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CHOMPStation2/code/setup.dm
PsiOmega 7e33beab0f Fixes drone runtime.
Spawning drones no longer cause runtimes. Fixes #9909.
2015-06-28 19:02:23 +02:00

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#define DEBUG
#define GAME_STATE_PREGAME 1
#define GAME_STATE_SETTING_UP 2
#define GAME_STATE_PLAYING 3
#define GAME_STATE_FINISHED 4
// Math constants.
#define M_E 2.71828183
#define M_PI 3.14159265
#define M_SQRT2 1.41421356
#define R_IDEAL_GAS_EQUATION 8.31 // kPa*L/(K*mol).
#define ONE_ATMOSPHERE 101.325 // kPa.
#define IDEAL_GAS_ENTROPY_CONSTANT 1164 // (mol^3 * s^3) / (kg^3 * L).
// Radiation constants.
#define STEFAN_BOLTZMANN_CONSTANT 5.6704e-8 // W/(m^2*K^4).
#define COSMIC_RADIATION_TEMPERATURE 3.15 // K.
#define AVERAGE_SOLAR_RADIATION 200 // W/m^2. Kind of arbitrary. Really this should depend on the sun position much like solars.
#define RADIATOR_OPTIMUM_PRESSURE 3771 // kPa at 20 C. This should be higher as gases aren't great conductors until they are dense. Used the critical pressure for air.
#define GAS_CRITICAL_TEMPERATURE 132.65 // K. The critical point temperature for air.
/*
The pipe looks to be thin vertically and wide horizontally, so we'll assume that it's
three centimeters thick, one meter wide, and only explosed to the sun 3 degrees off of edge-on.
Since the radiatior is uniform along it's length, the ratio of surface area touched by sunlight
to the total surface area is the same as the ratio of the perimeter of the cross-section.
*/
#define RADIATOR_EXPOSED_SURFACE_AREA_RATIO 0.04 // (3 cm + 100 cm * sin(3deg))/(2*(3+100 cm)). Unitless ratio.
#define CELL_VOLUME 2500 // Liters in a cell.
#define MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) // Moles in a 2.5 m^3 cell at 101.325 kPa and 20 C.
#define O2STANDARD 0.21 // Percentage.
#define N2STANDARD 0.79
#define MOLES_PHORON_VISIBLE 0.7 // Moles in a standard cell after which phoron is visible.
#define MOLES_O2STANDARD (MOLES_CELLSTANDARD * O2STANDARD) // O2 standard value (21%)
#define MOLES_N2STANDARD (MOLES_CELLSTANDARD * N2STANDARD) // N2 standard value (79%)
// These are for when a mob breathes poisonous air.
#define MIN_TOXIN_DAMAGE 1
#define MAX_TOXIN_DAMAGE 10
#define BREATH_VOLUME 0.5 // Liters in a normal breath.
#define BREATH_MOLES (ONE_ATMOSPHERE * BREATH_VOLUME / (T20C * R_IDEAL_GAS_EQUATION)) // Amount of air to take a from a tile
#define BREATH_PERCENTAGE (BREATH_VOLUME / CELL_VOLUME) // Amount of air needed before pass out/suffocation commences.
#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD * BREATH_PERCENTAGE * 0.16)
#define SOUND_MINIMUM_PRESSURE 10
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 550 // This determines at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 325 // This determines when the orange pressure icon is displayed (it is 0.7 * HAZARD_HIGH_PRESSURE)
#define WARNING_LOW_PRESSURE 50 // This is when the gray low pressure icon is displayed. (it is 2.5 * HAZARD_LOW_PRESSURE)
#define HAZARD_LOW_PRESSURE 20 // This is when the black ultra-low pressure icon is displayed. (This one is set as a constant)
#define TEMPERATURE_DAMAGE_COEFFICIENT 1.5 // This is used in handle_temperature_damage() for humans, and in reagents that affect body temperature. Temperature damage is multiplied by this amount.
#define BODYTEMP_AUTORECOVERY_DIVISOR 12 // This is the divisor which handles how much of the temperature difference between the current body temperature and 310.15K (optimal temperature) humans auto-regenerate each tick. The higher the number, the slower the recovery. This is applied each tick, so long as the mob is alive.
#define BODYTEMP_AUTORECOVERY_MINIMUM 1 // Minimum amount of kelvin moved toward 310.15K per tick. So long as abs(310.15 - bodytemp) is more than 50.
#define BODYTEMP_COLD_DIVISOR 6 // Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is lower than their body temperature. Make it lower to lose bodytemp faster.
#define BODYTEMP_HEAT_DIVISOR 6 // Similar to the BODYTEMP_AUTORECOVERY_DIVISOR, but this is the divisor which is applied at the stage that follows autorecovery. This is the divisor which comes into play when the human's loc temperature is higher than their body temperature. Make it lower to gain bodytemp faster.
#define BODYTEMP_COOLING_MAX -30 // The maximum number of degrees that your body can cool down in 1 tick, when in a cold area.
#define BODYTEMP_HEATING_MAX 30 // The maximum number of degrees that your body can heat up in 1 tick, when in a hot area.
#define BODYTEMP_HEAT_DAMAGE_LIMIT 360.15 // The limit the human body can take before it starts taking damage from heat.
#define BODYTEMP_COLD_DAMAGE_LIMIT 260.15 // The limit the human body can take before it starts taking damage from coldness.
