336 lines
16 KiB
Plaintext
336 lines
16 KiB
Plaintext
#include "prc_misc_const"
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// Returns the name of nAbility
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// (NOTE: All first letters are capitals)
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string util_GetAbilityName(int nAbility);
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// Returns the name of nRacialType. (NOTE: All first letters are capitals)
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string util_GetRaceName(int nRacialType);
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// Returns the name of nFeat
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string util_GetFeatName(int nFeat);
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// Returns the description of nFeat
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string util_GetFeatDescription(int nFeat);
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// Returns the description of nSkill
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string util_GetSkillDescription(int nSkill);
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// Returns the name of nSkill. (NOTE: All first letters are capitals)
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string util_GetSkillName(int nSkill);
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// Returns the name of nRacialType. (NOTE: All first letters are capitals)
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string util_GetGenderName(int nGender);
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// Returns the name of nClass (NOTE: All first letters are capitals)
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string util_GetClassName(int nClass);
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// Returns the name of nBaseItem (First letter is capital)
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string util_GetBaseItemName(int nBaseItem);
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// Returns the name of nDamageType
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string util_GetDamageTypeName(int nDamageType);
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string util_GetAbilityName(int nAbility)
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{
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switch (nAbility)
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{
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case ABILITY_CHARISMA: return "Charisma";
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case ABILITY_CONSTITUTION: return "Constitution";
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case ABILITY_DEXTERITY: return "Dexterity";
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case ABILITY_INTELLIGENCE: return "Intelligence";
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case ABILITY_STRENGTH: return "Strength";
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case ABILITY_WISDOM: return "Wisdom";
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}
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return "(unknown ability)";
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}
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string util_GetRaceName(int nRacialType)
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{
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switch(nRacialType)
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{
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case RACIAL_TYPE_ABERRATION: return "Aberration";
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case RACIAL_TYPE_ANIMAL: return "Animal";
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case RACIAL_TYPE_BEAST: return "Beast";
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case RACIAL_TYPE_CONSTRUCT: return "Construct";
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case RACIAL_TYPE_DRAGON: return "Dragon";
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case RACIAL_TYPE_DWARF: return "Dwarf";
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case RACIAL_TYPE_ELEMENTAL: return "Elemental";
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case RACIAL_TYPE_ELF: return "Elf";
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case RACIAL_TYPE_FEY: return "Fey";
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case RACIAL_TYPE_GIANT: return "Giant";
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case RACIAL_TYPE_GNOME: return "Gnome";
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case RACIAL_TYPE_HALFELF: return "Half Elf";
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case RACIAL_TYPE_HALFLING: return "Halfling";
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case RACIAL_TYPE_HALFORC: return "Half Orc";
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case RACIAL_TYPE_HUMAN: return "Human";
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case RACIAL_TYPE_HUMANOID_GOBLINOID: return "Goblinoid";
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case RACIAL_TYPE_HUMANOID_MONSTROUS: return "Monstrous";
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case RACIAL_TYPE_HUMANOID_ORC: return "Orc";
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case RACIAL_TYPE_HUMANOID_REPTILIAN: return "Reptilian";
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case RACIAL_TYPE_MAGICAL_BEAST: return "Magical Beast";
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case RACIAL_TYPE_OOZE: return "Ooze";
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case RACIAL_TYPE_OUTSIDER: return "Outsider";
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case RACIAL_TYPE_SHAPECHANGER: return "Shapechanger";
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case RACIAL_TYPE_UNDEAD: return "Undead";
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case RACIAL_TYPE_VERMIN: return "Vermin";
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}
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return "(unknown race)";
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}
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string util_GetFeatName(int nFeat)
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{
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return GetStringByStrRef(StringToInt(Get2DAString("feat", "FEAT", nFeat)));
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}
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string util_GetFeatDescription(int nFeat)
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{
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return GetStringByStrRef(StringToInt(Get2DAString("feat", "DESCRIPTION", nFeat)));
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}
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string util_GetSkillDescription(int nSkill)
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{
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return GetStringByStrRef(StringToInt(Get2DAString("skills", "Description", nSkill)));
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}
