Files
Bubberstation/code/__DEFINES/flags.dm
coiax 7554b5f454 Language datums; removes the talk wheel (#25333)
* Initial burst of languages

* Scratchings of beginnings

* Code review I

* Compilation!

* You can now understand your own speech

* Fixes whispering

* Gets typecaches working again

* Remie's `PASS`ing

* Back to pass() to stop the compiler whining

* Why can't drones check their languages

* Everyone speaks how they should

* Removes world string debug stuff

* Currently failing to massage radio code into working

* The radio transmits the languages!

* ,0 to talk common

* Replaces speech wheel with language menu

* Observers can speak all languages

* pAIs now speak languages FOREVER

* New action button for language menu

* pAIs have an action button to open their language menu

* AIs can talk and all that

* AIs have a language menu button

* Fixes supermatter making strange noises

* Fixes AI holopads

* Fixes request consoles

* Fixes bots making strange sounds

* Meaningless MMI change

* Some caching of datums

* Brains in MMIs speak common

* Ratvarian AIs can only speak Ratvarian

* Tables can speak common, apparently

* Removes var in args

* Fixes the (AI Eye) problem

Thanks to Shadowmobile for their help with this one.

* Fixes tape recorders

* Fixes humans being able to speak in languages they did not know

* Adds some new posibrain names

Honk.

* The voice analyzer replies in the language you spoke to it

* Gives swarmers only swarmer language

* `initial_languages` var.

* OMNITONGUE, clockwork restrictions

* Fixes barmaid and bardrone language abilities

* Code review I

* Omnitongue correction

* Code review II

* Removes force_compose var
2017-04-02 21:03:40 +02:00

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/*
These defines are specific to the atom/flags bitmask
*/
#define ALL ~0 //For convenience.
#define NONE 0
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE 1 //This flag is used on the flags variable for SUIT and HEAD items which stop pressure damage. Note that the flag 1 was previous used as ONBACK, so it is possible for some code to use (flags & 1) when checking if something can be put on your back. Replace this code with (inv_flags & SLOT_BACK) if you see it anywhere
//To successfully stop you taking all pressure damage you must have both a suit and head item with this flag.
#define NODROP 2 // 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 4 // when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
#define MASKINTERNALS 8 // mask allows internals
#define HEAR 16 // This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
#define CONDUCT 64 // conducts electricity (metal etc.)
#define ABSTRACT 128 // 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 128 // For machines and structures that should not break into parts, eg, holodeck stuff
#define OVERLAY_QUEUED 256 //atom queued to SSoverlay
#define ON_BORDER 512 // item has priority to check when entering or leaving
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
#define CLEAN_ON_MOVE 2048
// BLOCK_GAS_SMOKE_EFFECT only used in masks at the moment.
#define BLOCK_GAS_SMOKE_EFFECT 4096 // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define THICKMATERIAL 8192 //prevents syringes, parapens and hypos if the external suit or helmet (if targeting head) has this flag. Example: space suits, biosuit, bombsuits, thick suits that cover your body.
#define DROPDEL 16384 // When dropped, it calls qdel on itself
/* Secondary atom flags, access using the SECONDARY_FLAG macros */
#define SLOWS_WHILE_IN_HAND "slows_while_in_hand"
#define NO_EMP_WIRES "no_emp_wires"
#define HOLOGRAM "hologram"
#define FROZEN "frozen"
#define STATIONLOVING "stationloving"
#define INFORM_ADMINS_ON_RELOCATE "inform_admins_on_relocate"
#define BANG_PROTECT "bang_protect"
// 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 "omnitongue"
//turf-only flags
#define NOJAUNT 1
#define UNUSED_TRANSIT_TURF 2
#define CAN_BE_DIRTY 4 //If a turf can be made dirty at roundstart. This is also used in areas.
#define NO_DEATHRATTLE 16 // Do not notify deadchat about any deaths that occur on this turf.
/*
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
#define PASSGLASS 2
#define PASSGRILLE 4
#define PASSBLOB 8
#define PASSMOB 16
#define LETPASSTHROW 32
//Movement Types
#define IMMOBILE 0
#define GROUND 1
#define FLYING 2
// Flags for reagents
#define REAGENT_NOREACT 1
//Fire and Acid stuff, for resistance_flags
#define LAVA_PROOF 1
#define FIRE_PROOF 2 //100% immune to fire damage (but not necessarily to lava or heat)
#define FLAMMABLE 4
#define ON_FIRE 8
#define UNACIDABLE 16 //acid can't even appear on it, let alone melt it.
#define ACID_PROOF 32 //acid stuck on it doesn't melt it.
#define INDESTRUCTIBLE 64 //doesn't take damage
// language secondary flags for atoms