#pragma once #include "GameConstants.h" /* * GameConstants.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 HERO_CLASSES_NAMES [F_NUMBER * 2] = { "knight", "cleric", "ranger", "druid", "alchemist", "wizard", "demoniac", "heretic", "deathknight", "necromancer", "warlock", "overlord", "barbarian", "battlemage", "beastmaster", "witch", "planeswalker", "elementalist" }; const std::string PLAYER_COLOR_NAMES [PLAYER_LIMIT] = { "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 ETownType { const std::string names [GameConstants::F_NUMBER] = { "castle", "rampart", "tower", "inferno", "necropolis", "dungeon", "stronghold", "fortress", "conflux" }; }