// /mob/var/stat things. #define CONSCIOUS 0 #define UNCONSCIOUS 1 #define DEAD 2 // Bitflags defining which status effects could be or are inflicted on a mob. #define CANSTUN 0x1 #define CANWEAKEN 0x2 #define CANPARALYSE 0x4 #define CANPUSH 0x8 #define LEAPING 0x10 #define PASSEMOTES 0x32 // Mob has a cortical borer or holders inside of it that need to see emotes. #define GODMODE 0x1000 #define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath. #define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code #define XENO_HOST 0x8000 // Tracks whether we're gonna be a baby alien's mummy. #define NO_ANTAG 0x10000 // Players are restricted from gaining antag roles when occupying this mob // Grab levels. #define GRAB_PASSIVE 1 #define GRAB_AGGRESSIVE 2 #define GRAB_NECK 3 #define GRAB_UPGRADING 4 #define GRAB_KILL 5 #define BORGMESON 0x1 #define BORGTHERM 0x2 #define BORGXRAY 0x4 #define BORGMATERIAL 8 #define HOSTILE_STANCE_IDLE 1 #define HOSTILE_STANCE_ALERT 2 #define HOSTILE_STANCE_ATTACK 3 #define HOSTILE_STANCE_ATTACKING 4 #define HOSTILE_STANCE_TIRED 5 #define LEFT 1 #define RIGHT 2 // Pulse levels, very simplified. #define PULSE_NONE 0 // So !M.pulse checks would be possible. #define PULSE_SLOW 1 // <60 bpm #define PULSE_NORM 2 // 60-90 bpm #define PULSE_FAST 3 // 90-120 bpm #define PULSE_2FAST 4 // >120 bpm #define PULSE_THREADY 5 // Occurs during hypovolemic shock #define GETPULSE_HAND 0 // Less accurate. (hand) #define GETPULSE_TOOL 1 // More accurate. (med scanner, sleeper, etc.) #define PULSE_MAX_BPM 250 // Highest, readable BPM by machines and humans. // Blood pressure levels, simplified #define BP_HIGH_SYSTOLIC 140 #define BP_PRE_HIGH_SYSTOLIC 125 #define BP_IDEAL_SYSTOLIC 80 #define BP_HIGH_DIASTOLIC 100 #define BP_PRE_HIGH_DIASTOLIC 85 #define BP_IDEAL_DIASTOLIC 60 #define BLOOD_PRESSURE_HIGH 4 #define BLOOD_PRESSURE_PRE_HIGH 3 #define BLOOD_PRESSURE_IDEAL 2 #define BLOOD_PRESSURE_LOW 1 // total_radiation levels (Note that total_radiation can be above RADS_MAX until handle_mutations_and_radiation() runs) #define RADS_NONE 0 #define RADS_LOW 1 #define RADS_MED 50 #define RADS_HIGH 75 #define RADS_MAX 100 //intent flags, why wasn't this done the first time? #define I_HELP "help" #define I_DISARM "disarm" #define I_GRAB "grab" #define I_HURT "harm" // Limbs and robotic stuff. #define BP_L_FOOT "l_foot" #define BP_R_FOOT "r_foot" #define BP_L_LEG "l_leg" #define BP_R_LEG "r_leg" #define BP_L_HAND "l_hand" #define BP_R_HAND "r_hand" #define BP_L_ARM "l_arm" #define BP_R_ARM "r_arm" #define BP_HEAD "head" #define BP_CHEST "chest" #define BP_GROIN "groin" #define BP_ALL_LIMBS list(BP_CHEST, BP_GROIN, BP_HEAD, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND, BP_L_LEG, BP_R_LEG, BP_L_FOOT, BP_R_FOOT) #define BP_IS_ROBOTIC(org) (org.status & ORGAN_ROBOT) //Generic organs #define BP_MOUTH "mouth" #define BP_EYES "eyes" #define BP_HEART "heart" #define BP_LUNGS "lungs" #define BP_BRAIN "brain" #define BP_LIVER "liver" #define BP_KIDNEYS "kidneys" #define BP_STOMACH "stomach" #define BP_APPENDIX "appendix" //Vaurca organs #define BP_NEURAL_SOCKET "neural socket" #define BP_PHORON_RESERVE "phoron reserve tank" #define BP_FILTRATION_BIT "filtration bit" #define BP_PHORON_RESERVOIR "phoron reservoir" #define BP_VAURCA_LIVER "mechanical liver" #define BP_VAURCA_KIDNEYS "mechanical kidneys" //Aut'akh organs #define