initial commit - cross reference with 5th port - obviously has compile errors

This commit is contained in:
LetterJay
2016-07-03 02:17:19 -05:00
commit 35a1723e98
4355 changed files with 2221257 additions and 0 deletions
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#define MC_TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? pause() : 0 )
// Used to smooth out costs to try and avoid oscillation.
#define MC_AVERAGE_FAST(average, current) (0.7 * (average) + 0.3 * (current))
#define MC_AVERAGE(average, current) (0.8 * (average) + 0.2 * (current))
#define MC_AVERAGE_SLOW(average, current) (0.9 * (average) + 0.1 * (current))
#define NEW_SS_GLOBAL(varname) if(varname != src){if(istype(varname)){Recover();qdel(varname);}varname = src;}
#define START_PROCESSING(Processor, Datum) if (!Datum.isprocessing) Datum.isprocessing = 1;Processor.processing += Datum
#define STOP_PROCESSING(Processor, Datum) if (Datum.isprocessing) Datum.isprocessing = 0;Processor.processing -= Datum
//SubSystem flags (Please design any new flags so that the default is off, to make adding flags to subsystems easier)
//subsystem should fire during pre-game lobby.
#define SS_FIRE_IN_LOBBY 1
//subsystem does not initialize.
#define SS_NO_INIT 2
//subsystem does not fire.
// (like can_fire = 0, but keeps it from getting added to the processing subsystems list)
// (Requires a MC restart to change)
#define SS_NO_FIRE 4
//subsystem only runs on spare cpu (after all non-background subsystems have ran that tick)
// SS_BACKGROUND has its own priority bracket
#define SS_BACKGROUND 8
//subsystem does not tick check, and should not run unless there is enough time (or its running behind (unless background))
#define SS_NO_TICK_CHECK 16
//Treat wait as a tick count, not DS, run every wait ticks.
// (also forces it to run first in the tick, above even SS_NO_TICK_CHECK subsystems)
// (implies SS_FIRE_IN_LOBBY because of how it works)
// (overrides SS_BACKGROUND)
// This is designed for basically anything that works as a mini-mc (like SStimer)
#define SS_TICKER 32
//keep the subsystem's timing on point by firing early if it fired late last fire because of lag
// ie: if a 20ds subsystem fires say 5 ds late due to lag or what not, its next fire would be in 15ds, not 20ds.
#define SS_KEEP_TIMING 64
//Calculate its next fire after its fired.
// (IE: if a 5ds wait SS takes 2ds to run, its next fire should be 5ds away, not 3ds like it normally would be)
// This flag overrides SS_KEEP_TIMING
#define SS_POST_FIRE_TIMING 128
//Timing subsystem
#define GLOBAL_PROC "some_magic_bullshit"
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/*
This folder is full of #define statements. They are similar to constants,
but must come before any code that references them, and they do not take up
memory the way constants do.
The values in this folder are NOT options. They are not for hosts to play with.
Some of the values are arbitrary and only need to be different from similar constants;
for example, the genetic mutation numbers in genetics.dm mean nothing, but MUST be distinct.
It is wise not to touch them unless you understand what they do, where they're used,
and most importantly,
how to undo your changes if you screw it up.
- Sayu
*/
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//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
//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.
#define BANTYPE_APPEARANCE 6
#define BANTYPE_ADMIN_PERMA 7
#define BANTYPE_ADMIN_TEMP 8
#define BANTYPE_ANY_JOB 9 //used to remove jobbans
//Please don't edit these values without speaking to Errorage first ~Carn
//Admin Permissions
#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_MAXPERMISSION 4096 //This holds the maximum value for a permission. It is used in iteration, so keep it updated.
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#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 MOLES_CELLSTANDARD (ONE_ATMOSPHERE*CELL_VOLUME/(T20C*R_IDEAL_GAS_EQUATION)) //moles in a 2.5 m^3 cell at 101.325 Pa and 20 degC
#define M_CELL_WITH_RATIO (MOLES_CELLSTANDARD * 0.005)
#define O2STANDARD 0.21
#define N2STANDARD 0.79
#define MOLES_O2STANDARD (MOLES_CELLSTANDARD*O2STANDARD) // O2 standard value (21%)
#define MOLES_N2STANDARD (MOLES_CELLSTANDARD*N2STANDARD) // N2 standard value (79%)
//indices of values in gas lists. used by listmos.
#define MOLES 1
#define ARCHIVE 2
#define GAS_META 3
#define META_GAS_SPECIFIC_HEAT 1
#define META_GAS_NAME 2
#define META_GAS_OVERLAY 4
#define META_GAS_MOLES_VISIBLE 3
//stuff you should probably leave well alone!
//ATMOS
#define CELL_VOLUME 2500 //liters in a cell
#define BREATH_VOLUME 0.5 //liters in a normal breath
#define BREATH_PERCENTAGE (BREATH_VOLUME/CELL_VOLUME) //Amount of air to take a from a tile
#define HUMAN_NEEDED_OXYGEN (MOLES_CELLSTANDARD*BREATH_PERCENTAGE*0.16) //Amount of air needed before pass out/suffocation commences
#define NORMPIPERATE 30 //pipe-insulation rate divisor
#define HEATPIPERATE 8 //heat-exch pipe insulation
#define FLOWFRAC 0.99 //fraction of gas transfered per process
#define TANK_LEAK_PRESSURE (30.*ONE_ATMOSPHERE) //Tank starts leaking
#define TANK_RUPTURE_PRESSURE (35.*ONE_ATMOSPHERE) //Tank spills all contents into atmosphere
#define TANK_FRAGMENT_PRESSURE (40.*ONE_ATMOSPHERE) //Boom 3x3 base explosion
#define TANK_FRAGMENT_SCALE (6.*ONE_ATMOSPHERE) //+1 for each SCALE kPa aboe threshold
#define MINIMUM_AIR_RATIO_TO_SUSPEND 0.1 //Ratio of air that must move to/from a tile to reset group processing
#define MINIMUM_AIR_RATIO_TO_MOVE 0.001 //Minimum ratio of air that must move to/from a tile
#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_MOVE) //Either this must be active
#define EXCITED_GROUP_BREAKDOWN_CYCLES 4
#define EXCITED_GROUP_DISMANTLE_CYCLES 16
#define MINIMUM_TEMPERATURE_TO_MOVE (T20C+100) //or this (or both, obviously)
#define MINIMUM_TEMPERATURE_RATIO_TO_SUSPEND 0.012
#define MINIMUM_TEMPERATURE_DELTA_TO_SUSPEND 4 //Minimum temperature difference before group processing is suspended
#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
#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
//Must be between 0 and 1. Values closer to 1 equalize temperature faster
//Should not exceed 0.4 else strange heat flow occur
#define FIRE_MINIMUM_TEMPERATURE_TO_SPREAD 150+T0C
#define FIRE_MINIMUM_TEMPERATURE_TO_EXIST 100+T0C
#define FIRE_SPREAD_RADIOSITY_SCALE 0.85
#define FIRE_CARBON_ENERGY_RELEASED 500000 //Amount of heat released per mole of burnt carbon into the tile
#define FIRE_PLASMA_ENERGY_RELEASED 3000000 //Amount of heat released per mole of burnt plasma into the tile
#define FIRE_GROWTH_RATE 40000 //For small fires
#define CARBON_LIFEFORM_FIRE_RESISTANCE 200+T0C //Resistance to fire damage
#define CARBON_LIFEFORM_FIRE_DAMAGE 4 //Fire damage
//Plasma fire properties
#define OXYGEN_BURN_RATE_BASE 1.4
#define PLASMA_BURN_RATE_DELTA 9
#define PLASMA_MINIMUM_BURN_TEMPERATURE 100+T0C
#define PLASMA_UPPER_TEMPERATURE 1370+T0C
#define PLASMA_MINIMUM_OXYGEN_NEEDED 2
#define PLASMA_MINIMUM_OXYGEN_PLASMA_RATIO 30
#define PLASMA_OXYGEN_FULLBURN 10
#define MIN_PLASMA_DAMAGE 1
#define MAX_PLASMA_DAMAGE 10
#define MOLES_PLASMA_VISIBLE 0.5 //Moles in a standard cell after which plasma is visible
//Plasma fusion properties
#define PLASMA_BINDING_ENERGY 3000000
#define MAX_CARBON_EFFICENCY 9
#define PLASMA_FUSED_COEFFICENT 0.08
#define CARBON_CATALYST_COEFFICENT 0.01
#define FUSION_PURITY_THRESHOLD 0.9
// Pressure limits.
#define HAZARD_HIGH_PRESSURE 550 //This determins at what pressure the ultra-high pressure red icon is displayed. (This one is set as a constant)
#define WARNING_HIGH_PRESSURE 325 //This determins 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 10 //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 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_HELM_MIN_TEMP_PROTECT 2.0 //what min_cold_protection_temperature is set to for space-helmet quality headwear. MUST NOT BE 0.
