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Aurora.3/code/__defines/misc.dm
Lohikar d08d771e82 New Wall Sprites (#3491)
MEMEWALLS!
2017-09-27 10:44:14 +03:00

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#define DEBUG
//These get to go at the top, because they're special
//You can use these defines to get the typepath of the currently running proc/verb (yes procs + verbs are objects)
/* eg:
/mob/living/carbon/human/death()
world << THIS_PROC_TYPE_STR //You can only output the string versions
Will print: "/mob/living/carbon/human/death" (you can optionally embed it in a string with () (eg: the _WITH_ARGS defines) to make it look nicer)
*/
#define THIS_PROC_TYPE .....
#define THIS_PROC_TYPE_STR "[THIS_PROC_TYPE]" //Because you can only obtain a string of THIS_PROC_TYPE using "[]", and it's nice to just +/+= strings
#define THIS_PROC_TYPE_STR_WITH_ARGS "[THIS_PROC_TYPE]([args.Join(",")])"
#define THIS_PROC_TYPE_WEIRD ...... //This one is WEIRD, in some cases (When used in certain defines? (eg: ASSERT)) THIS_PROC_TYPE will fail to work, but THIS_PROC_TYPE_WEIRD will work instead
#define THIS_PROC_TYPE_WEIRD_STR "[THIS_PROC_TYPE_WEIRD]" //Included for completeness
#define THIS_PROC_TYPE_WEIRD_STR_WITH_ARGS "[THIS_PROC_TYPE_WEIRD]([args.Join(",")])" //Ditto
// Turf-only flags.
#define NOJAUNT 1 // This is used in literally one place, turf.dm, to block ethereal jaunt.
#define TRANSITIONEDGE 7 // Distance from edge to move to another z-level.
// Invisibility constants.
#define INVISIBILITY_LIGHTING 20
#define INVISIBILITY_LEVEL_ONE 35
#define INVISIBILITY_LEVEL_TWO 45
#define INVISIBILITY_OBSERVER 60
#define INVISIBILITY_EYE 61
#define SEE_INVISIBLE_LIVING 25
#define SEE_INVISIBLE_NOLIGHTING 15
#define SEE_INVISIBLE_LEVEL_ONE 35
#define SEE_INVISIBLE_LEVEL_TWO 45
#define SEE_INVISIBLE_CULT 60
#define SEE_INVISIBLE_OBSERVER 61
#define SEE_INVISIBLE_MINIMUM 5
#define INVISIBILITY_MAXIMUM 100
// Some arbitrary defines to be used by self-pruning global lists. (see master_controller)
#define PROCESS_KILL 26 // Used to trigger removal from a processing list.
// Age limits on a character.
#define AGE_MIN 17
#define AGE_MAX 85
#define MAX_GEAR_COST 5 // Used in chargen for accessory loadout limit.
// Preference toggles.
#define SOUND_ADMINHELP 0x1
#define SOUND_MIDI 0x2
#define SOUND_AMBIENCE 0x4
#define SOUND_LOBBY 0x8
#define CHAT_OOC 0x10
#define CHAT_DEAD 0x20
#define CHAT_GHOSTEARS 0x40
#define CHAT_GHOSTSIGHT 0x80
#define CHAT_PRAYER 0x100
#define CHAT_RADIO 0x200
#define CHAT_ATTACKLOGS 0x400
#define CHAT_DEBUGLOGS 0x800
#define CHAT_LOOC 0x1000
#define CHAT_GHOSTRADIO 0x2000
#define SHOW_TYPING 0x4000
#define CHAT_NOICONS 0x8000
#define PARALLAX_SPACE 0x1
#define PARALLAX_DUST 0x2
#define PROGRESS_BARS 0x4
#define PARALLAX_IS_STATIC 0x8
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_ATTACKLOGS|CHAT_LOOC)
//Sound effects toggles
#define ASFX_AMBIENCE 1
#define ASFX_FOOTSTEPS 2
#define ASFX_VOTE 4
#define ASFX_DEFAULT (ASFX_AMBIENCE|ASFX_FOOTSTEPS|ASFX_VOTE)
// For secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list of humans.
