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CHOMPStation2/code/__defines/misc.dm
ShadowLarkens c2618c0e66 Merge remote-tracking branch 'upstream/master' into tgui_wires
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#	code/__defines/misc.dm
2020-07-24 17:06:18 -07:00

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#define DEBUG
// Turf-only flags.
#define NOJAUNT 1 // This is used in literally one place, turf.dm, to block ethereal jaunt.
#define TRANSITIONEDGE 1 // Distance from edge to move to another z-level.
// Invisibility constants. These should only be used for TRUE invisibility, AKA nothing living players touch
#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
// Pseudo-Invis, like Ninja, Ling, Etc.
#define EFFECTIVE_INVIS 50 // Below this, can't be examined, may as well be invisible to the game
// For the client FPS pref and anywhere else
#define MAX_CLIENT_FPS 200
// 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
#define TOTAL_HUDS 10 // Total number of HUDs. Like body layers, and other things, it comes up sometimes.
#define CLIENT_FROM_VAR(I) (ismob(I) ? I:client : (isclient(I) ? I : null))
//Persistence
#define AREA_FLAG_IS_NOT_PERSISTENT 8 // SSpersistence will not track values from this area.
// 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
// Sound defines for shuttles.
#define HYPERSPACE_WARMUP 0
#define HYPERSPACE_PROGRESS 1
#define HYPERSPACE_END 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
#define DO_AUTOPILOT 5
// Setting this much higher than 1024 could allow spammers to DOS the server easily.
#define MAX_MESSAGE_LEN 2048 //VOREStation Edit - I'm not sure about "easily". It can be a little longer.
#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
#define MAX_FEEDBACK_LENGTH 4096
#define MAX_TEXTFILE_LENGTH 128000 // 512GQ file
// 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
// OnTopic return values
#define TOPIC_NOACTION 0
#define TOPIC_HANDLED 1
#define TOPIC_REFRESH 2
#define TOPIC_UPDATE_PREVIEW 4
#define TOPIC_REFRESH_UPDATE_PREVIEW (TOPIC_REFRESH|TOPIC_UPDATE_PREVIEW)
// 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 MAT_IRON "iron"
#define MAT_MARBLE "marble"
#define MAT_STEEL "steel"
#define MAT_PLASTIC "plastic"
#define MAT_GLASS "glass"
#define MAT_SILVER "silver"
#define MAT_GOLD "gold"
#define MAT_URANIUM "uranium" //Did it
#define MAT_TITANIUM "titanium"
#define MAT_PHORON "phoron"
#define MAT_DIAMOND "diamond"
#define MAT_SNOW "snow"
#define MAT_WOOD "wood"
#define MAT_LOG "log"
#define MAT_SIFWOOD "alien wood"
#define MAT_SIFLOG "alien log"
#define MAT_STEELHULL "steel hull"
#define MAT_PLASTEEL "plasteel"
#define MAT_PLASTEELHULL "plasteel hull"
#define MAT_DURASTEEL "durasteel"
#define MAT_DURASTEELHULL "durasteel hull"
#define MAT_TITANIUMHULL "titanium hull"
#define MAT_VERDANTIUM "verdantium"
#define MAT_MORPHIUM "morphium"
#define MAT_MORPHIUMHULL "morphium hull"
#define MAT_VALHOLLIDE "valhollide"
#define MAT_LEAD "lead"
#define MAT_SUPERMATTER "supermatter"
#define MAT_METALHYDROGEN "mhydrogen"
#define MAT_OSMIUM "osmium"
#define MAT_GRAPHITE "graphite"
#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)
// NTNet module-configuration values. Do not change these. If you need to add another use larger number (5..6..7 etc)
#define NTNET_SOFTWAREDOWNLOAD 1 // Downloads of software from NTNet
#define NTNET_PEERTOPEER 2 // P2P transfers of files between devices
#define NTNET_COMMUNICATION 3 // Communication (messaging)
#define NTNET_SYSTEMCONTROL 4 // Control of various systems, RCon, air alarm control, etc.
// NTNet transfer speeds, used when downloading/uploading a file/program.
