Codechange: move locale settings to std::string

This commit is contained in:
rubidium42
2021-04-28 16:30:49 +02:00
committed by rubidium42
parent 16437b7c0d
commit 2022e34824
4 changed files with 53 additions and 50 deletions

View File

@@ -214,16 +214,16 @@ struct MusicSettings {
/** Settings related to currency/unit systems. */
struct LocaleSettings {
byte currency; ///< currency we currently use
byte units_velocity; ///< unit system for velocity
byte units_power; ///< unit system for power
byte units_weight; ///< unit system for weight
byte units_volume; ///< unit system for volume
byte units_force; ///< unit system for force
byte units_height; ///< unit system for height
char *digit_group_separator; ///< thousand separator for non-currencies
char *digit_group_separator_currency; ///< thousand separator for currencies
char *digit_decimal_separator; ///< decimal separator
byte currency; ///< currency we currently use
byte units_velocity; ///< unit system for velocity
byte units_power; ///< unit system for power
byte units_weight; ///< unit system for weight
byte units_volume; ///< unit system for volume
byte units_force; ///< unit system for force
byte units_height; ///< unit system for height
std::string digit_group_separator; ///< thousand separator for non-currencies
std::string digit_group_separator_currency; ///< thousand separator for currencies
std::string digit_decimal_separator; ///< decimal separator
};
/** Settings related to news */
@@ -247,42 +247,42 @@ struct NewsSettings {
/** All settings related to the network. */
struct NetworkSettings {
uint16 sync_freq; ///< how often do we check whether we are still in-sync
uint8 frame_freq; ///< how often do we send commands to the clients
uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
bool pause_on_join; ///< pause the game when people join
uint16 server_port; ///< port the server listens on
uint16 server_admin_port; ///< port the server listens on for the admin network
bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
uint16 sync_freq; ///< how often do we check whether we are still in-sync
uint8 frame_freq; ///< how often do we send commands to the clients
uint16 commands_per_frame; ///< how many commands may be sent each frame_freq frames?
uint16 max_commands_in_queue; ///< how many commands may there be in the incoming queue before dropping the connection?
uint16 bytes_per_frame; ///< how many bytes may, over a long period, be received per frame?
uint16 bytes_per_frame_burst; ///< how many bytes may, over a short period, be received?
uint16 max_init_time; ///< maximum amount of time, in game ticks, a client may take to initiate joining
uint16 max_join_time; ///< maximum amount of time, in game ticks, a client may take to sync up during joining
uint16 max_download_time; ///< maximum amount of time, in game ticks, a client may take to download the map
uint16 max_password_time; ///< maximum amount of time, in game ticks, a client may take to enter the password
uint16 max_lag_time; ///< maximum amount of time, in game ticks, a client may be lagging behind the server
bool pause_on_join; ///< pause the game when people join
uint16 server_port; ///< port the server listens on
uint16 server_admin_port; ///< port the server listens on for the admin network
bool server_admin_chat; ///< allow private chat for the server to be distributed to the admin network
std::string server_name; ///< name of the server
std::string server_password; ///< password for joining this server
std::string rcon_password; ///< password for rconsole (server side)
std::string admin_password; ///< password for the admin network
bool server_advertise; ///< advertise the server to the masterserver
bool server_advertise; ///< advertise the server to the masterserver
std::string client_name; ///< name of the player (as client)
std::string default_company_pass; ///< default password for new companies in encrypted form
std::string connect_to_ip; ///< default for the "Add server" query
std::string network_id; ///< network ID for servers
bool autoclean_companies; ///< automatically remove companies that are not in use
uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
uint8 max_companies; ///< maximum amount of companies
uint8 max_clients; ///< maximum amount of clients
uint8 max_spectators; ///< maximum amount of spectators
Year restart_game_year; ///< year the server restarts
uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
bool reload_cfg; ///< reload the config file before restarting
bool autoclean_companies; ///< automatically remove companies that are not in use
uint8 autoclean_unprotected; ///< remove passwordless companies after this many months
uint8 autoclean_protected; ///< remove the password from passworded companies after this many months
uint8 autoclean_novehicles; ///< remove companies with no vehicles after this many months
uint8 max_companies; ///< maximum amount of companies
uint8 max_clients; ///< maximum amount of clients
uint8 max_spectators; ///< maximum amount of spectators
Year restart_game_year; ///< year the server restarts
uint8 min_active_clients; ///< minimum amount of active clients to unpause the game
bool reload_cfg; ///< reload the config file before restarting
std::string last_joined; ///< Last joined server
bool no_http_content_downloads; ///< do not do content downloads over HTTP
bool no_http_content_downloads; ///< do not do content downloads over HTTP
};
/** Settings related to the creation of games. */