//Object specific defines #define CANDLE_LUM 3 //For how bright candles are //Security levels #define SEC_LEVEL_GREEN 0 #define SEC_LEVEL_BLUE 1 #define SEC_LEVEL_RED 2 #define SEC_LEVEL_GAMMA 3 #define SEC_LEVEL_EPSILON 4 #define SEC_LEVEL_DELTA 5 //Click cooldowns, in tenths of a second #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_POINT 10 #define CLICK_CD_RESIST 20 #define CLICK_CD_CLICK_ABILITY 6 #define CLICK_CD_RAPID 2 //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 /// #define ROUNDSTART_LOGOUT_REPORT_TIME 6000 //Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued. // DOOR CRUSHING DAMAGE! #define DOOR_CRUSH_DAMAGE 10 ////////////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 // Damage above this value must be repaired with surgery. #define ROBOLIMB_SELF_REPAIR_CAP 60 //metal, glass, rod stacks #define MAX_STACK_AMOUNT_METAL 50 #define MAX_STACK_AMOUNT_GLASS 50 #define MAX_STACK_AMOUNT_RODS 60 //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_GRAY "#808080" //FONTS: // Used by Paper and PhotoCopier (and PaperBin once a year). // Used by PDA's Notekeeper. // Used by NewsCaster and NewsPaper. // Used by Modular Computers #define PEN_FONT "Verdana" #define CRAYON_FONT "Comic Sans MS" #define PRINTER_FONT "Times New Roman" #define SIGNFONT "Times New Roman" //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 //Flags for zone sleeping #define ZONE_ACTIVE 1 #define ZONE_SLEEPING 0 #define shuttle_time_in_station 1800 // 3 minutes in the station #define shuttle_time_to_arrive 6000 // 10 minutes to arrive #define EVENT_LEVEL_MUNDANE 1 #define EVENT_LEVEL_MODERATE 2 #define EVENT_LEVEL_MAJOR 3 #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" //Light color defs, for light-emitting things //Some defs may be pure color- this is for neatness, and configurability. Changing #define COLOR_ is a bad idea. #define LIGHT_COLOR_CYAN "#7BF9FF" #define LIGHT_COLOR_PURE_CYAN "#00FFFF" #define LIGHT_COLOR_RED "#B40000" #define LIGHT_COLOR_ORANGE "#FF9933" #define LIGHT_COLOR_DARKRED "#A91515" #define LIGHT_COLOR_PURE_RED "#FF0000" #define LIGHT_COLOR_GREEN "#00CC00" #define LIGHT_COLOR_DARKGREEN "#50AB00" #define LIGHT_COLOR_PURE_GREEN "#00FF00" #define LIGHT_COLOR_LIGHTBLUE "#0099FF" #define LIGHT_COLOR_DARKBLUE "#315AB4" #define LIGHT_COLOR_PURE_BLUE "#0000FF" #define LIGHT_COLOR_FADEDPURPLE "#A97FAA" #define LIGHT_COLOR_PURPLE "#CD00CD" #define LIGHT_COLOR_PINK "#FF33CC" #define LIGHT_COLOR_WHITE "#FFFFFF" #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 //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 #define in_range(source, user) (get_dist(source, user) <= 1) #define RANGE_TURFS(RADIUS, CENTER) \ block( \ locate(max(CENTER.x-(RADIUS),1), max(CENTER.y-(RADIUS),1), CENTER.z), \ locate(min(CENTER.x+(RADIUS),world.maxx), min(CENTER.y+(RADIUS),world.maxy), CENTER.z) \ ) #define FOR_DVIEW(type, range, center, invis_flags) \ dview_mob.loc = center; \ dview_mob.see_invisible = invis_flags; \ for(type in view(range, dview_mob)) #define END_FOR_DVIEW dview_mob.loc = null #define get_turf(A) (get_step(A, 0)) #define MIN_SUPPLIED_LAW_NUMBER 15 #define MAX_SUPPLIED_LAW_NUMBER 50 //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" #define MAT_TRANQUILLITE "$tranquillite" #define MAT_BIOMASS "$biomass" #define MAX_STACK_SIZE 50 //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? //unmagic-strings for types of polls #define POLLTYPE_OPTION "OPTION" #define POLLTYPE_TEXT "TEXT" #define POLLTYPE_RATING "NUMVAL" #define POLLTYPE_MULTI "MULTICHOICE" #define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day #define MANIFEST_ERROR_NAME 1 #define MANIFEST_ERROR_COUNT 2 #define MANIFEST_ERROR_ITEM 4 //Turf wet