#define SPACE_HELMET_MIN_COLD_PROTECTION_TEMPERATURE 2.0 // What min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
#define SPACE_SUIT_MIN_COLD_PROTECTION_TEMPERATURE 2.0 // What min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
#define HELMET_MIN_COLD_PROTECTION_TEMPERATURE 160 // For normal helmets.
#define ARMOR_MIN_COLD_PROTECTION_TEMPERATURE 160 // For armor.
#define GLOVES_MIN_COLD_PROTECTION_TEMPERATURE 2.0 // For some gloves.
#define SHOE_MIN_COLD_PROTECTION_TEMPERATURE 2.0 // For shoes.
#define SPACE_SUIT_MAX_HEAT_PROTECTION_TEMPERATURE 5000 // These need better heat protect, but not as good heat protect as firesuits.
#define FIRESUIT_MAX_HEAT_PROTECTION_TEMPERATURE 30000 // What max_heat_protection_temperature is set to for firesuit quality headwear. MUST NOT BE 0.
#define FIRE_HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 30000 // For fire-helmet quality items. (Red and white hardhats)
#define HELMET_MAX_HEAT_PROTECTION_TEMPERATURE 600 // For normal helmets.
#define ARMOR_MAX_HEAT_PROTECTION_TEMPERATURE 600 // For armor.
#define GLOVES_MAX_HEAT_PROTECTION_TEMPERATURE 1500 // For some gloves.
#define SHOE_MAX_HEAT_PROTECTION_TEMPERATURE 1500 // For shoes.
// Fire.
#define FIRE_MIN_STACKS -20
#define FIRE_MAX_STACKS 25
#define FIRE_MAX_FIRESUIT_STACKS 20 // If the number of stacks goes above this firesuits won't protect you anymore. If not, you can walk around while on fire like a badass.
#define THROWFORCE_SPEED_DIVISOR 5 // The throwing speed value at which the throwforce multiplier is exactly 1.
#define THROWNOBJ_KNOCKBACK_SPEED 15 // The minumum speed of a w_class 2 thrown object that will cause living mobs it hits to be knocked back. Heavier objects can cause knockback at lower speeds.
#define THROWNOBJ_KNOCKBACK_DIVISOR 2 // Affects how much speed the mob is knocked back with.
#define PRESSURE_DAMAGE_COEFFICIENT 4 // The amount of pressure damage someone takes is equal to (pressure / HAZARD_HIGH_PRESSURE)*PRESSURE_DAMAGE_COEFFICIENT, with the maximum of MAX_PRESSURE_DAMAGE.
#define MAX_HIGH_PRESSURE_DAMAGE 4 // This used to be 20... I got this much random rage for some retarded decision by polymorph?! Polymorph now lies in a pool of blood with a katana jammed in his spleen. ~Errorage --PS: The katana did less than 20 damage to him :(
#define LOW_PRESSURE_DAMAGE 2 // The amount of damage someone takes when in a low pressure area. (The pressure threshold is so low that it doesn't make sense to do any calculations, so it just applies this flat value).
// Doors!
#define DOOR_CRUSH_DAMAGE 10
#define HUNGER_FACTOR 0.05 // Factor of how fast mob nutrition decreases
#define REM 0.2 // Means 'Reagent Effect Multiplier'. This is how many units of reagent are consumed per tick
#define CHEM_TOUCH 1
#define CHEM_INGEST 2
#define CHEM_BLOOD 3
#define MINIMUM_CHEMICAL_VOLUME 0.01
#define SOLID 1
#define LIQUID 2
#define GAS 3
#define REAGENTS_OVERDOSE 30
#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.05 // Minimum ratio of air that must move to/from a tile to suspend group processing
#define MINIMUM_AIR_TO_SUSPEND (MOLES_CELLSTANDARD * MINIMUM_AIR_RATIO_TO_SUSPEND) // Minimum amount of air that has to move before a group processing can be suspended
#define MINIMUM_MOLES_DELTA_TO_MOVE (MOLES_CELLSTANDARD * MINIMUM_AIR_RATIO_TO_SUSPEND) // Either this must be active
#define MINIMUM_TEMPERATURE_TO_MOVE (T20C + 100) // or this (or both, obviously)
#define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012 // Minimum temperature difference before group processing is suspended.
#define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4
#define MINIMUM_TEMPERATURE_DELTA_TO_CONSIDER 0.5 // Minimum temperature difference before the gas temperatures are just set to be equal.
#define MINIMUM_TEMPERATURE_FOR_SUPERCONDUCTION (T20C + 10)
#define MINIMUM_TEMPERATURE_START_SUPERCONDUCTION (T20C + 200)
// Must be between 0 and 1. Values closer to 1 equalize temperature faster. Should not exceed 0.4, else strange heat flow occurs.
#define FLOOR_HEAT_TRANSFER_COEFFICIENT 0.4
#define WALL_HEAT_TRANSFER_COEFFICIENT 0.0
#define DOOR_HEAT_TRANSFER_COEFFICIENT 0.0
#define SPACE_HEAT_TRANSFER_COEFFICIENT 0.2 // A hack to partly simulate radiative heat.
#define OPEN_HEAT_TRANSFER_COEFFICIENT 0.4
#define WINDOW_HEAT_TRANSFER_COEFFICIENT 0.1 // A hack for now.
// Fire damage.
#define CARBON_LIFEFORM_FIRE_RESISTANCE (T0C + 200)
#define CARBON_LIFEFORM_FIRE_DAMAGE 4
// Phoron fire properties.
