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vcmi/lib/constants/StringConstants.h
2023-09-20 16:12:26 +02:00

219 lines
7.9 KiB
C++

/*
* constants/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"};
const std::string DIFFICULTY_NAMES [5] = {"pawn", "knight", "rook", "queen", "king"};
}
namespace NPrimarySkill
{
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 NFaction
{
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"
};
}
namespace MappedKeys
{
static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
{
{ "special1", BuildingID::SPECIAL_1 },
{ "special2", BuildingID::SPECIAL_2 },
{ "special3", BuildingID::SPECIAL_3 },
{ "special4", BuildingID::SPECIAL_4 },
{ "grail", BuildingID::GRAIL },
{ "mageGuild1", BuildingID::MAGES_GUILD_1 },
{ "mageGuild2", BuildingID::MAGES_GUILD_2 },
{ "mageGuild3", BuildingID::MAGES_GUILD_3 },
{ "mageGuild4", BuildingID::MAGES_GUILD_4 },
{ "mageGuild5", BuildingID::MAGES_GUILD_5 },
{ "tavern", BuildingID::TAVERN },
{ "shipyard", BuildingID::SHIPYARD },
{ "fort", BuildingID::FORT },
{ "citadel", BuildingID::CITADEL },
{ "castle", BuildingID::CASTLE },
{ "villageHall", BuildingID::VILLAGE_HALL },
{ "townHall", BuildingID::TOWN_HALL },
{ "cityHall", BuildingID::CITY_HALL },
{ "capitol", BuildingID::CAPITOL },
{ "marketplace", BuildingID::MARKETPLACE },
{ "resourceSilo", BuildingID::RESOURCE_SILO },
{ "blacksmith", BuildingID::BLACKSMITH },
{ "horde1", BuildingID::HORDE_1 },
{ "horde1Upgr", BuildingID::HORDE_1_UPGR },
{ "horde2", BuildingID::HORDE_2 },
{ "horde2Upgr", BuildingID::HORDE_2_UPGR },
{ "ship", BuildingID::SHIP },
{ "dwellingLvl1", BuildingID::DWELL_LVL_1 },
{ "dwellingLvl2", BuildingID::DWELL_LVL_2 },
{ "dwellingLvl3", BuildingID::DWELL_LVL_3 },
{ "dwellingLvl4", BuildingID::DWELL_LVL_4 },
{ "dwellingLvl5", BuildingID::DWELL_LVL_5 },
{ "dwellingLvl6", BuildingID::DWELL_LVL_6 },
{ "dwellingLvl7", BuildingID::DWELL_LVL_7 },
{ "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP },
{ "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP },
{ "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP },
{ "dwellingUpLvl4", BuildingID::DWELL_LVL_4_UP },
{ "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP },
{ "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP },
{ "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP },
};
static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
{
{ "mysticPond", BuildingSubID::MYSTIC_POND },
{ "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
{ "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
{ "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
{ "castleGate", BuildingSubID::CASTLE_GATE },
{ "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
{ "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
{ "ballistaYard", BuildingSubID::BALLISTA_YARD },
{ "stables", BuildingSubID::STABLES },
{ "manaVortex", BuildingSubID::MANA_VORTEX },
{ "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
{ "library", BuildingSubID::LIBRARY },
{ "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
{ "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
{ "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
{ "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
{ "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
{ "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
{ "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
{ "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
{ "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
{ "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
{ "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
{ "lighthouse", BuildingSubID::LIGHTHOUSE },
{ "treasury", BuildingSubID::TREASURY }
};
static const std::map<std::string, EMarketMode> MARKET_NAMES_TO_TYPES =
{
{ "resource-resource", EMarketMode::RESOURCE_RESOURCE },
{ "resource-player", EMarketMode::RESOURCE_PLAYER },
{ "creature-resource", EMarketMode::CREATURE_RESOURCE },
{ "resource-artifact", EMarketMode::RESOURCE_ARTIFACT },
{ "artifact-resource", EMarketMode::ARTIFACT_RESOURCE },
{ "artifact-experience", EMarketMode::ARTIFACT_EXP },
{ "creature-experience", EMarketMode::CREATURE_EXP },
{ "creature-undead", EMarketMode::CREATURE_UNDEAD },
{ "resource-skill", EMarketMode::RESOURCE_SKILL },
};
}
VCMI_LIB_NAMESPACE_END