mirror of
https://github.com/Bubberstation/Bubberstation.git
synced 2026-01-14 02:43:16 +00:00
368 lines
12 KiB
Plaintext
368 lines
12 KiB
Plaintext
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
|
|
|
|
#define JANUARY 1
|
|
#define FEBRUARY 2
|
|
#define MARCH 3
|
|
#define APRIL 4
|
|
#define MAY 5
|
|
#define JUNE 6
|
|
#define JULY 7
|
|
#define AUGUST 8
|
|
#define SEPTEMBER 9
|
|
#define OCTOBER 10
|
|
#define NOVEMBER 11
|
|
#define DECEMBER 12
|
|
|
|
//Select holiday names -- If you test for a holiday in the code, make the holiday's name a define and test for that instead
|
|
#define NEW_YEAR "New Year"
|
|
#define VALENTINES "Valentine's Day"
|
|
#define APRIL_FOOLS "April Fool's Day"
|
|
#define EASTER "Easter"
|
|
#define HALLOWEEN "Halloween"
|
|
#define CHRISTMAS "Christmas"
|
|
#define FRIDAY_13TH "Friday the 13th"
|
|
|
|
//Human Overlays Indexes/////////
|
|
#define SPECIES_LAYER 27 // mutantrace colors... these are on a seperate layer in order to prvent
|
|
#define MUTATIONS_LAYER 26 //mutations. Hulk, Tk headglows, etc
|
|
#define BODY_BEHIND_LAYER 25
|
|
#define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup)
|
|
#define BODY_ADJ_LAYER 23
|
|
#define AUGMENTS_LAYER 22
|
|
#define FRONT_MUTATIONS_LAYER 21 //mutations that should appear above body and augments layer (e.g. laser eyes)
|
|
#define DAMAGE_LAYER 20 //damage indicators (cuts and burns)
|
|
#define UNIFORM_LAYER 19
|
|
#define ID_LAYER 18
|
|
#define SHOES_LAYER 17
|
|
#define GLOVES_LAYER 16
|
|
#define EARS_LAYER 15
|
|
#define SUIT_LAYER 14
|
|
#define GLASSES_LAYER 13
|
|
#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
|
|
#define SUIT_STORE_LAYER 11
|
|
#define BACK_LAYER 10
|
|
#define HAIR_LAYER 9 //TODO: make part of head layer?
|
|
#define FACEMASK_LAYER 8
|
|
#define HEAD_LAYER 7
|
|
#define HANDCUFF_LAYER 6
|
|
#define LEGCUFF_LAYER 5
|
|
#define L_HAND_LAYER 4
|
|
#define R_HAND_LAYER 3 //Having the two hands seperate seems rather silly, merge them together? It'll allow for code to be reused on mobs with arbitarily many hands
|
|
#define BODY_FRONT_LAYER 2
|
|
#define FIRE_LAYER 1 //If you're on fire
|
|
#define TOTAL_LAYERS 27 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_;
|
|
|
|
//Human Overlay Index Shortcuts for alternate_worn_layer, layers
|
|
//Because I *KNOW* somebody will think layer+1 means "above"
|
|
//IT DOESN'T OK, IT MEANS "UNDER"
|
|
#define UNDER_SPECIES_LAYER SPECIES_LAYER+1
|
|
#define UNDER_BODY_BEHIND_LAYER BODY_BEHIND_LAYER+1
|
|
#define UNDER_BODY_LAYER BODY_LAYER+1
|
|
