<commit_before>﻿/* <NAME>
Feb 14, 2015 */

#include "constants.h"

// general
const int C::GROUND_INDEX = 3; // there are three levels below this
const int C::VIEW_DISTANCE = 9; // 5+1+5 to a side == 11*11 total area

const int C::WORLD_X_DIMENSION = 1000;
const int C::WORLD_Y_DIMENSION = 1000;
const int C::WORLD_Z_DIMENSION = 8;

const int C::DEFAULT_SPAWN_X = C::WORLD_X_DIMENSION / 2; // N/S center
const int C::DEFAULT_SPAWN_Y = C::WORLD_Y_DIMENSION / 2; // E/W center
const int C::DEFAULT_SPAWN_Z = C::GROUND_INDEX; // ground level spawn

// game data locations
#ifdef _WIN32
const string C::game_directory = "C:/IslandMUD";
#else
const string C::game_directory = "/home/IslandMUD";
#endif
const string C::world_terrain_file_location = C::game_directory + "/world_terrain.txt";
const string C::world_biome_file_location = C::game_directory + "/biome_map.txt";
const string C::room_directory = C::game_directory + "/rooms";
const string C::user_data_directory = C::game_directory + "/user_data";

// faction IDs
const string C::PC_FACTION_ID = "player";
const string C::NPC_NEUTRAL_FACTION_ID = "neutral_NPC";
const string C::NPC_HOSTILE_FACTION_ID = "hostile_NPC";

// map symbols
const char C::PLAYER_CHAR = '@';
const char C::NPC_NEUTRAL_CHAR = '+';
const char C::WATER_CHAR = '~';
const char C::LAND_CHAR = ' ';
const char C::FOREST_CHAR = '%';
const char C::ITEM_CHAR = '?';
const char C::CHEST_CHAR = char(220); // ascii 220
const char C::RUBBLE_CHAR = '#';

// engine signals
const string C::GOOD_SIGNAL = "good";
const string C::BAD_SIGNAL = "bad";

// item IDs
const string C::BAD_ITEM_ID = "bad_item_id";

const string C::SMELTER_ID = "smelter";
const string C::FORGE_ID = "forge";
const string C::ANVIL_ID = "anvil";
const string C::DEBRIS_ID = "debris";
<commit_msg>correction in comment<commit_after>﻿/* <NAME>
Feb 14, 2015 */

#include "constants.h"

// general
const int C::GROUND_INDEX = 3; // there are three levels below this
const int C::VIEW_DISTANCE = 9; // 5+1+5 to a side == 11*11 total area

const int C::WORLD_X_DIMENSION = 1000;
const int C::WORLD_Y_DIMENSION = 1000;
const int C::WORLD_Z_DIMENSION = 8;

const int C::DEFAULT_SPAWN_X = C::WORLD_X_DIMENSION / 2; // N/S center
const int C::DEFAULT_SPAWN_Y = C::WORLD_Y_DIMENSION / 2; // E/W center
const int C::DEFAULT_SPAWN_Z = C::GROUND_INDEX; // ground level spawn

// game data locations
#ifdef _WIN32
const string C::game_directory = "C:/IslandMUD";
#else
const string C::game_directory = "/home/IslandMUD";
#endif
const string C::world_terrain_file_location = C::game_directory + "/world_terrain.txt";
const string C::world_biome_file_location = C::game_directory + "/biome_map.txt";
const string C::room_directory = C::game_directory + "/rooms";
const string C::user_data_directory = C::game_directory + "/user_data";

// faction IDs
const string C::PC_FACTION_ID = "player";
const string C::NPC_NEUTRAL_FACTION_ID = "neutral_NPC";
const string C::NPC_HOSTILE_FACTION_ID = "hostile_NPC";

// map symbols
const char C::PLAYER_CHAR = '@';
const char C::NPC_NEUTRAL_CHAR = '+';
const char C::WATER_CHAR = '~';
const char C::LAND_CHAR = ' ';
const char C::FOREST_CHAR = '%';
const char C::ITEM_CHAR = '?';
const char C::CHEST_CHAR = char(220); // extended ascii 220
const char C::RUBBLE_CHAR = '#';

// engine signals
const string C::GOOD_SIGNAL = "good";
const string C::BAD_SIGNAL = "bad";

// item IDs
const string C::BAD_ITEM_ID = "bad_item_id";

const string C::SMELTER_ID = "smelter";
const string C::FORGE_ID = "forge";
const string C::ANVIL_ID = "anvil";
const string C::DEBRIS_ID = "debris";

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