#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 SPECIES_LAYER 26 // mutantrace colors... these are on a seperate layer in order to prvent #define BODY_BEHIND_LAYER 25 #define BODY_LAYER 24 //underwear, undershirts, socks, eyes, lips(makeup) #define BODY_ADJ_LAYER 23 #define MUTATIONS_LAYER 22 //Tk headglows etc. #define AUGMENTS_LAYER 21 #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 ;_; //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 #define MANIFEST_ERROR_NAME 1 #define MANIFEST_ERROR_COUNT 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 CLICK_CD_MELEE 8 #define CLICK_CD_RANGE 4 #define CLICK_CD_BREAKOUT 100 #define CLICK_CD_HANDCUFFED 10 #define CLICK_CD_TKSTRANGLE 10 #define CLICK_CD_RESIST 20 //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 //singularity defines #define STAGE_ONE 1 #define STAGE_TWO 3 #define STAGE_THREE 5 #define STAGE_FOUR 7 #define STAGE_FIVE 9 //zlevel defines, can be overridden for different maps in the appropriate _maps file. #define ZLEVEL_SPACEMAX 7 #define ZLEVEL_MINING 5 #define ZLEVEL_SPACEMIN 3 #define ZLEVEL_ABANDONNEDTSAT 3 #define ZLEVEL_CENTCOM 2 #define ZLEVEL_STATION 1 //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 //defines #define MAX_RANGE_FIND 32 #define MIN_RANGE_FIND 16 #define FUZZY_CHANCE_HIGH 85 #define FUZZY_CHANCE_LOW 50 #define CHANCE_TALK 15