states #define TURF_DRY 0 #define TURF_WET_WATER 1 #define TURF_WET_LUBE 2 #define TURF_WET_ICE 3 #define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA // Metal foam states // teehee no one will find these here #define MFOAM_ALUMINUM 1 #define MFOAM_IRON 2 //Human Overlays Indexes///////// #define MUTANTRACE_LAYER 1 #define TAIL_UNDERLIMBS_LAYER 2 //Tail split-rendering. #define LIMBS_LAYER 3 #define MARKINGS_LAYER 4 #define UNDERWEAR_LAYER 5 #define MUTATIONS_LAYER 6 #define DAMAGE_LAYER 7 #define UNIFORM_LAYER 8 #define ID_LAYER 9 #define SHOES_LAYER 10 #define GLOVES_LAYER 11 #define EARS_LAYER 12 #define SUIT_LAYER 13 #define BELT_LAYER 14 //Possible make this an overlay of somethign required to wear a belt? #define SUIT_STORE_LAYER 15 #define BACK_LAYER 16 #define HEAD_ACCESSORY_LAYER 17 #define FHAIR_LAYER 18 #define GLASSES_LAYER 19 #define HAIR_LAYER 20 //TODO: make part of head layer? #define HEAD_ACC_OVER_LAYER 21 //Select-layer rendering. #define FHAIR_OVER_LAYER 22 //Select-layer rendering. #define GLASSES_OVER_LAYER 23 //Select-layer rendering. #define TAIL_LAYER 24 //bs12 specific. this hack is probably gonna come back to haunt me #define FACEMASK_LAYER 25 #define HEAD_LAYER 26 #define COLLAR_LAYER 27 #define HANDCUFF_LAYER 28 #define LEGCUFF_LAYER 29 #define L_HAND_LAYER 30 #define R_HAND_LAYER 31 #define TARGETED_LAYER 32 //BS12: Layer for the target overlay from weapon targeting system #define FIRE_LAYER 33 //If you're on fire #define TOTAL_LAYERS 33 ///Access Region Codes/// #define REGION_ALL 0 #define REGION_GENERAL 1 #define REGION_SECURITY 2 #define REGION_MEDBAY 3 #define REGION_RESEARCH 4 #define REGION_ENGINEERING 5 #define REGION_SUPPLY 6 #define REGION_COMMAND 7 #define REGION_CENTCOMM 8 //used for maploader #define MAP_MINX 1 #define MAP_MINY 2 #define MAP_MINZ 3 #define MAP_MAXX 4 #define MAP_MAXY 5 #define MAP_MAXZ 6 //Matricies #define MATRIX_GREYSCALE list(0.33, 0.33, 0.33,\ 0.33, 0.33, 0.33,\ 0.33, 0.33, 0.33) #define MATRIX_VULP_CBLIND list(0.5,0.4,0.1,\ 0.5,0.4,0.1,\ 0.0,0.2,0.8) #define MATRIX_TAJ_CBLIND list(0.4,0.2,0.4,\ 0.4,0.6,0.0,\ 0.2,0.2,0.6) //Gun trigger guards #define TRIGGER_GUARD_ALLOW_ALL -1 #define TRIGGER_GUARD_NONE 0 #define TRIGGER_GUARD_NORMAL 1 // Macro to get the current elapsed round time, rather than total world runtime #define ROUND_TIME (round_start_time ? (world.time - round_start_time) : 0) // Macro that returns true if it's too early in a round to freely ghost out #define TOO_EARLY_TO_GHOST (config && (ROUND_TIME < (config.round_abandon_penalty_period))) // 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 //Fire stuff, for burn_state #define LAVA_PROOF -2 #define FIRE_PROOF -1 #define FLAMMABLE 0 #define ON_FIRE 1 // Sound #define SOUND_MINIMUM_PRESSURE 10 #define FALLOFF_SOUNDS 0.5 // Bluespace shelter deploy checks #define SHELTER_DEPLOY_ALLOWED "allowed" #define SHELTER_DEPLOY_BAD_TURFS "bad turfs" #define SHELTER_DEPLOY_BAD_AREA "bad area" #define SHELTER_DEPLOY_ANCHORED_OBJECTS "anchored objects" // Client donator levels #define DONATOR_LEVEL_NONE 0 #define DONATOR_LEVEL_ONE 1 #define DONATOR_LEVEL_TWO 2 // The cooldown on OOC messages such as OOC, LOOC, praying and adminhelps #define OOC_COOLDOWN 5 // Medal names #define BOSS_KILL_MEDAL "Killer" #define ALL_KILL_MEDAL "Exterminator" //Killing all of x type // Score names #define LEGION_SCORE "Legion Killed" #define COLOSSUS_SCORE "Colossus Killed" #define BUBBLEGUM_SCORE "Bubblegum Killed" #define DRAKE_SCORE "Drakes Killed" #define BIRD_SCORE "Hierophants Killed" #define BOSS_SCORE "Bosses Killed" #define TENDRIL_CLEAR_SCORE "Tendrils Killed" // The number of station goals generated each round. #define STATION_GOAL_BUDGET 1