#define PHORON_MINIMUM_BURN_TEMPERATURE (T0C + 126) //400 K - autoignite temperature in tanks and canisters - enclosed environments I guess
#define PHORON_FLASHPOINT (T0C + 246) //519 K - autoignite temperature in air if that ever gets implemented.
//These control the mole ratio of oxidizer and fuel used in the combustion reaction
#define FIRE_REACTION_OXIDIZER_AMOUNT 3 //should be greater than the fuel amount if fires are going to spread much
#define FIRE_REACTION_FUEL_AMOUNT 2
//These control the speed at which fire burns
#define FIRE_GAS_BURNRATE_MULT 1
#define FIRE_LIQUID_BURNRATE_MULT 1
//If the fire is burning slower than this rate then the reaction is going too slow to be self sustaining and the fire burns itself out.
//This ensures that fires don't grind to a near-halt while still remaining active forever.
#define FIRE_GAS_MIN_BURNRATE 0.01
#define FIRE_LIQUD_MIN_BURNRATE 0.01
//How many moles of fuel are contained within one solid/liquid fuel volume unit
#define LIQUIDFUEL_AMOUNT_TO_MOL 1 //mol/volume unit
#define T0C 273.15 // 0.0 degrees celcius
#define T20C 293.15 // 20.0 degrees celcius
#define TCMB 2.7 // -270.3 degrees celcius
// XGM gas flags.
#define XGM_GAS_FUEL 1
#define XGM_GAS_OXIDIZER 2
#define XGM_GAS_CONTAMINANT 4
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) // Tank starts leaking.
#define TANK_RUPTURE_PRESSURE (40.*ONE_ATMOSPHERE) // Tank spills all contents into atmosphere.
#define TANK_FRAGMENT_PRESSURE (50.*ONE_ATMOSPHERE) // Boom 3x3 base explosion.
#define TANK_FRAGMENT_SCALE (10.*ONE_ATMOSPHERE) // +1 for each SCALE kPa above threshold. Was 2 atm.
#define HUMAN_STRIP_DELAY 40 // Takes 40ds = 4s to strip someone.
#define ALIEN_SELECT_AFK_BUFFER 1 // How many minutes that a person can be AFK before not being allowed to be an alien.
#define NORMPIPERATE 30 // Pipe-insulation rate divisor.
#define HEATPIPERATE 8 // Heat-exchange pipe insulation.
#define FLOWFRAC 0.99 // Fraction of gas transfered per process.
#define SHOES_SLOWDOWN -1.0 // How much shoes slow you down by default. Negative values speed you up.
// Item inventory slot bitmasks.
#define SLOT_OCLOTHING 1
#define SLOT_ICLOTHING 2
#define SLOT_GLOVES 4
#define SLOT_EYES 8
#define SLOT_EARS 16
#define SLOT_MASK 32
#define SLOT_HEAD 64
#define SLOT_FEET 128
#define SLOT_ID 256
#define SLOT_BELT 512
#define SLOT_BACK 1024
#define SLOT_POCKET 2048 // This is to allow items with a w_class of 3 or 4 to fit in pockets.
#define SLOT_DENYPOCKET 4096 // This is to deny items with a w_class of 2 or 1 from fitting in pockets.
#define SLOT_TWOEARS 8192
#define SLOT_TIE 16384
#define SLOT_HOLSTER 32768 //16th bit
// Flags bitmasks.
#define STOPPRESSUREDAMAGE 1 // This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
// To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define NOBLUDGEON 2 // When an item has this it produces no "X has been hit by Y with Z" message with the default handler.
#define AIRTIGHT 4 // Functions with internals.
#define USEDELAY 8 // 1 second extra delay on use. (Can be used once every 2s)
#define NOSHIELD 16 // Weapon not affected by shield.
#define CONDUCT 32 // Conducts electricity. (metal etc.)
#define ON_BORDER 64 // Item has priority to check when entering or leaving.
#define NOBLOODY 512 // Used for items if they don't want to get a blood overlay.
#define NODELAY 8192 // 1 second attack-by delay skipped (Can be used once every 0.2s). Most objects have a 1s attack-by delay, which doesn't require a flag.
//Use these flags to indicate if an item obscures the specified slots from view, whereas body_parts_covered seems to be used to indicate what body parts the item protects.
#define GLASSESCOVERSEYES 256
#define MASKCOVERSEYES 256 // Get rid of some of the other retardation in these flags.
#define HEADCOVERSEYES 256 // Feel free to reallocate these numbers for other purposes.
#define MASKCOVERSMOUTH 512 // On other items, these are just for mask/head.
#define HEADCOVERSMOUTH 512
#define THICKMATERIAL 256 // From /tg/station: prevents syringes, parapens and hyposprays if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body. (NOTE: flag shared with NOSLIP for shoes)
#define NOSLIP 256 // Prevents from slipping on wet floors, in space, etc.
#define OPENCONTAINER 1024 // Is an open container for chemistry purposes.
#define BLOCK_GAS_SMOKE_EFFECT 2048 // Blocks the effect that chemical clouds would have on a mob -- glasses, mask and helmets ONLY! (NOTE: flag shared with ONESIZEFITSALL)
#define ONESIZEFITSALL 2048
#define PHORONGUARD 4096 // Does not get contaminated by phoron.
#define NOREACT 4096 // Reagents don't react inside this container.
#define BLOCKHEADHAIR 4 // Temporarily removes the user's hair overlay. Leaves facial hair.
#define BLOCKHAIR 8192 // Temporarily removes the user's hair, facial and otherwise.
// Flags for pass_flags.
