/* Definitions of all the global variables in Xconq GDL.
   Copyright (C) 1991-2000 Stanley T. Shebs.

Xconq 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.  See the file COPYING.  */

DEF_VAR_L("action-movies", g_action_movies, set_g_action_movies,
	"movies to play as result of actions and their outcomes",
	gactionmovies, NULL)

DEF_VAR_L("action-notices", g_action_notices, set_g_action_notices,
	"text to use in describing actions and their outcomes in the present",
	gactionnotices, NULL)

DEF_VAR_I("advantage-default", g_advantage_default, set_g_advantage_default,
	"default advantage of each side",
	gadvantagedefault, 1, 1, 100)

DEF_VAR_I("advantage-max", g_advantage_max, set_g_advantage_max,
	"maximum advantage that a player can request",
	gadvantagemax, 0, 0, 100)

DEF_VAR_I("advantage-min", g_advantage_min, set_g_advantage_min,
	"minimum advantage that a player can request",
	gadvantagemin, 0, 0, 100)

DEF_VAR_I("alt-blob-density", g_alt_blob_density, set_g_alt_blob_density,
	"number of altitude blobs to generate for fractal terrain",
	galtblobdensity, 0, 1000, VARHI)

DEF_VAR_I("alt-blob-height", g_alt_blob_height, set_g_alt_blob_height,
	"height of altitude blobs to generate for fractal terrain",
	galtblobheight, 0, 500, 10000)

DEF_VAR_I("alt-blob-size", g_alt_blob_size, set_g_alt_blob_size,
	"size of altitude blobs to generate for fractal terrain",
	galtblobsize, 0, 30, VARHI)

DEF_VAR_I("alt-smoothing", g_alt_smoothing, set_g_alt_smoothing,
	"number of averaging steps to do on generated altitudes",
	galtsmoothing, 0, 2, VARHI)

DEF_VAR_L("calendar", g_calendar, set_g_calendar,
	"calendar system to use",
	gcalendar, NULL)

DEF_VAR_I("combat-model", g_combat_model, set_g_combat_model,
	"algorithm to use for combat",
	gcombatmodel, 0, 0, VARHI)

DEF_VAR_S("contour-color", g_contour_color, set_g_contour_color,
	"name of the color to use when displaying contour lines",
	gcontourcolor, "saddle-brown")

DEF_VAR_S("country-border-color", g_country_border_color, set_g_country_border_color,
	"name of the color to use when displaying country borders",
	gcountrybordercolor, "pink")

DEF_VAR_I("country-radius-max", g_radius_max, set_g_radius_max,
	"maximum radius of each side's country",
	gradiusmax, 0, 0, VARHI)

DEF_VAR_I("country-radius-min", g_radius_min, set_g_radius_min,
	"default initial radius of each side's country",
	gradiusmin, -1, -1, VARHI)

DEF_VAR_I("country-separation-max", g_separation_max, set_g_separation_max,
	"maximum distance between countries",
	gmaxseparation, -1, -1, VARHI)

DEF_VAR_I("country-separation-min", g_separation_min, set_g_separation_min,
	"minimum distance from each country to some other",
	gminseparation, 0, 0, VARHI)

DEF_VAR_I("create-units-from-specs", g_create_units, set_g_create_units,
	"true if should create units while reading, false if should save",
	gcreateunits, 0, 1, 1)

DEF_VAR_S("default-namer", g_default_namer, set_g_default_namer,
	"namer to run when everything else fails",
	gdefaultnamer, "")

DEF_VAR_I("edge-terrain", g_edge_terrain, set_g_edge_terrain,
	"type of terrain that goes around the edge of the world",
	gedgeterrain, 0, 0, MAXTTYPES)

DEF_VAR_I("edge-road-density", g_edge_road_density, set_g_edge_road_density,
	"number of roads from edge to edge",
	gedgeroaddensity, 0, 0, VARHI)

DEF_VAR_I("elapsed-real-time", g_elapsed_time, set_g_elapsed_time,
	"number of seconds of real time in the game so far",
	gelapsedtime, -1, -1, VARHI)

DEF_VAR_L("event-movies", g_event_movies, set_g_event_movies,
	"movies to play when events are recorded",
	geventmovies, NULL)

DEF_VAR_L("event-narratives", g_event_narratives, set_g_event_narratives,
	"text to use in describing events in the past",
	geventnarratives, NULL)

DEF_VAR_L("event-notices", g_event_notices, set_g_event_notices,
	"text to use in describing events in the present",
	geventnotices, NULL)

