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vcmi/lib/StringConstants.h

126 lines
3.7 KiB
C++

/*
* 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<std::string> 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