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misc.dm
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//gets all subtypes of type
#define subtypesof(typepath) ( typesof(typepath) - typepath )
//number of deciseconds in a day
#define MIDNIGHT_ROLLOVER 864000
//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
//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"
//zlevel defines, can be overriden for different maps in the appropriate _maps file.
#define ZLEVEL_STATION 1
#define ZLEVEL_CENTCOMM 2 //EI NATH!!
#define ZLEVEL_CENTCOM 2
#define ZLEVEL_TELECOMMS 3
#define ZLEVEL_DERELICT 4
#define ZLEVEL_ASTEROID 5
#define ZLEVEL_EMPTY 6
#define TRANSITIONEDGE 7 //Distance from edge to move to another z-level
#define ENGINE_EJECT_Z 3 //Unused now
//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)
//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
//Object specific defines
#define CANDLE_LUM 3 //For how bright candles are
//Security levels
#define SEC_LEVEL_GREEN 0
#define SEC_LEVEL_BLUE 1
#define SEC_LEVEL_RED 2
#define SEC_LEVEL_DELTA 3
#define ROUNDSTART_LOGOUT_REPORT_TIME 6000 //Amount of time (in deciseconds) after the rounds starts, that the player disconnect report is issued.
// Doors!
#define DOOR_CRUSH_DAMAGE 10
#define FIREDOOR_MAX_PRESSURE_DIFF 25 // kPa
#define FIREDOOR_MAX_TEMP 50 // °C
#define FIREDOOR_MIN_TEMP 0
#define FIREDOOR_ALERT_HOT 1
#define FIREDOOR_ALERT_COLD 2
//Germs and infection
#define GERM_LEVEL_AMBIENT 110 //maximum germ level you can reach by standing still
#define GERM_LEVEL_MOVE_CAP 200 //maximum germ level you can reach by running around
#define INFECTION_LEVEL_ONE 100
#define INFECTION_LEVEL_TWO 500
#define INFECTION_LEVEL_THREE 1000
#define INFECTION_LEVEL_ONE_PLUS INFECTION_LEVEL_ONE + ( (INFECTION_LEVEL_TWO - INFECTION_LEVEL_ONE) * 1/3 )
#define INFECTION_LEVEL_ONE_PLUS_PLUS INFECTION_LEVEL_ONE + ( (INFECTION_LEVEL_TWO - INFECTION_LEVEL_ONE) * 2/3 )
#define INFECTION_LEVEL_TWO_PLUS INFECTION_LEVEL_TWO + ( (INFECTION_LEVEL_THREE - INFECTION_LEVEL_TWO) * 1/3 )
#define INFECTION_LEVEL_TWO_PLUS_PLUS INFECTION_LEVEL_TWO + ( (INFECTION_LEVEL_THREE - INFECTION_LEVEL_TWO) * 2/3 )
//metal, glass, rod stacks
#define MAX_STACK_AMOUNT_METAL 50
#define MAX_STACK_AMOUNT_GLASS 50
#define MAX_STACK_AMOUNT_RODS 60
//some colors
#define COLOR_RED "#FF0000"
#define COLOR_GREEN "#00FF00"
#define COLOR_BLUE "#0000FF"
#define COLOR_CYAN "#00FFFF"
#define COLOR_PINK "#FF00FF"
#define COLOR_YELLOW "#FFFF00"
#define COLOR_ORANGE "#FF9900"
#define COLOR_WHITE "#FFFFFF"
#define COLOR_GRAY "#808080"
//some arbitrary defines to be used by self-pruning global lists. (see master_controller)
#define PROCESS_KILL 26 //Used to trigger removal from a processing list
#define shuttle_time_in_station 1800 // 3 minutes in the station
#define shuttle_time_to_arrive 6000 // 10 minutes to arrive
#define FOR_DVIEW(type, range, center, invis_flags) \
dview_mob.loc = center; \
dview_mob.see_invisible = invis_flags; \
for(type in view(range, dview_mob))
#define END_FOR_DVIEW dview_mob.loc = null
//defines
#define RESIZE_DEFAULT_SIZE 1
//Just space
#define SPACE_ICON_STATE "[((x + y) ^ ~(x * y) + z) % 25]"
//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_PHORON "$phoron"
#define MAT_PLASTIC "$plastic"
#define MAT_BANANIUM "$bananium"
#define COIN_STANDARD "Coin"
#define COIN_GOLD "Gold coin"
#define COIN_SILVER "Silver coin"
#define COIN_DIAMOND "Diamond coin"
#define COIN_IRON "Iron coin"
#define COIN_PHORON "Solid phoron coin"
#define COIN_URANIUM "Uranium coin"
#define COIN_BANANIUM "Bananium coin"
#define COIN_PLATINUM "Platunum coin"
#define MINERAL_MATERIAL_AMOUNT 2000
//The amount of materials you get from a sheet of mineral like iron/diamond/glass etc
#define APC_MIN_TO_MALF_DECLARE 5
//if malf apcs < than this, malf can't begin the takeover attempt
#define APC_BONUS_WITH_INTERCEPT 4
//If AI intercepts message, he can hack additional APC_BONUS_WITH_INTERCEPT APCs without attracting attention
#define MALF_SMALL_MODULE_PRICE 10
#define MALF_LARGE_MODULE_PRICE 50
//Malf modules prices
// 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
// 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"
// Cargo-related stuff.
#define MANIFEST_ERROR_CHANCE 5
#define MANIFEST_ERROR_NAME 1
#define MANIFEST_ERROR_CONTENTS 2
#define MANIFEST_ERROR_ITEM 4
//teleport checks
#define TELE_CHECK_NONE 0
#define TELE_CHECK_TURFS 1
#define TELE_CHECK_ALL 2
//get_turf(): Returns the turf that contains the atom.
//Example: A fork inside a box inside a locker will return the turf the locker is standing on.
#define get_turf(A) (get_step(A, 0))
// Door assembly states
#define ASSEMBLY_SECURED 0
#define ASSEMBLY_WIRED 1
#define ASSEMBLY_NEAR_FINISHED 2
//Wet floor states/severity
#define WATER_FLOOR 1
#define LUBE_FLOOR 2
#define WORLD_ICON_SIZE 32
#define PIXEL_MULTIPLIER WORLD_ICON_SIZE/32
// (Bay12 = -2), but we don't have that projectile code, so...
#define PROJECTILE_FORCE_MISS -1
#define COORD(A) "([A.x],[A.y],[A.z])"
//Error handler defines
#define ERROR_USEFUL_LEN 2