#define PASSTABLE 1
#define PASSGLASS 2
#define PASSGRILLE 4
#define PASSBLOB 8
// Turf-only flags.
#define NOJAUNT 1 // This is used in literally one place, turf.dm, to block ethereal jaunt.
// Bitmasks for the flags_inv variable. These determine when a piece of clothing hides another, i.e. a helmet hiding glasses.
// WARNING: The following flags apply only to the external suit!
#define HIDEGLOVES 1
#define HIDESUITSTORAGE 2
#define HIDEJUMPSUIT 4
#define HIDESHOES 8
#define HIDETAIL 16
// WARNING: The following flags apply only to the helmets and masks!
#define HIDEMASK 1
#define HIDEEARS 2 // Headsets and such.
#define HIDEEYES 4 // Glasses.
#define HIDEFACE 8 // Dictates whether we appear as "Unknown".
// Slots.
#define slot_back 1
#define slot_wear_mask 2
#define slot_handcuffed 3
#define slot_l_hand 4
#define slot_r_hand 5
#define slot_belt 6
#define slot_wear_id 7
#define slot_l_ear 8
#define slot_glasses 9
#define slot_gloves 10
#define slot_head 11
#define slot_shoes 12
#define slot_wear_suit 13
#define slot_w_uniform 14
#define slot_l_store 15
#define slot_r_store 16
#define slot_s_store 17
#define slot_in_backpack 18
#define slot_legcuffed 19
#define slot_r_ear 20
#define slot_legs 21
#define slot_tie 22
// Inventory slot strings.
// since numbers cannot be used as associative list keys.
#define slot_back_str "back"
#define slot_l_hand_str "slot_l_hand"
#define slot_r_hand_str "slot_r_hand"
#define slot_w_uniform_str "w_uniform"
#define icon_head "slot_head"
// Bitflags for clothing parts.
#define HEAD 1
#define FACE 2
#define EYES 4
#define UPPER_TORSO 8
#define LOWER_TORSO 16
#define LEG_LEFT 32
#define LEG_RIGHT 64
#define LEGS 96 // LEG_LEFT | LEG_RIGHT
#define FOOT_LEFT 128
#define FOOT_RIGHT 256
#define FEET 384 // FOOT_LEFT | FOOT_RIGHT
#define ARM_LEFT 512
#define ARM_RIGHT 1024
#define ARMS 1536 // ARM_LEFT | ARM_RIGHT
#define HAND_LEFT 2048
#define HAND_RIGHT 4096
#define HANDS 6144 // HAND_LEFT | HAND_RIGHT
#define FULL_BODY 8191
// Bitflags for the percentual amount of protection a piece of clothing which covers the body part offers.
// Used with human/proc/get_heat_protection() and human/proc/get_cold_protection().
// The values here should add up to 1, e.g., the head has 30% protection.
#define THERMAL_PROTECTION_HEAD 0.3
#define THERMAL_PROTECTION_UPPER_TORSO 0.15
#define THERMAL_PROTECTION_LOWER_TORSO 0.15
#define THERMAL_PROTECTION_LEG_LEFT 0.075
#define THERMAL_PROTECTION_LEG_RIGHT 0.075
#define THERMAL_PROTECTION_FOOT_LEFT 0.025
#define THERMAL_PROTECTION_FOOT_RIGHT 0.025
#define THERMAL_PROTECTION_ARM_LEFT 0.075
#define THERMAL_PROTECTION_ARM_RIGHT 0.075
#define THERMAL_PROTECTION_HAND_LEFT 0.025
#define THERMAL_PROTECTION_HAND_RIGHT 0.025
// Bitflags for mutations.
#define STRUCDNASIZE 27
#define UNIDNASIZE 13
// Generic mutations:
#define TK 1
#define COLD_RESISTANCE 2
#define XRAY 3
#define HULK 4
#define CLUMSY 5
#define FAT 6
#define HUSK 7
#define NOCLONE 8
#define LASER 9 // Harm intent - click anywhere to shoot lasers from eyes.
#define HEAL 10 // Healing people with hands.
#define SKELETON 29
#define PLANT 30
// Other Mutations:
#define mNobreath 100 // No need to breathe.
#define mRemote 101 // Remote viewing.
#define mRegen 102 // Health regeneration.
#define mRun 103 // No slowdown.
#define mRemotetalk 104 // Remote talking.
#define mMorph 105 // Hanging appearance.
#define mBlend 106 // Nothing. (seriously nothing)
#define mHallucination 107 // Hallucinations.
#define mFingerprints 108 // No fingerprints.
#define mShock 109 // Insulated hands.
#define mSmallsize 110 // Table climbing.
// disabilities
#define NEARSIGHTED 1
#define EPILEPSY 2
#define COUGHING 4
#define TOURETTES 8
#define NERVOUS 16
// sdisabilities
#define BLIND 1
#define MUTE 2
#define DEAF 4
// /mob/var/stat things.
#define CONSCIOUS 0
#define UNCONSCIOUS 1
#define DEAD 2
// Channel numbers for power.
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
#define TOTAL 4 // For total power used only.
// Bitflags for machine stat variable.
#define BROKEN 1
#define NOPOWER 2
#define POWEROFF 4 // TBD.
#define MAINT 8 // Under maintenance.
#define EMPED 16 // Temporary broken by EMP pulse.
// Bitmasks for door switches.
#define OPEN 1
#define IDSCAN 2
#define BOLTS 4
#define SHOCK 8
#define SAFE 16
// Metal sheets, glass sheets, and rod stacks.
