Files
Bubberstation/code/__DEFINES/flags.dm
vuonojenmustaturska 3eb30b16f3 Replaces HEALS_EARS_2 with a component, adds a wearertargeting parent component for future use (#37530)
code: HEALS_EARS_2 is removed in favor of the earhealing component

code: wearertargeting component is available to subtype for components that want to target the wearer of an item rather than the item itself
2018-04-30 10:32:59 +12:00

85 lines
3.6 KiB
Plaintext

/*
These defines are specific to the atom/flags_1 bitmask
*/
#define ALL (~0) //For convenience.
#define NONE 0
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)
//FLAGS BITMASK
#define NODROP_1 (1<<1) // 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_1 (1<<2) // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define HEAR_1 (1<<4) // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CHECK_RICOCHET_1 (1<<5) // Projectiels will check ricochet on things impacted that have this.
#define CONDUCT_1 (1<<6) // conducts electricity (metal etc.)
#define ABSTRACT_1 (1<<7) // 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_1 (1<<7) // For machines and structures that should not break into parts, eg, holodeck stuff
#define OVERLAY_QUEUED_1 (1<<8) // atom queued to SSoverlay
#define ON_BORDER_1 (1<<9) // item has priority to check when entering or leaving
#define DROPDEL_1 (1<<14) // When dropped, it calls qdel on itself
#define PREVENT_CLICK_UNDER_1 (1<<15) //Prevent clicking things below it on the same turf eg. doors/ fulltile windows
/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
#define NO_EMP_WIRES_2 (1<<1)
#define HOLOGRAM_2 (1<<2)
#define BANG_PROTECT_2 (1<<6)
// A mob with OMNITONGUE has no restriction in the ability to speak
// languages that they know. So even if they wouldn't normally be able to
// through mob or tongue restrictions, this flag allows them to ignore
// those restrictions.
#define OMNITONGUE_2 (1<<8)
// TESLA_IGNORE grants immunity from being targeted by tesla-style electricity
#define TESLA_IGNORE_2 (1<<9)
//turf-only flags
#define NOJAUNT_1 (1<<0)
#define UNUSED_TRANSIT_TURF_1 (1<<1)
#define CAN_BE_DIRTY_1 (1<<2) // If a turf can be made dirty at roundstart. This is also used in areas.
#define NO_DEATHRATTLE_1 (1<<4) // Do not notify deadchat about any deaths that occur on this turf.
#define NO_RUINS_1 (1<<5) //Blocks ruins spawning on the turf
#define NO_LAVA_GEN_1 (1<<6) //Blocks lava rivers being generated on the turf
//#define CHECK_RICOCHET_1 32 //Same thing as atom flag.
/*
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)
// Flags for reagents
#define REAGENT_NOREACT (1<<0)
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF (1<<0)
#define FIRE_PROOF (1<<1) //100% immune to fire damage (but not necessarily to lava or heat)
#define FLAMMABLE (1<<2)
#define ON_FIRE (1<<3)
#define UNACIDABLE (1<<4) //acid can't even appear on it, let alone melt it.
#define ACID_PROOF (1<<5) //acid stuck on it doesn't melt it.
#define INDESTRUCTIBLE (1<<6) //doesn't take damage
#define FREEZE_PROOF (1<<7) //can't be frozen