// // Constants and standard colors for the holomap // #define HOLOMAP_ICON 'icons/480x480.dmi' // Icon file to start with when drawing holomaps (to get a 480x480 canvas). #define HOLOMAP_ICON_SIZE 480 // Pixel width & height of the holomap icon. Used for auto-centering etc. #define ui_holomap "CENTER-7, CENTER-7" // Screen location of the holomap "hud" //Holomap filters #define HOLOMAP_FILTER_DEATHSQUAD 1 #define HOLOMAP_FILTER_ERT 2 #define HOLOMAP_FILTER_NUKEOPS 4 #define HOLOMAP_FILTER_ELITESYNDICATE 8 #define HOLOMAP_FILTER_VOX 16 #define HOLOMAP_FILTER_STATIONMAP 32 #define HOLOMAP_FILTER_STATIONMAP_STRATEGIC 64//features markers over the captain's office, the armory, the SMES #define HOLOMAP_FILTER_CULT 128//bloodstone locators #define HOLOMAP_EXTRA_STATIONMAP "stationmapformatted" #define HOLOMAP_EXTRA_STATIONMAP_STRATEGIC "stationmapstrategic" #define HOLOMAP_EXTRA_STATIONMAPAREAS "stationareas" #define HOLOMAP_EXTRA_STATIONMAPSMALL "stationmapsmall" #define HOLOMAP_EXTRA_STATIONMAPSMALL_NORTH "stationmapsmallnorth" #define HOLOMAP_EXTRA_STATIONMAPSMALL_SOUTH "stationmapsmallsouth" #define HOLOMAP_EXTRA_STATIONMAPSMALL_EAST "stationmapsmalleast" #define HOLOMAP_EXTRA_STATIONMAPSMALL_WEST "stationmapsmallwest" #define HOLOMAP_EXTRA_CULTMAP "cultmap" #define HOLOMAP_MARKER_SMES "smes" #define HOLOMAP_MARKER_DISK "diskspawn" #define HOLOMAP_MARKER_SKIPJACK "skipjack" #define HOLOMAP_MARKER_SYNDISHUTTLE "syndishuttle" #define HOLOMAP_MARKER_BLOODSTONE "bloodstone" #define HOLOMAP_MARKER_BLOODSTONE_BROKEN "bloodstone-broken" #define HOLOMAP_MARKER_BLOODSTONE_ANCHOR "bloodstone-narsie" #define HOLOMAP_MARKER_CULT_ALTAR "altar" #define HOLOMAP_MARKER_CULT_FORGE "forge" #define HOLOMAP_MARKER_CULT_SPIRE "spire" #define HOLOMAP_MARKER_CULT_ENTRANCE "path_entrance" #define HOLOMAP_MARKER_CULT_EXIT "path_exit" #define HOLOMAP_MARKER_CULT_RUNE "rune" #define HOLOMAP_DRAW_NORMAL 0 #define HOLOMAP_DRAW_FULL 1 #define HOLOMAP_DRAW_EMPTY 2 #define HOLOMAP_DRAW_PATH 3 #define HOLOMAP_DRAW_HALLWAY 4 // Holomap colors #define HOLOMAP_OBSTACLE "#FFFFFFDD" // Color of walls and barriers #define HOLOMAP_PATH "#66666699" // Color of floors #define HOLOMAP_ROCK "#66666644" // Color of mineral walls #define HOLOMAP_HOLOFIER "#79FF79" // Whole map is multiplied by this to give it a green holoish look #define HOLOMAP_AREACOLOR_COMMAND "#0000F099" #define HOLOMAP_AREACOLOR_SECURITY "#AE121299" #define HOLOMAP_AREACOLOR_MEDICAL "#447FC299" #define HOLOMAP_AREACOLOR_SCIENCE "#A154A699" #define HOLOMAP_AREACOLOR_ENGINEERING "#F1C23199" #define HOLOMAP_AREACOLOR_CARGO "#E06F0099" #define HOLOMAP_AREACOLOR_HALLWAYS "#FFFFFF66" #define HOLOMAP_AREACOLOR_ARRIVALS "#0000FFCC" #define HOLOMAP_AREACOLOR_ESCAPE "#FF0000CC" #define HOLOMAP_AREACOLOR_DORMS "#CCCC0099" #define HOLOMAP_AREACOLOR_CIV "#3ea800" //VOREStation Addition #define LIST_NUMERIC_SET(L, I, V) if(!L) { L = list(); } if (L.len < I) { L.len = I; } L[I] = V // Handy defines to lookup the pixel offsets for this Z-level. Cache these if you use them in a loop tho. #define HOLOMAP_PIXEL_OFFSET_X(zLevel) ((using_map.holomap_offset_x.len >= zLevel) ? using_map.holomap_offset_x[zLevel] : 0) #define HOLOMAP_PIXEL_OFFSET_Y(zLevel) ((using_map.holomap_offset_y.len >= zLevel) ? using_map.holomap_offset_y[zLevel] : 0) #define HOLOMAP_LEGEND_X(zLevel) ((using_map.holomap_legend_x.len >= zLevel) ? using_map.holomap_legend_x[zLevel] : 96) #define HOLOMAP_LEGEND_Y(zLevel) ((using_map.holomap_legend_y.len >= zLevel) ? using_map.holomap_legend_y[zLevel] : 96) // VG stuff we probably won't use // #define HOLOMAP_FILTER_DEATHSQUAD 1 // #define HOLOMAP_FILTER_ERT 2 // #define HOLOMAP_FILTER_NUKEOPS 4 // #define HOLOMAP_FILTER_ELITESYNDICATE 8 // #define HOLOMAP_FILTER_VOX 16 // #define HOLOMAP_FILTER_STATIONMAP 32 // #define HOLOMAP_FILTER_STATIONMAP_STRATEGIC 64//features markers over the captain's office, the armory, the SMES // #define HOLOMAP_MARKER_SMES "smes" // #define HOLOMAP_MARKER_DISK "diskspawn" // #define HOLOMAP_MARKER_SKIPJACK "skipjack" // #define HOLOMAP_MARKER_SYNDISHUTTLE "syndishuttle"