#define SPACE_HELM_MAX_TEMP_PROTECT 1500 //Thermal insulation works both ways /Malkevin
#define SPACE_SUIT_MIN_TEMP_PROTECT 2.0 //what min_cold_protection_temperature is set to for space-suit quality jumpsuits or suits. MUST NOT BE 0.
#define SPACE_SUIT_MAX_TEMP_PROTECT 1500
#define FIRE_SUIT_MIN_TEMP_PROTECT 60 //Cold protection for firesuits
#define FIRE_SUIT_MAX_TEMP_PROTECT 30000 //what max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.
#define FIRE_HELM_MIN_TEMP_PROTECT 60 //Cold protection for fire helmets
#define FIRE_HELM_MAX_TEMP_PROTECT 30000 //for fire helmet quality items (red and white hardhats)
#define FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT 35000 //what max_heat_protection_temperature is set to for firesuit quality suits. MUST NOT BE 0.
#define FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT 35000 //for fire helmet quality items (red and white hardhats)
#define HELMET_MIN_TEMP_PROTECT 160 //For normal helmets
#define HELMET_MAX_TEMP_PROTECT 600 //For normal helmets
#define ARMOR_MIN_TEMP_PROTECT 160 //For armor
#define ARMOR_MAX_TEMP_PROTECT 600 //For armor
#define GLOVES_MIN_TEMP_PROTECT 2.0 //For some gloves (black and)
#define GLOVES_MAX_TEMP_PROTECT 1500 //For some gloves
#define SHOES_MIN_TEMP_PROTECT 2.0 //For gloves
#define SHOES_MAX_TEMP_PROTECT 1500 //For gloves
#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 amounb 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).
#define COLD_SLOWDOWN_FACTOR 20 //Humans are slowed by the difference between bodytemp and BODYTEMP_COLD_DAMAGE_LIMIT divided by this
// Atmos pipe limits
#define MAX_OUTPUT_PRESSURE 4500 // (kPa) What pressure pumps and powered equipment max out at.
#define MAX_TRANSFER_RATE 200 // (L/s) Maximum speed powered equipment can work at.
//Atmos machinery pipenet stuff
// used for device_type vars; used by DEVICE_TYPE_LOOP
#define UNARY 1
#define BINARY 2
#define TRINARY 3
#define QUATERNARY 4
// this is the standard for loop used by all sorts of atmos machinery procs
#define DEVICE_TYPE_LOOP var/I in 1 to device_type
// defines for the various machinery lists
// NODE_I, AIR_I, PARENT_I are used within DEVICE_TYPE_LOOP
// nodes list - all atmos machinery
#define NODE1 nodes[1]
#define NODE2 nodes[2]
#define NODE3 nodes[3]
#define NODE4 nodes[4]
#define NODE_I nodes[I]
// airs list - components only
#define AIR1 airs[1]
#define AIR2 airs[2]
#define AIR3 airs[3]
#define AIR_I airs[I]
// parents list - components only
#define PARENT1 parents[1]
#define PARENT2 parents[2]
#define PARENT3 parents[3]
#define PARENT_I parents[I]
//Tanks
#define TANK_MAX_RELEASE_PRESSURE (ONE_ATMOSPHERE*3)
#define TANK_MIN_RELEASE_PRESSURE 0
#define TANK_DEFAULT_RELEASE_PRESSURE 16
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//Bot defines, placed here so they can be read by other things!
#define BOT_STEP_DELAY 4 //Delay between movemements
#define BOT_STEP_MAX_RETRIES 5 //Maximum times a bot will retry to step from its position
#define DEFAULT_SCAN_RANGE 7 //default view range for finding targets.
//Mode defines
#define BOT_IDLE 0 // idle
#define BOT_HUNT 1 // found target, hunting
#define BOT_PREP_ARREST 2 // at target, preparing to arrest
#define BOT_ARREST 3 // arresting target
#define BOT_START_PATROL 4 // start patrol
#define BOT_PATROL 5 // patrolling
#define BOT_SUMMON 6 // summoned by PDA
#define BOT_CLEANING 7 // cleaning (cleanbots)
#define BOT_REPAIRING 8 // repairing hull breaches (floorbots)
#define BOT_MOVING 9 // for clean/floor/med bots, when moving.
#define BOT_HEALING 10 // healing people (medbots)
#define BOT_RESPONDING 11 // responding to a call from the AI
#define BOT_DELIVER 12 // moving to deliver
#define BOT_GO_HOME 13 // returning to home
#define BOT_BLOCKED 14 // blocked
#define BOT_NAV 15 // computing navigation
#define BOT_WAIT_FOR_NAV 16 // waiting for nav computation
#define BOT_NO_ROUTE 17 // no destination beacon found (or no route)
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//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 to fit in pockets.
//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_ears 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_drone_storage 20
#define slots_amt 20 // Keep this up to date!
//I hate that this has to exist
/proc/slotdefine2slotbit(slotdefine) //Keep this up to date with the value of SLOT BITMASKS and SLOTS (the two define sections above)
. = 0
switch(slotdefine)
if(slot_back)
. = SLOT_BACK
if(slot_wear_mask)
. = SLOT_MASK
if(slot_belt)
. = SLOT_BELT
if(slot_wear_id)
. = SLOT_ID
if(slot_ears)
. = SLOT_EARS
if(slot_glasses)
. = SLOT_EYES
if(slot_gloves)
. = SLOT_GLOVES
if(slot_head)
. = SLOT_HEAD
if(slot_shoes)
. = SLOT_FEET
if(slot_wear_suit)
. = SLOT_OCLOTHING
if(slot_w_uniform)
. = SLOT_ICLOTHING
if(slot_l_store, slot_r_store)
. = SLOT_POCKET
//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
#define HIDEGLOVES 1
#define HIDESUITSTORAGE 2
#define HIDEJUMPSUIT 4 //these first four are only used in exterior suits
#define HIDESHOES 8
#define HIDEMASK 16 //these last six are only used in masks and headgear.
#define HIDEEARS 32 // (ears means headsets and such)
#define HIDEEYES 64 // Whether eyes and glasses are hidden
#define HIDEFACE 128 // Whether we appear as unknown.
#define HIDEHAIR 256
#define HIDEFACIALHAIR 512
//Cant seem to find a mob bitflags area other than the powers one
// bitflags for clothing parts - also used for limbs
#define HEAD 1
#define CHEST 2
#define GROIN 4
#define LEG_LEFT 8
#define LEG_RIGHT 16
#define LEGS 24
#define FOOT_LEFT 32
#define FOOT_RIGHT 64
#define FEET 96
#define ARM_LEFT 128
#define ARM_RIGHT 256
#define ARMS 384
#define HAND_LEFT 512
#define HAND_RIGHT 1024
#define HANDS 1536
#define FULL_BODY 2047
// 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.