#define HEALTH_HUD 1 // A simple line rounding the mob's number health.
#define STATUS_HUD 2 // Alive, dead, diseased, etc.
#define ID_HUD 3 // The job asigned to your ID.
#define WANTED_HUD 4 // Wanted, released, paroled, security status.
#define IMPLOYAL_HUD 5 // Loyality implant.
#define IMPCHEM_HUD 6 // Chemical implant.
#define IMPTRACK_HUD 7 // Tracking implant.
#define SPECIALROLE_HUD 8 // AntagHUD image.
#define STATUS_HUD_OOC 9 // STATUS_HUD without virus DB check for someone being ill.
#define LIFE_HUD 10 // STATUS_HUD that only reports dead or alive
//some colors
#define COLOR_WHITE "#ffffff"
#define COLOR_SILVER "#c0c0c0"
#define COLOR_GRAY "#808080"
#define COLOR_BLACK "#000000"
#define COLOR_RED "#ff0000"
#define COLOR_RED_LIGHT "#ff3333"
#define COLOR_MAROON "#800000"
#define COLOR_YELLOW "#ffff00"
#define COLOR_OLIVE "#808000"
#define COLOR_LIME "#00ff00"
#define COLOR_GREEN "#008000"
#define COLOR_CYAN "#00ffff"
#define COLOR_TEAL "#008080"
#define COLOR_BLUE "#0000ff"
#define COLOR_BLUE_LIGHT "#33ccff"
#define COLOR_NAVY "#000080"
#define COLOR_PINK "#ff00ff"
#define COLOR_PURPLE "#800080"
#define COLOR_ORANGE "#ff9900"
#define COLOR_LUMINOL "#66ffff"
#define COLOR_BEIGE "#ceb689"
#define COLOR_BLUE_GRAY "#6a97b0"
#define COLOR_BROWN "#b19664"
#define COLOR_DARK_BROWN "#917448"
#define COLOR_DARK_ORANGE "#b95a00"
#define COLOR_GREEN_GRAY "#8daf6a"
#define COLOR_RED_GRAY "#aa5f61"
#define COLOR_PALE_BLUE_GRAY "#8bbbd5"
#define COLOR_PALE_GREEN_GRAY "#aed18b"
#define COLOR_PALE_RED_GRAY "#cc9090"
#define COLOR_PALE_PURPLE_GRAY "#bda2ba"
#define COLOR_PURPLE_GRAY "#a2819e"
#define COLOR_SUN "#ec8b2f"
// Shuttles.
// These define the time taken for the shuttle to get to the space station, and the time before it leaves again.
#define SHUTTLE_PREPTIME 300 // 5 minutes = 300 seconds - after this time, the shuttle departs centcom and cannot be recalled.
#define SHUTTLE_LEAVETIME 180 // 3 minutes = 180 seconds - the duration for which the shuttle will wait at the station after arriving.
#define SHUTTLE_TRANSIT_DURATION 300 // 5 minutes = 300 seconds - how long it takes for the shuttle to get to the station.
#define SHUTTLE_TRANSIT_DURATION_RETURN 120 // 2 minutes = 120 seconds - for some reason it takes less time to come back, go figure.
// Shuttle moving status.
#define SHUTTLE_IDLE 0
#define SHUTTLE_WARMUP 1
#define SHUTTLE_INTRANSIT 2
// Ferry shuttle processing status.
#define IDLE_STATE 0
#define WAIT_LAUNCH 1
#define FORCE_LAUNCH 2
#define WAIT_ARRIVE 3
#define WAIT_FINISH 4
// Setting this much higher than 1024 could allow spammers to DOS the server easily.
#define MAX_MESSAGE_LEN 1024
#define MAX_PAPER_MESSAGE_LEN 3072
#define MAX_BOOK_MESSAGE_LEN 9216
#define MAX_LNAME_LEN 64
#define MAX_NAME_LEN 26
// Event defines.
#define EVENT_LEVEL_MUNDANE 1
#define EVENT_LEVEL_MODERATE 2
#define EVENT_LEVEL_MAJOR 3
//General-purpose life speed define for plants.