#define NTNETSPEED_LOWSIGNAL 0.25 // GQ/s transfer speed when the device is wirelessly connected and on Low signal
#define NTNETSPEED_HIGHSIGNAL 0.5 // GQ/s transfer speed when the device is wirelessly connected and on High signal
#define NTNETSPEED_ETHERNET 1.0 // GQ/s transfer speed when the device is using wired connection
#define NTNETSPEED_DOS_AMPLIFICATION 5 // Multiplier for Denial of Service program. Resulting load on NTNet relay is this multiplied by NTNETSPEED of the device
// Program bitflags
#define PROGRAM_ALL 15
#define PROGRAM_CONSOLE 1
#define PROGRAM_LAPTOP 2
#define PROGRAM_TABLET 4
#define PROGRAM_TELESCREEN 8
#define PROGRAM_STATE_KILLED 0
#define PROGRAM_STATE_BACKGROUND 1
#define PROGRAM_STATE_ACTIVE 2
// Caps for NTNet logging. Less than 10 would make logging useless anyway, more than 500 may make the log browser too laggy. Defaults to 100 unless user changes it.
#define MAX_NTNET_LOGS 500
#define MIN_NTNET_LOGS 10
// 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"
// Departments.
#define DEPARTMENT_COMMAND "Command"
#define DEPARTMENT_SECURITY "Security"
#define DEPARTMENT_ENGINEERING "Engineering"
#define DEPARTMENT_MEDICAL "Medical"
#define DEPARTMENT_RESEARCH "Research"
#define DEPARTMENT_CARGO "Cargo"
#define DEPARTMENT_CIVILIAN "Civilian"
#define DEPARTMENT_PLANET "Exploration" //VOREStation Edit // I hate having this be here and not in a SC file. Hopefully someday the manifest can be rewritten to be map-agnostic.
#define DEPARTMENT_SYNTHETIC "Synthetic"
// These are mostly for the department guessing code and event system.
#define DEPARTMENT_UNKNOWN "Unknown"
#define DEPARTMENT_EVERYONE "Everyone"
// Canonical spellings of TSCs, so typos never have to happen again due to human error.
#define TSC_NT "NanoTrasen"
#define TSC_HEPH "Hephaestus" // Because everyone misspells it
#define TSC_VM "Vey Med"
#define TSC_ZH "Zeng-Hu"
#define TSC_WT "Ward-Takahashi"
#define TSC_BC "Bishop Cybernetics"
#define TSC_MORPH "Morpheus"
#define TSC_XION "Xion" // Not really needed but consistancy I guess.
#define TSC_GIL "Gilthari"
#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
#define WORLD_ICON_SIZE 32 //Needed for the R-UST port
#define PIXEL_MULTIPLIER WORLD_ICON_SIZE/32 //Needed for the R-UST port
#define MAX_CLIENT_VIEW 34 // Maximum effective value of client.view (According to DM references)
// Maploader bounds indices
#define MAP_MINX 1
#define MAP_MINY 2
#define MAP_MINZ 3
#define MAP_MAXX 4
#define MAP_MAXY 5
#define MAP_MAXZ 6
// /atom/proc/use_check flags
#define USE_ALLOW_NONLIVING 1
#define USE_ALLOW_NON_ADV_TOOL_USR 2
#define USE_ALLOW_DEAD 4
#define USE_ALLOW_INCAPACITATED 8
#define USE_ALLOW_NON_ADJACENT 16
#define USE_FORCE_SRC_IN_USER 32
#define USE_DISALLOW_SILICONS 64
#define USE_SUCCESS 0
#define USE_FAIL_NON_ADJACENT 1
#define USE_FAIL_NONLIVING 2
#define USE_FAIL_NON_ADV_TOOL_USR 3
#define USE_FAIL_DEAD 4
#define USE_FAIL_INCAPACITATED 5
#define USE_FAIL_NOT_IN_USER 6
#define USE_FAIL_IS_SILICON 7
// This creates a consistant definition for creating global lists, automatically inserting objects into it when they are created, and removing them when deleted.
// It is very good for removing the 'in world' junk that exists in the codebase painlessly.
// First argument is the list name/path desired, e.g. 'all_candles' would be 'var/list/all_candles = list()'.
// Second argument is the path the list is expected to contain. Note that children will also get added to the global list.
