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* temp * meatwalls * more * adds sheetifier * fix * two * mat texture + 4dplanner admin (#21) * mat texture + 4dplanner admin * keep together trait * counter instead of trait * finalizations * woops * fixes * oopsie * only set starting keep_together if necessary (#24) * keep together as trait again * remove false comment * doc for TRAIT_KEEP_TOGETHER * remove needless scoping Co-authored-by: 4dplanner <3combined@gmail.com>
146 lines
4.9 KiB
Plaintext
146 lines
4.9 KiB
Plaintext
/*
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These defines are specific to the atom/flags_1 bitmask
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*/
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#define ALL (~0) //For convenience.
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#define NONE 0
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GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
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// for /datum/var/datum_flags
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#define DF_USE_TAG (1<<0)
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#define DF_VAR_EDITED (1<<1)
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#define DF_ISPROCESSING (1<<2)
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//FLAGS BITMASK
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/// This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define HEAR_1 (1<<3)
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/// Projectiels will check ricochet on things impacted that have this.
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#define CHECK_RICOCHET_1 (1<<4)
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/// conducts electricity (metal etc.)
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#define CONDUCT_1 (1<<5)
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/// For machines and structures that should not break into parts, eg, holodeck stuff
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#define NODECONSTRUCT_1 (1<<7)
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/// atom queued to SSoverlay
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#define OVERLAY_QUEUED_1 (1<<8)
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/// item has priority to check when entering or leaving
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#define ON_BORDER_1 (1<<9)
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/// Prevent clicking things below it on the same turf eg. doors/ fulltile windows
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#define PREVENT_CLICK_UNDER_1 (1<<11)
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#define HOLOGRAM_1 (1<<12)
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/// Prevents mobs from getting chainshocked by teslas and the supermatter
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#define SHOCKED_1 (1<<13)
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///Whether /atom/Initialize() has already run for the object
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#define INITIALIZED_1 (1<<14)
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/// was this spawned by an admin? used for stat tracking stuff.
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#define ADMIN_SPAWNED_1 (1<<15)
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/// should not get harmed if this gets caught by an explosion?
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#define PREVENT_CONTENTS_EXPLOSION_1 (1<<16)
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//turf-only flags
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#define NOJAUNT_1 (1<<0)
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#define UNUSED_RESERVATION_TURF_1 (1<<1)
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/// If a turf can be made dirty at roundstart. This is also used in areas.
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#define CAN_BE_DIRTY_1 (1<<2)
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/// If blood cultists can draw runes or build structures on this turf
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#define CULT_PERMITTED_1 (1<<3)
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/// Blocks lava rivers being generated on the turf
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#define NO_LAVA_GEN_1 (1<<6)
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/// Blocks ruins spawning on the turf
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#define NO_RUINS_1 (1<<10)
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/*
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These defines are used specifically with the atom/pass_flags bitmask
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the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
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*/
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//flags for pass_flags
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#define PASSTABLE (1<<0)
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#define PASSGLASS (1<<1)
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#define PASSGRILLE (1<<2)
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#define PASSBLOB (1<<3)
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#define PASSMOB (1<<4)
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#define PASSCLOSEDTURF (1<<5)
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#define LETPASSTHROW (1<<6)
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//Movement Types
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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/// When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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#define UNSTOPPABLE (1<<4)
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF (1<<0)
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/// 100% immune to fire damage (but not necessarily to lava or heat)
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#define FIRE_PROOF (1<<1)
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#define FLAMMABLE (1<<2)
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#define ON_FIRE (1<<3)
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/// acid can't even appear on it, let alone melt it.
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#define UNACIDABLE (1<<4)
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/// acid stuck on it doesn't melt it.
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#define ACID_PROOF (1<<5)
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/// doesn't take damage
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#define INDESTRUCTIBLE (1<<6)
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/// can't be frozen
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#define FREEZE_PROOF (1<<7)
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//tesla_zap
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#define ZAP_MACHINE_EXPLOSIVE (1<<0)
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#define ZAP_ALLOW_DUPLICATES (1<<1)
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#define ZAP_OBJ_DAMAGE (1<<2)
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#define ZAP_MOB_DAMAGE (1<<3)
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#define ZAP_MOB_STUN (1<<4)
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#define ZAP_DEFAULT_FLAGS ALL
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#define ZAP_FUSION_FLAGS ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN
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#define ZAP_SUPERMATTER_FLAGS NONE
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//EMP protection
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#define EMP_PROTECT_SELF (1<<0)
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#define EMP_PROTECT_CONTENTS (1<<1)
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#define EMP_PROTECT_WIRES (1<<2)
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//Mob mobility var flags
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/// can move
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#define MOBILITY_MOVE (1<<0)
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/// can, and is, standing up
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#define MOBILITY_STAND (1<<1)
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/// can pickup items
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#define MOBILITY_PICKUP (1<<2)
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/// can hold and use items
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#define MOBILITY_USE (1<<3)
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/// can use interfaces like machinery
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#define MOBILITY_UI (1<<4)
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/// can use storage item
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#define MOBILITY_STORAGE (1<<5)
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/// can pull things
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#define MOBILITY_PULL (1<<6)
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#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL)
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#define MOBILITY_FLAGS_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
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// radiation
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#define RAD_PROTECT_CONTENTS (1<<0)
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#define RAD_NO_CONTAMINATE (1<<1)
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//alternate appearance flags
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#define AA_TARGET_SEE_APPEARANCE (1<<0)
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#define AA_MATCH_TARGET_OVERLAYS (1<<1)
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#define KEEP_TOGETHER_ORIGINAL "keep_together_original"
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//setter for KEEP_TOGETHER to allow for multiple sources to set and unset it
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#define ADD_KEEP_TOGETHER(x, source)\
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if ((x.appearance_flags & KEEP_TOGETHER) && !HAS_TRAIT(x, TRAIT_KEEP_TOGETHER)) ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL); \
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ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
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x.appearance_flags |= KEEP_TOGETHER
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#define REMOVE_KEEP_TOGETHER(x, source)\
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REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
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if(HAS_TRAIT_FROM_ONLY(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL))\
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REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL);\
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else if(!HAS_TRAIT(x, TRAIT_KEEP_TOGETHER))\
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x.appearance_flags &= ~KEEP_TOGETHER
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