDEF_CHANGED
         /* It must be same at loading time as it was saving time, even if
          * freeciv's default has changed. */
        || !setting_is_free_to_change(pset, errbuf, sizeof(errbuf))) {
      bool gamestart = game.server.settings_gamestart_valid;

      secfile_insert_str(file, setting_name(pset),
                         "%s.set%d.name", section, set_count);
      switch (setting_type(pset)) {
      case SST_BOOL:
        secfile_insert_bool(file, *pset->boolean.pvalue,
                            "%s.set%d.value", section, set_count);
        if (gamestart) {
          secfile_insert_bool(file, pset->boolean.game_value,
                              "%s.set%d.gamestart", section, set_count);
        }
        break;
      case SST_INT:
        secfile_insert_int(file, *pset->integer.pvalue,
                           "%s.set%d.value", section, set_count);
        if (gamestart) {
          secfile_insert_int(file, pset->integer.game_value,
                             "%s.set%d.gamestart", section, set_count);
        }
        break;
      case SST_STRING:
        secfile_insert_str(file, pset->string.value,
                           "%s.set%d.value", section, set_count);
        if (gamestart) {
          secfile_insert_str(file, pset->string.game_value,
                             "%s.set%d.gamestart", section, set_count);
        }
        break;
      case SST_ENUM:
        secfile_insert_enum_data(file, read_enum_value(pset), FALSE,
                                 setting_enum_secfile_str, &info,
                                 "%s.set%d.value", section, set_count);
        if (gamestart) {
          secfile_insert_enum_data(file, pset->enumerator.game_value, FALSE,
                                   setting_enum_secfile_str, &info,
                                   "%s.set%d.gamestart", section, set_count);
        }
        break;
      case SST_BITWISE:
        secfile_insert_enum_data(file, *pset->bitwise.pvalue, TRUE,
                                 setting_bitwise_secfile_str, &info,
                                 "%s.set%d.value", section, set_count);
        if (gamestart) {
          secfile_insert_enum_data(file, pset->bitwise.game_value, TRUE,
                                   setting_bitwise_secfile_str, &info,
                                   "%s.set%d.gamestart", section, set_count);
        }
        break;
      case SST_COUNT:
        fc_assert(setting_type(pset) != SST_COUNT);
        secfile_insert_str(file, "Unknown setting type",
                           "%s.set%d.value", section, set_count);
        if (gamestart) {
          secfile_insert_str(file, "Unknown setting type",
                             "%s.set%d.gamestart", section, set_count);
        }
        break;
      }
      if (gamestart) {
        secfile_insert_str(file, setting_default_level_name(pset->game_setdef),
                           "%s.set%d.gamesetdef", section, set_count);
      }
      set_count++;
    }
  } settings_iterate_end;

  secfile_insert_int(file, set_count, "%s.set_count", section);
  secfile_insert_bool(file, game.server.settings_gamestart_valid,
                      "%s.gamestart_valid", section);
}

/************************************************************************//**
  Restore all settings from a savegame.
****************************************************************************/
void settings_game_load(struct section_file *file, const char *section)
{
  const char *name;
  char reject_msg[256], buf[256];
  int i, set_count;
  int oldcitymindist = game.info.citymindist; /* backwards compat, see below */

  /* Compatibility with savegames created with older versions is usually
   * handled as conversions in savecompat.c compat_load_<version>() */

  if (!secfile_lookup_int(file, &set_count, "%s.set_count", section)) {
    /* Old savegames and scenarios doesn't contain this, not an error. */
    log_verbose("Can't read the number of settings in the save file.");
    return;
  }

  /* Check if the saved settings are valid settings from game start. */
  game.server.settings_gamestart_valid
    = secfile_lookup_bool_default(file, FALSE, "%s.gamestart_valid",
                                  section);

  for (i = 0; i < set_count; i++) {
    name = secfile_lookup_str(file, "%s.set%d.name", section, i);

    settings_iterate(SSET_ALL, pset) {
      struct sf_cb_data info = { pset, FALSE };

      if (fc_strcasecmp(setting_name(pset), name) != 0) {
        continue;
      }

      /* Load the current value of the setting. */
      switch (pset->stype) {
      case SST_BOOL:
        {
          bool val;

