/* * 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 * */ #pragma once #include "GameConstants.h" VCMI_LIB_NAMESPACE_BEGIN /// /// String ID which are pointless to move to config file - these types are mostly hardcoded /// namespace GameConstants { 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" }; const std::string ALIGNMENT_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::vector levels = { "none", "basic", "advanced", "expert" }; } namespace EBuildingType { const std::string names [44] = { "mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", // 5 "tavern", "shipyard", "fort", "citadel", "castle", // 10 "villageHall", "townHall", "cityHall", "capitol", "marketplace", // 15 "resourceSilo", "blacksmith", "special1", "horde1", "horde1Upgr", // 20 "ship", "special2", "special3", "special4", "horde2", // 25 "horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", // 30 "dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", // 35 "dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", // 40 "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 namesHero [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 namesCreature[1] = { "creature1" }; const std::string namesCommander[6] = { "commander1", "commander2", "commander3", "commander4", "commander5", "commander6", }; const std::string backpack = "backpack"; } namespace NMetaclass { const std::string names [16] = { "", "artifact", "creature", "faction", "experience", "hero", "heroClass", "luck", "mana", "morale", "movement", "object", "primarySkill", "secondarySkill", "spell", "resource" }; } namespace NPathfindingLayer { const std::string names[EPathfindingLayer::NUM_LAYERS] = { "land", "sail", "water", "air" }; } VCMI_LIB_NAMESPACE_END