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string util_GetSkillName(int nSkill)
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{
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// return GetStringByStrRef(StringToInt(util_Get2DAString("skills", "Name", nSkill)));
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switch (nSkill)
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{
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case SKILL_ANIMAL_EMPATHY: return "Animal Empathy";
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case SKILL_APPRAISE: return "Appraise";
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case SKILL_BLUFF: return "Bluff";
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case SKILL_CONCENTRATION: return "Concentration";
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case SKILL_CRAFT_ARMOR: return "Craft Armour";
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case SKILL_CRAFT_TRAP: return "Craft Trap";
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case SKILL_CRAFT_WEAPON: return "Craft Weapon";
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case SKILL_DISABLE_TRAP: return "Disable Trap";
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case SKILL_DISCIPLINE: return "Discipline";
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case SKILL_HEAL: return "Heal";
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case SKILL_HIDE: return "Hide";
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case SKILL_INTIMIDATE: return "Intimidate";
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case SKILL_LISTEN: return "Listen";
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case SKILL_LORE: return "Lore";
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case SKILL_MOVE_SILENTLY: return "Move Silently";
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case SKILL_OPEN_LOCK: return "Open Lock";
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case SKILL_PARRY: return "Parry";
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case SKILL_PERFORM: return "Perform";
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case SKILL_PERSUADE: return "Persuade";
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case SKILL_PICK_POCKET: return "Pick Pocket";
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case SKILL_SEARCH: return "Search";
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case SKILL_SET_TRAP: return "Set Trap";
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case SKILL_SPELLCRAFT: return "Spellcraft";
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case SKILL_SPOT: return "Spot";
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case SKILL_TAUNT: return "Taunt";
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case SKILL_TUMBLE: return "Tumble";
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case SKILL_USE_MAGIC_DEVICE: return "Use Magic Device";
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case SKILL_RIDE: return "Ride";
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}
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return "(unknown skill)";
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}
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string util_GetGenderName(int nGender)
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{
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switch (nGender)
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{
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case GENDER_MALE: return "Male";
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case GENDER_FEMALE: return "Female";
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case GENDER_BOTH: return "Both";
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case GENDER_OTHER: return "Other";
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case GENDER_NONE: return "None";
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}
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return "(unknown gender)";
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}
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string util_GetClassName(int nClass)
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{
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switch (nClass)
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{
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case CLASS_TYPE_ABERRATION: return "Aberration";
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case CLASS_TYPE_ANIMAL: return "Animal";
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case CLASS_TYPE_ARCANE_ARCHER: return "Arcane Archer";
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case CLASS_TYPE_ASSASSIN: return "Assassin";
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case CLASS_TYPE_BARBARIAN: return "Barbarian";
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case CLASS_TYPE_BARD: return "Bard";
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case CLASS_TYPE_BEAST: return "Beast";
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case CLASS_TYPE_BLACKGUARD: return "Blackguard";
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case CLASS_TYPE_CLERIC: return "Cleric";
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case CLASS_TYPE_COMMONER: return "Commoner";
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case CLASS_TYPE_CONSTRUCT: return "Construct";
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case CLASS_TYPE_DIVINE_CHAMPION: return "Divine Champion";
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case CLASS_TYPE_DRAGON: return "Dragon";
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case CLASS_TYPE_DRAGON_DISCIPLE: return "Dragon Disciple";
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case CLASS_TYPE_DRUID: return "Druid";
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case CLASS_TYPE_DWARVEN_DEFENDER: return "Dwarven Defender";
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case CLASS_TYPE_ELEMENTAL: return "Elemental";
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case CLASS_TYPE_EYE_OF_GRUUMSH: return "Eye of Gruumsh";
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case CLASS_TYPE_FEY: return "Fey";
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case CLASS_TYPE_FIGHTER: return "Fighter";
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case CLASS_TYPE_GIANT: return "Giant";
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case CLASS_TYPE_HARPER: return "Harper";
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case CLASS_TYPE_HUMANOID: return "Humanoid";
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case CLASS_TYPE_MAGICAL_BEAST: return "Magical Beast";
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case CLASS_TYPE_MONK: return "Monk";
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case CLASS_TYPE_MONSTROUS: return "Monstrous";
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case CLASS_TYPE_OOZE: return "Ooze";
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case CLASS_TYPE_OUTSIDER: return "Outsider";
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case CLASS_TYPE_PALADIN: return "Paladin";
