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303 lines
9.0 KiB
Plaintext
303 lines
9.0 KiB
Plaintext
//Object specific defines
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#define CANDLE_LUM 3 //For how bright candles are
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//Security levels
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#define SEC_LEVEL_GREEN 0
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#define SEC_LEVEL_BLUE 1
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#define SEC_LEVEL_RED 2
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#define SEC_LEVEL_GAMMA 3
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#define SEC_LEVEL_EPSILON 4
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#define SEC_LEVEL_DELTA 5
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//Click cooldowns, in tenths of a second
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#define CLICK_CD_MELEE 8
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#define CLICK_CD_RANGE 4
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#define CLICK_CD_BREAKOUT 100
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#define CLICK_CD_HANDCUFFED 10
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#define CLICK_CD_TKSTRANGLE 10
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#define CLICK_CD_POINT 10
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#define CLICK_CD_RESIST 20
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//Sizes of mobs, used by mob/living/var/mob_size
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#define MOB_SIZE_TINY 0
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#define MOB_SIZE_SMALL 1
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#define MOB_SIZE_HUMAN 2
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#define MOB_SIZE_LARGE 3
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///
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#define ROUNDSTART_LOGOUT_REPORT_TIME 6000 //Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued.
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// DOOR CRUSHING DAMAGE!
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#define DOOR_CRUSH_DAMAGE 10
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////////////GERMS AND INFECTIONS////////////
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#define GERM_LEVEL_AMBIENT 110 //maximum germ level you can reach by standing still
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#define GERM_LEVEL_MOVE_CAP 200 //maximum germ level you can reach by running around
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#define INFECTION_LEVEL_ONE 100
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#define INFECTION_LEVEL_TWO 500
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#define INFECTION_LEVEL_THREE 1000
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// Damage above this value must be repaired with surgery.
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#define ROBOLIMB_SELF_REPAIR_CAP 60
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//metal, glass, rod stacks
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#define MAX_STACK_AMOUNT_METAL 50
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#define MAX_STACK_AMOUNT_GLASS 50
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#define MAX_STACK_AMOUNT_RODS 60
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//some colors
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#define COLOR_RED "#FF0000"
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#define COLOR_GREEN "#00FF00"
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#define COLOR_BLUE "#0000FF"
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#define COLOR_CYAN "#00FFFF"
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#define COLOR_PINK "#FF00FF"
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#define COLOR_YELLOW "#FFFF00"
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#define COLOR_ORANGE "#FF9900"
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#define COLOR_WHITE "#FFFFFF"
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#define COLOR_GRAY "#808080"
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//some arbitrary defines to be used by self-pruning global lists. (see master_controller)
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#define PROCESS_KILL 26 //Used to trigger removal from a processing list
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//Flags for zone sleeping
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#define ZONE_ACTIVE 1
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#define ZONE_SLEEPING 0
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#define shuttle_time_in_station 1800 // 3 minutes in the station
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#define shuttle_time_to_arrive 6000 // 10 minutes to arrive
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#define EVENT_LEVEL_MUNDANE 1
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#define EVENT_LEVEL_MODERATE 2
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#define EVENT_LEVEL_MAJOR 3
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#define JANUARY 1
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#define FEBRUARY 2
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#define MARCH 3
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#define APRIL 4
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#define MAY 5
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#define JUNE 6
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#define JULY 7
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#define AUGUST 8
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#define SEPTEMBER 9
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#define OCTOBER 10
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#define NOVEMBER 11
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#define DECEMBER 12
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//Select holiday names -- If you test for a holiday in the code, make the holiday's name a define and test for that instead
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#define NEW_YEAR "New Year"
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#define VALENTINES "Valentine's Day"
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#define APRIL_FOOLS "April Fool's Day"
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#define EASTER "Easter"
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#define HALLOWEEN "Halloween"
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#define CHRISTMAS "Christmas"
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#define FRIDAY_13TH "Friday the 13th"
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//Light color defs, for light-emitting things
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//Some defs may be pure color- this is for neatness, and configurability. Changing #define COLOR_ is a bad idea.