          if (!secfile_lookup_bool(file, &val, "%s.set%d.value", section,
                                   i)) {
            log_verbose("Option '%s' not defined in the savegame: %s", name,
                        secfile_error());
          } else {
            pset->setdef = SETDEF_CHANGED;

            if (val != *pset->boolean.pvalue) {
              if (setting_is_changeable(pset, NULL, reject_msg,
                                        sizeof(reject_msg))
                  && (NULL == pset->boolean.validate
                      || pset->boolean.validate(val, NULL, reject_msg,
                                                sizeof(reject_msg)))) {
                *pset->boolean.pvalue = val;
                log_normal(_("Savegame: '%s' has been set to %s."),
                           setting_name(pset),
                           setting_value_name(pset, TRUE, buf, sizeof(buf)));
              } else {
                log_error("Savegame: error restoring '%s' . (%s)",
                          setting_name(pset), reject_msg);
              }
            } else {
              log_normal(_("Savegame: '%s' explicitly set to value same as default."),
                         setting_name(pset));
            }
          }
        }
        break;

      case SST_INT:
        {
          int val;

          if (!secfile_lookup_int(file, &val, "%s.set%d.value", section, i)) {
            log_verbose("Option '%s' not defined in the savegame: %s", name,
                        secfile_error());
          } else {
            pset->setdef = SETDEF_CHANGED;

            if (val != *pset->integer.pvalue) {
              if (setting_is_changeable(pset, NULL, reject_msg,
                                        sizeof(reject_msg))
                  && (NULL == pset->integer.validate
                      || pset->integer.validate(val, NULL, reject_msg,
                                                sizeof(reject_msg)))) {
                *pset->integer.pvalue = val;
                log_normal(_("Savegame: '%s' has been set to %s."),
                           setting_name(pset),
                           setting_value_name(pset, TRUE, buf, sizeof(buf)));
              } else {
                log_error("Savegame: error restoring '%s' . (%s)",
                          setting_name(pset), reject_msg);
              }
            } else {
              log_normal(_("Savegame: '%s' explicitly set to value same as default."),
                         setting_name(pset));
            }
          }
        }
        break;

      case SST_STRING:
        {
          const char *val = secfile_lookup_str(file, "%s.set%d.value",
                                               section, i);

          if (NULL == val) {
            log_verbose("Option '%s' not defined in the savegame: %s", name,
                        secfile_error());
          } else {
            pset->setdef = SETDEF_CHANGED;

            if (0 != strcmp(val, pset->string.value)) {
              if (setting_str_set(pset, val, NULL, reject_msg,
                                  sizeof(reject_msg))) {
                log_normal(_("Savegame: '%s' has been set to %s."),
                           setting_name(pset),
                           setting_value_name(pset, TRUE, buf, sizeof(buf)));
              } else {
                log_error("Savegame: error restoring '%s' . (%s)",
                          setting_name(pset), reject_msg);
              }
            } else {
              log_normal(_("Savegame: '%s' explicitly set to value same as default."),
                         setting_name(pset));
            }
          }
        }
        break;

      case SST_ENUM:
        {
          int val;

          if (!secfile_lookup_enum_data(file, &val, FALSE,
                                        setting_enum_secfile_str, &info,
                                        "%s.set%d.value", section, i)) {
            log_verbose("Option '%s' not defined in the savegame: %s", name,
                        secfile_error());
          } else {
            pset->setdef = SETDEF_CHANGED;

            if (val != read_enum_value(pset)) {
              if (setting_is_changeable(pset, NULL, reject_msg,
                                        sizeof(reject_msg))
                  && (NULL == pset->enumerator.validate
                      || pset->enumerator.validate(val, NULL, reject_msg,
                                                   sizeof(reject_msg)))) {
                set_enum_value(pset, val);
                log_normal(_("Savegame: '%s' has been set to %s."),
                           setting_name(pset),
                           setting_value_name(pset, TRUE, buf, sizeof(buf)));
              } else {
                log_error("Savegame: error restoring '%s' . (%s)",
                          setting_name(pset), reject_msg);
              }
            } else {
              log_normal(_("Savegame: '%s' explicitly set to value same as default."),
                         setting_name(pset));
            }
          }
        }
        break;