BP_ANCHOR "anchor" #define BP_HAEMO "haemodynamic" #define BP_ADRENAL "adrenal" //IPC organs #define BP_CELL "cell" #define BP_OPTICS "optics" #define BP_IPCTAG "ipc tag" //Augment organs #define BP_AUG_TIMEPIECE "integrated timepiece" #define BP_AUG_PDA "integrated pda" #define BP_AUG_TOOL "retractable combitool" #define BP_AUG_PEN "retractable combipen" #define BP_AUG_LIGHTER "retractable lighter" #define BP_AUG_HEALTHSCAN "integrated health scanner" #define BP_AUG_TESLA "tesla spine" #define BP_AUG_EYE_SENSORS "integrated eyes sensors" #define BP_AUG_HAIR "synthetic hair extensions" #define BP_AUG_SUSPENSION "calf suspension" #define BP_AUG_TASTE_BOOSTER "taste booster" #define BP_AUG_RADIO "integrated radio" #define BP_AUG_FUEL_CELL "integrated fuel cell" #define BP_AUG_AIR_ANALYZER "integrated air analyzer" #define BP_AUG_LANGUAGE "integrated language processor" #define BP_AUG_PSI "psionic receiver" #define BP_AUG_CALF_OVERRIDE "calf overdrive" //Organ defines #define PROCESS_ACCURACY 10 #define DEFAULT_BLOOD_AMOUNT 560 //Default blood amount in units //These are used Bump() code for living mobs, in the mob_bump_flag, mob_swap_flags, and mob_push_flags vars to determine whom can bump/swap with whom. #define HUMAN 1 #define MONKEY 2 #define ALIEN 4 #define ROBOT 8 #define SLIME 16 #define SIMPLE_ANIMAL 32 #define HEAVY 64 #define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL|HEAVY) //Types of diona, returned by is_diona #define DIONA_NYMPH 1 #define DIONA_WORKER 2 // Robot AI notifications #define ROBOT_NOTIFICATION_NEW_UNIT 1 #define ROBOT_NOTIFICATION_NEW_NAME 2 #define ROBOT_NOTIFICATION_NEW_MODULE 3 #define ROBOT_NOTIFICATION_MODULE_RESET 4 // Appearance change flags #define APPEARANCE_UPDATE_DNA 0x1 #define APPEARANCE_RACE (0x2|APPEARANCE_UPDATE_DNA) #define APPEARANCE_GENDER (0x4|APPEARANCE_UPDATE_DNA) #define APPEARANCE_SKIN 0x8 #define APPEARANCE_HAIR 0x10 #define APPEARANCE_HAIR_COLOR 0x20 #define APPEARANCE_FACIAL_HAIR 0x40 #define APPEARANCE_FACIAL_HAIR_COLOR 0x80 #define APPEARANCE_EYE_COLOR 0x100 #define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR) #define APPEARANCE_ALL 0xFFFF #define APPEARANCE_PLASTICSURGERY (APPEARANCE_ALL & ~APPEARANCE_RACE) // Click cooldown #define DEFAULT_ATTACK_COOLDOWN 8 //Default timeout for aggressive actions #define DEFAULT_QUICK_COOLDOWN 4 #define MIN_SUPPLIED_LAW_NUMBER 15 #define MAX_SUPPLIED_LAW_NUMBER 50 //default item on-mob icons #define INV_HEAD_DEF_ICON 'icons/mob/head.dmi' #define INV_BACK_DEF_ICON 'icons/mob/back.dmi' #define INV_L_HAND_DEF_ICON 'icons/mob/items/lefthand.dmi' #define INV_R_HAND_DEF_ICON 'icons/mob/items/righthand.dmi' #define INV_W_UNIFORM_DEF_ICON 'icons/mob/uniform.dmi' #define INV_ACCESSORIES_DEF_ICON 'icons/mob/ties.dmi' #define INV_SUIT_DEF_ICON 'icons/mob/suit.dmi' // IPC tags #define IPC_OWNERSHIP_SELF "Self Owned" #define IPC_OWNERSHIP_COMPANY "Company Owned" #define IPC_OWNERSHIP_PRIVATE "Privately Owned" // NT's alignment towards the character #define COMPANY_LOYAL "Loyal" #define COMPANY_SUPPORTATIVE "Supportive" #define COMPANY_NEUTRAL "Neutral" #define COMPANY_SKEPTICAL "Skeptical" #define COMPANY_OPPOSED "Opposed" #define COMPANY_ALIGNMENTS list(COMPANY_LOYAL,COMPANY_SUPPORTATIVE,COMPANY_NEUTRAL,COMPANY_SKEPTICAL,COMPANY_OPPOSED) // Defines the argument used for get_mobs_and_objs_in_view_fast #define GHOSTS_ALL_HEAR 