Files
Paradise/code/__DEFINES/flags.dm
Toastical b1db0e3b8a Fix two handed items from bricking hands when a user changes species (#29573)
* create flag to skip species transform reequip

* add to bitfield and change to 1<<15
2025-06-19 18:00:39 +00:00

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#define ALL ~0 //For convenience.
#define NONE 0
//FLAGS BITMASK
#define STOPSPRESSUREDMAGE (1<<0) //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 & ITEM_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 (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<<2) // when an item has this it produces no "X has been hit by Y with Z" message with the default handler
#define AIRTIGHT (1<<3) // mask allows internals
#define HANDSLOW (1<<4) // If an item has this flag, it will slow you to carry it
#define CONDUCT (1<<5) // conducts electricity (metal etc.)
#define ABSTRACT (1<<6) // 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 ON_BORDER (1<<7) // item has priority to check when entering or leaving
#define PREVENT_CLICK_UNDER (1<<8)
#define NODECONSTRUCT (1<<9)
#define EARBANGPROTECT (1<<10)
#define HEADBANGPROTECT (1<<11)
#define SKIP_TRANSFORM_REEQUIP (1<<15) // This flag makes items be skipped when a user transforms species.
#define BLOCK_GAS_SMOKE_EFFECT (1<<12) // blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
#define THICKMATERIAL (1<<12) //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. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
#define DROPDEL (1<<13) // When dropped, it calls qdel on itself
///Whether or not this atom shows screentips when hovered over
#define NO_SCREENTIPS (1<<14)
// Update flags for [/atom/proc/update_appearance]
/// Update the atom's name
#define UPDATE_NAME (1<<0)
/// Update the atom's desc
#define UPDATE_DESC (1<<1)
/// Update the atom's icon state
#define UPDATE_ICON_STATE (1<<2)
/// Update the atom's overlays
#define UPDATE_OVERLAYS (1<<3)
/// Update the atom's icon
#define UPDATE_ICON (UPDATE_ICON_STATE|UPDATE_OVERLAYS)
/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
#define SLOWS_WHILE_IN_HAND_2 (1<<0)
#define NO_EMP_WIRES_2 (1<<1)
#define HOLOGRAM_2 (1<<2)
#define FROZEN_2 (1<<3)
#define STATIONLOVING_2 (1<<4)
#define INFORM_ADMINS_ON_RELOCATE_2 (1<<5)
#define BANG_PROTECT_2 (1<<6)
#define BLOCKS_LIGHT_2 (1<<7) // Light sources placed in anything with that flag will not emit light through them.
/// Whether a decal element's parent has already been initialized and thus has already had its decals attached.
/// see https://github.com/tgstation/tgstation/pull/71658 for a detailed explanation of the flag.
#define DECAL_INIT_UPDATE_EXPERIENCED_2 (1<<8)
// 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)
/// Prevents mobs from getting chainshocked by teslas and the supermatter
#define SHOCKED_2 (1<<9)
// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define NO_MAT_REDEMPTION_2 (1<<10)
// LAVA_PROTECT used on the flags_2 variable for both SUIT and HEAD items, and stops lava damage. Must be present in both to stop lava damage.
#define LAVA_PROTECT_2 (1<<11)
#define OVERLAY_QUEUED_2 (1<<12)
/// should the contents of this atom be acted upon
#define RAD_PROTECT_CONTENTS_2 (1<<14)
/// should this object be allowed to be contaminated
#define RAD_NO_CONTAMINATE_2 (1<<15)
/// Prevents shuttles from deleting the item
#define IMMUNE_TO_SHUTTLECRUSH_2 (1<<16)
/// Prevents malf AI animate + overload ability
#define NO_MALF_EFFECT_2 (1<<17)
/// Use when this shouldn't be obscured by large icons.