#define MAX_STACK_AMOUNT_METAL 50
#define MAX_STACK_AMOUNT_GLASS 50
#define MAX_STACK_AMOUNT_RODS 60
#define GAS_O2 (1 << 0)
#define GAS_N2 (1 << 1)
#define GAS_PL (1 << 2)
#define GAS_CO2 (1 << 3)
#define GAS_N2O (1 << 4)
#define IS_MODE_COMPILED(MODE) (ispath(text2path("/datum/game_mode/"+(MODE))))
// Damage things. TODO: Merge these down to reduce on defines.
// Way to waste perfectly good damage-type names (BRUTE) on this... If you were really worried about case sensitivity, you could have just used lowertext(damagetype) in the proc.
#define BRUTE "brute"
#define BURN "fire"
#define TOX "tox"
#define OXY "oxy"
#define CLONE "clone"
#define HALLOSS "halloss"
#define CUT "cut"
#define BRUISE "bruise"
#define STUN "stun"
#define WEAKEN "weaken"
#define PARALYZE "paralize"
#define IRRADIATE "irradiate"
#define AGONY "agony" // Added in PAIN!
#define SLUR "slur"
#define STUTTER "stutter"
#define EYE_BLUR "eye_blur"
#define DROWSY "drowsy"
// I hate adding defines like this but I'd much rather deal with bitflags than lists and string searches.
#define BRUTELOSS 1
#define FIRELOSS 2
#define TOXLOSS 4
#define OXYLOSS 8
// Bitflags defining which status effects could be or are inflicted on a mob.
#define CANSTUN 1
#define CANWEAKEN 2
#define CANPARALYSE 4
#define CANPUSH 8
#define LEAPING 16
#define PASSEMOTES 32 // Mob has a cortical borer or holders inside of it that need to see emotes.
#define GODMODE 4096
#define FAKEDEATH 8192 // Replaces stuff like changeling.changeling_fakedeath.
#define DISFIGURED 16384 // I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system.
#define XENO_HOST 32768 // Tracks whether we're gonna be a baby alien's mummy.
// Grab levels.
#define GRAB_PASSIVE 1
#define GRAB_AGGRESSIVE 2
#define GRAB_NECK 3
#define GRAB_UPGRADING 4
#define GRAB_KILL 5
// Security levels.
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_RED 2
#define SEC_LEVEL_DELTA 3
#define TRANSITIONEDGE 7 // Distance from edge to move to another z-level.
// A set of constants used to determine which type of mute an admin wishes to apply.
// Please read and understand the muting/automuting stuff before changing these. MUTE_IC_AUTO, etc. = (MUTE_IC << 1)
// Therefore there needs to be a gap between the flags for the automute flags.
#define MUTE_IC 1
#define MUTE_OOC 2
#define MUTE_PRAY 4
#define MUTE_ADMINHELP 8
#define MUTE_DEADCHAT 16
#define MUTE_ALL 31
// Number of identical messages required to get the spam-prevention auto-mute thing to trigger warnings and automutes.
#define SPAM_TRIGGER_WARNING 5
#define SPAM_TRIGGER_AUTOMUTE 10
// Some constants for DB_Ban
#define BANTYPE_PERMA 1
#define BANTYPE_TEMP 2
#define BANTYPE_JOB_PERMA 3
#define BANTYPE_JOB_TEMP 4
#define BANTYPE_ANY_FULLBAN 5 // Used to locate stuff to unban.
// 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_OBSERVER_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
// Object specific defines.
#define CANDLE_LUM 3 // For how bright candles are.
//Some mob defines below
#define AI_CAMERA_LUMINOSITY 6
#define BORGMESON 1
#define BORGTHERM 2
#define BORGXRAY 4
// 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 HOSTILE_STANCE_IDLE 1
#define HOSTILE_STANCE_ALERT 2
#define HOSTILE_STANCE_ATTACK 3
#define HOSTILE_STANCE_ATTACKING 4
#define HOSTILE_STANCE_TIRED 5
#define ROUNDSTART_LOGOUT_REPORT_TIME 6000 // Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued.
// Organ defines.
#define ORGAN_CUT_AWAY 1
#define ORGAN_GAUZED 2
#define ORGAN_ATTACHABLE 4
#define ORGAN_BLEEDING 8
#define ORGAN_BROKEN 32
#define ORGAN_DESTROYED 64
#define ORGAN_ROBOT 128
#define ORGAN_SPLINTED 256
#define SALVED 512
#define ORGAN_DEAD 1024
#define ORGAN_MUTATED 2048
#define ORGAN_ASSISTED 4096
// Admin permissions. Please don't edit these values without speaking to Errorage first. ~Carn
#define R_BUILDMODE 1
#define R_ADMIN 2
#define R_BAN 4
#define R_FUN 8
#define R_SERVER 16
#define R_DEBUG 32
#define R_POSSESS 64
#define R_PERMISSIONS 128
#define R_STEALTH 256
#define R_REJUVINATE 512
#define R_VAREDIT 1024
#define R_SOUNDS 2048
#define R_SPAWN 4096
#define R_MOD 8192
#define R_MENTOR 16384
#define R_HOST 32768
#define R_MAXPERMISSION 32768 // This holds the maximum value for a permission. It is used in iteration, so keep it updated.
// Preference toggles.