// Hands and feet have 2.5%, arms and legs 7.5%, each of the torso parts has 15% and the head has 30%
#define THERMAL_PROTECTION_HEAD 0.3
#define THERMAL_PROTECTION_CHEST 0.15
#define THERMAL_PROTECTION_GROIN 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
//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
#define NO_FEMALE_UNIFORM 0
#define FEMALE_UNIFORM_FULL 1
#define FEMALE_UNIFORM_TOP 2
//flags for covering body parts
#define GLASSESCOVERSEYES 1
#define MASKCOVERSEYES 2 // get rid of some of the other retardation in these flags
#define HEADCOVERSEYES 4 // feel free to realloc these numbers for other purposes
#define MASKCOVERSMOUTH 8 // on other items, these are just for mask/head
#define HEADCOVERSMOUTH 16
#define TINT_DARKENED 2 //Threshold of tint level to apply weld mask overlay
#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
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//Damage things //TODO: merge these down to reduce on defines
//Way to waste perfectly good damagetype 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 STAMINA "stamina"
#define STUN "stun"
#define WEAKEN "weaken"
#define PARALYZE "paralize"
#define IRRADIATE "irradiate"
#define STUTTER "stutter"
#define SLUR "slur"
#define EYE_BLUR "eye_blur"
#define DROWSY "drowsy"
#define JITTER "jitter"
//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
#define SHAME 16
//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 IGNORESLOWDOWN 16
#define GOTTAGOFAST 32
#define GOTTAGOREALLYFAST 64
#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 0
#define GRAB_AGGRESSIVE 1
#define GRAB_NECK 2
#define GRAB_KILL 3
//Hostile Mob AI Status
#define AI_ON 1
#define AI_IDLE 2
#define AI_OFF 3
//Embedded objects
#define EMBEDDED_PAIN_CHANCE 15 //Chance for embedded objects to cause pain (damage user)
#define EMBEDDED_ITEM_FALLOUT 5 //Chance for embedded object to fall out (causing pain but removing the object)
#define EMBED_CHANCE 45 //Chance for an object to embed into somebody when thrown (if it's sharp)
#define EMBEDDED_PAIN_MULTIPLIER 2 //Coefficient of multiplication for the damage the item does while embedded (this*item.w_class)
#define EMBEDDED_FALL_PAIN_MULTIPLIER 5 //Coefficient of multiplication for the damage the item does when it falls out (this*item.w_class)
#define EMBEDDED_IMPACT_PAIN_MULTIPLIER 4 //Coefficient of multiplication for the damage the item does when it first embeds (this*item.w_class)
#define EMBED_THROWSPEED_THRESHOLD 4 //The minimum value of an item's throw_speed for it to embed (Unless it has embedded_ignore_throwspeed_threshold set to 1)
#define EMBEDDED_UNSAFE_REMOVAL_PAIN_MULTIPLIER 8 //Coefficient of multiplication for the damage the item does when removed without a surgery (this*item.w_class)
#define EMBEDDED_UNSAFE_REMOVAL_TIME 30 //A Time in ticks, total removal time = (this*item.w_class)
//Attack types for checking shields/hit reactions
#define MELEE_ATTACK 1
#define UNARMED_ATTACK 2
#define PROJECTILE_ATTACK 3
#define THROWN_PROJECTILE_ATTACK 4
//Gun Stuff
#define SAWN_INTACT 0
#define SAWN_OFF 1
#define WEAPON_LIGHT 0
#define WEAPON_MEDIUM 1
#define WEAPON_HEAVY 2
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#define CONTRACT_POWER "power"
#define CONTRACT_WEALTH "wealth"
#define CONTRACT_PRESTIGE "prestige"
#define CONTRACT_MAGIC "magic"
#define CONTRACT_REVIVE "revive"
#define CONTRACT_KNOWLEDGE "knowledge"
#define CONTRACT_UNWILLING "unwilling"
#define BANE_SALT "salt"
#define BANE_LIGHT "light"
#define BANE_IRON "iron"
#define BANE_WHITECLOTHES "whiteclothes"
#define BANE_SILVER "silver"
#define BANE_HARVEST "harvest"
#define BANE_TOOLBOX "toolbox"
#define OBLIGATION_FOOD "food"
#define OBLIGATION_DRINK "drink"
#define OBLIGATION_GREET "greet"
#define OBLIGATION_PRESENCEKNOWN "presenceknown"
#define OBLIGATION_SAYNAME "sayname"
#define OBLIGATION_ANNOUNCEKILL "announcekill"
#define OBLIGATION_ANSWERTONAME "answername"
#define BAN_HURTWOMAN "hurtwoman"
#define BAN_CHAPEL "chapel"
#define BAN_HURTPRIEST "hurtpriest"
#define BAN_AVOIDWATER "avoidwater"
#define BAN_STRIKEUNCONCIOUS "strikeunconcious"
#define BAN_HURTLIZARD "hurtlizard"
#define BAN_HURTANIMAL "hurtanimal"
#define BANISH_WATER "water"
#define BANISH_COFFIN "coffin"
#define BANISH_FORMALDYHIDE "embalm"
#define BANISH_RUNES "runes"
#define BANISH_CANDLES "candles"
#define BANISH_DESTRUCTION "destruction"
#define BANISH_FUNERAL_GARB "funeral"
#define LORE 1
#define LAW 2
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#define SUCCESSFUL_SPAWN 2
#define NOT_ENOUGH_PLAYERS 3
#define MAP_ERROR 4
#define WAITING_FOR_SOMETHING 5
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/*
These defines are specific to the atom/flags bitmask
*/
#define ALL ~0 //For convenience.
#define NONE 0
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 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 NODROP 2 // This flag makes it so that an item literally cannot be removed at all, or at least that's how it should be. Only deleted.
#define NOBLUDGEON 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS 8 // mask allows internals
#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define HANDSLOW 32 // If an item has this flag, it will slow you to carry it
#define CONDUCT 64 // conducts electricity (metal etc.)
#define ABSTRACT 128 // for all things that are technically items but used for various different stuff, made it 128 because it could conflict with other flags other way
#define NODECONSTRUCT 128 // For machines and structures that should not break into parts, eg, holodeck stuff
#define FPRINT 256 // takes a fingerprint
#define ON_BORDER 512 // item has priority to check when entering or leaving
#define EARBANGPROTECT 1024
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc (NOTE: flag shared with THICKMATERIAL for external suits and helmet)
#define OPENCONTAINER 4096 // is an open container for chemistry purposes
#define HEADBANGPROTECT 4096
// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT 8192 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY! (NOTE: flag shared with THICKMATERIAL)
#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos 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 BLOCK_GAS_SMOKE_EFFECT)
#define DROPDEL 16384 // When dropped, it calls qdel on itself
#define HOLOGRAM 32768 // HOlodeck shit should not be used in any fucking things
//turf-only flags
#define NOJAUNT 1
/*
These defines are used specifically with the atom/pass_flags bitmask
the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
*/
//flags for pass_flags
#define PASSTABLE 1
#define PASSGLASS 2
#define PASSGRILLE 4
#define PASSBLOB 8
#define PASSMOB 16
#define LETPASSTHROW 32
//flags for species
#define MUTCOLORS 1
#define HAIR 2
#define FACEHAIR 3
#define EYECOLOR 4
#define LIPS 5
#define RESISTTEMP 6
#define RADIMMUNE 7
#define NOBREATH 8
#define NOGUNS 9
#define NOBLOOD 10
#define NOFIRE 11
#define VIRUSIMMUNE 12
#define PIERCEIMMUNE 13
#define NOTRANSSTING 14
#define MUTCOLORS_PARTSONLY 15 //Used if we want the mutant colour to be only used by mutant bodyparts. Don't combine this with MUTCOLORS, or it will be useless.
#define NODISMEMBER 16
#define NOHUNGER 17
#define NOCRITDAMAGE 18
#define NOZOMBIE 19
#define EASYDISMEMBER 20
#define EASYLIMBATTACHMENT 21
#define TOXINLOVER 22
#define FLYING 65536
/*
These defines are used specifically with the atom/movable/languages bitmask.
They are used in atom/movable/Hear() and atom/movable/say() to determine whether hearers can understand a message.
*/
#define HUMAN 1
#define MONKEY 2
#define ALIEN 4
#define ROBOT 8
#define SLIME 16
#define DRONE 32
#define SWARMER 64
#define RATVAR 128
// Flags for reagents
#define REAGENT_NOREACT 1
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//Defines copying names of mutations in all cases, make sure to change this if you change mutation's name
#define HULK "Hulk"
#define XRAY "X Ray Vision"
#define COLDRES "Cold Resistance"
#define TK "Telekinesis"
#define NERVOUS "Nervousness"
#define EPILEPSY "Epilepsy"
#define MUTATE "Unstable DNA"
#define COUGH "Cough"
#define DWARFISM "Dwarfism"
#define CLOWNMUT "Clumsiness"
#define TOURETTES "Tourettes Syndrome"
#define DEAFMUT "Deafness"
#define BLINDMUT "Blindness"
#define RACEMUT "Monkified"
#define BADSIGHT "Near Sightness"
#define LASEREYES "Laser Eyes"
#define CHAMELEON "Chameleon"
#define WACKY "Wacky"
#define MUT_MUTE "Mute"
#define SMILE "Smile"
#define UNINTELLIGABLE "Unintelligable"
#define SWEDISH "Swedish"
#define CHAV "Chav"
#define ELVIS "Elvis"
#define UI_CHANGED "ui changed"
#define UE_CHANGED "ue changed"
#define CHAMELEON_MUTATION_DEFAULT_TRANSPARENCY 204
// String identifiers for associative list lookup
//Types of usual mutations
#define POSITIVE 1
#define NEGATIVE 2
#define MINOR_NEGATIVE 3
//Mutations that cant be taken from genetics and are not in SE
#define NON_SCANNABLE -1
// Extra powers:
#define LASER 9 // harm intent - click anywhere to shoot lasers from eyes
#define HEAL 10 // healing people with hands
#define SHADOW 11 // shadow teleportation (create in/out portals anywhere) (25%)
#define SCREAM 12 // supersonic screaming (25%)
#define EXPLOSIVE 13 // exploding on-demand (15%)
#define REGENERATION 14 // superhuman regeneration (30%)
#define REPROCESSOR 15 // eat anything (50%)
#define SHAPESHIFTING 16 // take on the appearance of anything (40%)
#define PHASING 17 // ability to phase through walls (40%)
#define SHIELD 18 // shielding from all projectile attacks (30%)
#define SHOCKWAVE 19 // attack a nearby tile and cause a massive shockwave, knocking most people on their asses (25%)
#define ELECTRICITY 20 // ability to shoot electric attacks (15%)
//DNA - Because fuck you and your magic numbers being all over the codebase.