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#define LIGHT_COLOR_CYAN "#7BF9FF"
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#define LIGHT_COLOR_PURE_CYAN "#00FFFF"
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#define LIGHT_COLOR_RED "#B40000"
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#define LIGHT_COLOR_ORANGE "#FF9933"
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#define LIGHT_COLOR_DARKRED "#A91515"
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#define LIGHT_COLOR_PURE_RED "#FF0000"
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#define LIGHT_COLOR_GREEN "#00CC00"
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#define LIGHT_COLOR_DARKGREEN "#50AB00"
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#define LIGHT_COLOR_PURE_GREEN "#00FF00"
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#define LIGHT_COLOR_LIGHTBLUE "#0099FF"
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#define LIGHT_COLOR_DARKBLUE "#315AB4"
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#define LIGHT_COLOR_PURE_BLUE "#0000FF"
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#define LIGHT_COLOR_FADEDPURPLE "#A97FAA"
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#define LIGHT_COLOR_PURPLE "#CD00CD"
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#define LIGHT_COLOR_PINK "#FF33CC"
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#define LIGHT_COLOR_WHITE "#FFFFFF"
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#define RESIZE_DEFAULT_SIZE 1
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//transfer_ai() defines. Main proc in ai_core.dm
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#define AI_TRANS_TO_CARD 1 //Downloading AI to InteliCard.
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#define AI_TRANS_FROM_CARD 2 //Uploading AI from InteliCard
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#define AI_MECH_HACK 3 //Malfunctioning AI hijacking mecha
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//singularity defines
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#define STAGE_ONE 1
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#define STAGE_TWO 3
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#define STAGE_THREE 5
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#define STAGE_FOUR 7
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#define STAGE_FIVE 9
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#define STAGE_SIX 11 //From supermatter shard
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#define in_range(source, user) (get_dist(source, user) <= 1)
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#define RANGE_TURFS(RADIUS, CENTER) \
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block( \
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locate(max(CENTER.x-(RADIUS),1), max(CENTER.y-(RADIUS),1), CENTER.z), \
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locate(min(CENTER.x+(RADIUS),world.maxx), min(CENTER.y+(RADIUS),world.maxy), CENTER.z) \
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)
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#define FOR_DVIEW(type, range, center, invis_flags) \
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dview_mob.loc = center; \
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dview_mob.see_invisible = invis_flags; \
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for(type in view(range, dview_mob))
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#define END_FOR_DVIEW dview_mob.loc = null
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#define get_turf(A) (get_step(A, 0))
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#define MIN_SUPPLIED_LAW_NUMBER 15
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#define MAX_SUPPLIED_LAW_NUMBER 50
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//Material defines
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#define MAT_METAL "$metal"
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#define MAT_GLASS "$glass"
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#define MAT_SILVER "$silver"
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#define MAT_GOLD "$gold"
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#define MAT_DIAMOND "$diamond"
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#define MAT_URANIUM "$uranium"
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#define MAT_PLASMA "$plasma"
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#define MAT_BANANIUM "$bananium"
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#define MAT_TRANQUILLITE "$tranquillite"
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#define MAT_BIOMASS "$biomass"
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#define MAX_STACK_SIZE 50
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//check_target_facings() return defines
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#define FACING_FAILED 0
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#define FACING_SAME_DIR 1
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#define FACING_EACHOTHER 2
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#define FACING_INIT_FACING_TARGET_TARGET_FACING_PERPENDICULAR 3 //Do I win the most informative but also most stupid define award?
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//unmagic-strings for types of polls
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#define POLLTYPE_OPTION "OPTION"
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#define POLLTYPE_TEXT "TEXT"
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#define POLLTYPE_RATING "NUMVAL"
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#define POLLTYPE_MULTI "MULTICHOICE"
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#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
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#define MANIFEST_ERROR_NAME 1
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#define MANIFEST_ERROR_COUNT 2
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#define MANIFEST_ERROR_ITEM 4
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//Turf wet states
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#define TURF_DRY 0
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#define TURF_WET_WATER 1
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#define TURF_WET_LUBE 2
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#define TURF_WET_ICE 3
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#define APPEARANCE_UI_IGNORE_ALPHA RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA
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// Metal foam states
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// teehee no one will find these here
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#define MFOAM_ALUMINUM 1
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#define MFOAM_IRON 2
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//Human Overlays Indexes/////////
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#define MUTANTRACE_LAYER 1
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#define TAIL_UNDERLIMBS_LAYER 2 //Tail split-rendering.