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case CLASS_TYPE_PALE_MASTER: return "Pale master";
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case CLASS_TYPE_RANGER: return "Ranger";
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case CLASS_TYPE_ROGUE: return "Rogue";
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case CLASS_TYPE_SHADOWDANCER: return "Shadowdancer";
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case CLASS_TYPE_SHAPECHANGER: return "Shapechanger";
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case CLASS_TYPE_SHIFTER: return "Shifter";
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case CLASS_TYPE_SHOU_DISCIPLE: return "Disciple";
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case CLASS_TYPE_SORCERER: return "Sorcerer";
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case CLASS_TYPE_UNDEAD: return "Undead";
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case CLASS_TYPE_VERMIN: return "Vermin";
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case CLASS_TYPE_WEAPON_MASTER: return "Weapon Master";
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case CLASS_TYPE_WIZARD: return "Wizard";
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case CLASS_TYPE_PURPLE_DRAGON_KNIGHT: return "Purple Dragon Knight";
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}
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return "(unknown class)";
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}
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string util_GetBaseItemName(int nBaseItem)
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{
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switch (nBaseItem)
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{
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/* the numbers 23, 30, 48 and 67 do not exist as base item constants */
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case BASE_ITEM_AMULET: return "Amulet";
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case BASE_ITEM_ARMOR: return "Armour";
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case BASE_ITEM_ARROW: return "Arrow";
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case BASE_ITEM_BASTARDSWORD: return "Bastard sword";
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case BASE_ITEM_BATTLEAXE: return "Battleaxe";
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case BASE_ITEM_BELT: return "Belt";
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case BASE_ITEM_BLANK_POTION: return "Empty potion";
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case BASE_ITEM_BLANK_SCROLL: return "Blank scroll";
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case BASE_ITEM_BLANK_WAND: return "Unused wand";
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case BASE_ITEM_BOLT: return "Bolt";
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case BASE_ITEM_BOOK: return "Book";
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case BASE_ITEM_BOOTS: return "Boots";
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case BASE_ITEM_BRACER: return "Bracer";
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case BASE_ITEM_BULLET: return "Bullet";
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case BASE_ITEM_CBLUDGWEAPON: return "Creature bludgeoning weapon";
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case BASE_ITEM_CLOAK: return "Cloak";
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case BASE_ITEM_CLUB: return "Club";
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case BASE_ITEM_CPIERCWEAPON: return "Creature piercing weapon";
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case BASE_ITEM_CRAFTMATERIALMED: return "Crafting material medium";
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case BASE_ITEM_CRAFTMATERIALSML: return "Crafting material small";
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case BASE_ITEM_CREATUREITEM: return "Creature item";
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case BASE_ITEM_CSLASHWEAPON: return "Creature slashing weapon";
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case BASE_ITEM_CSLSHPRCWEAP: return "Creature slashing/piercing weapon";
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case BASE_ITEM_DAGGER: return "Dagger";
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case BASE_ITEM_DART: return "Dart";
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case BASE_ITEM_DIREMACE: return "Dire mace";
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case BASE_ITEM_DOUBLEAXE: return "Double axe";
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case BASE_ITEM_DWARVENWARAXE: return "Waraxe";
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case BASE_ITEM_ENCHANTED_POTION: return "Filled potion";
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case BASE_ITEM_ENCHANTED_SCROLL: return "Scribed scroll";
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case BASE_ITEM_ENCHANTED_WAND: return "Enchanted wand";
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case BASE_ITEM_GEM: return "Gem";
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case BASE_ITEM_GLOVES: return "Gloves";
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case BASE_ITEM_GOLD: return "Gold";
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case BASE_ITEM_GREATAXE: return "Greataxe";
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case BASE_ITEM_GREATSWORD: return "Greatsword";
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case BASE_ITEM_GRENADE: return "Grenade";
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case BASE_ITEM_HALBERD: return "Halberd";
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case BASE_ITEM_HANDAXE: return "Hand axe";
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case BASE_ITEM_HEALERSKIT: return "Healer's kit";
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case BASE_ITEM_HEAVYCROSSBOW: return "Heavy crossbow";
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case BASE_ITEM_HEAVYFLAIL: return "Heavy flail";
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case BASE_ITEM_HELMET: return "Helmet";
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case BASE_ITEM_KAMA: return "Kama";
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case BASE_ITEM_KATANA: return "Katana";
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case BASE_ITEM_KEY: return "Key";
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case BASE_ITEM_KUKRI: return "Kukri";
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case BASE_ITEM_LARGEBOX: return "Large Box";
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case BASE_ITEM_LARGESHIELD: return "Large shield";
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case BASE_ITEM_LIGHTCROSSBOW: return "Light crossbow";
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case BASE_ITEM_LIGHTFLAIL: return "Light flail";
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case BASE_ITEM_LIGHTHAMMER: return "Light hammer";
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case BASE_ITEM_LIGHTMACE: return "Light mace";
