#define DEBUG // 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. #define MAX_GEAR_COST 15 // Used in chargen for accessory loadout limit. // 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_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_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" // 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 6144 #define MAX_BOOK_MESSAGE_LEN 24576 #define MAX_RECORD_LENGTH 24576 #define MAX_LNAME_LEN 64 #define MAX_NAME_LEN 52 // 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 // 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 // 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) // 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. // Vending stuff #define CAT_NORMAL 1 #define CAT_HIDDEN 2 #define CAT_COIN 4 //Antag Faction Visbility #define ANTAG_HIDDEN "Hidden" #define ANTAG_SHARED "Shared" #define ANTAG_KNOWN "Known" // Job groups #define ROLE_COMMAND "command" #define ROLE_SECURITY "security" #define ROLE_ENGINEERING "engineering" #define ROLE_MEDICAL "medical" #define ROLE_RESEARCH "research" #define ROLE_CARGO "cargo" #define ROLE_CIVILIAN "civilian" #define ROLE_SYNTHETIC "synthetic" #define ROLE_UNKNOWN "unknown" #define ROLE_EVERYONE "everyone"