#define DNA_BLOCK_SIZE 3
#define DNA_UNI_IDENTITY_BLOCKS 7
#define DNA_HAIR_COLOR_BLOCK 1
#define DNA_FACIAL_HAIR_COLOR_BLOCK 2
#define DNA_SKIN_TONE_BLOCK 3
#define DNA_EYE_COLOR_BLOCK 4
#define DNA_GENDER_BLOCK 5
#define DNA_FACIAL_HAIR_STYLE_BLOCK 6
#define DNA_HAIR_STYLE_BLOCK 7
#define DNA_STRUC_ENZYMES_BLOCKS 19
#define DNA_UNIQUE_ENZYMES_LEN 32
//Transformation proc stuff
#define TR_KEEPITEMS 1
#define TR_KEEPVIRUS 2
#define TR_KEEPDAMAGE 4
#define TR_HASHNAME 8 // hashing names (e.g. monkey(e34f)) (only in monkeyize)
#define TR_KEEPIMPLANTS 16
#define TR_KEEPSE 32 // changelings shouldn't edit the DNA's SE when turning into a monkey
#define TR_DEFAULTMSG 64
#define TR_KEEPSRC 128
#define TR_KEEPORGANS 256
//Organ stuff, It's here because "Genetics" is the most relevant file for organs and bodyparts
#define ORGAN_ORGANIC 1
#define ORGAN_ROBOTIC 2
//Nutrition levels for humans. No idea where else to put it
#define NUTRITION_LEVEL_FAT 600
#define NUTRITION_LEVEL_FULL 550
#define NUTRITION_LEVEL_WELL_FED 450
#define NUTRITION_LEVEL_FED 350
#define NUTRITION_LEVEL_HUNGRY 250
#define NUTRITION_LEVEL_STARVING 150
#define CLONER_FRESH_CLONE "fresh"
#define CLONER_MATURE_CLONE "mature"
//Blood levels
#define BLOOD_VOLUME_MAXIMUM 2000
#define BLOOD_VOLUME_SLIME_SPLIT 1120
#define BLOOD_VOLUME_NORMAL 560
#define BLOOD_VOLUME_SAFE 501
#define BLOOD_VOLUME_OKAY 336
#define BLOOD_VOLUME_BAD 224
#define BLOOD_VOLUME_SURVIVE 122
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// for secHUDs and medHUDs and variants. The number is the location of the image on the list hud_list
// note: if you add more HUDs, even for non-human atoms, make sure to use unique numbers for the defines!
// /datum/atom_hud expects these to be unique
// these need to be strings in order to make them associative lists
#define HEALTH_HUD "1" // dead, alive, sick, health status
#define STATUS_HUD "2" // a simple line rounding the mob's number health
#define ID_HUD "3" // the job asigned to your ID
#define WANTED_HUD "4" // wanted, released, parroled, security status
#define IMPLOYAL_HUD "5" // loyality implant
#define IMPCHEM_HUD "6" // chemical implant
#define IMPTRACK_HUD "7" // tracking implant
#define DIAG_STAT_HUD "8" // Silicon/Mech Status
#define DIAG_HUD "9" // Silicon health bar
#define DIAG_BATT_HUD "10"// Borg/Mech power meter
#define DIAG_MECH_HUD "11"// Mech health bar
#define DIAG_BOT_HUD "12"// Bot HUDs
//for antag huds. these are used at the /mob level
#define ANTAG_HUD "13"
//data HUD (medhud, sechud) defines
//Don't forget to update human/New() if you change these!
#define DATA_HUD_SECURITY_BASIC 1
#define DATA_HUD_SECURITY_ADVANCED 2
#define DATA_HUD_MEDICAL_BASIC 3
#define DATA_HUD_MEDICAL_ADVANCED 4
#define DATA_HUD_DIAGNOSTIC 5
//antag HUD defines
#define ANTAG_HUD_CULT 6
#define ANTAG_HUD_REV 7
#define ANTAG_HUD_OPS 8
#define ANTAG_HUD_WIZ 9
#define ANTAG_HUD_SHADOW 10
#define ANTAG_HUD_HOG_BLUE 11
#define ANTAG_HUD_HOG_RED 12
#define ANTAG_HUD_TRAITOR 13
#define ANTAG_HUD_NINJA 14
#define ANTAG_HUD_CHANGELING 15
#define ANTAG_HUD_ABDUCTOR 16
#define ANTAG_HUD_DEVIL 17
#define ANTAG_HUD_SINTOUCHED 18
#define ANTAG_HUD_SOULLESS 19
#define ANTAG_HUD_CLOCKWORK 20
// Notification action types
#define NOTIFY_JUMP "jump"
#define NOTIFY_ATTACK "attack"
#define NOTIFY_ORBIT "orbit"
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// simple is_type and similar inline helpers
#define islist(L) (istype(L,/list))
#define in_range(source, user) (get_dist(source, user) <= 1)
// MOB HELPERS
#define ishuman(A) (istype(A, /mob/living/carbon/human))
// Human sub-species
#define isabductor(A) (is_species(A, /datum/species/abductor))
#define isgolem(A) (is_species(A, /datum/species/golem))
#define islizard(A) (is_species(A, /datum/species/lizard))
#define isplasmaman(A) (is_species(A, /datum/species/plasmaman))
#define ispodperson(A) (is_species(A, /datum/species/podperson))
#define isflyperson(A) (is_species(A, /datum/species/fly))
#define isslimeperson(A) (is_species(A, /datum/species/jelly/slime))
#define iszombie(A) (is_species(A, /datum/species/zombie))
#define ishumanbasic(A) (is_species(A, /datum/species/human))
#define ismonkey(A) (istype(A, /mob/living/carbon/monkey))
#define isbrain(A) (istype(A, /mob/living/carbon/brain))
#define isalien(A) (istype(A, /mob/living/carbon/alien))
#define isalienadult(A) (istype(A, /mob/living/carbon/alien/humanoid))
#define islarva(A) (istype(A, /mob/living/carbon/alien/larva))
#define isslime(A) (istype(A, /mob/living/simple_animal/slime))
#define isrobot(A) (istype(A, /mob/living/silicon/robot))
#define isanimal(A) (istype(A, /mob/living/simple_animal))
#define iscorgi(A) (istype(A, /mob/living/simple_animal/pet/dog/corgi))
#define iscrab(A) (istype(A, /mob/living/simple_animal/crab))
#define iscat(A) (istype(A, /mob/living/simple_animal/pet/cat))
#define ismouse(A) (istype(A, /mob/living/simple_animal/mouse))
#define isconstruct(A) (istype(A, /mob/living/simple_animal/hostile/construct))
#define isclockmob(A) (istype(A, /mob/living/simple_animal/hostile/clockwork))
#define isshade(A) (istype(A, /mob/living/simple_animal/shade))
#define isbear(A) (istype(A, /mob/living/simple_animal/hostile/bear))
#define iscarp(A) (istype(A, /mob/living/simple_animal/hostile/carp))
#define isclown(A) (istype(A, /mob/living/simple_animal/hostile/retaliate/clown))
#define isAI(A) (istype(A, /mob/living/silicon/ai))
#define ispAI(A) (istype(A, /mob/living/silicon/pai))
#define iscarbon(A) (istype(A, /mob/living/carbon))
#define issilicon(A) (istype(A, /mob/living/silicon))
#define isliving(A) (istype(A, /mob/living))
#define isobserver(A) (istype(A, /mob/dead/observer))
#define isnewplayer(A) (istype(A, /mob/new_player))
#define isovermind(A) (istype(A, /mob/camera/blob))
#define isdrone(A) (istype(A, /mob/living/simple_animal/drone))
#define isswarmer(A) (istype(A, /mob/living/simple_animal/hostile/swarmer))
#define isguardian(A) (istype(A, /mob/living/simple_animal/hostile/guardian))
#define islimb(A) (istype(A, /obj/item/bodypart))
#define isbot(A) (istype(A, /mob/living/simple_animal/bot))
#define ismovableatom(A) (istype(A, /atom/movable))
#define isobj(A) istype(A, /obj) //override the byond proc because it returns true on children of /atom/movable that aren't objs
// ASSEMBLY HELPERS
#define isassembly(O) (istype(O, /obj/item/device/assembly))
#define isigniter(O) (istype(O, /obj/item/device/assembly/igniter))
#define isinfared(O) (istype(O, /obj/item/device/assembly/infra))
#define isprox(O) (istype(O, /obj/item/device/assembly/prox_sensor))
#define issignaler(O) (istype(O, /obj/item/device/assembly/signaler))
#define istimer(O) (istype(O, /obj/item/device/assembly/timer))
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//Defines for atom layers
//KEEP THESE IN A NICE ACSCENDING ORDER, PLEASE
//#define TURF_LAYER 2 //For easy recordkeeping; this is a byond define
#define ABOVE_OPEN_TURF_LAYER 2.01
#define CLOSED_TURF_LAYER 2.05
#define ABOVE_NORMAL_TURF_LAYER 2.08
#define LATTICE_LAYER 2.2
#define DISPOSAL_PIPE_LAYER 2.3
#define GAS_PIPE_LAYER 2.35
#define WIRE_LAYER 2.4
#define WIRE_TERMINAL_LAYER 2.45
#define LOW_OBJ_LAYER 2.5
#define BELOW_OPEN_DOOR_LAYER 2.6
#define OPEN_DOOR_LAYER 2.7
#define PROJECTILE_HIT_THRESHHOLD_LAYER 2.75 //projectiles won't hit objects at or below this layer if possible
#define TABLE_LAYER 2.8
#define BELOW_OBJ_LAYER 2.9
#define LOW_ITEM_LAYER 2.95
//#define OBJ_LAYER 3 //For easy recordkeeping; this is a byond define
#define CLOSED_DOOR_LAYER 3.1
#define CLOSED_FIREDOOR_LAYER 3.11
#define ABOVE_OBJ_LAYER 3.2
#define ABOVE_WINDOW_LAYER 3.3
#define SIGN_LAYER 3.4
#define HIGH_OBJ_LAYER 3.5
#define BELOW_MOB_LAYER 3.7
#define LYING_MOB_LAYER 3.8
//#define MOB_LAYER 4 //For easy recordkeeping; this is a byond define
#define ABOVE_MOB_LAYER 4.1
#define WALL_OBJ_LAYER 4.25
#define EDGED_TURF_LAYER 4.3
#define ON_EDGED_TURF_LAYER 4.35
#define LARGE_MOB_LAYER 4.4
#define ABOVE_ALL_MOB_LAYER 4.5
#define SPACEVINE_LAYER 4.8
#define SPACEVINE_MOB_LAYER 4.9
//#define FLY_LAYER 5 //For easy recordkeeping; this is a byond define
#define RIPPLE_LAYER 5.1
#define GHOST_LAYER 6
#define AREA_LAYER 10
#define MASSIVE_OBJ_LAYER 11
#define POINT_LAYER 12
#define LIGHTING_LAYER 15
//HUD layer defines
#define FLASH_LAYER 17.9
#define FULLSCREEN_LAYER 18
#define UI_DAMAGE_LAYER 18.1
#define BLIND_LAYER 18.2
#define CRIT_LAYER 18.3
#define HUD_LAYER 19
#define ABOVE_HUD_LAYER 19.1
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// channel numbers for power
#define EQUIP 1
#define LIGHT 2
#define ENVIRON 3
#define TOTAL 4 //for total power used only
#define STATIC_EQUIP 5
#define STATIC_LIGHT 6
#define STATIC_ENVIRON 7
//bitflags for door switches.
