// /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 0x1 #define CANWEAKEN 0x2 #define CANPARALYSE 0x4 #define CANPUSH 0x8 #define LEAPING 0x10 #define PASSEMOTES 0x32 // Mob has a cortical borer or holders inside of it that need to see emotes. #define GODMODE 0x1000 #define FAKEDEATH 0x2000 // Replaces stuff like changeling.changeling_fakedeath. #define DISFIGURED 0x4000 // Set but never checked. Remove this sometime and replace occurences with the appropriate organ code // Grab levels. #define GRAB_PASSIVE 1 #define GRAB_AGGRESSIVE 2 #define GRAB_NECK 3 #define GRAB_UPGRADING 4 #define GRAB_KILL 5 #define BORGMESON 0x1 #define BORGTHERM 0x2 #define BORGXRAY 0x4 #define BORGMATERIAL 8 #define STANCE_IDLE 1 // Looking for targets if hostile. Does idle wandering. #define STANCE_ALERT 2 // Bears #define STANCE_ATTACK 3 // Attempting to get into attack position #define STANCE_ATTACKING 4 // Doing attacks #define STANCE_TIRED 5 // Bears #define STANCE_FOLLOW 6 // Following somone #define STANCE_BUSY 7 // Do nothing on life ticks (Other code is running) #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 "harm" //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 HEAVY 64 #define ALLMOBS (HUMAN|MONKEY|ALIEN|ROBOT|SLIME|SIMPLE_ANIMAL|HEAVY) // 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 0x1 #define APPEARANCE_RACE (0x2|APPEARANCE_UPDATE_DNA) #define APPEARANCE_GENDER (0x4|APPEARANCE_UPDATE_DNA) #define APPEARANCE_SKIN 0x8 #define APPEARANCE_HAIR 0x10 #define APPEARANCE_HAIR_COLOR 0x20 #define APPEARANCE_FACIAL_HAIR 0x40 #define APPEARANCE_FACIAL_HAIR_COLOR 0x80 #define APPEARANCE_EYE_COLOR 0x100 #define APPEARANCE_ALL_HAIR (APPEARANCE_HAIR|APPEARANCE_HAIR_COLOR|APPEARANCE_FACIAL_HAIR|APPEARANCE_FACIAL_HAIR_COLOR) #define APPEARANCE_ALL 0xFFFF // Click cooldown #define DEFAULT_ATTACK_COOLDOWN 8 //Default timeout for aggressive actions #define DEFAULT_QUICK_COOLDOWN 4 #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) // Defines mob sizes, used by lockers and to determine what is considered a small sized mob, etc. #define MOB_HUGE 40 #define MOB_LARGE 30 #define MOB_MEDIUM 20 #define MOB_SMALL 10 #define MOB_TINY 5 #define MOB_MINISCULE 1 #define TINT_NONE 0 #define TINT_MODERATE 1 #define TINT_HEAVY 2 #define TINT_BLIND 3 #define FLASH_PROTECTION_REDUCED -1 #define FLASH_PROTECTION_NONE 0 #define FLASH_PROTECTION_MODERATE 1 #define FLASH_PROTECTION_MAJOR 2 #define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6) #define DRONE_SPAWN_DELAY round(config.respawn_delay / 3) #define ANIMAL_SPAWN_DELAY round(config.respawn_delay / 6) #define DRONE_SPAWN_DELAY round(config.respawn_delay / 3) // Incapacitation flags, used by the mob/proc/incapacitated() proc #define INCAPACITATION_RESTRAINED 1 #define INCAPACITATION_BUCKLED_PARTIALLY 2 #define INCAPACITATION_BUCKLED_FULLY 4 #define INCAPACITATION_STUNNED 8 #define INCAPACITATION_FORCELYING 16 //needs a better name - represents being knocked down BUT still conscious. #define INCAPACITATION_KNOCKOUT 32 #define INCAPACITATION_NONE 0 #define INCAPACITATION_DEFAULT (INCAPACITATION_RESTRAINED|INCAPACITATION_BUCKLED_FULLY) #define INCAPACITATION_KNOCKDOWN (INCAPACITATION_KNOCKOUT|INCAPACITATION_FORCELYING) #define INCAPACITATION_DISABLED (INCAPACITATION_KNOCKDOWN|INCAPACITATION_STUNNED) #define INCAPACITATION_ALL (~INCAPACITATION_NONE) #define MODIFIER_STACK_FORBID 1 // Disallows stacking entirely. #define MODIFIER_STACK_EXTEND 2 // Disallows a second instance, but will extend the first instance if possible. #define MODIFIER_STACK_ALLOWED 3 // Multiple instances are allowed. #define MODIFIER_GENETIC 0 // Modifiers with this flag will be copied to mobs who get cloned. // Bodyparts and organs. #define O_MOUTH "mouth" #define O_EYES "eyes" #define O_HEART "heart" #define O_LUNGS "lungs" #define O_BRAIN "brain" #define O_LIVER "liver" #define O_KIDNEYS "kidneys" #define O_APPENDIX "appendix" #define O_PLASMA "plasma vessel" #define O_HIVE "hive node" #define O_NUTRIENT "nutrient vessel" #define O_STRATA "neural strata" #define O_RESPONSE "response node" #define O_GBLADDER "gas bladder" #define O_POLYP "polyp segment" #define O_ANCHOR "anchoring ligament" #define O_ACID "acid gland" #define O_EGG "egg sac" #define O_RESIN "resin spinner" #define BP_L_FOOT "l_foot" #define BP_R_FOOT "r_foot" #define BP_L_LEG "l_leg" #define BP_R_LEG "r_leg" #define BP_L_HAND "l_hand" #define BP_R_HAND "r_hand" #define BP_L_ARM "l_arm" #define BP_R_ARM "r_arm" #define BP_HEAD "head" #define BP_TORSO "torso" #define BP_GROIN "groin" #define BP_ALL list(BP_GROIN, BP_TORSO, BP_HEAD, BP_L_ARM, BP_R_ARM, BP_L_HAND, BP_R_HAND, BP_L_FOOT, BP_R_FOOT, BP_L_LEG, BP_R_LEG) #define SYNTH_BLOOD_COLOUR "#030303" #define SYNTH_FLESH_COLOUR "#575757" #define MOB_PULL_NONE 0 #define MOB_PULL_SMALLER 1 #define MOB_PULL_SAME 2 #define MOB_PULL_LARGER 3 //XENOBIO2 FLAGS #define NOMUT 0 #define COLORMUT 1 #define SPECIESMUT 2 //carbon taste sensitivity defines, used in mob/living/carbon/proc/ingest #define TASTE_HYPERSENSITIVE 3 //anything below 5% #define TASTE_SENSITIVE 2 //anything below 7% #define TASTE_NORMAL 1 //anything below 15% #define TASTE_DULL 0.5 //anything below 30% #define TASTE_NUMB 0.1 //anything below 150% // If they're in an FBP, what braintype. #define FBP_NONE "" #define FBP_CYBORG "Cyborg" #define FBP_POSI "Positronic" #define FBP_DRONE "Drone"