      case SST_BITWISE:
        {
          int val;

          if (!secfile_lookup_enum_data(file, &val, TRUE,
                                        setting_bitwise_secfile_str, &info,
                                        "%s.set%d.value", section, i)) {
            log_verbose("Option '%s' not defined in the savegame: %s", name,
                        secfile_error());
          } else {
            pset->setdef = SETDEF_CHANGED;

            if (val != *pset->bitwise.pvalue) {
              if (setting_is_changeable(pset, NULL, reject_msg,
                                        sizeof(reject_msg))
                  && (NULL == pset->bitwise.validate
                      || pset->bitwise.validate(val, NULL, reject_msg,
                                                sizeof(reject_msg)))) {
                *pset->bitwise.pvalue = val;
                log_normal(_("Savegame: '%s' has been set to %s."),
                           setting_name(pset),
                           setting_value_name(pset, TRUE, buf, sizeof(buf)));
              } else {
                log_error("Savegame: error restoring '%s' . (%s)",
                          setting_name(pset), reject_msg);
              }
            } else {
              log_normal(_("Savegame: '%s' explicitly set to value same as default."),
                         setting_name(pset));
            }
          }
        }
        break;

      case SST_COUNT:
        fc_assert(pset->stype != SST_COUNT);
        break;
      }

      if (game.server.settings_gamestart_valid) {
        const char *sdname;

        /* Load the value of the setting at the start of the game. */
        switch (pset->stype) {
        case SST_BOOL:
          pset->boolean.game_value =
              secfile_lookup_bool_default(file, *pset->boolean.pvalue,
                                          "%s.set%d.gamestart", section, i);
          break;

        case SST_INT:
          pset->integer.game_value =
              secfile_lookup_int_default(file, *pset->integer.pvalue,
                                         "%s.set%d.gamestart", section, i);
          break;

        case SST_STRING:
          fc_strlcpy(pset->string.game_value,
                     secfile_lookup_str_default(file, pset->string.value,
                                                "%s.set%d.gamestart",
                                                section, i),
                     pset->string.value_size);
          break;

        case SST_ENUM:
          pset->enumerator.game_value =
            secfile_lookup_enum_default_data(file,
                  read_enum_value(pset), FALSE, setting_enum_secfile_str,
                  &info, "%s.set%d.gamestart", section, i);
          break;

        case SST_BITWISE:
          pset->bitwise.game_value =
              secfile_lookup_enum_default_data(file,
                  *pset->bitwise.pvalue, TRUE, setting_bitwise_secfile_str,
                  &info, "%s.set%d.gamestart", section, i);
          break;

        case SST_COUNT:
          fc_assert(pset->stype != SST_COUNT);
          break;
        }

        sdname
          = secfile_lookup_str_default(file,
                                   setting_default_level_name(SETDEF_CHANGED),
                                       "%s.set%d.gamesetdef", section, i);
        pset->game_setdef = setting_default_level_by_name(sdname,
                                                          fc_strcasecmp);

        if (!setting_default_level_is_valid(pset->game_setdef)) {
          log_error("Setting %s has invalid gamesetdef value %s",
                    setting_name(pset), sdname);
          pset->game_setdef = SETDEF_CHANGED;
        }
      } else {
        pset->game_setdef = SETDEF_CHANGED;
      }
    } settings_iterate_end;
  }

  /* Backwards compatibility for pre-2.4 savegames: citymindist=0 used to mean
   * take from ruleset min_dist_bw_cities, but that no longer exists.
   * This is here rather than in savegame2.c compat functions, as we need
   * to have loaded the relevant ruleset to know what to set it to (the
   * ruleset and any 'citymindist' setting it contains will have been loaded
   * before this function was called). */
  if (game.info.citymindist == 0) {
    game.info.citymindist = oldcitymindist;
  }

  settings_iterate(SSET_ALL, pset) {
    /* Have to do this at the end due to dependencies ('aifill' and
     * 'maxplayer'). */
    setting_action(pset);
  } settings_iterate_end;
}