#define OPEN 1
#define IDSCAN 2
#define BOLTS 4
#define SHOCK 8
#define SAFE 16
//used in design to specify which machine can build it
#define IMPRINTER 1 //For circuits. Uses glass/chemicals.
#define PROTOLATHE 2 //New stuff. Uses glass/metal/chemicals
#define AUTOLATHE 4 //Uses glass/metal only.
#define CRAFTLATHE 8 //Uses fuck if I know. For use eventually.
#define MECHFAB 16 //Remember, objects utilising this flag should have construction_time and construction_cost vars.
//Note: More then one of these can be added to a design but imprinter and lathe designs are incompatable.
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#define PI 3.1415
#define SPEED_OF_LIGHT 3e8 //not exact but hey!
#define SPEED_OF_LIGHT_SQ 9e+16
#define INFINITY 1e31 //closer then enough
//atmos
#define R_IDEAL_GAS_EQUATION 8.31 //kPa*L/(K*mol)
#define ONE_ATMOSPHERE 101.325 //kPa
#define T0C 273.15 // 0degC
#define T20C 293.15 // 20degC
#define TCMB 2.7 // -270.3degC
//"fancy" math for calculating time in ms from tick_usage percentage and the length of ticks
//percent_of_tick_used * (ticklag * 100(to convert to ms)) / 100(percent ratio)
//collapsed to percent_of_tick_used * tick_lag
#define TICK_DELTA_TO_MS(percent_of_tick_used) ((percent_of_tick_used) * world.tick_lag)
#define TICK_USAGE_TO_MS(starting_tickusage) (TICK_DELTA_TO_MS(world.tick_usage-starting_tickusage))
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#define MIDNIGHT_ROLLOVER 864000 //number of deciseconds in a day
#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"
//Human Overlays Indexes/////////
#define MUTATIONS_LAYER 26 //mutations. Tk headglows, cold resistance glow, etc
#define BODY_BEHIND_LAYER 25 //certain mutantrace features (tail when looking south) that must appear behind the body parts
#define BODYPARTS_LAYER 24 //Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
#define BODY_ADJ_LAYER 23 //certain mutantrace features (snout, body markings) that must appear above the body parts
#define BODY_LAYER 22 //underwear, undershirts, socks, eyes, lips(makeup)
#define FRONT_MUTATIONS_LAYER 21 //mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
#define DAMAGE_LAYER 20 //damage indicators (cuts and burns)
#define UNIFORM_LAYER 19
#define ID_LAYER 18
#define SHOES_LAYER 17
#define GLOVES_LAYER 16
#define EARS_LAYER 15
#define SUIT_LAYER 14
#define GLASSES_LAYER 13
#define BELT_LAYER 12 //Possible make this an overlay of somethign required to wear a belt?
#define SUIT_STORE_LAYER 11
#define BACK_LAYER 10
#define HAIR_LAYER 9 //TODO: make part of head layer?
#define FACEMASK_LAYER 8
#define HEAD_LAYER 7
#define HANDCUFF_LAYER 6
#define LEGCUFF_LAYER 5
#define L_HAND_LAYER 4
#define R_HAND_LAYER 3 //Having the two hands seperate seems rather silly, merge them together? It'll allow for code to be reused on mobs with arbitarily many hands
#define BODY_FRONT_LAYER 2
#define FIRE_LAYER 1 //If you're on fire
#define TOTAL_LAYERS 26 //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_BODY_BEHIND_LAYER BODY_BEHIND_LAYER+1
#define UNDER_BODY_LAYER BODY_LAYER+1
#define UNDER_BODY_ADJ_LAYER BODY_ADJ_LAYER+1
#define UNDER_MUTATIONS_LAYER MUTATIONS_LAYER+1
#define UNDER_BODYPARTS_LAYER BODYPARTS_LAYER+1
#define UNDER_DAMAGE_LAYER DAMAGE_LAYER+1
#define UNDER_UNIFORM_LAYER UNIFORM_LAYER+1
#define UNDER_ID_LAYER ID_LAYER+1
#define UNDER_SHOES_LAYER SHOES_LAYER+1
#define UNDER_GLOVES_LAYER GLOVES_LAYER+1
#define UNDER_EARS_LAYER EARS_LAYER+1
#define UNDER_SUIT_LAYER SUIT_LAYER+1
#define UNDER_GLASSES_LAYER GLASSES_LAYER+1
#define UNDER_BELT_LAYER BELT_LAYER+1
#define UNDER_SUIT_STORE_LAYER SUIT_STORE_LAYER+1
#define UNDER_BACK_LAYER BACK_LAYER+1
#define UNDER_HAIR_LAYER HAIR_LAYER+1
#define UNDER_FACEMASK_LAYER FACEMASK_LAYER+1
#define UNDER_HEAD_LAYER HEAD_LAYER+1
#define UNDER_HANDCUFF_LAYER HANDCUFF_LAYER+1
#define UNDER_LEGCUFF_LAYER LEGCUFF_LAYER+1
#define UNDER_L_HAND_LAYER L_HAND_LAYER+1
#define UNDER_R_HAND_LAYER R_HAND_LAYER+1
#define UNDER_BODY_FRONT_LAYER BODY_FRONT_LAYER+1
#define UNDER_FIRE_LAYER FIRE_LAYER+1
//AND -1 MEANS "ABOVE", OK?, OK!?!
#define ABOVE_BODY_BEHIND_LAYER BODY_BEHIND_LAYER-1
#define ABOVE_BODY_LAYER BODY_LAYER-1
#define ABOVE_BODY_ADJ_LAYER BODY_ADJ_LAYER-1
#define ABOVE_MUTATIONS_LAYER MUTATIONS_LAYER-1
#define ABOVE_BODYPARTS_LAYER BODYPARTS_LAYER-1
#define ABOVE_DAMAGE_LAYER DAMAGE_LAYER-1
#define ABOVE_UNIFORM_LAYER UNIFORM_LAYER-1
#define ABOVE_ID_LAYER ID_LAYER-1
#define ABOVE_SHOES_LAYER SHOES_LAYER-1
#define ABOVE_GLOVES_LAYER GLOVES_LAYER-1
#define ABOVE_EARS_LAYER EARS_LAYER-1
#define ABOVE_SUIT_LAYER SUIT_LAYER-1
#define ABOVE_GLASSES_LAYER GLASSES_LAYER-1
#define ABOVE_BELT_LAYER BELT_LAYER-1
#define ABOVE_SUIT_STORE_LAYER SUIT_STORE_LAYER-1
#define ABOVE_BACK_LAYER BACK_LAYER-1
#define ABOVE_HAIR_LAYER HAIR_LAYER-1
#define ABOVE_FACEMASK_LAYER FACEMASK_LAYER-1
#define ABOVE_HEAD_LAYER HEAD_LAYER-1
#define ABOVE_HANDCUFF_LAYER HANDCUFF_LAYER-1
#define ABOVE_LEGCUFF_LAYER LEGCUFF_LAYER-1
#define ABOVE_L_HAND_LAYER L_HAND_LAYER-1
#define ABOVE_R_HAND_LAYER R_HAND_LAYER-1
#define ABOVE_BODY_FRONT_LAYER BODY_FRONT_LAYER-1
#define ABOVE_FIRE_LAYER FIRE_LAYER-1
//Security levels
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_RED 2
#define SEC_LEVEL_DELTA 3
//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 TRANSITIONEDGE 7 //Distance from edge to move to another z-level
//HUD styles. Please ensure HUD_VERSIONS is the same as the maximum index. Index order defines how they are cycled in F12.
