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vcmi/lib/StringConstants.h
2013-02-12 19:49:40 +00:00

76 lines
2.2 KiB
C++

#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"
};
}