#define HYDRO_SPEED_MULTIPLIER 1
#define DEFAULT_JOB_TYPE /datum/job/assistant
//Area flags, possibly more to come
#define RAD_SHIELDED 1 //shielded from radiation, clearly
#define SPAWN_ROOF 2 // if we should attempt to spawn a roof above us.
#define HIDE_FROM_HOLOMAP 4 // if we shouldn't be drawn on station holomaps
// Custom layer definitions, supplementing the default TURF_LAYER, MOB_LAYER, etc.
#define DOOR_OPEN_LAYER 2.7 //Under all objects if opened. 2.7 due to tables being at 2.6
#define DOOR_CLOSED_LAYER 3.1 //Above most items if closed
#define LIGHTING_LAYER 11
#define HUD_LAYER 20 //Above lighting, but below obfuscation. For in-game HUD effects (whereas SCREEN_LAYER is for abstract/OOC things like inventory slots)
#define OBFUSCATION_LAYER 21 //Where images covering the view for eyes are put
#define SCREEN_LAYER 22 //Mob HUD/effects layer
#define UNDERDOOR 3.09 //Just barely under a closed door.
// Convoluted setup so defines can be supplied by Bay12 main server compile script.
// Should still work fine for people jamming the icons into their repo.
#ifndef CUSTOM_ITEM_OBJ
#define CUSTOM_ITEM_OBJ 'icons/obj/custom_items_obj.dmi'
#endif
#ifndef CUSTOM_ITEM_MOB
#define CUSTOM_ITEM_MOB 'icons/mob/custom_items_mob.dmi'
#endif
#ifndef CUSTOM_ITEM_SYNTH
#define CUSTOM_ITEM_SYNTH 'icons/mob/custom_synthetic.dmi'
#endif
#define WALL_CAN_OPEN 1
#define WALL_OPENING 2
#define DEFAULT_TABLE_MATERIAL "plastic"
#define DEFAULT_WALL_MATERIAL "steel"
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"
#define SHARD_STONE_PIECE "piece"
#define SHARD_SPLINTER "splinters"
#define SHARD_NONE ""
#define MATERIAL_UNMELTABLE 0x1
#define MATERIAL_BRITTLE 0x2
#define MATERIAL_PADDING 0x4
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)
#define BOMBCAP_DVSTN_RADIUS (max_explosion_range/4)
#define BOMBCAP_HEAVY_RADIUS (max_explosion_range/2)
#define BOMBCAP_LIGHT_RADIUS max_explosion_range
#define BOMBCAP_FLASH_RADIUS (max_explosion_range*1.5)
// NTNet module-configuration values. Do not change these. If you need to add another use larger number (5..6..7 etc)
#define NTNET_SOFTWAREDOWNLOAD 1 // Downloads of software from NTNet
#define NTNET_PEERTOPEER 2 // P2P transfers of files between devices
#define NTNET_COMMUNICATION 3 // Communication (messaging)
#define NTNET_SYSTEMCONTROL 4 // Control of various systems, RCon, air alarm control, etc.
// NTNet transfer speeds, used when downloading/uploading a file/program.
#define NTNETSPEED_LOWSIGNAL 0.05 // GQ/s transfer speed when the device is wirelessly connected and on Low signal
#define NTNETSPEED_HIGHSIGNAL 0.25 // GQ/s transfer speed when the device is wirelessly connected and on High signal
#define NTNETSPEED_ETHERNET 1 // GQ/s transfer speed when the device is using wired connection
#define NTNETSPEED_DOS_AMPLIFICATION 5 // Multiplier for Denial of Service program. Resulting load on NTNet relay is this multiplied by NTNETSPEED of the device
// Program bitflags
#define PROGRAM_ALL 15
#define PROGRAM_CONSOLE 1
#define PROGRAM_LAPTOP 2
#define PROGRAM_TABLET 4
#define PROGRAM_TELESCREEN 8
#define PROGRAM_STATE_KILLED 0
#define PROGRAM_STATE_BACKGROUND 1
#define PROGRAM_STATE_ACTIVE 2
// Caps for NTNet logging. Less than 10 would make logging useless anyway, more than 500 may make the log browser too laggy. Defaults to 100 unless user changes it.