#define UNDER_BODY_ADJ_LAYER BODY_ADJ_LAYER+1
|
|
#define UNDER_MUTATIONS_LAYER MUTATIONS_LAYER+1
|
|
#define UNDER_AUGMENTS_LAYER AUGMENTS_LAYER+1
|
|
#define UNDER_DAMAGE_LAYER DAMAGE_LAYER+1
|
|
#define UNDER_UNIFORM_LAYER UNIFORM_LAYER+1
|
|
#define UNDER_ID_LAYER ID_LAYER+1
|
|
#define UNDER_SHOES_LAYER SHOES_LAYER+1
|
|
#define UNDER_GLOVES_LAYER GLOVES_LAYER+1
|
|
#define UNDER_EARS_LAYER EARS_LAYER+1
|
|
#define UNDER_SUIT_LAYER SUIT_LAYER+1
|
|
#define UNDER_GLASSES_LAYER GLASSES_LAYER+1
|
|
#define UNDER_BELT_LAYER BELT_LAYER+1
|
|
#define UNDER_SUIT_STORE_LAYER SUIT_STORE_LAYER+1
|
|
#define UNDER_BACK_LAYER BACK_LAYER+1
|
|
#define UNDER_HAIR_LAYER HAIR_LAYER+1
|
|
#define UNDER_FACEMASK_LAYER FACEMASK_LAYER+1
|
|
#define UNDER_HEAD_LAYER HEAD_LAYER+1
|
|
#define UNDER_HANDCUFF_LAYER HANDCUFF_LAYER+1
|
|
#define UNDER_LEGCUFF_LAYER LEGCUFF_LAYER+1
|
|
#define UNDER_L_HAND_LAYER L_HAND_LAYER+1
|
|
#define UNDER_R_HAND_LAYER R_HAND_LAYER+1
|
|
#define UNDER_BODY_FRONT_LAYER BODY_FRONT_LAYER+1
|
|
#define UNDER_FIRE_LAYER FIRE_LAYER+1
|
|
|
|
//AND -1 MEANS "ABOVE", OK?, OK!?!
|
|
#define ABOVE_SPECIES_LAYER SPECIES_LAYER-1
|
|
#define ABOVE_BODY_BEHIND_LAYER BODY_BEHIND_LAYER-1
|
|
#define ABOVE_BODY_LAYER BODY_LAYER-1
|
|
#define ABOVE_BODY_ADJ_LAYER BODY_ADJ_LAYER-1
|
|
#define ABOVE_MUTATIONS_LAYER MUTATIONS_LAYER-1
|
|
#define ABOVE_AUGMENTS_LAYER AUGMENTS_LAYER-1
|
|
#define ABOVE_DAMAGE_LAYER DAMAGE_LAYER-1
|
|
#define ABOVE_UNIFORM_LAYER UNIFORM_LAYER-1
|
|
#define ABOVE_ID_LAYER ID_LAYER-1
|
|
#define ABOVE_SHOES_LAYER SHOES_LAYER-1
|
|
#define ABOVE_GLOVES_LAYER GLOVES_LAYER-1
|
|
#define ABOVE_EARS_LAYER EARS_LAYER-1
|
|
#define ABOVE_SUIT_LAYER SUIT_LAYER-1
|
|
#define ABOVE_GLASSES_LAYER GLASSES_LAYER-1
|
|
#define ABOVE_BELT_LAYER BELT_LAYER-1
|
|
#define ABOVE_SUIT_STORE_LAYER SUIT_STORE_LAYER-1
|
|
#define ABOVE_BACK_LAYER BACK_LAYER-1
|
|
#define ABOVE_HAIR_LAYER HAIR_LAYER-1
|
|
#define ABOVE_FACEMASK_LAYER FACEMASK_LAYER-1
|
|
#define ABOVE_HEAD_LAYER HEAD_LAYER-1
|
|
#define ABOVE_HANDCUFF_LAYER HANDCUFF_LAYER-1
|
|
#define ABOVE_LEGCUFF_LAYER LEGCUFF_LAYER-1
|
|
#define ABOVE_L_HAND_LAYER L_HAND_LAYER-1
|
|
#define ABOVE_R_HAND_LAYER R_HAND_LAYER-1
|
|
#define ABOVE_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
|
|
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
|
|
|
|
|
|
//Security levels
|
|
#define SEC_LEVEL_GREEN 0
|
|
#define SEC_LEVEL_BLUE 1
|
|
#define SEC_LEVEL_RED 2
|
|
#define SEC_LEVEL_DELTA 3
|
|
|
|
//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
|
|
|
|
// Cargo-related stuff.
