// /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 1 #define CANWEAKEN 2 #define CANPARALYSE 4 #define CANPUSH 8 #define LEAPING 16 #define PASSEMOTES 32 // Mob has a cortical borer or holders inside of it that need to see emotes. #define GODMODE 4096 #define FAKEDEATH 8192 // Replaces stuff like changeling.changeling_fakedeath. #define DISFIGURED 16384 // I'll probably move this elsewhere if I ever get wround to writing a bitflag mob-damage system. #define XENO_HOST 32768 // Tracks whether we're gonna be a baby alien's mummy. // Grab levels. #define GRAB_PASSIVE 1 #define GRAB_AGGRESSIVE 2 #define GRAB_NECK 3 #define GRAB_UPGRADING 4 #define GRAB_KILL 5 #define BORGMESON 1 #define BORGTHERM 2 #define BORGXRAY 4 #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.) //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 "hurt" //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 ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL) #define NEXT_MOVE_DELAY 8 // 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 1 #define APPEARANCE_RACE (2|APPEARANCE_UPDATE_DNA) #define APPEARANCE_GENDER (4|APPEARANCE_UPDATE_DNA) #define APPEARANCE_SKIN 8 #define APPEARANCE_HAIR 16 #define APPEARANCE_HAIR_COLOR 32 #define APPEARANCE_FACIAL_HAIR 64 #define APPEARANCE_FACIAL_HAIR_COLOR 128 #define APPEARANCE_EYE_COLOR 256 #define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR) #define APPEARANCE_ALL 511 #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/ties.dmi' #define INV_SUIT_DEF_ICON 'icons/mob/suit.dmi' #define MAX_SUPPLIED_LAW_NUMBER 50 // 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)