#define MAX_NTNET_LOGS 500
#define MIN_NTNET_LOGS 10
#define PROGRAM_ACCESS_ONE 1
#define PROGRAM_ACCESS_LIST_ONE 2
#define PROGRAM_ACCESS_LIST_ALL 3
// Special return values from bullet_act(). Positive return values are already used to indicate the blocked level of the projectile.
#define PROJECTILE_CONTINUE -1 //if the projectile should continue flying after calling bullet_act()
#define PROJECTILE_FORCE_MISS -2 //if the projectile should treat the attack as a miss (suppresses attack and admin logs) - only applies to mobs.
//Camera capture modes
#define CAPTURE_MODE_REGULAR 0 //Regular polaroid camera mode
#define CAPTURE_MODE_ALL 1 //Admin camera mode
#define CAPTURE_MODE_PARTIAL 3 //Simular to regular mode, but does not do dummy check
//Sound effects toggles
#define ASFX_AMBIENCE 1
#define ASFX_FOOTSTEPS 2
#define ASFX_VOTE 4
//Cargo random stock vars
//These are used in randomstock.dm
//And also for generating random loot crates in crates.dm
#define TOTAL_STOCK 80//The total number of items we'll spawn in cargo stock
#define STOCK_UNCOMMON_PROB 23
//The probability, as a percentage for each item, that we'll choose from the uncommon spawns list
#define STOCK_RARE_PROB 2.8
//The probability, as a percentage for each item, that we'll choose from the rare spawns list
//If an item is not rare or uncommon, it will be chosen from the common spawns list.
//So the probability of a common item is 100 - (uncommon + rare)
#define STOCK_LARGE_PROB 75
//Large items are spawned on predetermined locations.
//For each large spawn marker, this is the chance that we will spawn there
// Law settings
#define PERMABRIG_SENTENCE 90 // Measured in minutes
//#define PERMAPRISON_SENTENCE 60 // Measured in IC days
#define FELONY_LEVEL 2.0 // What is the minimum law severity that counts as a felony?
#define LAYER_TABLE 2.8
#define LAYER_UNDER_TABLE 2.79
#define LAYER_ABOVE_TABLE 2.81
// Stoplag.
#define TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? stoplag() : 0 )
#define CHECK_TICK if (world.tick_usage > CURRENT_TICKLIMIT) stoplag()
// Performance bullshit.
//supposedly the fastest way to do this according to https://gist.github.com/Giacom/be635398926bb463b42a
#define RANGE_TURFS(RADIUS, CENTER) \
block( \
locate(max(CENTER.x-(RADIUS),1), max(CENTER.y-(RADIUS),1), CENTER.z), \
locate(min(CENTER.x+(RADIUS),world.maxx), min(CENTER.y+(RADIUS),world.maxy), CENTER.z) \
)
#define get_turf(A) (get_step(A, 0))
#define UNTIL(X) while(!(X)) stoplag()
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
#define DEBUG_REF(D) (D ? "\ref[D]|[D] ([D.type])" : "NULL")
// These defines write to log_debug, prefixing the path to the current proc.
// When using them, try PROCLOG first. If it does not compile, try PROCLOG_WEIRD.
#define PROCLOG(thing) log_debug("[THIS_PROC_TYPE]: [thing]")
#define PROCLOG_WEIRD(thing) log_debug("[THIS_PROC_TYPE_WEIRD]: [thing]")
//Recipe type defines. Used to determine what machine makes them
#define MICROWAVE 0x1
#define FRYER 0x2
#define OVEN 0x4
#define CANDYMAKER 0x8
#define CEREALMAKER 0x10
// MultiZAS directions.
#define NORTHUP (NORTH|UP)
#define EASTUP (EAST|UP)
#define SOUTHUP (SOUTH|UP)
#define WESTUP (WEST|UP)
#define NORTHDOWN (NORTH|DOWN)
#define EASTDOWN (EAST|DOWN)
#define SOUTHDOWN (SOUTH|DOWN)
#define WESTDOWN (WEST|DOWN)
#define NL_NOT_DISABLED 0
#define NL_TEMPORARY_DISABLE 1
#define NL_PERMANENT_DISABLE 2
// Used for creating soft references to objects. A manner of storing an item reference
// as text so you don't necessarily fuck with an object's ability to be garbage collected.