|
|
#define MANIFEST_ERROR_CHANCE 5
|
|
#define MANIFEST_ERROR_NAME 1
|
|
#define MANIFEST_ERROR_CONTENTS 2
|
|
#define MANIFEST_ERROR_ITEM 4
|
|
|
|
#define TRANSITIONEDGE 7 //Distance from edge to move to another z-level
|
|
|
|
|
|
|
|
//HUD styles. Please ensure HUD_VERSIONS is the same as the maximum index. Index order defines how they are cycled in F12.
|
|
#define HUD_STYLE_STANDARD 1
|
|
#define HUD_STYLE_REDUCED 2
|
|
#define HUD_STYLE_NOHUD 3
|
|
|
|
|
|
#define HUD_VERSIONS 3 //used in show_hud()
|
|
//1 = standard hud
|
|
//2 = reduced hud (just hands and intent switcher)
|
|
//3 = no hud (for screenshots)
|
|
|
|
#define MINERAL_MATERIAL_AMOUNT 2000
|
|
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
|
|
#define MAX_STACK_SIZE 50
|
|
//The maximum size of a stack object.
|
|
|
|
#define CLICK_CD_MELEE 8
|
|
#define CLICK_CD_RANGE 4
|
|
#define CLICK_CD_BREAKOUT 100
|
|
#define CLICK_CD_HANDCUFFED 10
|
|
#define CLICK_CD_TKSTRANGLE 10
|
|
#define CLICK_CD_RESIST 20
|
|
//click cooldowns, in tenths of a second
|
|
|
|
|
|
#define BE_CLOSE 1 //in the case of a silicon, to select if they need to be next to the atom
|
|
#define NO_DEXTERY 1 //if other mobs (monkeys, aliens, etc) can use this
|
|
//used by canUseTopic()
|
|
|
|
//Sizes of mobs, used by mob/living/var/mob_size
|
|
#define MOB_SIZE_TINY 0
|
|
#define MOB_SIZE_SMALL 1
|
|
#define MOB_SIZE_HUMAN 2
|
|
#define MOB_SIZE_LARGE 3
|
|
|
|
//Slime evolution threshold. Controls how fast slimes can split/grow
|
|
#define SLIME_EVOLUTION_THRESHOLD 10
|
|
|
|
//singularity defines
|
|
#define STAGE_ONE 1
|
|
#define STAGE_TWO 3
|
|
#define STAGE_THREE 5
|
|
#define STAGE_FOUR 7
|
|
#define STAGE_FIVE 9
|
|
#define STAGE_SIX 11 //From supermatter shard
|
|
|
|
//zlevel defines, can be overridden for different maps in the appropriate _maps file.
|
|
#define ZLEVEL_SPACEMAX 7
|
|
#define ZLEVEL_MINING 5
|
|
#define ZLEVEL_SPACEMIN 3
|
|
#define ZLEVEL_ABANDONNEDTSAT 3
|
|
#define ZLEVEL_CENTCOM 2
|
|
#define ZLEVEL_STATION 1
|
|
#define ZLEVEL_LAVALAND 5
|
|
#define ZLEVEL_UNDERGROUND 6
|
|
|
|
//ticker.current_state values
|
|
#define GAME_STATE_STARTUP 0
|
|
#define GAME_STATE_PREGAME 1
|
|
#define GAME_STATE_SETTING_UP 2
|
|
#define GAME_STATE_PLAYING 3
|
|
#define GAME_STATE_FINISHED 4
|
|
//SOUND:
|
|
#define SOUND_MINIMUM_PRESSURE 10
|
|
#define FALLOFF_SOUNDS 1
|
|
#define SURROUND_CAP 7
|
|
|
|
//FONTS:
|
|
// Used by Paper and PhotoCopier (and PaperBin once a year).
|
|
// Used by PDA's Notekeeper.
|
|
// Used by NewsCaster and NewsPaper.
