/* These defines are specific to the atom/flags_1 bitmask */ #define ALL (~0) //For convenience. #define NONE 0 //for convenience #define ENABLE_BITFIELD(variable, flag) (variable |= (flag)) #define DISABLE_BITFIELD(variable, flag) (variable &= ~(flag)) #define CHECK_BITFIELD(variable, flag) (variable & (flag)) #define TOGGLE_BITFIELD(variable, flag) (variable ^= (flag)) //check if all bitflags specified are present #define CHECK_MULTIPLE_BITFIELDS(flagvar, flags) (((flagvar) & (flags)) == (flags)) GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768)) // for /datum/var/datum_flags #define DF_USE_TAG (1<<0) #define DF_VAR_EDITED (1<<1) #define DF_ISPROCESSING (1<<2) //FLAGS BITMASK /// This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not. #define HEAR_1 (1<<3) /// Projectiels will check ricochet on things impacted that have this. #define CHECK_RICOCHET_1 (1<<4) /// conducts electricity (metal etc.) #define CONDUCT_1 (1<<5) /// For machines and structures that should not break into parts, eg, holodeck stuff #define NODECONSTRUCT_1 (1<<7) /// atom queued to SSoverlay #define OVERLAY_QUEUED_1 (1<<8) /// item has priority to check when entering or leaving #define ON_BORDER_1 (1<<9) /// Prevent clicking things below it on the same turf eg. doors/ fulltile windows #define PREVENT_CLICK_UNDER_1 (1<<11) #define HOLOGRAM_1 (1<<12) ///Whether /atom/Initialize() has already run for the object #define INITIALIZED_1 (1<<14) /// was this spawned by an admin? used for stat tracking stuff. #define ADMIN_SPAWNED_1 (1<<15) /// should not get harmed if this gets caught by an explosion? #define PREVENT_CONTENTS_EXPLOSION_1 (1<<16) //turf-only flags #define NOJAUNT_1 (1<<0) #define UNUSED_RESERVATION_TURF_1 (1<<1) /// If a turf can be made dirty at roundstart. This is also used in areas. #define CAN_BE_DIRTY_1 (1<<2) /// If blood cultists can draw runes or build structures on this turf #define CULT_PERMITTED_1 (1<<3) /// Blocks lava rivers being generated on the turf #define NO_LAVA_GEN_1 (1<<6) /// Blocks ruins spawning on the turf #define NO_RUINS_1 (1<<10) /* 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<<0) #define PASSGLASS (1<<1) #define PASSGRILLE (1<<2) #define PASSBLOB (1<<3) #define PASSMOB (1<<4) #define PASSCLOSEDTURF (1<<5) #define LETPASSTHROW (1<<6) //Movement Types #define GROUND (1<<0) #define FLYING (1<<1) #define VENTCRAWLING (1<<2) #define FLOATING (1<<3) /// When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped. #define UNSTOPPABLE (1<<4) //Fire and Acid stuff, for resistance_flags #define LAVA_PROOF (1<<0) /// 100% immune to fire damage (but not necessarily to lava or heat) #define FIRE_PROOF (1<<1) #define FLAMMABLE (1<<2) #define ON_FIRE (1<<3) /// acid can't even appear on it, let alone melt it. #define UNACIDABLE (1<<4) /// acid stuck on it doesn't melt it. #define ACID_PROOF (1<<5) /// doesn't take damage #define INDESTRUCTIBLE (1<<6) /// can't be frozen #define FREEZE_PROOF (1<<7) //tesla_zap #define TESLA_MACHINE_EXPLOSIVE (1<<0) #define TESLA_ALLOW_DUPLICATES (1<<1) #define TESLA_OBJ_DAMAGE (1<<2) #define TESLA_MOB_DAMAGE (1<<3) #define TESLA_MOB_STUN (1<<4) #define TESLA_DEFAULT_FLAGS ALL #define TESLA_FUSION_FLAGS TESLA_OBJ_DAMAGE | TESLA_MOB_DAMAGE | TESLA_MOB_STUN //EMP protection #define EMP_PROTECT_SELF (1<<0) #define EMP_PROTECT_CONTENTS (1<<1) #define EMP_PROTECT_WIRES (1<<2) //Mob mobility var flags /// can move #define MOBILITY_MOVE (1<<0) /// can, and is, standing up #define MOBILITY_STAND (1<<1) /// can pickup items #define MOBILITY_PICKUP (1<<2) /// can hold and use items #define MOBILITY_USE (1<<3) /// can use interfaces like machinery #define MOBILITY_UI (1<<4) /// can use storage item #define MOBILITY_STORAGE (1<<5) /// can pull things #define MOBILITY_PULL (1<<6) #define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL) #define MOBILITY_FLAGS_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE) // radiation #define RAD_PROTECT_CONTENTS (1<<0) #define RAD_NO_CONTAMINATE (1<<1) //alternate appearance flags #define AA_TARGET_SEE_APPEARANCE (1<<0) #define AA_MATCH_TARGET_OVERLAYS (1<<1)