/************************************************************************//**
  Reset all settings to the values at game start.
****************************************************************************/
bool settings_game_reset(void)
{
  if (!game.server.settings_gamestart_valid) {
    log_debug("No saved settings from the game start available.");
    return FALSE;
  }

  settings_iterate(SSET_ALL, pset) {
    setting_game_restore(pset);
  } settings_iterate_end;

  return TRUE;
}

/************************************************************************//**
  Initialize stuff related to this code module.
****************************************************************************/
void settings_init(bool act)
{
  settings_list_init();

  settings_iterate(SSET_ALL, pset) {
    setting_ruleset_lock_clear(pset);
    setting_admin_lock_clear(pset);
    setting_set_to_default(pset);
    setting_game_set(pset, TRUE);
    if (act) {
      setting_action(pset);
    }
  } settings_iterate_end;

  settings_list_update();
}

/************************************************************************//**
  Reset all settings iff they are changeable.
****************************************************************************/
void settings_reset(void)
{
  settings_iterate(SSET_ALL, pset) {
    if (setting_is_changeable(pset, NULL, NULL, 0)) {
      setting_set_to_default(pset);
      setting_action(pset);
    }
  } settings_iterate_end;
}

/************************************************************************//**
  Update stuff every turn that is related to this code module. Run this
  on turn end.
****************************************************************************/
void settings_turn(void)
{
  /* Nothing at the moment. */
}

/************************************************************************//**
  Deinitialize stuff related to this code module.
****************************************************************************/
void settings_free(void)
{
  settings_iterate(SSET_ALL, pset) {
    setting_game_free(pset);
  } settings_iterate_end;

  settings_list_free();
}

/************************************************************************//**
  Returns the total number of settings.
****************************************************************************/
int settings_number(void)
{
  return SETTINGS_NUM;
}

/************************************************************************//**
  Tell the client about just one server setting.  Call this after a setting
  is saved.
****************************************************************************/
void send_server_setting(struct conn_list *dest, const struct setting *pset)
{
  if (!dest) {
    dest = game.est_connections;
  }

#define PACKET_COMMON_INIT(packet, pset, pconn)                             \
  memset(&packet, 0, sizeof(packet));                                       \
  packet.id = setting_number(pset);                                         \
  packet.is_visible = setting_is_visible(pset, pconn);                      \
  packet.is_changeable = setting_is_changeable(pset, pconn, NULL, 0);       \
  packet.initial_setting = game.info.is_new_game;                           \
  packet.setdef = setting_get_setdef(pset);

  switch (setting_type(pset)) {
  case SST_BOOL:
    {
      struct packet_server_setting_bool packet;

      conn_list_iterate(dest, pconn) {
        PACKET_COMMON_INIT(packet, pset, pconn);
        if (packet.is_visible) {
          packet.val = *pset->boolean.pvalue;
          packet.default_val = pset->boolean.default_value;
        }
        send_packet_server_setting_bool(pconn, &packet);
      } conn_list_iterate_end;
    }
    break;
  case SST_INT:
    {
      struct packet_server_setting_int packet;

      conn_list_iterate(dest, pconn) {
        PACKET_COMMON_INIT(packet, pset, pconn);
        if (packet.is_visible) {
          packet.val = *pset->integer.pvalue;
          packet.default_val = pset->integer.default_value;
          packet.min_val = pset->integer.min_value;
          packet.max_val = pset->integer.max_value;
        }
        send_packet_server_setting_int(pconn, &packet);
      } conn_list_iterate_end;
    }
    break;
  case SST_STRING:
    {
      struct packet_server_setting_str packet;

      conn_list_iterate(dest, pconn) {
        PACKET_COMMON_INIT(packet, pset, pconn);
        if (packet.is_visible) {
          sz_strlcpy(packet.val, pset->string.value);
          sz_strlcpy(packet.default_val, pset->string.default_value);
        }
        send_packet_server_setting_str(pconn, &packet);
      } conn_list_iterate_end;
    }
    break;
  case SST_ENUM:
    {
      struct packet_server_setting_enum packet;
      const struct sset_val_name *val_name;
      int i;