#define HUD_STYLE_STANDARD 1
#define HUD_STYLE_REDUCED 2
#define HUD_STYLE_NOHUD 3
#define HUD_VERSIONS 3 //used in show_hud()
//1 = standard hud
//2 = reduced hud (just hands and intent switcher)
//3 = no hud (for screenshots)
#define MINERAL_MATERIAL_AMOUNT 2000
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define MAX_STACK_SIZE 50
//The maximum size of a stack object.
#define CLICK_CD_MELEE 8
#define CLICK_CD_RANGE 4
#define CLICK_CD_BREAKOUT 100
#define CLICK_CD_HANDCUFFED 10
#define CLICK_CD_RESIST 20
#define CLICK_CD_GRABBING 10
//click cooldowns, in tenths of a second
#define BE_CLOSE 1 //in the case of a silicon, to select if they need to be next to the atom
#define NO_DEXTERY 1 //if other mobs (monkeys, aliens, etc) can use this
//used by canUseTopic()
//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
//Cuff resist speeds
#define FAST_CUFFBREAK 1
#define INSTANT_CUFFBREAK 2
//Slime evolution threshold. Controls how fast slimes can split/grow
#define SLIME_EVOLUTION_THRESHOLD 10
//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
//zlevel defines, can be overridden for different maps in the appropriate _maps file.
#define ZLEVEL_STATION 1
#define ZLEVEL_CENTCOM 2
#define ZLEVEL_MINING 5
#define ZLEVEL_LAVALAND 5
#define ZLEVEL_EMPTY_SPACE 11
#define ZLEVEL_SPACEMIN 3
#define ZLEVEL_SPACEMAX 11
//ticker.current_state values
#define GAME_STATE_STARTUP 0
#define GAME_STATE_PREGAME 1
#define GAME_STATE_SETTING_UP 2
#define GAME_STATE_PLAYING 3
#define GAME_STATE_FINISHED 4
//SOUND:
#define SOUND_MINIMUM_PRESSURE 10
#define FALLOFF_SOUNDS 1
#define SURROUND_CAP 7
//FONTS:
// Used by Paper and PhotoCopier (and PaperBin once a year).
// Used by PDA's Notekeeper.
// Used by NewsCaster and NewsPaper.
#define PEN_FONT "Verdana"
#define CRAYON_FONT "Comic Sans MS"
#define SIGNFONT "Times New Roman"
//NPC DEFINES
#define INTERACTING 2
#define TRAVEL 4
#define FIGHTING 8
//TRAITS
#define TRAIT_ROBUST 2
#define TRAIT_UNROBUST 4
#define TRAIT_SMART 8
#define TRAIT_DUMB 16
#define TRAIT_MEAN 32
#define TRAIT_FRIENDLY 64
#define TRAIT_THIEVING 128
//SNPC defines
#define MAX_RANGE_FIND 32
#define MIN_RANGE_FIND 16
#define FUZZY_CHANCE_HIGH 85
#define FUZZY_CHANCE_LOW 50
#define CHANCE_TALK 1
#define SNPC_BRUTE 1
#define SNPC_STEALTH 2
#define SNPC_MARTYR 3
#define SNPC_PSYCHO 4
#define MAXCOIL 30
#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
//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"
//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?
//Cache of bloody footprint images
//Key:
//"entered-[blood_state]-[dir_of_image]"
//or: "exited-[blood_state]-[dir_of_image]"
var/list/bloody_footprints_cache = list()
//Bloody shoes/footprints
#define MAX_SHOE_BLOODINESS 100
#define BLOODY_FOOTPRINT_BASE_ALPHA 150
#define BLOOD_GAIN_PER_STEP 100
#define BLOOD_LOSS_PER_STEP 5
#define BLOOD_FADEOUT_TIME 2
//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"
//Turf wet states
#define TURF_DRY 0
#define TURF_WET_WATER 1
#define TURF_WET_LUBE 2
#define TURF_WET_ICE 3
#define TURF_WET_PERMAFROST 4
#define TURF_WET_SLIDE 5
//Maximum amount of time, (in approx. seconds.) a tile can be wet for.
#define MAXIMUM_WET_TIME 300
//Object/Item sharpness
#define IS_BLUNT 0
#define IS_SHARP 1
#define IS_SHARP_ACCURATE 2
//unmagic-strings for types of polls
#define POLLTYPE_OPTION "OPTION"
#define POLLTYPE_TEXT "TEXT"
#define POLLTYPE_RATING "NUMVAL"
#define POLLTYPE_MULTI "MULTICHOICE"
//lighting area defines
#define DYNAMIC_LIGHTING_DISABLED 0 //dynamic lighting disabled (area stays at full brightness)
#define DYNAMIC_LIGHTING_ENABLED 1 //dynamic lighting enabled
#define DYNAMIC_LIGHTING_IFSTARLIGHT 2 //dynamic lighting enabled only if starlight is.
#define IS_DYNAMIC_LIGHTING(A) ( A.lighting_use_dynamic == DYNAMIC_LIGHTING_IFSTARLIGHT ? config.starlight : A.lighting_use_dynamic )
//subtypesof(), typesof() without the parent path
#define subtypesof(typepath) ( typesof(typepath) - typepath )
//Bot types
#define SEC_BOT 1 // Secutritrons (Beepsky) and ED-209s
#define MULE_BOT 2 // MULEbots
#define FLOOR_BOT 4 // Floorbots
#define CLEAN_BOT 8 // Cleanbots
#define MED_BOT 16 // Medibots
//Sentience types
#define SENTIENCE_ORGANIC 1
#define SENTIENCE_ARTIFICIAL 2
#define SENTIENCE_OTHER 3
#define SENTIENCE_MINEBOT 4
#define SENTIENCE_BOSS 5
//Fire stuff, for burn_state
#define LAVA_PROOF -2
#define FIRE_PROOF -1
#define FLAMMABLE 0
#define ON_FIRE 1
//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"
//Ghost showing preferences:
#define GHOST_ACCS_NONE 1
#define GHOST_ACCS_DIR 50
#define GHOST_ACCS_FULL 100
#define GHOST_ACCS_NONE_NAME "default sprites"
#define GHOST_ACCS_DIR_NAME "only directional sprites"
#define GHOST_ACCS_FULL_NAME "full accessories"
#define GHOST_ACCS_DEFAULT_OPTION GHOST_ACCS_FULL
var/global/list/ghost_accs_options = list(GHOST_ACCS_NONE, GHOST_ACCS_DIR, GHOST_ACCS_FULL) //So save files can be sanitized properly.
#define GHOST_OTHERS_SIMPLE 1
#define GHOST_OTHERS_DEFAULT_SPRITE 50
#define GHOST_OTHERS_THEIR_SETTING 100
#define GHOST_OTHERS_SIMPLE_NAME "white ghost"
#define GHOST_OTHERS_DEFAULT_SPRITE_NAME "default sprites"
#define GHOST_OTHERS_THEIR_SETTING_NAME "their setting"
#define GHOST_OTHERS_DEFAULT_OPTION GHOST_OTHERS_THEIR_SETTING
var/global/list/ghost_others_options = list(GHOST_OTHERS_SIMPLE, GHOST_OTHERS_DEFAULT_SPRITE, GHOST_OTHERS_THEIR_SETTING) //Same as ghost_accs_options.