#define CRITICAL_ATOM_2 (1<<18)
/// Use this flag for items that can block randomly
#define RANDOM_BLOCKER_2 (1<<19)
/// This flag allows for wearing of a belt item, even if you're not wearing a jumpsuit
#define ALLOW_BELT_NO_JUMPSUIT_2 (1<<20)
// /atom ricochet flags
/// If the thing can reflect light (lasers/energy)
#define RICOCHET_SHINY (1<<0)
/// If the thing can reflect matter (bullets/bomb shrapnel)
#define RICOCHET_HARD (1<<1)
//Reagent flags
#define REAGENT_NOREACT 1
//Species clothing flags
#define HAS_UNDERWEAR (1<<0)
#define HAS_UNDERSHIRT (1<<1)
#define HAS_SOCKS (1<<2)
//Species Body Flags
#define HAS_HEAD_ACCESSORY (1<<0)
#define HAS_TAIL (1<<1)
#define TAIL_OVERLAPPED (1<<2)
#define HAS_SKIN_TONE (1<<3)
#define HAS_ICON_SKIN_TONE (1<<4)
#define HAS_SKIN_COLOR (1<<5)
#define HAS_HEAD_MARKINGS (1<<6)
#define HAS_BODY_MARKINGS (1<<7)
#define HAS_TAIL_MARKINGS (1<<8)
#define TAIL_WAGGING (1<<9)
#define NO_EYES (1<<10)
#define HAS_ALT_HEADS (1<<11)
#define HAS_WING (1<<12)
#define HAS_BODYACC_COLOR (1<<13)
#define BALD (1<<14)
#define ALL_RPARTS (1<<15)
#define SHAVED (1<<16)
//Pre-baked combinations of the above body flags
#define HAS_BODY_ACCESSORY (HAS_TAIL | HAS_WING)
#define HAS_MARKINGS (HAS_HEAD_MARKINGS | HAS_BODY_MARKINGS | HAS_TAIL_MARKINGS)
//Species Diet Flags
#define DIET_CARN (1<<0)
#define DIET_OMNI (1<<1)
#define DIET_HERB (1<<2)
//bitflags for door switches.
#define OPEN (1<<0)
#define IDSCAN (1<<1)
#define BOLTS (1<<2)
#define SHOCK (1<<3)
#define SAFE (1<<4)
//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 LETPASSTHROW (1<<5)
#define PASSFENCE (1<<6)
#define PASSDOOR (1<<7)
#define PASSGIRDER (1<<8)
#define PASSTAKE (1<<9)
#define PASSBARRICADE (1<<10)
//turf-only flags, under the flags variable
#define BLESSED_TILE (1<<0)
#define NO_LAVA_GEN (1<<1) //Blocks lava rivers being generated on the turf
#define NO_RUINS (1<<2)
#define LAVA_BRIDGE (1<<3) //! This turf has already been reserved for a lavaland bridge placement.
// turf flags, under the turf_flags variable
/// If a turf is an unused reservation turf awaiting assignment
#define UNUSED_RESERVATION_TURF (1<<4)
/// If a turf is a reserved turf
#define RESERVATION_TURF (1<<5)
//ORGAN TYPE FLAGS
#define AFFECT_ROBOTIC_ORGAN 1
#define AFFECT_ORGANIC_ORGAN 2
#define AFFECT_ALL_ORGANS 3
//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
//tesla_zap
#define ZAP_MACHINE_EXPLOSIVE (1<<0)
#define ZAP_ALLOW_DUPLICATES (1<<1)
#define ZAP_OBJ_DAMAGE (1<<2)
#define ZAP_MOB_DAMAGE (1<<3)
#define ZAP_MOB_STUN (1<<4)
#define ZAP_GENERATES_POWER (1<<5)
#define ZAP_DEFAULT_FLAGS (ZAP_MOB_STUN | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE)
#define ZAP_FUSION_FLAGS (ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN)
#define ZAP_SUPERMATTER_FLAGS (ZAP_GENERATES_POWER)
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
//Mob mobility var flags
/// can move
#define MOBILITY_MOVE (1<<0)
/// can, and is, standing up
#define MOBILITY_STAND (1<<1)
/// can pickup items
#define MOBILITY_PICKUP (1<<2)
/// can hold and use items
#define MOBILITY_USE (1<<3)
/// can pull things
#define MOBILITY_PULL (1<<4)
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_PULL)
// Scope component flags
/// Do we have the scope cancel on move?
#define SCOPE_MOVEMENT_CANCELS (1<<0)
/// Can we use scope from mechs, lockers, etc?
#define SCOPE_TURF_ONLY (1<<1)
/// Do we let the user scope and click on the middle of their screen?
#define SCOPE_CLICK_MIDDLE (1<<2)
/// Should the user hold the item in active hand to use it?
#define SCOPE_NEED_ACTIVE_HAND (1<<3)