#define SOUND_ADMINHELP 1
#define SOUND_MIDI 2
#define SOUND_AMBIENCE 4
#define SOUND_LOBBY 8
#define CHAT_OOC 16
#define CHAT_DEAD 32
#define CHAT_GHOSTEARS 64
#define CHAT_GHOSTSIGHT 128
#define CHAT_PRAYER 256
#define CHAT_RADIO 512
#define CHAT_ATTACKLOGS 1024
#define CHAT_DEBUGLOGS 2048
#define CHAT_LOOC 4096
#define CHAT_GHOSTRADIO 8192
#define SHOW_TYPING 16384
#define CHAT_NOICONS 32768
#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)
#define BE_TRAITOR 1
#define BE_OPERATIVE 2
#define BE_CHANGELING 4
#define BE_WIZARD 8
#define BE_MALF 16
#define BE_REV 32
#define BE_ALIEN 64
#define BE_AI 128
#define BE_CULTIST 256
#define BE_MONKEY 512
#define BE_NINJA 1024
#define BE_RAIDER 2048
#define BE_PLANT 4096
#define BE_MUTINEER 8192
#define BE_PAI 16384
var/list/be_special_flags = list(
"Traitor" = BE_TRAITOR,
"Operative" = BE_OPERATIVE,
"Changeling" = BE_CHANGELING,
"Wizard" = BE_WIZARD,
"Malf AI" = BE_MALF,
"Revolutionary" = BE_REV,
"Xenomorph" = BE_ALIEN,
"Positronic Brain" = BE_AI,
"Cultist" = BE_CULTIST,
"Monkey" = BE_MONKEY,
"Ninja" = BE_NINJA,
"Raider" = BE_RAIDER,
"Diona" = BE_PLANT,
"Mutineer" = BE_MUTINEER,
"pAI" = BE_PAI
)
// Age limits on a character.
#define AGE_MIN 17
#define AGE_MAX 85
// Languages.
#define LANGUAGE_HUMAN 1
#define LANGUAGE_ALIEN 2
#define LANGUAGE_DOG 4
#define LANGUAGE_CAT 8
#define LANGUAGE_BINARY 16
#define LANGUAGE_OTHER 32768
#define LANGUAGE_UNIVERSAL 65535
#define LEFT 1
#define RIGHT 2
// 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
// Pulse levels, very simplified.
#define PULSE_NONE 0 // So !M.pulse checks would be possible.
#define PULSE_SLOW 1 // <60 bpm
#define PULSE_NORM 2 // 60-90 bpm
#define PULSE_FAST 3 // 90-120 bpm
#define PULSE_2FAST 4 // >120 bpm
#define PULSE_THREADY 5 // Occurs during hypovolemic shock
#define GETPULSE_HAND 0 // Less accurate. (hand)
#define GETPULSE_TOOL 1 // More accurate. (med scanner, sleeper, etc.)
// Species flags.
#define NO_BLOOD 1 // Vessel var is not filled with blood, cannot bleed out.
#define NO_BREATHE 2 // Cannot suffocate or take oxygen loss.
#define NO_SCAN 4 // Cannot be scanned in a DNA machine/genome-stolen.
#define NO_PAIN 8 // Cannot suffer halloss/recieves deceptive health indicator.
#define NO_SLIP 16 // Cannot fall over.
#define NO_POISON 32 // Cannot not suffer toxloss.
#define HAS_SKIN_TONE 64 // Skin tone selectable in chargen. (0-255)
#define HAS_SKIN_COLOR 128 // Skin colour selectable in chargen. (RGB)
#define HAS_LIPS 256 // Lips are drawn onto the mob icon. (lipstick)
#define HAS_UNDERWEAR 512 // Underwear is drawn onto the mob icon.
#define IS_PLANT 1024 // Is a treeperson.
#define IS_WHITELISTED 2048 // Must be whitelisted to play.
#define IS_SYNTHETIC 4096 // Is a machine race.
#define HAS_EYE_COLOR 8192 // Eye colour selectable in chargen. (RGB)
#define CAN_JOIN 16384 // Species is selectable in chargen.
#define IS_RESTRICTED 32768 // Is not a core/normally playable species. (castes, mutantraces)
#define REGENERATES_LIMBS 65536 // Attempts to regenerate unamputated limbs.
// Language flags.
#define WHITELISTED 1 // Language is available if the speaker is whitelisted.
#define RESTRICTED 2 // Language can only be accquired by spawning or an admin.
#define NONVERBAL 4 // Language has a significant non-verbal component. Speech is garbled without line-of-sight.
#define SIGNLANG 8 // Language is completely non-verbal. Speech is displayed through emotes for those who can understand.
#define HIVEMIND 16 // Broadcast to all mobs with this language.
#define NONGLOBAL 32 // Do not add to general languages list.
#define INNATE 64 // All mobs can be assumed to speak and understand this language. (audible emotes)
#define NO_TALK_MSG 128 // Do not show the "\The [speaker] talks into \the [radio]" message
#define NO_STUTTER 256 // No stuttering, slurring, or other speech problems
//Flags for zone sleeping
#define ZONE_ACTIVE 1
#define ZONE_SLEEPING 0
//some colors
#define COLOR_RED "#FF0000"
#define COLOR_GREEN "#00FF00"
#define COLOR_BLUE "#0000FF"
#define COLOR_CYAN "#00FFFF"
#define COLOR_PINK "#FF00FF"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_ORANGE "#FF9900"
#define COLOR_WHITE "#FFFFFF"
#define COLOR_BLACK "#000000"
/*
* Germs and infections.
*/
#define GERM_LEVEL_AMBIENT 110 // Maximum germ level you can reach by standing still.