//Bloodcrawling
#define BLOODCRAWL 1
#define BLOODCRAWL_EAT 2
//Color Defines
#define OOC_COLOR "#002eb8"
/////////////////////////////////////
// atom.appearence_flags shortcuts //
/////////////////////////////////////
//this was added midway thru 510, so it might not exist in some versions, but we can't check by minor verison
#ifndef TILE_BOUND
#error this version of 510 is too old, You must use byond 510.1332 or later. (TILE_BOUND is not defined)
#endif
// 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
#define APPEARANCE_UI RESET_COLOR|RESET_TRANSFORM|NO_CLIENT_COLOR
//Just space
#define SPACE_ICON_STATE "[((x + y) ^ ~(x * y) + z) % 25]"
//Gun trigger guards
#define TRIGGER_GUARD_ALLOW_ALL -1
#define TRIGGER_GUARD_NONE 0
#define TRIGGER_GUARD_NORMAL 1
// Plant types
#define PLANT_NORMAL 0
#define PLANT_WEED 1
#define PLANT_MUSHROOM 2
#define PLANT_ALIEN 3
// 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
#define CHECK_DNA_AND_SPECIES(C) if((!(C.dna)) || (!(C.dna.species))) return
// Evil narsie colour
#define NARSIE_WINDOW_COLOUR "#7D1919"
// Defib stats
#define DEFIB_TIME_LIMIT 120
#define DEFIB_TIME_LOSS 60
// Diagonal movement
#define FIRST_DIAG_STEP 1
#define SECOND_DIAG_STEP 2
//Slime commands defines
#define SLIME_FRIENDSHIP_FOLLOW 3 //Min friendship to order it to follow
#define SLIME_FRIENDSHIP_STOPEAT 5 //Min friendship to order it to stop eating someone
#define SLIME_FRIENDSHIP_STOPEAT_NOANGRY 7 //Min friendship to order it to stop eating someone without it losing friendship
#define SLIME_FRIENDSHIP_STOPCHASE 4 //Min friendship to order it to stop chasing someone (their target)
#define SLIME_FRIENDSHIP_STOPCHASE_NOANGRY 6 //Min friendship to order it to stop chasing someone (their target) without it losing friendship
#define SLIME_FRIENDSHIP_STAY 3 //Min friendship to order it to stay
#define SLIME_FRIENDSHIP_ATTACK 8 //Min friendship to order it to attack
#define DEADCHAT_ARRIVALRATTLE "arrivalrattle"
#define DEADCHAT_DEATHRATTLE "deathrattle"
#define DEADCHAT_REGULAR "regular-deadchat"
// 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"
//debug printing macros
#define debug_world(msg) if (Debug2) world << "DEBUG: [msg]"
#define debug_admins(msg) if (Debug2) admins << "DEBUG: [msg]"
#define debug_world_log(msg) if (Debug2) world.log << "DEBUG: [msg]"
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/*
PIPE CONSTRUCTION DEFINES
Update these any time a path is changed
Construction breaks otherwise
*/
//Pipes
#define PIPE_SIMPLE /obj/machinery/atmospherics/pipe/simple
#define PIPE_MANIFOLD /obj/machinery/atmospherics/pipe/manifold
#define PIPE_4WAYMANIFOLD /obj/machinery/atmospherics/pipe/manifold4w
#define PIPE_HE /obj/machinery/atmospherics/pipe/heat_exchanging/simple
#define PIPE_HE_MANIFOLD /obj/machinery/atmospherics/pipe/heat_exchanging/manifold
#define PIPE_HE_4WAYMANIFOLD /obj/machinery/atmospherics/pipe/heat_exchanging/manifold4w
#define PIPE_JUNCTION /obj/machinery/atmospherics/pipe/heat_exchanging/junction
//Unary
#define PIPE_CONNECTOR /obj/machinery/atmospherics/components/unary/portables_connector
#define PIPE_UVENT /obj/machinery/atmospherics/components/unary/vent_pump
#define PIPE_SCRUBBER /obj/machinery/atmospherics/components/unary/vent_scrubber
#define PIPE_HEAT_EXCHANGE /obj/machinery/atmospherics/components/unary/heat_exchanger
//Binary
#define PIPE_PUMP /obj/machinery/atmospherics/components/binary/pump
#define PIPE_PASSIVE_GATE /obj/machinery/atmospherics/components/binary/passive_gate
#define PIPE_VOLUME_PUMP /obj/machinery/atmospherics/components/binary/volume_pump
#define PIPE_MVALVE /obj/machinery/atmospherics/components/binary/valve
#define PIPE_DVALVE /obj/machinery/atmospherics/components/binary/valve/digital
//Trinary
#define PIPE_GAS_FILTER /obj/machinery/atmospherics/components/trinary/filter
#define PIPE_GAS_MIXER /obj/machinery/atmospherics/components/trinary/mixer
//Disposal piping numbers - do NOT hardcode these, use the defines
#define DISP_PIPE_STRAIGHT 0
#define DISP_PIPE_BENT 1
#define DISP_JUNCTION 2
#define DISP_JUNCTION_FLIP 3
#define DISP_YJUNCTION 4
#define DISP_END_TRUNK 5
#define DISP_END_BIN 6
#define DISP_END_OUTLET 7
#define DISP_END_CHUTE 8
#define DISP_SORTJUNCTION 9
#define DISP_SORTJUNCTION_FLIP 10
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//Preference toggles
#define SOUND_ADMINHELP 1
#define SOUND_MIDI 2
#define SOUND_AMBIENCE 4
#define SOUND_LOBBY 8
#define MEMBER_PUBLIC 16
#define INTENT_STYLE 32
#define MIDROUND_ANTAG 64
#define SOUND_INSTRUMENTS 128
#define SOUND_SHIP_AMBIENCE 256
#define SOUND_PRAYERS 512
#define ANNOUNCE_LOGIN 1024
#define SOUND_ANNOUNCEMENTS 2048
#define DISABLE_DEATHRATTLE 4096
#define DISABLE_ARRIVALRATTLE 8192
#define TOGGLES_DEFAULT (SOUND_ADMINHELP|SOUND_MIDI|SOUND_AMBIENCE|SOUND_LOBBY|MEMBER_PUBLIC|INTENT_STYLE|MIDROUND_ANTAG|SOUND_INSTRUMENTS|SOUND_SHIP_AMBIENCE|SOUND_PRAYERS|SOUND_ANNOUNCEMENTS)
//Chat toggles
#define CHAT_OOC 1
#define CHAT_DEAD 2
#define CHAT_GHOSTEARS 4
#define CHAT_GHOSTSIGHT 8
#define CHAT_PRAYER 16
#define CHAT_RADIO 32
#define CHAT_PULLR 64
#define CHAT_GHOSTWHISPER 128
#define CHAT_GHOSTPDA 256
#define CHAT_GHOSTRADIO 512
#define TOGGLES_DEFAULT_CHAT (CHAT_OOC|CHAT_DEAD|CHAT_GHOSTEARS|CHAT_GHOSTSIGHT|CHAT_PRAYER|CHAT_RADIO|CHAT_PULLR|CHAT_GHOSTWHISPER|CHAT_GHOSTPDA|CHAT_GHOSTRADIO)
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//defines that give qdel hints. these can be given as a return in destory() or by calling
#define QDEL_HINT_QUEUE 0 //qdel should queue the object for deletion.
#define QDEL_HINT_LETMELIVE 1 //qdel should let the object live after calling destory.
#define QDEL_HINT_IWILLGC 2 //functionally the same as the above. qdel should assume the object will gc on its own, and not check it.
#define QDEL_HINT_HARDDEL 3 //qdel should assume this object won't gc, and queue a hard delete using a hard reference.
#define QDEL_HINT_HARDDEL_NOW 4 //qdel should assume this object won't gc, and hard del it post haste.
#define QDEL_HINT_PUTINPOOL 5 //qdel will put this object in the atom pool.
#define QDEL_HINT_FINDREFERENCE 6 //functionally identical to QDEL_HINT_QUEUE if TESTING is not enabled in _compiler_options.dm.
//if TESTING is enabled, qdel will call this object's find_references() verb.
//defines for the gc_destroyed var
#define GC_QUEUED_FOR_QUEUING -1
#define GC_QUEUED_FOR_HARD_DEL -2
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#define MIN_FREE_FREQ 1201
#define MAX_FREE_FREQ 1599
#define MIN_FREQ 1441
#define MAX_FREQ 1489
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#define SOLID 1
#define LIQUID 2
#define GAS 3
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//Values for antag preferences, event roles, etc. unified here
//These are synced with the Database, if you change the values of the defines
//then you MUST update the database!
#define ROLE_TRAITOR "traitor"
#define ROLE_OPERATIVE "operative"
#define ROLE_CHANGELING "changeling"
#define ROLE_WIZARD "wizard"
#define ROLE_MALF "malf AI"
#define ROLE_REV "revolutionary"
#define ROLE_ALIEN "xenomorph"
#define ROLE_PAI "pAI"
#define ROLE_CULTIST "cultist"
#define ROLE_BLOB "blob"
#define ROLE_NINJA "space ninja"
#define ROLE_MONKEY "monkey"
#define ROLE_GANG "gangster"
#define ROLE_ABDUCTOR "abductor"
#define ROLE_REVENANT "revenant"
#define ROLE_HOG_GOD "hand of god: god"
#define ROLE_HOG_CULTIST "hand of god: cultist"
#define ROLE_DEVIL "devil"
#define ROLE_SERVANT_OF_RATVAR "servant of Ratvar"
//Missing assignment means it's not a gamemode specific role, IT'S NOT A BUG OR ERROR.