      conn_list_iterate(dest, pconn) {
        PACKET_COMMON_INIT(packet, pset, pconn);
        if (packet.is_visible) {
          packet.val = read_enum_value(pset);
          packet.default_val = pset->enumerator.default_value;
          for (i = 0; (val_name = pset->enumerator.name(i)); i++) {
            sz_strlcpy(packet.support_names[i], val_name->support);
            /* Send untranslated string */
            sz_strlcpy(packet.pretty_names[i], val_name->pretty);
          }
          packet.values_num = i;
          fc_assert(i <= ARRAY_SIZE(packet.support_names));
          fc_assert(i <= ARRAY_SIZE(packet.pretty_names));
        }
        send_packet_server_setting_enum(pconn, &packet);
      } conn_list_iterate_end;
    }
    break;
  case SST_BITWISE:
    {
      struct packet_server_setting_bitwise packet;
      const struct sset_val_name *val_name;
      int i;

      conn_list_iterate(dest, pconn) {
        PACKET_COMMON_INIT(packet, pset, pconn);
        if (packet.is_visible) {
          packet.val = *pset->bitwise.pvalue;
          packet.default_val = pset->bitwise.default_value;
          for (i = 0; (val_name = pset->bitwise.name(i)); i++) {
            sz_strlcpy(packet.support_names[i], val_name->support);
            /* Send untranslated string */
            sz_strlcpy(packet.pretty_names[i], val_name->pretty);
          }
          packet.bits_num = i;
          fc_assert(i <= ARRAY_SIZE(packet.support_names));
          fc_assert(i <= ARRAY_SIZE(packet.pretty_names));
        }
        send_packet_server_setting_bitwise(pconn, &packet);
      } conn_list_iterate_end;
    }
    break;

  case SST_COUNT:
    fc_assert(setting_type(pset) != SST_COUNT);
    break;
  }

#undef PACKET_INIT
}

/************************************************************************//**
  Tell the client about all server settings.
****************************************************************************/
void send_server_settings(struct conn_list *dest)
{
  settings_iterate(SSET_ALL, pset) {
    send_server_setting(dest, pset);
  } settings_iterate_end;
}

/************************************************************************//**
  Send the server settings that got a different visibility or changability
  after a connection access level change. Usually called when the access
  level of the user changes.
****************************************************************************/
void send_server_access_level_settings(struct conn_list *dest,
                                       enum cmdlevel old_level,
                                       enum cmdlevel new_level)
{
  enum cmdlevel min_level;
  enum cmdlevel max_level;

  if (old_level == new_level) {
    return;
  }

  if (old_level < new_level) {
    min_level = old_level;
    max_level = new_level;
  } else {
    min_level = new_level;
    max_level = old_level;
  }

  settings_iterate(SSET_ALL, pset) {
    if ((pset->access_level_read >= min_level
         && pset->access_level_read <= max_level)
        || (pset->access_level_write >= min_level
            && pset->access_level_write <= max_level)) {
      send_server_setting(dest, pset);
    }
  } settings_iterate_end;
}

/************************************************************************//**
  Tell the client about all server settings.
****************************************************************************/
void send_server_setting_control(struct connection *pconn)
{
  struct packet_server_setting_control control;
  struct packet_server_setting_const setting;
  int i;

  control.settings_num = SETTINGS_NUM;

  /* Fill in the category strings. */
  fc_assert(SSET_NUM_CATEGORIES <= ARRAY_SIZE(control.category_names));
  control.categories_num = SSET_NUM_CATEGORIES;
  for (i = 0; i < SSET_NUM_CATEGORIES; i++) {
    /* Send untranslated name */
    sz_strlcpy(control.category_names[i], sset_category_name(i));
  }

  /* Send off the control packet. */
  send_packet_server_setting_control(pconn, &control);

  pconn->server.settings_sent = TRUE;

  /* Send the constant and common part of the settings. */
  settings_iterate(SSET_ALL, pset) {
    setting.id = setting_number(pset);
    sz_strlcpy(setting.name, setting_name(pset));
    /* Send untranslated strings to client */
    sz_strlcpy(setting.short_help, setting_short_help(pset));
    sz_strlcpy(setting.extra_help, setting_extra_help(pset, TRUE));
    setting.category = pset->scategory;

    send_packet_server_setting_const(pconn, &setting);
  } settings_iterate_end;
}

/************************************************************************//**
  Initialise sorted settings.
****************************************************************************/
static void settings_list_init(void)
{
  struct setting *pset;
  int i;

  fc_assert_ret(!setting_sorted.init);

