//Human Overlays Indexes///////// #define MUTATIONS_LAYER 28 //mutations. Tk headglows, cold resistance glow, etc #define BODY_BEHIND_LAYER 27 //certain mutantrace features (tail when looking south) that must appear behind the body parts #define BODYPARTS_LAYER 26 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag #define BODY_ADJ_LAYER 25 //certain mutantrace features (snout, body markings) that must appear above the body parts #define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup) #define FRONT_MUTATIONS_LAYER 23 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes) #define DAMAGE_LAYER 22 //damage indicators (cuts and burns) #define UNIFORM_LAYER 21 #define ID_LAYER 20 //lmao at the idiot who put both ids and hands on the same layer #define HANDS_PART_LAYER 19 #define GLOVES_LAYER 18 #define SHOES_LAYER 17 #define EARS_LAYER 16 #define SUIT_LAYER 15 #define GLASSES_LAYER 14 #define BELT_LAYER 13 //Possible make this an overlay of somethign required to wear a belt? #define SUIT_STORE_LAYER 12 #define BACK_LAYER 11 #define NECK_LAYER 10 #define HAIR_LAYER 9 //TODO: make part of head layer? #define HANDCUFF_LAYER 8 #define LEGCUFF_LAYER 7 #define HANDS_LAYER 6 #define BODY_FRONT_LAYER 5 #define FACEMASK_LAYER 4 #define HEAD_LAYER 3 #define HALO_LAYER 2 //blood cult ascended halo, because there's currently no better solution for adding/removing #define FIRE_LAYER 1 //If you're on fire #define TOTAL_LAYERS 28 //KEEP THIS UP-TO-DATE OR SHIT WILL BREAK ;_; //Human Overlay Index Shortcuts for alternate_worn_layer, layers //Because I *KNOW* somebody will think layer+1 means "above" //IT DOESN'T OK, IT MEANS "UNDER" #define UNDER_SUIT_LAYER (SUIT_LAYER+1) #define UNDER_HEAD_LAYER (HEAD_LAYER+1) //AND -1 MEANS "ABOVE", OK?, OK!?! #define ABOVE_SHOES_LAYER (SHOES_LAYER-1) #define ABOVE_BODY_FRONT_LAYER (BODY_FRONT_LAYER-1) //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 //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 // Cargo-related stuff. #define MANIFEST_ERROR_CHANCE 5 #define MANIFEST_ERROR_NAME 1 #define MANIFEST_ERROR_CONTENTS 2 #define MANIFEST_ERROR_ITEM 4 #define BE_CLOSE TRUE //in the case of a silicon, to select if they need to be next to the atom #define NO_DEXTERITY TRUE //if other mobs (monkeys, aliens, etc) can use this #define NO_TK TRUE //used by canUseTopic() //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 //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 FOUNTAIN_PEN_FONT "Segoe Script" #define CRAYON_FONT "Comic Sans MS" #define PRINTER_FONT "Times New Roman" #define SIGNFONT "Times New Roman" #define CHARCOAL_FONT "Candara" #define PAPER_FIELD "" #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 //check_target_facings() return defines #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? //Cache of bloody footprint images //Key: //"entered-[blood_state]-[dir_of_image]" //or: "exited-[blood_state]-[dir_of_image]" GLOBAL_LIST_EMPTY(bloody_footprints_cache) //Bloody shoes/footprints #define BLOODY_FOOTPRINT_BASE_ALPHA 80 /// Minimum alpha of footprints #define BLOOD_AMOUNT_PER_DECAL 50 /// How much blood a regular blood splatter contains #define BLOOD_ITEM_MAX 200 /// How much