// If the GLOB system is ever ported, you can change this macro in one place and have less work to do than you otherwise would.
#define GLOBAL_LIST_BOILERPLATE(LIST_NAME, PATH)\
var/global/list/##LIST_NAME = list();\
##PATH/Initialize(mapload, ...)\
{\
##LIST_NAME += src;\
return ..();\
}\
##PATH/Destroy(force, ...)\
{\
##LIST_NAME -= src;\
return ..();\
}\
//'Normal'ness v v v
//Various types of colorblindness R2R R2G R2B G2R G2G G2B B2R B2G B2B
#define MATRIX_Monochromia list(0.33, 0.33, 0.33, 0.59, 0.59, 0.59, 0.11, 0.11, 0.11)
#define MATRIX_Protanopia list(0.57, 0.43, 0, 0.56, 0.44, 0, 0, 0.24, 0.76)
#define MATRIX_Protanomaly list(0.82, 0.18, 0, 0.33, 0.67, 0, 0, 0.13, 0.88)
#define MATRIX_Deuteranopia list(0.63, 0.38, 0, 0.70, 0.30, 0, 0, 0.30, 0.70)
#define MATRIX_Deuteranomaly list(0.80, 0.20, 0, 0.26, 0.74, 0, 0, 0.14, 0.86)
#define MATRIX_Tritanopia list(0.95, 0.05, 0, 0, 0.43, 0.57, 0, 0.48, 0.53)
#define MATRIX_Tritanomaly list(0.97, 0.03, 0, 0, 0.73, 0.27, 0, 0.18, 0.82)
#define MATRIX_Achromatopsia list(0.30, 0.59, 0.11, 0.30, 0.59, 0.11, 0.30, 0.59, 0.11)
#define MATRIX_Achromatomaly list(0.62, 0.32, 0.06, 0.16, 0.78, 0.06, 0.16, 0.32, 0.52)
#define MATRIX_Vulp_Colorblind list(0.50, 0.40, 0.10, 0.50, 0.40, 0.10, 0, 0.20, 0.80)
#define MATRIX_Taj_Colorblind list(0.40, 0.20, 0.40, 0.40, 0.60, 0, 0.20, 0.20, 0.60)
// Tool substitution defines
#define IS_SCREWDRIVER "screwdriver"
#define IS_CROWBAR "crowbar"
#define IS_WIRECUTTER "wirecutter"
#define IS_WRENCH "wrench"
// Diagonal movement
#define FIRST_DIAG_STEP 1
#define SECOND_DIAG_STEP 2
// RCD modes. Used on the RCD, and gets passed to an object's rcd_act() when an RCD is used on it, to determine what happens.
#define RCD_FLOORWALL "Floor / Wall" // Builds plating on space/ground/open tiles. Builds a wall when on floors. Finishes walls when used on girders.
#define RCD_AIRLOCK "Airlock" // Builds an airlock on the tile if one isn't already there.
#define RCD_WINDOWGRILLE "Window / Grille" // Builds a full tile window and grille pair on floors.
#define RCD_DECONSTRUCT "Deconstruction" // Removes various things. Still consumes compressed matter.
#define RCD_VALUE_MODE "mode"
#define RCD_VALUE_DELAY "delay"
#define RCD_VALUE_COST "cost"
#define RCD_SHEETS_PER_MATTER_UNIT 4 // Each physical material sheet is worth four matter units.
#define RCD_MAX_CAPACITY 30 * RCD_SHEETS_PER_MATTER_UNIT
// Radiation 'levels'. Used for the geiger counter, for visuals and sound. They are in different files so this goes here.
