#pragma once #include "GameConstants.h" /* * StringConstants.h, part of VCMI engine * * Authors: listed in file AUTHORS in main folder * * License: GNU General Public License v2.0 or later * Full text of license available in license.txt file, in main folder * */ /// /// String ID which are pointless to move to config file - these types are mostly hardcoded /// namespace GameConstants { const std::string TERRAIN_NAMES [TERRAIN_TYPES] = { "dirt", "sand", "grass", "snow", "swamp", "rough", "subterra", "lava", "water", "rock" }; const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = { "wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril" }; const std::string PLAYER_COLOR_NAMES [PlayerColor::PLAYER_LIMIT_I] = { "red", "blue", "tan", "green", "orange", "purple", "teal", "pink" }; } namespace EAlignment { const std::string names [3] = {"good", "evil", "neutral"}; } namespace PrimarySkill { const std::string names [GameConstants::PRIMARY_SKILLS] = { "attack", "defence", "spellpower", "knowledge" }; } namespace NSecondarySkill { const std::string names [GameConstants::SKILL_QUANTITY] = { "pathfinding", "archery", "logistics", "scouting", "diplomacy", // 5 "navigation", "leadership", "wisdom", "mysticism", "luck", // 10 "ballistics", "eagleEye", "necromancy", "estates", "fireMagic", // 15 "airMagic", "waterMagic", "earthMagic", "scholar", "tactics", // 20 "artillery", "learning", "offence", "armorer", "intelligence", // 25 "sorcery", "resistance", "firstAid" }; const std::string levels [4] = { "none", "basic", "advanced", "expert" }; } namespace EBuildingType { const std::string names [44] = { "mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", "tavern", "shipyard", "fort", "citadel", "castle", "villageHall", "townHall", "cityHall", "capitol", "marketplace", "resourceSilo", "blacksmith", "special1", "horde1", "horde1Upgr", "ship", "special2", "special3", "special4", "horde2", "horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", "dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", "dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", "dwellingUpLvl4", "dwellingUpLvl5", "dwellingUpLvl6", "dwellingUpLvl7" }; } namespace ETownType { const std::string names [GameConstants::F_NUMBER] = { "castle", "rampart", "tower", "inferno", "necropolis", "dungeon", "stronghold", "fortress", "conflux" }; } namespace NArtifactPosition { const std::string names [19] = { "head", "shoulders", "neck", "rightHand", "leftHand", "torso", //5 "rightRing", "leftRing", "feet", //8 "misc1", "misc2", "misc3", "misc4", //12 "mach1", "mach2", "mach3", "mach4", //16 "spellbook", "misc5" //18 }; const std::string backpack = "backpack"; }