/***************************************************************************
                          textfiletags.cpp  -  description
                             -------------------
    begin                : Fri Jul 27 2001
    copyright            : (C) 2001 by Martin Bickel
    email                : bickel@asc-hq.org
 ***************************************************************************/

/***************************************************************************
 *                                                                         *
 *   This program is free software; you can redistribute it and/or modify  *
 *   it under the terms of the GNU General Public License as published by  *
 *   the Free Software Foundation; either version 2 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *
 ***************************************************************************/

#include "textfiletags.h"
#include "typen.h"
#include "vehicletype.h"
#include "buildingtype.h"
#include "containerbasetype.h"

const char* weatherTags[cwettertypennum]
    = { "dry",
        "light_rain",
        "heavy_rain",
        "few_snow",
        "much_snow",
        "snow_and_ice" };

const char*  bodenarten[cbodenartennum]
    = { "Shallow_water",
        "Lowland",
        "Swamp",
        "Forest",
        "High_mountains",
        "Road",
        "Railroad",
        "Building_entry_dont_use_it" ,
        "Harbour",
        "Runway"  ,
        "Pipeline",
        "Buried_pipeline",
        "Water",
        "Deep_water",
        "Hard_sand",
        "Soft_sand",
        "Track_possible",
        "Small_rocks",
        "Mud",
        "Snow",
        "Deep_snow",
        "Mountains",
        "Very_shallow_water",
        "Large_rocks",
        "Lava",
        "Ditch",
        "Hillside",
        "Turret_foundation",
        "Morass",
        "Installation",
        "Pack_ice",
        "River",
        "Frozen_water",
        "bridge",
        "lava_barrier" };

 const char* heightTags[choehenstufennum]
    = { "deep_submerged",
        "submerged",
        "floating",
        "ground_level",
        "low_level_flight",
        "medium_level_flight",
        "high_level_flight",
        "orbit" };

 const char* vehicleAbilities[cvehiclefunctionsnum]
     = {           "sonar",
                   "paratrooper",
                   "mine_layer",
                   "cruiserlanding", 
                   "repair_vehicle",
                   "conquer_buildings",
                   "move_after_attack",
                   "satelliteview",
                   "construct_ALL_buildings",
                   "view_mines",
                   "construct_vehicles",
                   "construct_specific_buildings",
                   "fuel_transfer",
                   "icebreaker",
                   "no_midair_refuel",
                   "material_transfer",
                   "__UNUSED1__",
                   "leaves_tracks",
                   "manual_resource_drilling",
                   "no_reactionfire",
                   "self_repairing",
                   "resource_converter",
                   "automatic_resource_searching",
                   "Kamikaze_only",
                   "immune_to_mines",
                   "energy_transfer",
                   "jam_only_own_field",
                   "MoveDuringReactionFire" };

const char*  weaponTags[cwaffentypennum]
   = {  "cruise_missile",
        "mine",
        "bomb",
        "air_missile",
        "ground_missile",
        "torpedo",
        "machinegun",
        "cannon",
        "service",
        "ammo_transfer",
        "laser",
        "shootable",
        "objectPlacement" };

const char*  unitCategoryTags[cmovemalitypenum] =
   { "default",
     "light_tracked_vehicle",
     "medium_tracked_vehicle",
     "heavy_tracked_vehicle",
     "light_wheeled_vehicle",
     "medium_wheeled_vehicle",
     "heavy_wheeled_vehicle",
     "trooper",
     "rail_vehicle",
     "medium_aircraft",
     "medium_ship",
     "building|turret|object",
     "light_aircraft",
     "heavy_aircraft",
     "light_ship",
     "heavy_ship",
     "helicopter",
     "hoovercraft"
   };

const char*  buildingFunctionTags[cbuildingfunctionnum]  =
              { "HeadQuarters",
                "Training_Facility",
                "__unused__",
                "Vehicle_Production",
                "Ammo_Production",
                "__unused__",
                "__unused__",
                "__unused__",
                "Repair_Facility",
                "Recycling",
                "Research",
                "Sonar",
                "Wind_Power_Plant",
                "Solar_Power_Plant",
                "Matter_Converter",
                "Mining_Station",
                "External_loading",
                "Produce_Units_that_cannot_leave",
                "ResourceSink",
                "ExternalResourceTransfer",
                "ExternalAmmoTransfer",
                "NoObjectChaining",
                "Selfdestruct_at_conquer",
                "satelliteview" };


 const char* weatherAbbrev[cwettertypennum]
    = { "_dry",
        "_lr",
        "_hr",
        "_fs",
        "_ms",
        "_si" };

 const char* objectDisplayingMethodTags[objectDisplayingMethodNum]
    = { "Normal",
        "Shadow",
        "Translation",
        "MapEditorOnly",
        "halftransparent" };

 const char* objectNetMethod[ObjectType::netBehaviourNum]
    = { "NetToBuilding",
        "NetToBuildingEntry",
        "NetToSelf",
        "NetToBorder",
        "SpecialBiForest",
        "AutoBorder",
        "KeepOrientation" };

  const char* productionCostCalculationMethod[productionCostCalculationMethodNum] 
    = { "manual", "auto", "add" };

const char* AItasks[AiParameter::taskNum] = { "nothing",
                         "tactics",
                         "tactwait",
                         "stratwait",
                         "wait",
                         "strategy",
                         "serviceRetreat",
                         "move" };

const char* AIjobs[AiParameter::jobNum] = { "undefined",
                       "fight",
                       "supply",
                       "conquer",
                       "build",
                       "recon",
                       "guard",
                       "script" };

const char* entranceModes[ContainerBaseType::TransportationIO::entranceModeNum]
                 = { "In",
                     "Out",
                     "Docking" };