DEF_VAR_I("extra-turn-chance", g_extra_turn, set_g_extra_turn,
	"chance that game will last one more turn",
	gextraturn, 0, 0, 99)

DEF_VAR_L("feature-namers", g_feature_namers, set_g_feature_namers,
	"definitions of namers of geographical features",
	gfeaturenamers, NULL)

DEF_VAR_L("feature-types", g_feature_types, set_g_feature_types,
	"definitions of types of geographical features",
	gfeaturetypes, NULL)

DEF_VAR_S("frontline-color", g_frontline_color, set_g_frontline_color,
	"color to use for drawing differing control",
	gfrontlinecolor, "red")

DEF_VAR_S("grid-color", g_grid_color, set_g_grid_color,
	"name of the color to use when displaying cell grid",
	ggridcolor, "dark-gray")

DEF_VAR_I("growth-stop-chance", g_growth_stop, set_g_growth_stop,
	"chance that country growth will stop after expanding by one",
	ggrowthstop, 0, 0, 100)

DEF_VAR_I("indepside-can-build", g_indepside_can_build, set_g_indepside_can_build,
	"independent side can do construction",
	gindepsidecanbuild, 0, 1, 1)

DEF_VAR_I("indepside-can-develop", g_indepside_can_develop, set_g_indepside_can_develop,
	"independent side can do development",
	gindepsidecandevelop, 0, 0, 1)
	
DEF_VAR_I("indepside-can-research", g_indepside_can_research, set_g_indepside_can_research,
	"independent side can do research",
	gindepsidecanresearch, 0, 0, 1)
	
DEF_VAR_I("indepside-has-ai", g_indepside_has_ai, set_g_indepside_has_ai,
	"independent side has AI",
	gindepsidehasai, 0, 0, 1)
	
DEF_VAR_I("indepside-has-treasury", g_indepside_has_treasury, set_g_indepside_has_treasury,
	"independent side has a treasury",
	gindepsidehastreasury, 0, 0, 1)

DEF_VAR_S("initial-date", g_initial_date, set_g_initial_date,
	"date of the first turn",
	ginitialdate, "")

DEF_VAR_S("initial-date-max", g_initial_date_max, set_g_initial_date_max,
	"latest possible date of the first turn",
	ginitialdatemax, "")

DEF_VAR_S("initial-date-min", g_initial_date_min, set_g_initial_date_min,
	"earliest possible date of the first turn",
	ginitialdatemin, "")

DEF_VAR_I("initial-day-part", g_initial_day_part, set_g_initial_day_part,
	"day part of the first (possible) turn",
	ginitialdaypart, 0, 0, VARHI)

DEF_VAR_I("initial-year-part", g_initial_year_part, set_g_initial_year_part,
	"year part of the first (possible) turn",
	ginitialyearpart, 0, 0, VARHI)

DEF_VAR_I("last-turn", g_last_turn, set_g_last_turn,
	"last possible turn in the game",
	glastturn, 1, VARHI, VARHI)

DEF_VAR_I("maze-passage-density", g_maze_passage, set_g_maze_passage,
	"density of passages in a maze",
	gmazepassages, 0, 3000, 10000)

DEF_VAR_I("maze-room-density", g_maze_room, set_g_maze_room,
	"density of rooms in a maze",
	gmazerooms, 0, 1000, 10000)

DEF_VAR_S("meridian-color", g_meridian_color, set_g_meridian_color,
	"name of the color to use when displaying meridians",
	gmeridiancolor, "black")

DEF_VAR_I("player-sides-locked", g_player_sides_locked, set_g_player_sides_locked,
	"true if player-side assignments can't be changed",
	gplayersideslocked, 0, 0, 1)

DEF_VAR_I("random-state", g_random_state, set_g_random_state,
	"value of the random state",
	grandomstate, -1, -1, 32767)

DEF_VAR_I("real-time-for-game", g_rt_for_game, set_g_rt_for_game,
	"total real time that the game may last",
	grtforgame, 0, 0, VARHI)

DEF_VAR_I("real-time-per-side", g_rt_per_side, set_g_rt_per_side,
	"total real time that a side gets for this game",
	grtperside, 0, 0, VARHI)

DEF_VAR_I("real-time-per-turn", g_rt_per_turn, set_g_rt_per_turn,
	"maximum real time that any turn may last",
	grtperturn, 0, 0, VARHI)