1 #define ONLY_GHOSTS_IN_VIEW 0 // Defines mob sizes, used by lockers and to determine what is considered a small sized mob, etc. #define MOB_LARGE 16 #define MOB_MEDIUM 9 #define MOB_SMALL 6 #define MOB_TINY 4 #define MOB_MINISCULE 1 #define BASE_MAX_NUTRITION 600 #define HUNGER_FACTOR 0.04 // Factor of how fast mob nutrition decreases over time. #define BASE_MAX_HYDRATION 800 #define THIRST_FACTOR 0.02 // Factor of how fast mob hydration decreases over time. #define CREW_MINIMUM_HYDRATION CREW_HYDRATION_HYDRATED // The minimum amount of nutrition a crewmember will spawn with, represented as a percentage #define CREW_MAXIMUM_HYDRATION CREW_HYDRATION_OVERHYDRATED // Same as above, but maximum. #define CREW_MINIMUM_NUTRITION CREW_NUTRITION_FULL // The minimum amount of nutrition a crewmember will spawn with, represented as a percentage. #define CREW_MAXIMUM_NUTRITION CREW_NUTRITION_OVEREATEN // Same as above, but maximum. //Note that all of this is relative to nutrition/max nutrition #define CREW_NUTRITION_OVEREATEN 0.8 #define CREW_NUTRITION_FULL 0.4 #define CREW_NUTRITION_SLIGHTLYHUNGRY 0.3 #define CREW_NUTRITION_HUNGRY 0.2 #define CREW_NUTRITION_VERYHUNGRY 0.1 #define CREW_NUTRITION_STARVING 0 //Note that all of this is relative to hydration/max hydration #define CREW_HYDRATION_OVERHYDRATED 1.01 //Overhydration can't occur. #define CREW_HYDRATION_HYDRATED 0.4 #define CREW_HYDRATION_SLIGHTLYTHIRSTY 0.3 #define CREW_HYDRATION_THIRSTY 0.2 #define CREW_HYDRATION_VERYTHIRSTY 0.1 #define CREW_HYDRATION_DEHYDRATED 0 #define TINT_NONE 0 #define TINT_MODERATE 1 #define TINT_HEAVY 2 #define TINT_BLIND 3 #define FLASH_PROTECTION_REDUCED -1 #define FLASH_PROTECTION_NONE 0 #define FLASH_PROTECTION_MODERATE 1 #define FLASH_PROTECTION_MAJOR 2 #define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6) #define DRONE_SPAWN_DELAY round(config.respawn_delay / 3) // Gluttony levels. #define GLUT_TINY 1 // Eat anything tiny and smaller #define GLUT_SMALLER 2 // Eat anything smaller than we are #define GLUT_ANYTHING 4 // Eat anything, ever #define GLUT_MESSY 8 // Only eat mobs, and eat them in chunks. #define GLUT_ITEM_TINY 16 // Eat items with a w_class of small or smaller #define GLUT_ITEM_NORMAL 32 // Eat items with a w_class of normal or smaller #define GLUT_ITEM_ANYTHING 64 // Eat any item #define GLUT_PROJECTILE_VOMIT 128 // When vomitting, does it fly out? // Devour speeds, returned by can_devour() #define DEVOUR_SLOW 1 #define DEVOUR_FAST 2 // Incapacitation flags, used by the mob/proc/incapacitated() proc #define INCAPACITATION_NONE 0 #define INCAPACITATION_RESTRAINED 1 #define INCAPACITATION_BUCKLED_PARTIALLY 2 #define INCAPACITATION_BUCKLED_FULLY 4 #define INCAPACITATION_STUNNED 8 #define INCAPACITATION_FORCELYING 16 #define INCAPACITATION_KNOCKOUT 32 #define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING) #define INCAPACITATION_DISABLED (INCAPACITATION_KNOCKDOWN|INCAPACITATION_STUNNED) #define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY|INCAPACITATION_DISABLED) #define INCAPACITATION_ALL (~INCAPACITATION_NONE) #define MOB_PULL_NONE 0 #define MOB_PULL_SMALLER 1 #define MOB_PULL_SAME 2 #define MOB_PULL_LARGER 3 //Time of Death constants //Used with a list in preference datums to track times of death #define CREW "crew" //Used for crewmembers, AI, cyborgs, nymphs, antags #define ANIMAL "animal" //Used for rats