|
|
#define PEN_FONT "Verdana"
|
|
#define CRAYON_FONT "Comic Sans MS"
|
|
#define SIGNFONT "Times New Roman"
|
|
|
|
|
|
//NPC DEFINES
|
|
#define INTERACTING 2
|
|
#define TRAVEL 4
|
|
#define FIGHTING 8
|
|
|
|
//TRAITS
|
|
|
|
#define TRAIT_ROBUST 2
|
|
#define TRAIT_UNROBUST 4
|
|
#define TRAIT_SMART 8
|
|
#define TRAIT_DUMB 16
|
|
#define TRAIT_MEAN 32
|
|
#define TRAIT_FRIENDLY 64
|
|
#define TRAIT_THIEVING 128
|
|
|
|
//defines
|
|
#define MAX_RANGE_FIND 32
|
|
#define MIN_RANGE_FIND 16
|
|
#define FUZZY_CHANCE_HIGH 85
|
|
#define FUZZY_CHANCE_LOW 50
|
|
#define CHANCE_TALK 15
|
|
#define MAXCOIL 30
|
|
#define RESIZE_DEFAULT_SIZE 1
|
|
|
|
//transfer_ai() defines. Main proc in ai_core.dm
|
|
#define AI_TRANS_TO_CARD 1 //Downloading AI to InteliCard.
|
|
#define AI_TRANS_FROM_CARD 2 //Uploading AI from InteliCard
|
|
#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
|
|
|
|
//Material defines
|
|
#define MAT_METAL "$metal"
|
|
#define MAT_GLASS "$glass"
|
|
#define MAT_SILVER "$silver"
|
|
#define MAT_GOLD "$gold"
|
|
#define MAT_DIAMOND "$diamond"
|
|
#define MAT_URANIUM "$uranium"
|
|
#define MAT_PLASMA "$plasma"
|
|
#define MAT_BANANIUM "$bananium"
|
|
|
|
|
|
//check_target_facings() return defines
|
|
#define FACING_FAILED 0
|
|
#define FACING_SAME_DIR 1
|
|
#define FACING_EACHOTHER 2
|
|
#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
|
|
|
|
|
|
//Cache of bloody footprint images
|
|
//Key:
|
|
//"entered-[blood_state]-[dir_of_image]"
|
|
//or: "exited-[blood_state]-[dir_of_image]"
|
|
var/list/bloody_footprints_cache = list()
|
|
|
|
//Bloody shoes/footprints
|
|
#define MAX_SHOE_BLOODINESS 100
|
|
#define BLOODY_FOOTPRINT_BASE_ALPHA 150
|
|
#define BLOOD_GAIN_PER_STEP 100
|
|
#define BLOOD_LOSS_PER_STEP 5
|
|
#define BLOOD_FADEOUT_TIME 2
|
|
|
|
//Bloody shoe blood states
|
|
#define BLOOD_STATE_HUMAN "blood"
|
|
#define BLOOD_STATE_XENO "xeno"
|
|
#define BLOOD_STATE_OIL "oil"
|
|
#define BLOOD_STATE_NOT_BLOODY "no blood whatsoever"
|
|
//Turf wet states
|
|
#define TURF_DRY 0
|
|
#define TURF_WET_WATER 1
|
|
#define TURF_WET_LUBE 2
|
|
#define TURF_WET_ICE 3
|
|
|
|
//Object/Item sharpness
|
|
#define IS_BLUNT 0
|
|
#define IS_SHARP 1
|
|
#define IS_SHARP_ACCURATE 2
|
|
|
|
//unmagic-strings for types of polls
|
|
#define POLLTYPE_OPTION "OPTION"
|
|
#define POLLTYPE_TEXT "TEXT"
|
|
#define POLLTYPE_RATING "NUMVAL"
|
|
#define POLLTYPE_MULTI "MULTICHOICE"
|
|
|
|
//lighting area defines
|
|
#define DYNAMIC_LIGHTING_DISABLED 0 //dynamic lighting disabled (area stays at full brightness)
|
|
#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
|
|
#define DYNAMIC_LIGHTING_IFSTARLIGHT 2 //dynamic lighting enabled only if starlight is.