DEF_VAR_I("river-sink-terrain", g_river_sink_terrain, set_g_river_sink_terrain,
	"terrain type of a cell completely surrounded by river",
	griversinkterrain, 0, NONTTYPE, NONTTYPE)

DEF_VAR_I("zz-run-serial-number", g_run_serial_number, set_g_run_serial_number,
	"identifying number of a simulation run step",
	grunserialnumber, 0, 0, VARHI)

DEF_VAR_S("scorefile-name", g_scorefile_name, set_g_scorefile_name,
	"name for the scorefile",
	gscorefilename, "")

DEF_VAR_L("season-names", g_season_names, set_g_season_names,
	"names of seasons in yearly cycle",
	gseasonnames, NULL)

DEF_VAR_I("see-all", g_see_all, set_g_see_all,
	"true if everything is always seen all the time",
	gseeall, 0, 0, 1)

DEF_VAR_I("see-terrain-always", g_see_terrain_always, set_g_see_terrain_always,
	"true if terrain is always seen all the time",
	gseeterrainalways, 0, 1, 1)

DEF_VAR_I("see-weather-always", g_see_weather_always, set_g_see_weather_always,
	"true if weather is always seen all the time",
	gseeweatheralways, 0, 1, 1)

DEF_VAR_I("self-required", g_self_required, set_g_self_required,
	"true if each side must have a self-unit",
	gselfrequired, 0, 0, 1)

DEF_VAR_S("shoreline-color", g_shoreline_color, set_g_shoreline_color,
	"name of the color to use for drawing shorelines",
	gshorelinecolor, "blue")

DEF_VAR_I("side-can-research", g_side_can_research, set_g_side_can_research,
	"true when side as a whole can do research",
	gsidecanresearch, 0, 0, 1)
	
DEF_VAR_L("side-color-library", g_side_color_lib, set_g_side_color_lib,
	"list of default color schemes to use for sides",
	gsidecolorlib, NULL)

DEF_VAR_L("side-library", g_side_lib, set_g_side_lib,
	"list of available sides",
	gsidelib, NULL)

DEF_VAR_I("sides-max", g_sides_max, set_g_sides_max,
	"maximum number of sides in a game",
	gsidesmax, 1, MAXSIDES, MAXSIDES)

DEF_VAR_I("sides-min", g_sides_min, set_g_sides_min,
	"minimum number of sides in a game",
	gsidesmin, 1, 2, MAXSIDES)

DEF_VAR_L("synthesis-methods", g_synth_methods, set_g_synth_methods,
	"list of synthesis methods to run during init",
	gsynthmethods, set_g_synth_methods_default)

DEF_VAR_L("synthesis-done", g_synth_done, set_g_synth_done,
	"list of synthesis results",
	gsynthdone, NULL)

DEF_VAR_I("temperature-floor", g_temp_floor, set_g_temp_floor,
	"absolute minimum possible temperature",
	gtempfloor, VARLO, 0, VARHI)

DEF_VAR_I("temperature-floor-elevation", g_temp_floor_elev, set_g_temp_floor_elev,
	"elevation at which minimum temperature occurs",
	gtempfloorelev, VARLO, 0, VARHI)

DEF_VAR_I("temperature-moderation-range", g_temp_mod_range, set_g_temp_mod_range,
	"how far to go in averaging temperature variations",
	gtempmodrange, 0, 0, 2)

DEF_VAR_I("terrain-seen", g_terrain_seen, set_g_terrain_seen,
	"true if the world's terrain is already completely known",
	gterrainseen, 0, FALSE, 1)

DEF_VAR_I("turn", g_turn, set_g_turn,
	"the current turn",
	gturn, 0, 0, 32767)

DEF_VAR_I("units-in-game-max", g_units_in_game_max, set_g_units_in_game_max,
	"limit on the total number of units at any time in the game",
	gunitsingamemax, -1, -1, VARHI)

DEF_VAR_S("unit-name-color", g_unit_name_color, set_g_unit_name_color,
	"name of the color to use for displaying unit names",
	gunitnamecolor, "white")

DEF_VAR_I("units-per-side-max", g_units_per_side_max, set_g_units_per_side_max,
	"limit on the total number of units on each side",
	gunitspersidemax, -1, -1, VARHI)

DEF_VAR_S("unseen-char", g_unseen_char, set_g_unseen_char,
	"name of the char representing unseen terrain",
	gunseenchar, " ?")