blood an item can have stuck on it #define BLOOD_POOL_MAX 300 /// How much blood a blood decal can contain #define BLOOD_FOOTPRINTS_MIN 5 /// How much blood a footprint need to at least contain //Bloody shoe blood states #define BLOOD_STATE_HUMAN "blood" #define BLOOD_STATE_XENO "xeno" #define BLOOD_STATE_OIL "oil" #define BLOOD_STATE_NOT_BLOODY "no blood whatsoever" //suit sensors: sensor_mode defines #define SENSOR_OFF 0 #define SENSOR_LIVING 1 #define SENSOR_VITALS 2 #define SENSOR_COORDS 3 //suit sensors: has_sensor defines #define BROKEN_SENSORS -1 #define NO_SENSORS 0 #define HAS_SENSORS 1 #define LOCKED_SENSORS 2 //unmagic-strings for types of polls #define POLLTYPE_OPTION "OPTION" #define POLLTYPE_TEXT "TEXT" #define POLLTYPE_RATING "NUMVAL" #define POLLTYPE_MULTI "MULTICHOICE" #define POLLTYPE_IRV "IRV" //subtypesof(), typesof() without the parent path #define subtypesof(typepath) ( typesof(typepath) - typepath ) //Ghost orbit types: #define GHOST_ORBIT_CIRCLE "circle" #define GHOST_ORBIT_TRIANGLE "triangle" #define GHOST_ORBIT_HEXAGON "hexagon" #define GHOST_ORBIT_SQUARE "square" #define GHOST_ORBIT_PENTAGON "pentagon" #define GHOST_ORBIT_DEFAULT_OPTION GHOST_ORBIT_CIRCLE //Ghost showing preferences: #define GHOST_ACCS_NONE "Default sprites" #define GHOST_ACCS_DIR "Only directional sprites" #define GHOST_ACCS_FULL "Full accessories" #define GHOST_ACCS_DEFAULT_OPTION GHOST_ACCS_FULL #define GHOST_OTHERS_SIMPLE "White ghosts" #define GHOST_OTHERS_DEFAULT_SPRITE "Default sprites" #define GHOST_OTHERS_THEIR_SETTING "Their sprites" #define GHOST_OTHERS_DEFAULT_OPTION GHOST_OTHERS_THEIR_SETTING #define GHOST_MAX_VIEW_RANGE_DEFAULT 10 #define GHOST_MAX_VIEW_RANGE_MEMBER 14 //pda fonts #define PDA_FONT_MONO "Monospaced" #define PDA_FONT_VT "VT323" #define PDA_FONT_ORBITRON "Orbitron" #define PDA_FONT_SHARE "Share Tech Mono" GLOBAL_LIST_INIT(pda_styles, list(PDA_FONT_MONO, PDA_FONT_VT, PDA_FONT_ORBITRON, PDA_FONT_SHARE)) //pda colours #define PDA_COLOR_NORMAL "Normal" #define PDA_COLOR_TRANSPARENT "Transparent" #define PDA_COLOR_PIPBOY "Pip Boy" #define PDA_COLOR_RAINBOW "Rainbow" GLOBAL_LIST_INIT(donor_pdas, list(PDA_COLOR_NORMAL, PDA_COLOR_TRANSPARENT, PDA_COLOR_PIPBOY, PDA_COLOR_RAINBOW)) ///////////////////////////////////// // atom.appearence_flags shortcuts // ///////////////////////////////////// /* // Disabling certain features #define APPEARANCE_IGNORE_TRANSFORM RESET_TRANSFORM #define APPEARANCE_IGNORE_COLOUR RESET_COLOR #define APPEARANCE_IGNORE_CLIENT_COLOUR NO_CLIENT_COLOR #define APPEARANCE_IGNORE_COLOURING (RESET_COLOR|NO_CLIENT_COLOR) #define APPEARANCE_IGNORE_ALPHA RESET_ALPHA #define APPEARANCE_NORMAL_GLIDE ~LONG_GLIDE // Enabling certain features #define APPEARANCE_CONSIDER_TRANSFORM ~RESET_TRANSFORM #define APPEARANCE_CONSIDER_COLOUR ~RESET_COLOUR #define APPEARANCE_CONSIDER_CLIENT_COLOUR ~NO_CLIENT_COLOR #define APPEARANCE_CONSIDER_COLOURING (~RESET_COLOR|~NO_CLIENT_COLOR) #define APPEARANCE_CONSIDER_ALPHA ~RESET_ALPHA #define APPEARANCE_LONG_GLIDE LONG_GLIDE */ // Consider these images/atoms as part of the UI/HUD #define APPEARANCE_UI_IGNORE_ALPHA (RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|RESET_ALPHA|PIXEL_SCALE) #define