#define SOFTREF(A) "\ref[A]"
// This only works on 511 because it relies on 511's `var/something = foo = bar` syntax.
#define WEAKREF(D) (istype(D, /datum) && !D:gcDestroyed ? (D:weakref || (D:weakref = new(D))) : null)
#define ADD_VERB_IN(the_atom,time,verb) addtimer(CALLBACK(the_atom, /atom/.proc/add_verb, verb), time, TIMER_UNIQUE | TIMER_OVERRIDE | TIMER_NO_HASH_WAIT)
#define ADD_VERB_IN_IF(the_atom,time,verb,callback) addtimer(CALLBACK(the_atom, /atom/.proc/add_verb, verb, callback), time, TIMER_UNIQUE | TIMER_OVERRIDE | TIMER_NO_HASH_WAIT)
// Maploader bounds indices
#define MAP_MINX 1
#define MAP_MINY 2
#define MAP_MINZ 3
#define MAP_MAXX 4
#define MAP_MAXY 5
#define MAP_MAXZ 6
// /atom/proc/use_check flags.
#define USE_ALLOW_NONLIVING 1
#define USE_ALLOW_NON_ADV_TOOL_USR 2
#define USE_ALLOW_DEAD 4
#define USE_ALLOW_INCAPACITATED 8
#define USE_ALLOW_NON_ADJACENT 16
#define USE_FORCE_SRC_IN_USER 32
#define USE_DISALLOW_SILICONS 64
#define USE_SUCCESS 0
#define USE_FAIL_NON_ADJACENT 1
#define USE_FAIL_NONLIVING 2
#define USE_FAIL_NON_ADV_TOOL_USR 3
#define USE_FAIL_DEAD 4
#define USE_FAIL_INCAPACITATED 5
#define USE_FAIL_NOT_IN_USER 6
#define USE_FAIL_IS_SILICON 7
// 510 doesn't have this flag, so this shim will turn it into a no-op if it doesn't exist.
#ifndef SEE_BLACKNESS
#define SEE_BLACKNESS 0
#endif
#define DEFAULT_SIGHT (SEE_SELF|SEE_BLACKNESS)
#define isStationLevel(Z) ((Z) in config.station_levels)
#define isNotStationLevel(Z) !isStationLevel(Z)
//Affects the chance that armour will block an attack. Should be between 0 and 1.
//If set to 0, then armor will always prevent the same amount of damage, always, with no randomness whatsoever.
//Of course, this will affect code that checks for blocked < 100, as blocked will be less likely to actually be 100.
#define ARMOR_BLOCK_CHANCE_MULT 1.0
//Cargo Container Types
#define CARGO_CONTAINER_CRATE "crate"
#define CARGO_CONTAINER_FREEZER "freezer"
#define CARGO_CONTAINER_BOX "box"
// We should start using these.
#define ITEMSIZE_TINY 1
#define ITEMSIZE_SMALL 2
#define ITEMSIZE_NORMAL 3
#define ITEMSIZE_LARGE 4
#define ITEMSIZE_HUGE 5
// getFlatIcon function altering defines
#define GFI_ROTATION_DEFAULT 0 //Don't do anything special
#define GFI_ROTATION_DEFDIR 1 //Layers will have default direction of there object
#define GFI_ROTATION_OVERDIR 2 //Layers will have overidden direction
// The pixel_(x|y) offset that will be used by default by wall items, such as APCs or Fire Alarms.
#define DEFAULT_WALL_OFFSET 28
// Defines for translating a dir into pixelshifts for wall items
#define DIR2PIXEL_X(dir) ((dir & (NORTH|SOUTH)) ? 0 : (dir == EAST ? DEFAULT_WALL_OFFSET : -(DEFAULT_WALL_OFFSET)))
#define DIR2PIXEL_Y(dir) ((dir & (NORTH|SOUTH)) ? (dir == NORTH ? DEFAULT_WALL_OFFSET : -(DEFAULT_WALL_OFFSET)) : 0)