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219 lines
7.9 KiB
C++
219 lines
7.9 KiB
C++
/*
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* constants/StringConstants.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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///
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/// String ID which are pointless to move to config file - these types are mostly hardcoded
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///
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namespace GameConstants
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{
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const std::string RESOURCE_NAMES [RESOURCE_QUANTITY] = {
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"wood", "mercury", "ore", "sulfur", "crystal", "gems", "gold", "mithril"
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};
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const std::string PLAYER_COLOR_NAMES [PlayerColor::PLAYER_LIMIT_I] = {
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"red", "blue", "tan", "green", "orange", "purple", "teal", "pink"
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};
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const std::string ALIGNMENT_NAMES [3] = {"good", "evil", "neutral"};
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const std::string DIFFICULTY_NAMES [5] = {"pawn", "knight", "rook", "queen", "king"};
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}
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namespace NPrimarySkill
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{
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const std::string names [GameConstants::PRIMARY_SKILLS] = { "attack", "defence", "spellpower", "knowledge" };
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}
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namespace NSecondarySkill
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{
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const std::string names [GameConstants::SKILL_QUANTITY] =
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{
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"pathfinding", "archery", "logistics", "scouting", "diplomacy", // 5
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"navigation", "leadership", "wisdom", "mysticism", "luck", // 10
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"ballistics", "eagleEye", "necromancy", "estates", "fireMagic", // 15
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"airMagic", "waterMagic", "earthMagic", "scholar", "tactics", // 20
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"artillery", "learning", "offence", "armorer", "intelligence", // 25
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"sorcery", "resistance", "firstAid"
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};
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const std::vector<std::string> levels =
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{
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"none", "basic", "advanced", "expert"
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};
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}
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namespace EBuildingType
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{
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const std::string names [44] =
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{
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"mageGuild1", "mageGuild2", "mageGuild3", "mageGuild4", "mageGuild5", // 5
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"tavern", "shipyard", "fort", "citadel", "castle", // 10
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"villageHall", "townHall", "cityHall", "capitol", "marketplace", // 15
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"resourceSilo", "blacksmith", "special1", "horde1", "horde1Upgr", // 20
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"ship", "special2", "special3", "special4", "horde2", // 25
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"horde2Upgr", "grail", "extraTownHall", "extraCityHall", "extraCapitol", // 30
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"dwellingLvl1", "dwellingLvl2", "dwellingLvl3", "dwellingLvl4", "dwellingLvl5", // 35
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"dwellingLvl6", "dwellingLvl7", "dwellingUpLvl1", "dwellingUpLvl2", "dwellingUpLvl3", // 40
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"dwellingUpLvl4", "dwellingUpLvl5", "dwellingUpLvl6", "dwellingUpLvl7"
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};
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}
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namespace NFaction
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{
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const std::string names [GameConstants::F_NUMBER] =
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{
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"castle", "rampart", "tower",
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"inferno", "necropolis", "dungeon",
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"stronghold", "fortress", "conflux"
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};
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}
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namespace NArtifactPosition
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{
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const std::string namesHero [19] =
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{
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"head", "shoulders", "neck", "rightHand", "leftHand", "torso", //5
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"rightRing", "leftRing", "feet", //8
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"misc1", "misc2", "misc3", "misc4", //12
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"mach1", "mach2", "mach3", "mach4", //16
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"spellbook", "misc5" //18
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};
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const std::string namesCreature[1] =
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{
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"creature1"
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};
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const std::string namesCommander[6] =
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{
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"commander1", "commander2", "commander3", "commander4", "commander5", "commander6",
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};
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const std::string backpack = "backpack";
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}
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namespace NMetaclass
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{
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const std::string names [16] =
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{
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"",
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"artifact", "creature", "faction", "experience", "hero",
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"heroClass", "luck", "mana", "morale", "movement",
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"object", "primarySkill", "secondarySkill", "spell", "resource"
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};
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}
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namespace NPathfindingLayer
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{
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const std::string names[EPathfindingLayer::NUM_LAYERS] =
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{
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"land", "sail", "water", "air"
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};
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}
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namespace MappedKeys
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{
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static const std::map<std::string, BuildingID> BUILDING_NAMES_TO_TYPES =