APPEARANCE_UI (RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR|PIXEL_SCALE) //Just space #define SPACE_ICON_STATE "[((x + y) ^ ~(x * y) + z) % 25]" // Defib stats #define DEFIB_TIME_LIMIT 15 MINUTES // Diagonal movement #define FIRST_DIAG_STEP 1 #define SECOND_DIAG_STEP 2 #define DEADCHAT_ARRIVALRATTLE "arrivalrattle" #define DEADCHAT_DEATHRATTLE "deathrattle" #define DEADCHAT_REGULAR "regular-deadchat" #define DEADCHAT_ANNOUNCEMENT "announcement" #define DEADCHAT_PDA "pdamessage" // 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" #define SHELTER_DEPLOY_OUTSIDE_MAP "outside map" #define INCREMENT_TALLY(L, stat) if(L[stat]){L[stat]++}else{L[stat] = 1} //TODO Move to a pref #define STATION_GOAL_BUDGET 1 //Luma coefficients suggested for HDTVs. If you change these, make sure they add up to 1. #define LUMA_R 0.213 #define LUMA_G 0.715 #define LUMA_B 0.072 //Endgame Results #define NUKE_NEAR_MISS 1 #define NUKE_MISS_STATION 2 #define NUKE_SYNDICATE_BASE 3 #define STATION_DESTROYED_NUKE 4 #define STATION_EVACUATED 5 #define BLOB_WIN 8 #define BLOB_NUKE 9 #define BLOB_DESTROYED 10 #define CULT_ESCAPE 11 #define CULT_FAILURE 12 #define CULT_SUMMON 13 #define NUKE_MISS 14 #define OPERATIVES_KILLED 15 #define OPERATIVE_SKIRMISH 16 #define REVS_WIN 17 #define REVS_LOSE 18 #define WIZARD_KILLED 19 #define STATION_NUKED 20 #define CLOCK_SUMMON 21 #define CLOCK_SILICONS 22 #define CLOCK_PROSELYTIZATION 23 #define SHUTTLE_HIJACK 24 #define FIELD_TURF 1 #define FIELD_EDGE 2 //gibtonite state defines #define GIBTONITE_UNSTRUCK 0 #define GIBTONITE_ACTIVE 1 #define GIBTONITE_STABLE 2 #define GIBTONITE_DETONATE 3 //for obj explosion block calculation #define EXPLOSION_BLOCK_PROC -1 //for determining which type of heartbeat sound is playing #define BEAT_FAST 1 #define BEAT_SLOW 2 #define BEAT_NONE 0 //world/proc/shelleo #define SHELLEO_ERRORLEVEL 1 #define SHELLEO_STDOUT 2 #define SHELLEO_STDERR 3 //server security mode #define SECURITY_SAFE 1 #define SECURITY_ULTRASAFE 2 #define SECURITY_TRUSTED 3 //Dummy mob reserve slots #define DUMMY_HUMAN_SLOT_ADMIN "admintools" #define DUMMY_HUMAN_SLOT_MANIFEST "dummy_manifest_generation" #define PR_ANNOUNCEMENTS_PER_ROUND 5 //The number of unique PR announcements allowed per round //This makes sure that a single person can only spam 3 reopens and 3 closes before being ignored #define MAX_PROC_DEPTH 195 // 200 proc calls deep and shit breaks, this is a bit lower to give some safety room //gold slime core spawning #define NO_SPAWN 0 #define HOSTILE_SPAWN 1 #define FRIENDLY_SPAWN 2 //slime core activation type #define SLIME_ACTIVATE_MINOR 1 #define SLIME_ACTIVATE_MAJOR 2 #define LUMINESCENT_DEFAULT_GLOW 2 #define RIDING_OFFSET_ALL "ALL" //stack recipe placement check types #define STACK_CHECK_CARDINALS "cardinals" //checks if there is an object of the result type in any of the cardinal directions #define STACK_CHECK_ADJACENT "adjacent" //checks if there is an object of the result type within one tile //Fullscreen overlay resolution in tiles. #define FULLSCREEN_OVERLAY_RESOLUTION_X 15 #define FULLSCREEN_OVERLAY_RESOLUTION_Y 15 #define SUMMON_GUNS "guns" #define SUMMON_MAGIC "magic" #define