and any other simple animals #define MINISYNTH "minisynth"//Used for drones and pAIs #define RESPAWN_ANIMAL 3000 #define RESPAWN_MINISYNTH 6000 // Flags for the eat_types variable, a bitfield of what can or can't be eaten // Note that any given mob can be more than one type #define TYPE_ORGANIC 1 // Almost any creature under /mob/living/carbon and most simple animals #define TYPE_SYNTHETIC 2 // Everything under /mob/living/silicon, plus IPCs, viscerators #define TYPE_HUMANOID 4 // Humans, skrell, unathi, tajara, vaurca, diona, IPC, vox #define TYPE_WEIRD 8 // Slimes, constructs, demons, and other creatures of a magical or bluespace nature. #define TYPE_INCORPOREAL 16 // Mobs that don't really have any physical form to them. // Maximum number of chickens allowed at once. // If the number of chickens on the map exceeds this, laid eggs will not hatch. #define MAX_CHICKENS 50 //carbon taste sensitivity defines, used in mob/living/carbon/proc/ingest #define TASTE_HYPERSENSITIVE 3 //anything below 5% #define TASTE_SENSITIVE 2 //anything below 7% #define TASTE_NORMAL 1 //anything below 15% #define TASTE_DULL 0.5 //anything below 30% #define TASTE_NUMB 0.1 //anything below 150% //ear healing limit - past this ear_damage your ear will not recover its hearing over time #define HEARING_DAMAGE_LIMIT 100 #define HEARING_DAMAGE_SLOW_HEAL 25 //Used by emotes #define VISIBLE_MESSAGE 1 #define AUDIBLE_MESSAGE 2 //helper for inverting armor blocked values into a multiplier #define BLOCKED_MULT(blocked) max(1 - (blocked/100), 0) // Prosthetic organ defines. #define PROSTHETIC_IPC "Hephaestus Integrated Limb" #define PROSTHETIC_HK "Hephaestus Vulcanite Limb" #define PROSTHETIC_IND "Hephaestus Industrial Limb" #define PROSTHETIC_SYNTHSKIN "Human Synthskin" #define PROSTHETIC_BC "Bishop Cybernetics" #define PROSTHETIC_ZH "Zeng-Hu Pharmaceuticals" #define PROSTHETIC_HI "Hephaestus Industries" #define PROSTHETIC_XMG "Xion Manufacturing Group" #define PROSTHETIC_DIONA "Unknown Model" #define PROSTHETIC_AUTAKH "Aut'akh Manufactured" #define PROSTHETIC_TESLA "Tesla Powered Prosthetics" //Brain Damage defines #define BRAIN_DAMAGE_MILD 10 #define BRAIN_DAMAGE_SEVERE 40 #define BRAIN_TRAUMA_MILD /datum/brain_trauma/mild #define BRAIN_TRAUMA_SEVERE /datum/brain_trauma/severe #define BRAIN_TRAUMA_SPECIAL /datum/brain_trauma/special #define CURE_CRYSTAL "crystal" #define CURE_SOLITUDE "solitude" #define CURE_HYPNOSIS "hypnosis" #define CURE_SURGERY "surgery" #define CURE_ADMIN "all" // Surgery Stuff #define SURGERY_SUCCESS 2 // Proceed with surgery #define SURGERY_FAIL 1 // Autofail surgery #define SURGERY_IGNORE 0 // Ignore surgery completely and just attack #define STASIS_MISC "misc" #define STASIS_CRYOBAG "cryobag" #define STASIS_COLD "cold" #define AURA_CANCEL 1 #define AURA_FALSE 2 #define AURA_TYPE_BULLET "Bullet" #define AURA_TYPE_WEAPON "Weapon" #define AURA_TYPE_THROWN "Thrown" #define AURA_TYPE_LIFE "Life" // Remote Control defines #define REMOTE_GENERIC_MECH "remotemechs" #define REMOTE_AI_MECH "aimechs" #define REMOTE_PRISON_MECH "prisonmechs" #define REMOTE_GENERIC_ROBOT "remoterobots" #define REMOTE_BUNKER_ROBOT "bunkerrobots" #define REMOTE_PRISON_ROBOT "prisonrobots" #define REMOTE_WARDEN_ROBOT "wardenrobots" // Robot Overlay Defines #define ROBOT_PANEL_EXPOSED "exposed" #define ROBOT_PANEL_CELL "cell" #define ROBOT_PANEL_NO_CELL "no cell"