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#define LIMBS_LAYER 3
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#define MARKINGS_LAYER 4
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#define UNDERWEAR_LAYER 5
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#define MUTATIONS_LAYER 6
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#define DAMAGE_LAYER 7
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#define UNIFORM_LAYER 8
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#define ID_LAYER 9
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#define SHOES_LAYER 10
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#define GLOVES_LAYER 11
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#define EARS_LAYER 12
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#define SUIT_LAYER 13
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#define BELT_LAYER 14 //Possible make this an overlay of somethign required to wear a belt?
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#define SUIT_STORE_LAYER 15
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#define BACK_LAYER 16
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#define HEAD_ACCESSORY_LAYER 17
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#define FHAIR_LAYER 18
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#define GLASSES_LAYER 19
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#define HAIR_LAYER 20 //TODO: make part of head layer?
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#define HEAD_ACC_OVER_LAYER 21 //Select-layer rendering.
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#define FHAIR_OVER_LAYER 22 //Select-layer rendering.
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#define GLASSES_OVER_LAYER 23 //Select-layer rendering.
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#define TAIL_LAYER 24 //bs12 specific. this hack is probably gonna come back to haunt me
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#define FACEMASK_LAYER 25
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#define HEAD_LAYER 26
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#define COLLAR_LAYER 27
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#define HANDCUFF_LAYER 28
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#define LEGCUFF_LAYER 29
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#define L_HAND_LAYER 30
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#define R_HAND_LAYER 31
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#define TARGETED_LAYER 32 //BS12: Layer for the target overlay from weapon targeting system
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#define FIRE_LAYER 33 //If you're on fire
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#define TOTAL_LAYERS 33
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///Access Region Codes///
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#define REGION_ALL 0
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#define REGION_GENERAL 1
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#define REGION_SECURITY 2
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#define REGION_MEDBAY 3
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#define REGION_RESEARCH 4
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#define REGION_ENGINEERING 5
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#define REGION_SUPPLY 6
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#define REGION_COMMAND 7
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#define REGION_CENTCOMM 8
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//used for maploader
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#define MAP_MINX 1
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#define MAP_MINY 2
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#define MAP_MINZ 3
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#define MAP_MAXX 4
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#define MAP_MAXY 5
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#define MAP_MAXZ 6
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//Matricies
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#define MATRIX_DEFAULT list(1, 0, 0, 0,\
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0, 1, 0, 0,\
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0, 0, 1, 0,\
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0, 0, 0, 1)
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#define MATRIX_GREYSCALE list(0.33, 0.33, 0.33, 0,\
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0.33, 0.33, 0.33, 0,\
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0.33, 0.33, 0.33, 0,\
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0.00, 0.00, 0.00, 1,\
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0.00, 0.00, 0.00, 0)
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//Gun trigger guards
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#define TRIGGER_GUARD_ALLOW_ALL -1
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#define TRIGGER_GUARD_NONE 0
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#define TRIGGER_GUARD_NORMAL 1
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// Macro to get the current elapsed round time, rather than total world runtime
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#define ROUND_TIME (round_start_time ? (world.time - round_start_time) : 0)
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// Macro that returns true if it's too early in a round to freely ghost out
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#define TOO_EARLY_TO_GHOST (config && (ROUND_TIME < (config.round_abandon_penalty_period)))
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// Used by radios to indicate that they have sent a message via something other than subspace
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#define RADIO_CONNECTION_FAIL 0
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#define RADIO_CONNECTION_NON_SUBSPACE 1
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//Fire stuff, for burn_state
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#define LAVA_PROOF -2
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#define FIRE_PROOF -1
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#define FLAMMABLE 0
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#define ON_FIRE 1
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// Sound
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#define SOUND_MINIMUM_PRESSURE 10
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#define FALLOFF_SOUNDS 0.5
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// Bluespace shelter deploy checks
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#define SHELTER_DEPLOY_ALLOWED "allowed"
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#define SHELTER_DEPLOY_BAD_TURFS "bad turfs"
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#define SHELTER_DEPLOY_BAD_AREA "bad area"
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#define SHELTER_DEPLOY_ANCHORED_OBJECTS "anchored objects"
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// Client donator levels
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#define DONATOR_LEVEL_NONE 0
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#define DONATOR_LEVEL_ONE 1
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#define DONATOR_LEVEL_TWO 2
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// The cooldown on OOC messages such as OOC, LOOC, praying and adminhelps
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#define OOC_COOLDOWN 5
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