|
|
#define IS_DYNAMIC_LIGHTING(A) ( A.lighting_use_dynamic == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.lighting_use_dynamic )
|
|
|
|
//subtypesof(), typesof() without the parent path
|
|
#define subtypesof(typepath) ( typesof(typepath) - typepath )
|
|
|
|
//Bot types
|
|
#define SEC_BOT 1 // Secutritrons (Beepsky) and ED-209s
|
|
#define MULE_BOT 2 // MULEbots
|
|
#define FLOOR_BOT 4 // Floorbots
|
|
#define CLEAN_BOT 8 // Cleanbots
|
|
#define MED_BOT 16 // Medibots
|
|
|
|
//Sentience types
|
|
#define SENTIENCE_ORGANIC 1
|
|
#define SENTIENCE_ARTIFICIAL 2
|
|
#define SENTIENCE_OTHER 3
|
|
|
|
//Fire stuff, for burn_state
|
|
#define LAVA_PROOF -2
|
|
#define FIRE_PROOF -1
|
|
#define FLAMMABLE 0
|
|
#define ON_FIRE 1
|
|
|
|
|
|
//Ghost orbit types:
|
|
#define GHOST_ORBIT_CIRCLE "circle"
|
|
#define GHOST_ORBIT_TRIANGLE "triangle"
|
|
#define GHOST_ORBIT_HEXAGON "hexagon"
|
|
#define GHOST_ORBIT_SQUARE "square"
|
|
#define GHOST_ORBIT_PENTAGON "pentagon"
|
|
|
|
//Bloodcrawling
|
|
#define BLOODCRAWL 1
|
|
#define BLOODCRAWL_EAT 2
|
|
|
|
//Color Defines
|
|
#define OOC_COLOR "#002eb8"
|
|
|
|
/////////////////////////////////////
|
|
// atom.appearence_flags shortcuts //
|
|
/////////////////////////////////////
|
|
// Disabling certain features
|
|
#define APPEARANCE_IGNORE_TRANSFORM RESET_TRANSFORM
|
|
#define APPEARANCE_IGNORE_COLOUR RESET_COLOR
|
|
#define APPEARANCE_IGNORE_CLIENT_COLOUR NO_CLIENT_COLOR
|
|
#define APPEARANCE_IGNORE_COLOURING RESET_COLOR|NO_CLIENT_COLOR
|
|
#define APPEARANCE_IGNORE_ALPHA RESET_ALPHA
|
|
#define APPEARANCE_NORMAL_GLIDE ~LONG_GLIDE
|
|
|
|
// Enabling certain features
|
|
#define APPEARANCE_CONSIDER_TRANSFORM ~RESET_TRANSFORM
|
|
#define APPEARANCE_CONSIDER_COLOUR ~RESET_COLOUR
|
|
#define APPEARANCE_CONSIDER_CLIENT_COLOUR ~NO_CLIENT_COLOR
|
|
#define APPEARANCE_CONSIDER_COLOURING ~RESET_COLOR|~NO_CLIENT_COLOR
|
|
#define APPEARANCE_CONSIDER_ALPHA ~RESET_ALPHA
|
|
#define APPEARANCE_LONG_GLIDE LONG_GLIDE
|
|
|
|
// Consider these images/atoms as part of the UI/HUD
|
|
#define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA
|
|
#define APPEARANCE_UI RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR
|
|
|
|
//Launching Shuttles to Centcomm
|
|
#define NOLAUNCH -1
|
|
#define UNLAUNCHED 0
|
|
#define ENDGAME_LAUNCHED 1
|
|
#define EARLY_LAUNCHED 2
|
|
|
|
//Just space
|
|
#define SPACE_ICON_STATE "[((x + y) ^ ~(x * y) + z) % 25]"
|
|
|
|
//Gun trigger guards
|
|
#define TRIGGER_GUARD_ALLOW_ALL -1
|
|
#define TRIGGER_GUARD_NONE 0
|
|
#define TRIGGER_GUARD_NORMAL 1 |