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https://github.com/Aurorastation/Aurora.3.git
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114 lines
4.0 KiB
Plaintext
114 lines
4.0 KiB
Plaintext
#define GAME_STATE_PREGAME 1
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#define GAME_STATE_SETTING_UP 2
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#define GAME_STATE_PLAYING 3
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#define GAME_STATE_FINISHED 4
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// Security levels.
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#define SEC_LEVEL_GREEN 0
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#define SEC_LEVEL_YELLOW 1
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#define SEC_LEVEL_BLUE 2
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#define SEC_LEVEL_RED 3
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#define SEC_LEVEL_DELTA 4
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#define BE_PLANT "BE_PLANT"
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#define BE_SYNTH "BE_SYNTH"
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#define BE_PAI "BE_PAI"
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// Antagonist datum flags.
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#define ANTAG_OVERRIDE_JOB 0x1 // Assigned job is set to MODE when spawning.
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#define ANTAG_OVERRIDE_MOB 0x2 // Mob is recreated from datum mob_type var when spawning.
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#define ANTAG_CLEAR_EQUIPMENT 0x4 // All preexisting equipment is purged.
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#define ANTAG_CHOOSE_NAME 0x8 // Antagonists are prompted to enter a name.
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#define ANTAG_IMPLANT_IMMUNE 0x10 // Cannot be loyalty implanted.
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#define ANTAG_SUSPICIOUS 0x20 // Shows up on roundstart report.
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#define ANTAG_HAS_LEADER 0x40 // Generates a leader antagonist.
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#define ANTAG_HAS_NUKE 0x80 // Will spawn a nuke at supplied location.
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#define ANTAG_RANDSPAWN 0x100 // Potentially randomly spawns due to events.
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#define ANTAG_VOTABLE 0x200 // Can be voted as an additional antagonist before roundstart.
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#define ANTAG_SET_APPEARANCE 0x400 // Causes antagonists to use an appearance modifier on spawn.
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// Mode/antag template macros.
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#define MODE_BORER "borer"
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#define MODE_XENOMORPH "xeno"
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#define MODE_LOYALIST "loyalist"
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#define MODE_MUTINEER "mutineer"
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#define MODE_COMMANDO "commando"
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#define MODE_DEATHSQUAD "deathsquad"
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#define MODE_ERT "ert"
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#define MODE_MERCENARY "mercenary"
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#define MODE_NINJA "ninja"
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#define MODE_RAIDER "raider"
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#define MODE_WIZARD "wizard"
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#define MODE_CHANGELING "changeling"
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#define MODE_CULTIST "cultist"
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#define MODE_HIGHLANDER "highlander"
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#define MODE_MONKEY "monkey"
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#define MODE_RENEGADE "renegade"
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#define MODE_REVOLUTIONARY "revolutionary"
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#define MODE_LOYALIST "loyalist"
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#define MODE_MALFUNCTION "malf"
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#define MODE_TRAITOR "traitor"
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#define MODE_VAMPIRE "vampire"
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#define MODE_THRALL "thrall"
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#define DEFAULT_TELECRYSTAL_AMOUNT 25
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// Defines (NOT FLAGS) for making secret, random, and mixed secret less snowflake-string
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// and number dependant.
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#define ROUNDTYPE_RANDOM 0
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#define ROUNDTYPE_SECRET 1
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#define ROUNDTYPE_MIXED_SECRET 2
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#define ROUNDTYPE_STR_SECRET "secret"
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#define ROUNDTYPE_STR_MIXED_SECRET "mixed secret"
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#define ROUNDTYPE_STR_RANDOM "random"
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/////////////////
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////WIZARD //////
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/////////////////
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/* WIZARD SPELL FLAGS */
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#define GHOSTCAST 0x1 //can a ghost cast it?
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#define NEEDSCLOTHES 0x2 //does it need the wizard garb to cast? Nonwizard spells should not have this
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#define NEEDSHUMAN 0x4 //does it require the caster to be human?
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#define Z2NOCAST 0x8 //if this is added, the spell can't be cast at centcomm
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#define STATALLOWED 0x10 //if set, the user doesn't have to be conscious to cast. Required for ghost spells
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#define IGNOREPREV 0x20 //if set, each new target does not overlap with the previous one
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//The following flags only affect different types of spell, and therefore overlap
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//Targeted spells
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#define INCLUDEUSER 0x40 //does the spell include the caster in its target selection?
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#define SELECTABLE 0x80 //can you select each target for the spell?
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//AOE spells
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#define IGNOREDENSE 0x40 //are dense turfs ignored in selection?
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#define IGNORESPACE 0x80 //are space turfs ignored in selection?
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//End split flags
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#define CONSTRUCT_CHECK 0x100 //used by construct spells - checks for nullrods
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#define NO_BUTTON 0x200 //spell won't show up in the HUD with this
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//invocation
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#define SpI_SHOUT "shout"
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#define SpI_WHISPER "whisper"
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#define SpI_EMOTE "emote"
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#define SpI_NONE "none"
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//upgrading
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#define Sp_SPEED "speed"
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#define Sp_POWER "power"
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#define Sp_TOTAL "total"
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//casting costs
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#define Sp_RECHARGE "recharge"
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#define Sp_CHARGES "charges"
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#define Sp_HOLDVAR "holdervar"
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/////////////////
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//// Vampire ////
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/////////////////
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#define VAMP_DRAINING 0x1
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#define VAMP_HEALING 0x2
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#define VAMP_PRESENCE 0x4
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#define VAMP_FRENZIED 0x8
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#define VAMP_ISTHRALL 0x10
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#define VAMP_FULLPOWER 0x20
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