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{
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{ "special1", BuildingID::SPECIAL_1 },
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{ "special2", BuildingID::SPECIAL_2 },
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{ "special3", BuildingID::SPECIAL_3 },
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{ "special4", BuildingID::SPECIAL_4 },
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{ "grail", BuildingID::GRAIL },
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{ "mageGuild1", BuildingID::MAGES_GUILD_1 },
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{ "mageGuild2", BuildingID::MAGES_GUILD_2 },
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{ "mageGuild3", BuildingID::MAGES_GUILD_3 },
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{ "mageGuild4", BuildingID::MAGES_GUILD_4 },
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{ "mageGuild5", BuildingID::MAGES_GUILD_5 },
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{ "tavern", BuildingID::TAVERN },
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{ "shipyard", BuildingID::SHIPYARD },
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{ "fort", BuildingID::FORT },
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{ "citadel", BuildingID::CITADEL },
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{ "castle", BuildingID::CASTLE },
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{ "villageHall", BuildingID::VILLAGE_HALL },
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{ "townHall", BuildingID::TOWN_HALL },
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{ "cityHall", BuildingID::CITY_HALL },
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{ "capitol", BuildingID::CAPITOL },
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{ "marketplace", BuildingID::MARKETPLACE },
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{ "resourceSilo", BuildingID::RESOURCE_SILO },
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{ "blacksmith", BuildingID::BLACKSMITH },
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{ "horde1", BuildingID::HORDE_1 },
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{ "horde1Upgr", BuildingID::HORDE_1_UPGR },
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{ "horde2", BuildingID::HORDE_2 },
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{ "horde2Upgr", BuildingID::HORDE_2_UPGR },
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{ "ship", BuildingID::SHIP },
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{ "dwellingLvl1", BuildingID::DWELL_LVL_1 },
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{ "dwellingLvl2", BuildingID::DWELL_LVL_2 },
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{ "dwellingLvl3", BuildingID::DWELL_LVL_3 },
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{ "dwellingLvl4", BuildingID::DWELL_LVL_4 },
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{ "dwellingLvl5", BuildingID::DWELL_LVL_5 },
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{ "dwellingLvl6", BuildingID::DWELL_LVL_6 },
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{ "dwellingLvl7", BuildingID::DWELL_LVL_7 },
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{ "dwellingUpLvl1", BuildingID::DWELL_LVL_1_UP },
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{ "dwellingUpLvl2", BuildingID::DWELL_LVL_2_UP },
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{ "dwellingUpLvl3", BuildingID::DWELL_LVL_3_UP },
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{ "dwellingUpLvl4", BuildingID::DWELL_LVL_4_UP },
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{ "dwellingUpLvl5", BuildingID::DWELL_LVL_5_UP },
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{ "dwellingUpLvl6", BuildingID::DWELL_LVL_6_UP },
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{ "dwellingUpLvl7", BuildingID::DWELL_LVL_7_UP },
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};
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static const std::map<std::string, BuildingSubID::EBuildingSubID> SPECIAL_BUILDINGS =
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{
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{ "mysticPond", BuildingSubID::MYSTIC_POND },
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{ "artifactMerchant", BuildingSubID::ARTIFACT_MERCHANT },
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{ "freelancersGuild", BuildingSubID::FREELANCERS_GUILD },
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{ "magicUniversity", BuildingSubID::MAGIC_UNIVERSITY },
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{ "castleGate", BuildingSubID::CASTLE_GATE },
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{ "creatureTransformer", BuildingSubID::CREATURE_TRANSFORMER },//only skeleton transformer yet
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{ "portalOfSummoning", BuildingSubID::PORTAL_OF_SUMMONING },
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{ "ballistaYard", BuildingSubID::BALLISTA_YARD },
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{ "stables", BuildingSubID::STABLES },
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{ "manaVortex", BuildingSubID::MANA_VORTEX },
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{ "lookoutTower", BuildingSubID::LOOKOUT_TOWER },
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{ "library", BuildingSubID::LIBRARY },
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{ "brotherhoodOfSword", BuildingSubID::BROTHERHOOD_OF_SWORD },//morale garrison bonus
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{ "fountainOfFortune", BuildingSubID::FOUNTAIN_OF_FORTUNE },//luck garrison bonus
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{ "spellPowerGarrisonBonus", BuildingSubID::SPELL_POWER_GARRISON_BONUS },//such as 'stormclouds', but this name is not ok for good towns
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{ "attackGarrisonBonus", BuildingSubID::ATTACK_GARRISON_BONUS },
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{ "defenseGarrisonBonus", BuildingSubID::DEFENSE_GARRISON_BONUS },
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{ "escapeTunnel", BuildingSubID::ESCAPE_TUNNEL },
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{ "attackVisitingBonus", BuildingSubID::ATTACK_VISITING_BONUS },
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{ "defenceVisitingBonus", BuildingSubID::DEFENSE_VISITING_BONUS },
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{ "spellPowerVisitingBonus", BuildingSubID::SPELL_POWER_VISITING_BONUS },
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{ "knowledgeVisitingBonus", BuildingSubID::KNOWLEDGE_VISITING_BONUS },
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{ "experienceVisitingBonus", BuildingSubID::EXPERIENCE_VISITING_BONUS },
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{ "lighthouse", BuildingSubID::LIGHTHOUSE },
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{ "treasury", BuildingSubID::TREASURY }
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};
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static const std::map<std::string, EMarketMode> MARKET_NAMES_TO_TYPES =
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{
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{ "resource-resource", EMarketMode::RESOURCE_RESOURCE },
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{ "resource-player", EMarketMode::RESOURCE_PLAYER },
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{ "creature-resource", EMarketMode::CREATURE_RESOURCE },
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{ "resource-artifact", EMarketMode::RESOURCE_ARTIFACT },
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{ "artifact-resource", EMarketMode::ARTIFACT_RESOURCE },
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{ "artifact-experience", EMarketMode::ARTIFACT_EXP },
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{ "creature-experience", EMarketMode::CREATURE_EXP },
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{ "creature-undead", EMarketMode::CREATURE_UNDEAD },
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{ "resource-skill", EMarketMode::RESOURCE_SKILL },
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};
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}
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VCMI_LIB_NAMESPACE_END
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