DEF_VAR_S("unseen-color", g_unseen_color, set_g_unseen_color,
	"name of the color(s) representing unseen terrain",
	gunseencolor, "black")

DEF_VAR_I("use-side-priority", g_use_side_priority, set_g_use_side_priority,
	"true if sides are to move according to priority",
	gusesidepriority, 0, 0, 1)

DEF_VAR_I("wet-blob-density", g_wet_blob_density, set_g_wet_blob_density,
	"number of wetness blobs to generate for fractal terrain",
	gwetblobdensity, 0, 100, VARHI)

DEF_VAR_I("wet-blob-height", g_wet_blob_height, set_g_wet_blob_height,
	"height of wetness blobs to generate for fractal terrain",
	gwetblobheight, 0, 100, 10000)

DEF_VAR_I("wet-blob-size", g_wet_blob_size, set_g_wet_blob_size,
	"size of wetness blobs to generate for fractal terrain",
	gwetblobsize, 0, 100, VARHI)

DEF_VAR_I("wet-smoothing", g_wet_smoothing, set_g_wet_smoothing,
	"number of averaging steps to do on generated altitudes",
	gwetsmoothing, 0, 2, VARHI)

DEF_VAR_I("wind-mix-range", g_wind_mix_range, set_g_wind_mix_range,
	"how far to go in averaging wind variations",
	gwindmixrange, 0, 0, 2)

/* Various automatic settings for advanced units. */

DEF_VAR_I("disband-unfinished-units", g_disband_unfinished_units, set_g_disband_unfinished_units,
	"true if abandoned unfinished construction projects are disbanded",
	gdisbandunfinishedunits, 0, 0, 1)

DEF_VAR_I("salvage-unfinished-cps", g_salvage_unfinished_cps, set_g_salvage_unfinished_cps,
	"true if cps of disbanded unfinsihed unit are salvaged to unit->cp_stash",
	gsalavageunfinishedcps, 0, 0, 1)

DEF_VAR_I("salvage-unfinished-materials", g_salvage_unfinished_materials, set_g_salvage_unfinished_materials,
	"true if materials used to make disbanded unfinished unit are salvaged to unit->supply",
	gsalavageunfinishedmaterials, 0, 0, 1)

DEF_VAR_I("ai-advanced-unit-separation", g_ai_advanced_unit_separation, set_g_ai_advanced_unit_separation,
	"minimal distance between advanced units used by AI when picking a new cell to colonize",
	gaiadvancedunitseparation, 0, 3, VARHI)
	
/* Used to debug task and plan code. */

DEF_VAR_I("ai-badtask-remove-chance", g_ai_badtask_remove_chance, set_g_ai_badtask_removel_chance,
	"probability that a failed task will be removed from the task queue",
	gaibadtaskremovechance, 0, 20, 100)
	
DEF_VAR_I("ai-badtask-max-retries", g_ai_badtask_max_retries, set_g_ai_badtask_max_retries,
	"max number of times the AI will bang its head into the wall",
	gaibadtaskmaxretries, 0, 6, VARHI)
	
DEF_VAR_I("ai-badtask-reserve-chance", g_ai_badtask_reserve_chance, set_g_ai_badtask_reserve_chance,
	"probability that a failed task will put the unit into reserve ",
	gaibadtaskreservechance, 0, 20, 100)
	
DEF_VAR_I("units-may-go-into-reserve", g_units_may_go_into_reserve, set_g_units_may_go_into_reserve,
	"just what it says ",
	gunitsmaygointoreserve, 0, 1, 1)
	
/* What code should run in this game? */

DEF_VAR_I("people", g_people, set_g_people,
	"run population code so that cities can grow",
	gpeople, 0, 0, 1)

DEF_VAR_I("economy", g_economy, set_g_economy,
	"run standard economy code",
	geconomy, 0, 1, 1)

DEF_VAR_I("supply", g_supply, set_g_supply,
	"run supply system code",
	gsupply, 0, 1, 1)

DEF_VAR_I("no-indepside-ingame", g_no_indepside_ingame, set_g_no_indepside_ingame,
	"disable indepside even if there are independent units",
	gnoindepsideingame, 0, 0, 1)
	
DEF_VAR_I("bigicons", g_bigicons, set_g_bigicons,
	"use big civ2 type unit icons",
	gbigicons, 0, 0, 1)

DEF_VAR_I("ai-may-resign", g_ai_may_resign, set_g_ai_may_resign,
	"just what it says",
	gaimayresign, 0, 1, 1)