  /* Do it for all values of enum sset_level. */
  for (i = 0; i < OLEVELS_NUM; i++) {
    setting_sorted.level[i] = setting_list_new();
  }

  for (i = 0; (pset = setting_by_number(i)); i++) {
    /* Add the setting to the list of all settings. */
    setting_list_append(setting_sorted.level[SSET_ALL], pset);

    switch (setting_level(pset)) {
    case SSET_NONE:
      /* No setting should be in this level. */
      fc_assert_msg(setting_level(pset) != SSET_NONE,
                    "No setting level defined for '%s'.", setting_name(pset));
      break;
    case SSET_ALL:
      /* Done above - list of all settings. */
      break;
    case SSET_VITAL:
      setting_list_append(setting_sorted.level[SSET_VITAL], pset);
      break;
    case SSET_SITUATIONAL:
      setting_list_append(setting_sorted.level[SSET_SITUATIONAL], pset);
      break;
    case SSET_RARE:
      setting_list_append(setting_sorted.level[SSET_RARE], pset);
      break;
    case SSET_CHANGED:
    case SSET_LOCKED:
      /* This is done in settings_list_update. */
      break;
    case OLEVELS_NUM:
      /* No setting should be in this level. */
      fc_assert_msg(setting_level(pset) != OLEVELS_NUM,
                    "Invalid setting level for '%s' (%s).",
                    setting_name(pset), sset_level_name(setting_level(pset)));
      break;
    }
  }

  /* Sort the lists. */
  for (i = 0; i < OLEVELS_NUM; i++) {
    setting_list_sort(setting_sorted.level[i], settings_list_cmp);
  }

  setting_sorted.init = TRUE;
}

/************************************************************************//**
  Update sorted settings (changed and locked values).
****************************************************************************/
void settings_list_update(void)
{
  struct setting *pset;
  int i;

  fc_assert_ret(setting_sorted.init);

  /* Clear the lists for changed and locked values. */
  setting_list_clear(setting_sorted.level[SSET_CHANGED]);
  setting_list_clear(setting_sorted.level[SSET_LOCKED]);

  /* Refill them. */
  for (i = 0; (pset = setting_by_number(i)); i++) {
    if (setting_non_default(pset)) {
      setting_list_append(setting_sorted.level[SSET_CHANGED], pset);
    }
    if (setting_locked(pset)) {
      setting_list_append(setting_sorted.level[SSET_LOCKED], pset);
    }
  }

  /* Sort them. */
  setting_list_sort(setting_sorted.level[SSET_CHANGED], settings_list_cmp);
  setting_list_sort(setting_sorted.level[SSET_LOCKED], settings_list_cmp);
}

/************************************************************************//**
  Update sorted settings (changed and locked values).
****************************************************************************/
int settings_list_cmp(const struct setting *const *ppset1,
                      const struct setting *const *ppset2)
{
  const struct setting *pset1 = *ppset1;
  const struct setting *pset2 = *ppset2;

  return fc_strcasecmp(setting_name(pset1), setting_name(pset2));
}

/************************************************************************//**
  Get a settings list of a certain level. Call settings_list_update() before
  if something was changed.
****************************************************************************/
struct setting_list *settings_list_get(enum sset_level level)
{
  fc_assert_ret_val(setting_sorted.init, NULL);
  fc_assert_ret_val(setting_sorted.level[level] != NULL, NULL);
  fc_assert_ret_val(sset_level_is_valid(level), NULL);

  return setting_sorted.level[level];
}

/************************************************************************//**
  Free sorted settings.
****************************************************************************/
static void settings_list_free(void)
{
  int i;

  fc_assert_ret(setting_sorted.init);

  /* Free the lists. */
  for (i = 0; i < OLEVELS_NUM; i++) {
    setting_list_destroy(setting_sorted.level[i]);
  }

  setting_sorted.init = FALSE;
}

/************************************************************************//**
  Mark setting changed
****************************************************************************/
void setting_changed(struct setting *pset)
{
  pset->setdef = SETDEF_CHANGED;
}

/************************************************************************//**
  Is the setting in changed state, or the default
****************************************************************************/
enum setting_default_level setting_get_setdef(const struct setting *pset)
{
  return pset->setdef;
}