TELEPORT_CHANNEL_BLUESPACE "bluespace" //Classic bluespace teleportation, requires a sender but no receiver #define TELEPORT_CHANNEL_QUANTUM "quantum" //Quantum-based teleportation, requires both sender and receiver, but is free from normal disruption #define TELEPORT_CHANNEL_WORMHOLE "wormhole" //Wormhole teleportation, is not disrupted by bluespace fluctuations but tends to be very random or unsafe #define TELEPORT_CHANNEL_MAGIC "magic" //Magic teleportation, does whatever it wants (unless there's antimagic) #define TELEPORT_CHANNEL_CULT "cult" //Cult teleportation, does whatever it wants (unless there's holiness) #define TELEPORT_CHANNEL_FREE "free" //Anything else //Run the world with this parameter to enable a single run though of the game setup and tear down process with unit tests in between #define TEST_RUN_PARAMETER "test-run" //Force the config directory to be something other than "config" #define OVERRIDE_CONFIG_DIRECTORY_PARAMETER "config-directory" #define EGG_LAYING_MESSAGES list("lays an egg.","squats down and croons.","begins making a huge racket.","begins clucking raucously.") // Used by PDA and cartridge code to reduce repetitiveness of spritesheets #define PDAIMG(what) {""} #define NEGATIVE_GRAVITY -1 #define STANDARD_GRAVITY 1 //Anything above this is high gravity, anything below no grav #define GRAVITY_DAMAGE_TRESHOLD 3 //Starting with this value gravity will start to damage mobs /// The scaling factor for high gravity damage. #define GRAVITY_DAMAGE_SCALING 3.5 /// The maximum [BRUTE] damage a mob can take from high gravity per second. #define GRAVITY_DAMAGE_MAXIMUM 4.5 #define CAMERA_NO_GHOSTS 0 #define CAMERA_SEE_GHOSTS_BASIC 1 #define CAMERA_SEE_GHOSTS_ORBIT 2 #define CLIENT_FROM_VAR(I) (ismob(I) ? I:client : (istype(I, /client) ? I : (istype(I, /datum/mind) ? I:current?:client : null))) #define AREASELECT_CORNERA "corner A" #define AREASELECT_CORNERB "corner B" #define VARSET_FROM_LIST(L, V) if(L && L[#V]) V = L[#V] #define VARSET_FROM_LIST_IF(L, V, C...) if(L && L[#V] && (C)) V = L[#V] #define VARSET_TO_LIST(L, V) if(L) L[#V] = V #define VARSET_TO_LIST_IF(L, V, C...) if(L && (C)) L[#V] = V #define DICE_NOT_RIGGED 1 #define DICE_BASICALLY_RIGGED 2 #define DICE_TOTALLY_RIGGED 3 #define VOMIT_TOXIC 1 #define VOMIT_PURPLE 2 //chem grenades defines #define GRENADE_EMPTY 1 #define GRENADE_WIRED 2 #define GRENADE_READY 3 // camera shooting modes , originally was going to put this under tools since the camera is a tool in rl but wasn't 100% sure #define CAMERA_STANDARD "standard" #define CAMERA_DESCRIPTION "description" //Religion #define HOLY_ROLE_PRIEST 1 //default priestly role #define HOLY_ROLE_HIGHPRIEST 2 //the one who designates the religion #define ALIGNMENT_GOOD "good" #define ALIGNMENT_NEUT "neutral" #define ALIGNMENT_EVIL "evil" /// Whether we have succesfully hidden out blood level #define BLOODSUCKER_HIDE_BLOOD "hide_blood_volume" #define BLOODSUCKER_SHOW_BLOOD "show_blood_volume" /// 1 tile down #define ui_blood_display "WEST:6,CENTER-1:0" /// 2 tiles down #define ui_vamprank_display "WEST:6,CENTER-2:-5" /// 6 pixels to the right, zero tiles & 5 pixels DOWN. #define ui_sunlight_display "WEST:6,CENTER-0:0"