//The gamemode specific ones are just so the gamemodes can query whether a player is old enough
//(in game days played) to play that role
var/global/list/special_roles = list(
ROLE_TRAITOR = /datum/game_mode/traitor,
ROLE_OPERATIVE = /datum/game_mode/nuclear,
ROLE_CHANGELING = /datum/game_mode/changeling,
ROLE_WIZARD = /datum/game_mode/wizard,
ROLE_MALF,
ROLE_REV = /datum/game_mode/revolution,
ROLE_ALIEN,
ROLE_PAI,
ROLE_CULTIST = /datum/game_mode/cult,
ROLE_BLOB = /datum/game_mode/blob,
ROLE_NINJA,
ROLE_MONKEY = /datum/game_mode/monkey,
ROLE_GANG = /datum/game_mode/gang,
ROLE_REVENANT,
ROLE_ABDUCTOR = /datum/game_mode/abduction,
ROLE_HOG_GOD = /datum/game_mode/hand_of_god,
ROLE_HOG_CULTIST = /datum/game_mode/hand_of_god,
ROLE_DEVIL = /datum/game_mode/devil,
ROLE_SERVANT_OF_RATVAR = /datum/game_mode/clockwork_cult,
)
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/*
Defines for use in saycode and text formatting.
Currently contains speech spans and message modes
*/
//Message modes. Each one defines a radio channel, more or less.
#define MODE_HEADSET "headset"
#define MODE_ROBOT "robot"
#define MODE_R_HAND "right hand"
#define MODE_L_HAND "left hand"
#define MODE_INTERCOM "intercom"
#define MODE_BINARY "binary"
#define MODE_WHISPER "whisper"
#define MODE_DEPARTMENT "department"
#define MODE_ALIEN "alientalk"
#define MODE_HOLOPAD "holopad"
#define MODE_CHANGELING "changeling"
//Spans. Robot speech, italics, etc. Applied in compose_message().
#define SPAN_ROBOT "robot"
#define SPAN_YELL "yell"
#define SPAN_ITALICS "italics"
#define SPAN_SANS "sans"
#define SPAN_PAPYRUS "papyrus"
#define SPAN_REALLYBIG "reallybig"
#define SPAN_COMMAND "command_headset"
//bitflag #defines for return value of the radio() proc.
#define ITALICS 1
#define REDUCE_RANGE 2
#define NOPASS 4
// A link given to ghost alice to follow bob
#define FOLLOW_LINK(alice, bob) "<a href=?src=\ref[alice];follow=\ref[bob]>(F)</a>"
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//shuttle mode defines
#define SHUTTLE_IDLE 0
#define SHUTTLE_RECALL 1
#define SHUTTLE_CALL 2
#define SHUTTLE_DOCKED 3
#define SHUTTLE_STRANDED 4
#define SHUTTLE_ESCAPE 5
#define SHUTTLE_ENDGAME 6
#define EMERGENCY_IDLE_OR_RECALLED (SSshuttle.emergency && ((SSshuttle.emergency.mode == SHUTTLE_IDLE) || (SSshuttle.emergency.mode == SHUTTLE_RECALL)))
#define EMERGENCY_ESCAPED_OR_ENDGAMED (SSshuttle.emergency && ((SSshuttle.emergency.mode == SHUTTLE_ESCAPE) || (SSshuttle.emergency.mode == SHUTTLE_ENDGAME)))
#define EMERGENCY_AT_LEAST_DOCKED (SSshuttle.emergency && SSshuttle.emergency.mode != SHUTTLE_IDLE && SSshuttle.emergency.mode != SHUTTLE_RECALL && SSshuttle.emergency.mode != SHUTTLE_CALL)
// Shuttle return values
#define SHUTTLE_NOT_A_DOCKING_PORT "not_a_docking_port"
#define SHUTTLE_DWIDTH_TOO_LARGE "docking_width_too_large"
#define SHUTTLE_WIDTH_TOO_LARGE "width_too_large"
#define SHUTTLE_DHEIGHT_TOO_LARGE "docking_height_too_large"
#define SHUTTLE_HEIGHT_TOO_LARGE "height_too_large"
#define SHUTTLE_ALREADY_DOCKED "we_are_already_docked"
#define SHUTTLE_SOMEONE_ELSE_DOCKED "someone_else_docked"
//Launching Shuttles to Centcomm
#define NOLAUNCH -1
#define UNLAUNCHED 0
#define ENDGAME_LAUNCHED 1
#define EARLY_LAUNCHED 2
// Ripples, effects that signal a shuttle's arrival
#define SHUTTLE_RIPPLE_TIME 100
#define SHUTTLE_RIPPLE_FADEIN 50
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#define SEE_INVISIBLE_MINIMUM 5
#define SEE_INVISIBLE_NOLIGHTING 15 //to not see the lighting objects. Used for nightvision and observer with darkness toggled.
#define INVISIBILITY_LIGHTING 20
#define SEE_INVISIBLE_LIVING 25
#define SEE_INVISIBLE_LEVEL_ONE 35 //currently unused
#define INVISIBILITY_LEVEL_ONE 35 //currently unused
#define SEE_INVISIBLE_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_LEVEL_TWO 45 //currently unused
#define INVISIBILITY_OBSERVER 60
#define SEE_INVISIBLE_OBSERVER 60
#define INVISIBILITY_MAXIMUM 100 //the maximum allowed for "real" objects
#define INVISIBILITY_ABSTRACT 101 //only used for abstract objects (e.g. spacevine_controller), things that are not really there.
#define BORGMESON 1
#define BORGTHERM 2
#define BORGXRAY 4
#define BORGMATERIAL 8
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/*
Used with the various stat variables (mob, machines)
*/
//mob/var/stat things
#define CONSCIOUS 0
#define UNCONSCIOUS 1
#define DEAD 2
//mob disabilities stat
#define BLIND 1
#define MUTE 2
#define DEAF 4
#define NEARSIGHT 8
#define FAT 32
#define HUSK 64
#define NOCLONE 128
#define CLUMSY 256
// bitflags for machine stat variable
#define BROKEN 1
#define NOPOWER 2
#define POWEROFF 4 // tbd
#define MAINT 8 // under maintaince
#define EMPED 16 // temporary broken by EMP pulse
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#define CAT_NONE ""
#define CAT_WEAPON "Weaponry"
#define CAT_AMMO "Ammunition"
#define CAT_ROBOT "Robots"
#define CAT_FOOD "Food"
#define CAT_MISC "Misc"
#define CAT_PRIMAL "Tribal"
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#define UI_INTERACTIVE 2 // Green/Interactive
#define UI_UPDATE 1 // Orange/Updates Only
#define UI_DISABLED 0 // Red/Disabled
#define UI_CLOSE -1 // Closed
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#define TICK_LIMIT_RUNNING 85
#define TICK_LIMIT_TO_RUN 80
#define TICK_LIMIT_MC 84
#define TICK_LIMIT_MC_INIT 100
#define TICK_CHECK ( world.tick_usage > CURRENT_TICKLIMIT ? stoplag() : 0 )
#define CHECK_TICK if (world.tick_usage > CURRENT_TICKLIMIT) stoplag()
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#define WIRE_ACTIVATE "activate"
#define WIRE_AI "ai"
#define WIRE_ALARM "alarm"
#define WIRE_AVOIDANCE "avoidance"
#define WIRE_BACKUP1 "backup1"
#define WIRE_BACKUP2 "backup2"
#define WIRE_BEACON "beacon"
#define WIRE_BOLTS "bolts"
#define WIRE_BOOM "boom"
#define WIRE_CAMERA "camera"
#define WIRE_CONTRABAND "contraband"
#define WIRE_DELAY "delay"
#define WIRE_DISABLE "disable"
#define WIRE_DISARM "disarm"
#define WIRE_ELECTRIFY "electrify"
#define WIRE_HACK "hack"
#define WIRE_IDSCAN "idscan"
#define WIRE_INTERFACE "interface"
#define WIRE_LAWSYNC "lawsync"
#define WIRE_LIGHT "light"
#define WIRE_LIMIT "limit"
#define WIRE_LOADCHECK "loadcheck"
#define WIRE_LOCKDOWN "lockdown"
#define WIRE_MOTOR1 "motor1"
#define WIRE_MOTOR2 "motor2"
#define WIRE_OPEN "open"
#define WIRE_PANIC "panic"
#define WIRE_POWER "power"
#define WIRE_POWER1 "power1"
#define WIRE_POWER2 "power2"
#define WIRE_PROCEED "proceed"
#define WIRE_RX "recieve"
#define WIRE_SAFETY "safety"
#define WIRE_SHOCK "shock"
#define WIRE_SIGNAL "signal"
#define WIRE_SPEAKER "speaker"
#define WIRE_STRENGTH "strength"
#define WIRE_THROW "throw"
#define WIRE_TIMING "timing"
#define WIRE_TX "transmit"
#define WIRE_UNBOLT "unbolt"
#define WIRE_ZAP "zap"
#define WIRE_ZAP1 "zap1"
#define WIRE_ZAP2 "zap2"