#define RAD_LEVEL_LOW 0.5 // Around the level at which radiation starts to become harmful
#define RAD_LEVEL_MODERATE 5
#define RAD_LEVEL_HIGH 25
#define RAD_LEVEL_VERY_HIGH 75
// Calculation modes for effective radiation
#define RAD_RESIST_CALC_DIV 0 // Each turf absorbs some fraction of the working radiation level
#define RAD_RESIST_CALC_SUB 1 // Each turf absorbs a fixed amount of radiation
//https://secure.byond.com/docs/ref/info.html#/atom/var/mouse_opacity
#define MOUSE_OPACITY_TRANSPARENT 0
#define MOUSE_OPACITY_ICON 1
#define MOUSE_OPACITY_OPAQUE 2
// Used by radios to indicate that they have sent a message via something other than subspace
#define RADIO_CONNECTION_FAIL 0
#define RADIO_CONNECTION_NON_SUBSPACE 1
#define JOB_CARBON 0x1
#define JOB_SILICON_ROBOT 0x2
#define JOB_SILICON_AI 0x4
#define JOB_SILICON 0x6 // 2|4, probably don't set jobs to this, but good for checking
#define DEFAULT_OVERMAP_RANGE 0 // Makes general computers and devices be able to connect to other overmap z-levels on the same tile.
/*
Used for wire name appearances. Replaces the color name on the left with the one on the right.
The color on the left is the one used as the actual color of the wire, but it doesn't look good when written.
So, we need to replace the name to something that looks better.
*/
#define LIST_COLOR_RENAME \
list( \
"rebeccapurple" = "dark purple",\
"darkslategrey" = "dark grey", \
"darkolivegreen"= "dark green", \
"darkslateblue" = "dark blue", \
"darkkhaki" = "khaki", \
"darkseagreen" = "light green",\
"midnightblue" = "blue", \
"lightgrey" = "light grey", \
"darkgrey" = "dark grey", \
"darkmagenta" = "dark magenta",\
"steelblue" = "blue", \
"goldenrod" = "gold" \
)
/// Pure Black and white colorblindness. Every species except Vulpkanins and Tajarans will have this.
#define GREYSCALE_COLOR_REPLACE \
list( \
"red" = "grey", \
"blue" = "grey", \
"green" = "grey", \
"orange" = "light grey", \
"brown" = "grey", \
"gold" = "light grey", \
"cyan" = "silver", \
"magenta" = "grey", \
"purple" = "grey", \
"pink" = "light grey" \
)
/// Red colorblindness. Vulpkanins/Wolpins have this.
#define PROTANOPIA_COLOR_REPLACE \
list( \
"red" = "darkolivegreen", \
"darkred" = "darkolivegreen", \
"green" = "yellow", \
"orange" = "goldenrod", \
"gold" = "goldenrod", \
"brown" = "darkolivegreen", \
"cyan" = "steelblue", \
"magenta" = "blue", \
"purple" = "darkslategrey", \
"pink" = "beige" \
)
/// Green colorblindness.
#define DEUTERANOPIA_COLOR_REPLACE \
list( \
"red" = "goldenrod", \
"green" = "tan", \
"yellow" = "tan", \
"orange" = "goldenrod", \
"gold" = "burlywood", \
"brown" = "saddlebrown",\
"cyan" = "lavender", \
"magenta" = "blue", \
"darkmagenta" = "darkslateblue", \
"purple" = "slateblue", \
"pink" = "thistle" \
)
/// Yellow-Blue colorblindness. Tajarans/Farwas have this.
#define TRITANOPIA_COLOR_REPLACE \
list( \
"red" = "rebeccapurple", \
"blue" = "darkslateblue", \
"green" = "darkolivegreen", \
"orange" = "darkkhaki", \
"gold" = "darkkhaki", \
"brown" = "rebeccapurple", \
"cyan" = "darkseagreen", \
"magenta" = "darkslateblue", \
"navy" = "darkslateblue", \
"purple" = "darkslateblue", \
"pink" = "lightgrey" \
)
//Various stuff used in Persistence
#define send_output(target, msg, control) target << output(msg, control)
#define send_link(target, url) target << link(url)
#define SPAN_NOTICE(X) "<span class='notice'>[X]</span>"
#define SPAN_WARNING(X) "<span class='warning'>[X]</span>"
#define SPAN_DANGER(X) "<span class='danger'>[X]</span>"
#define SPAN_OCCULT(X) "<span class='cult'>[X]</span>"
#define FONT_SMALL(X) "<font size='1'>[X]</font>"
#define FONT_NORMAL(X) "<font size='2'>[X]</font>"
#define FONT_LARGE(X) "<font size='3'>[X]</font>"
#define FONT_HUGE(X) "<font size='4'>[X]</font>"
#define FONT_GIANT(X) "<font size='5'>[X]</font>"