#define GERM_LEVEL_MOVE_CAP 200 // Maximum germ level you can reach by running around.
#define INFECTION_LEVEL_ONE 100
#define INFECTION_LEVEL_TWO 500
#define INFECTION_LEVEL_THREE 1000
/*
* 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
// computer3 error codes, move lower in the file when it passes dev -Sayu
#define PROG_CRASH 1 // Generic crash.
#define MISSING_PERIPHERAL 2 // Missing hardware.
#define BUSTED_ASS_COMPUTER 4 // Self-perpetuating error. BAC will continue to crash forever.
#define MISSING_PROGRAM 8 // Some files try to automatically launch a program. This is that failing.
#define FILE_DRM 16 // Some files want to not be copied/moved. This is them complaining that you tried.
#define NETWORK_FAILURE 32
// Some on_mob_life() procs check for alien races.
#define IS_DIONA 1
#define IS_VOX 2
#define IS_SKRELL 3
#define IS_UNATHI 4
#define IS_XENOS 5
#define MAX_GEAR_COST 5 // Used in chargen for accessory loadout limit.
/*
* Atmospherics Machinery.
*/
#define MAX_SIPHON_FLOWRATE 2500 // L/s. This can be used to balance how fast a room is siphoned. Anything higher than CELL_VOLUME has no effect.
#define MAX_SCRUBBER_FLOWRATE 200 // L/s. Max flow rate when scrubbing from a turf.
// These balance how easy or hard it is to create huge pressure gradients with pumps and filters.
// Lower values means it takes longer to create large pressures differences.
// Has no effect on pumping gasses from high pressure to low, only from low to high.
#define ATMOS_PUMP_EFFICIENCY 2.5
#define ATMOS_FILTER_EFFICIENCY 2.5
// Will not bother pumping or filtering if the gas source as fewer than this amount of moles, to help with performance.
#define MINIMUM_MOLES_TO_PUMP 0.01
#define MINIMUM_MOLES_TO_FILTER 0.1
// The flow rate/effectiveness of various atmos devices is limited by their internal volume,
// so for many atmos devices these will control maximum flow rates in L/s.
#define ATMOS_DEFAULT_VOLUME_PUMP 200 // Liters.
#define ATMOS_DEFAULT_VOLUME_FILTER 200 // L.
#define ATMOS_DEFAULT_VOLUME_MIXER 200 // L.
#define ATMOS_DEFAULT_VOLUME_PIPE 70 // L.
// Chemistry.
#define CHEM_SYNTH_ENERGY 500 // How much energy does it take to synthesize 1 unit of chemical, in Joules.
#define SPEED_OF_LIGHT 3e8 // Approximate.
#define SPEED_OF_LIGHT_SQ 9e16
#define FIRE_DAMAGE_MODIFIER 0.0215 // Higher values result in more external fire damage to the skin. (default 0.0215)
#define AIR_DAMAGE_MODIFIER 2.025 // More means less damage from hot air scalding lungs, less = more damage. (default 2.025)
#define INFINITY 1.#INF
#define BACKGROUND_ENABLED 0 // The default value for all uses of set background. Set background can
// cause gradual lag and is recommended you only turn this on if necessary.
// 1 will enable set background. 0 will disable set background.
// 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
// Suit sensor levels
#define SUIT_SENSOR_OFF 0
#define SUIT_SENSOR_BINARY 1
#define SUIT_SENSOR_VITAL 2
#define SUIT_SENSOR_TRACKING 3
// NanoUI flags
#define STATUS_INTERACTIVE 2 // GREEN Visability
#define STATUS_UPDATE 1 // ORANGE Visability
#define STATUS_DISABLED 0 // RED Visability
#define STATUS_CLOSE -1 // Close the interface
//General-purpose life speed define for plants.
#define HYDRO_SPEED_MULTIPLIER 1
// Robot AI notifications
#define ROBOT_NOTIFICATION_NEW_UNIT 1
#define ROBOT_NOTIFICATION_NEW_NAME 2
#define ROBOT_NOTIFICATION_NEW_MODULE 3
#define ROBOT_NOTIFICATION_MODULE_RESET 4
#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)
#define DEFAULT_JOB_TYPE /datum/job/assistant
// Appearance change flags
#define APPEARANCE_UPDATE_DNA 1
#define APPEARANCE_RACE (2|APPEARANCE_UPDATE_DNA)
#define APPEARANCE_GENDER (4|APPEARANCE_UPDATE_DNA)
#define APPEARANCE_SKIN 8
#define APPEARANCE_HAIR 16
#define APPEARANCE_HAIR_COLOR 32
#define APPEARANCE_FACIAL_HAIR 64
#define APPEARANCE_FACIAL_HAIR_COLOR 128
#define APPEARANCE_EYE_COLOR 256
#define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR)
#define APPEARANCE_ALL 511
// Mode/antag template macros.
#define MODE_BORER "borer"
#define MODE_XENOMORPH "xeno"
#define MODE_LOYALIST "loyalist"
#define MODE_MUTINEER "mutineer"
#define MODE_COMMANDO "commando"
#define MODE_DEATHSQUAD "deathsquad"
#define MODE_ERT "ert"
#define MODE_MERCENARY "mercenary"
#define MODE_NINJA "ninja"
#define MODE_RAIDER "raider"
#define MODE_WIZARD "wizard"
#define MODE_CHANGELING "changeling"
#define MODE_CULTIST "cultist"
#define MODE_HIGHLANDER "highlander"
#define MODE_MONKEY "monkey"
#define MODE_RENEGADE "renegade"
#define MODE_REVOLUTIONARY "revolutionary"
#define MODE_MALFUNCTION "malf"
#define MODE_TRAITOR "traitor"
#define MIN_SUPPLIED_LAW_NUMBER 15
#define MAX_SUPPLIED_LAW_NUMBER 50
//Area flags, possibly more to come
#define RAD_SHIELDED 1 //shielded from radiation, clearly
//intent flags, why wasn't this done the first time?