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case BASE_ITEM_LONGBOW: return "Longbow";
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case BASE_ITEM_LONGSWORD: return "Longsword";
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case BASE_ITEM_MAGICROD: return "Magic rod";
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case BASE_ITEM_MAGICSTAFF: return "Magic staff";
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case BASE_ITEM_MAGICWAND: return "Magic wand";
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case BASE_ITEM_MISCLARGE: return "Miscelaneous large";
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case BASE_ITEM_MISCMEDIUM: return "Miscelaneous medium";
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case BASE_ITEM_MISCSMALL: return "Miscelaneous small";
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case BASE_ITEM_MISCTALL: return "Miscelaneous tall";
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case BASE_ITEM_MISCTHIN: return "Miscelaneous thin";
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case BASE_ITEM_MISCWIDE: return "Miscelaneous wide";
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case BASE_ITEM_MORNINGSTAR: return "Morningstar";
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case BASE_ITEM_POTIONS: return "Potion";
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case BASE_ITEM_QUARTERSTAFF: return "Quarterstaff";
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case BASE_ITEM_RAPIER: return "Rapier";
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case BASE_ITEM_RING: return "Ring";
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case BASE_ITEM_SCIMITAR: return "Scimitar";
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case BASE_ITEM_SCROLL: return "Scroll";
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case BASE_ITEM_SCYTHE: return "Scythe";
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case BASE_ITEM_SHORTBOW: return "Shortbow";
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case BASE_ITEM_SHORTSPEAR: return "Short spear";
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case BASE_ITEM_SHORTSWORD: return "Short sword";
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case BASE_ITEM_SHURIKEN: return "Shuriken";
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case BASE_ITEM_SICKLE: return "Sickle";
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case BASE_ITEM_SLING: return "Sling";
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case BASE_ITEM_SMALLSHIELD: return "Small shield";
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case BASE_ITEM_SPELLSCROLL: return "Spell scroll";
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case BASE_ITEM_THIEVESTOOLS: return "Thieves tools";
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case BASE_ITEM_THROWINGAXE: return "Throwing axe";
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case BASE_ITEM_TORCH: return "Torch";
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case BASE_ITEM_TOWERSHIELD: return "Tower shield";
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case BASE_ITEM_TRAPKIT: return "Trap kit";
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case BASE_ITEM_TRIDENT: return "Trident";
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case BASE_ITEM_TWOBLADEDSWORD: return "Two-bladed sword";
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case BASE_ITEM_WARHAMMER: return "Warhammer";
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case BASE_ITEM_WHIP: return "Whip";
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case BASE_ITEM_LIGHT_LANCE: return "Light Lance";
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case BASE_ITEM_HEAVY_PICK: return "Heavy Pick";
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case BASE_ITEM_LIGHT_PICK: return "Light Pick";
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case BASE_ITEM_SAI: return "Sai";
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case BASE_ITEM_NUNCHAKU: return "Nunchaku";
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case BASE_ITEM_FALCHION: return "Falchion";
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case BASE_ITEM_SAP: return "Sap";
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case BASE_ITEM_KATAR: return "Katar";
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case BASE_ITEM_HEAVY_MACE: return "Heavy Mace";
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case BASE_ITEM_MAUL: return "Maul";
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case BASE_ITEM_DOUBLE_SCIMITAR: return "Double Scimitar";
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case BASE_ITEM_GOAD: return "Goad";
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case BASE_ITEM_EAGLE_CLAW: return "Eagle Claw";
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case BASE_ITEM_ELVEN_LIGHTBLADE: return "Elven Lightblade";
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case BASE_ITEM_ELVEN_THINBLADE: return "Elven Thinblade";
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case BASE_ITEM_ELVEN_COURTBLADE: return "Elven Courtblade";
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}
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return "(unknown base item)";
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}
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string util_GetDamageTypeName(int nDamageType)
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{
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switch (nDamageType)
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{
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case DAMAGE_TYPE_ACID: return "Acid";
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case DAMAGE_TYPE_BASE_WEAPON: return "Physical";
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case DAMAGE_TYPE_BLUDGEONING: return "Bludgeoning";
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case DAMAGE_TYPE_COLD: return "Cold";
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case DAMAGE_TYPE_DIVINE: return "Divine";
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case DAMAGE_TYPE_ELECTRICAL: return "Electrical";
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case DAMAGE_TYPE_FIRE: return "Fire";
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case DAMAGE_TYPE_MAGICAL: return "Magical";
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case DAMAGE_TYPE_NEGATIVE: return "Negative";
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case DAMAGE_TYPE_PIERCING: return "Piercing";
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case DAMAGE_TYPE_POSITIVE: return "Positive";
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case DAMAGE_TYPE_SLASHING: return "Slashing";
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case DAMAGE_TYPE_SONIC: return "Sonic";
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}
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return "(unknown damage type)";
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}
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