#define I_HELP "help"
#define I_DISARM "disarm"
#define I_GRAB "grab"
#define I_HURT "hurt"
/*
These are used Bump() code for living mobs, in the mob_bump_flag, mob_swap_flags, and mob_push_flags vars to determine whom can bump/swap with whom.
*/
#define HUMAN 1
#define MONKEY 2
#define ALIEN 4
#define ROBOT 8
#define SLIME 16
#define SIMPLE_ANIMAL 32
#define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL)
#define NEXT_MOVE_DELAY 8
#define DROPLIMB_EDGE 0
#define DROPLIMB_BLUNT 1
#define DROPLIMB_BURN 2
// 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 OBFUSCATION_LAYER 14 //Where images covering the view for eyes are put
#define SCREEN_LAYER 17 //Mob HUD/effects layer
/////////////////
////WIZARD //////
/////////////////
/* WIZARD SPELL FLAGS */
#define GHOSTCAST 1 //can a ghost cast it?
#define NEEDSCLOTHES 2 //does it need the wizard garb to cast? Nonwizard spells should not have this
#define NEEDSHUMAN 4 //does it require the caster to be human?
#define Z2NOCAST 8 //if this is added, the spell can't be cast at centcomm
#define STATALLOWED 16 //if set, the user doesn't have to be conscious to cast. Required for ghost spells
#define IGNOREPREV 32 //if set, each new target does not overlap with the previous one
//The following flags only affect different types of spell, and therefore overlap
//Targeted spells
#define INCLUDEUSER 64 //does the spell include the caster in its target selection?
#define SELECTABLE 128 //can you select each target for the spell?
//AOE spells
#define IGNOREDENSE 64 //are dense turfs ignored in selection?
#define IGNORESPACE 128 //are space turfs ignored in selection?
//End split flags
#define CONSTRUCT_CHECK 256 //used by construct spells - checks for nullrods
#define NO_BUTTON 512 //spell won't show up in the HUD with this
//invocation
#define SpI_SHOUT "shout"
#define SpI_WHISPER "whisper"
#define SpI_EMOTE "emote"
#define SpI_NONE "none"
//upgrading
#define Sp_SPEED "speed"
#define Sp_POWER "power"
#define Sp_TOTAL "total"
//casting costs
#define Sp_RECHARGE "recharge"
#define Sp_CHARGES "charges"
#define Sp_HOLDVAR "holdervar"
///////WIZ END/////////
//singularity defines
#define STAGE_ONE 1
#define STAGE_TWO 3
#define STAGE_THREE 5
#define STAGE_FOUR 7
#define STAGE_FIVE 9
#define STAGE_SUPER 11
// Camera networks
#define NETWORK_CRESCENT "Crescent"
#define NETWORK_CIVILIAN_EAST "Civilian East"
#define NETWORK_CIVILIAN_WEST "Civilian West"
#define NETWORK_COMMAND "Command"
#define NETWORK_ENGINE "Engine"
#define NETWORK_ENGINEERING "Engineering"
#define NETWORK_ENGINEERING_OUTPOST "Engineering Outpost"
#define NETWORK_ERT "ERT"
#define NETWORK_EXODUS "Exodus"
#define NETWORK_MEDICAL "Medical"
#define NETWORK_MINE "MINE"
#define NETWORK_RESEARCH "Research"
#define NETWORK_RESEARCH_OUTPOST "Research Outpost"
#define NETWORK_ROBOTS "Robots"
#define NETWORK_PRISON "Prison"
#define NETWORK_SECURITY "Security"
#define NETWORK_TELECOM "Tcomsat"
#define NETWORK_THUNDER "thunder"
// Languages
#define LANGUAGE_SOL_COMMON "Sol Common"
#define LANGUAGE_UNATHI "Sinta'unathi"
#define LANGUAGE_SIIK_MAAS "Siik'maas"
#define LANGUAGE_SIIK_TAJR "Siik'tajr"
#define LANGUAGE_SKRELLIAN "Skrellian"
#define LANGUAGE_ROOTSPEAK "Rootspeak"
#define LANGUAGE_TRADEBAND "Tradeband"
#define LANGUAGE_GUTTER "Gutter"
#define WALL_CAN_OPEN 1
#define WALL_OPENING 2
#define CLAMP01(x) max(0, min(1, x))
#define DEFAULT_WALL_MATERIAL "steel"
#define DEFAULT_TABLE_MATERIAL "plastic"
// 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
#define SHARD_SHARD "shard"
#define SHARD_SHRAPNEL "shrapnel"
#define SHARD_STONE_PIECE "piece"
#define SHARD_SPLINTER "splinters"
#define SHARD_NONE ""
#define MATERIAL_UNMELTABLE 1
#define MATERIAL_BRITTLE 2
#define MATERIAL_PADDING 4
#define TABLE_BRITTLE_MATERIAL_MULTIPLIER 4 // Amount table damage is multiplied by if it is made of a brittle material (e.g. glass)