Files
Paradise/code/__DEFINES/flags.dm
Charlie Nolan d14970a350 More bitflag cleanup (#24531)
* Convert a few more bitflags that weren't bit-shifting.

* Update a few comments around bitflags.

* Add some parentheses around bitflag combination defines.

* Fix some whitespace consistency issues, mostly with bitflags.
2024-03-19 12:16:23 +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 & SLOT_FLAG_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 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.
// 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)
#define CHECK_RICOCHET_2 (1<<13)
/// 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)
//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)
//turf-only flags
#define NOJAUNT (1<<0)
#define NO_LAVA_GEN (1<<1) //Blocks lava rivers being generated on the turf
#define NO_RUINS (1<<2)
//ITEM INVENTORY SLOT BITMASKS
#define SLOT_FLAG_OCLOTHING (1<<0)
#define SLOT_FLAG_ICLOTHING (1<<1)
#define SLOT_FLAG_GLOVES (1<<2)
#define SLOT_FLAG_EYES (1<<3)
#define SLOT_FLAG_EARS (1<<4)
#define SLOT_FLAG_MASK (1<<5)
#define SLOT_FLAG_HEAD (1<<6)
#define SLOT_FLAG_FEET (1<<7)
#define SLOT_FLAG_ID (1<<8)
#define SLOT_FLAG_BELT (1<<9)
#define SLOT_FLAG_BACK (1<<10)
#define SLOT_FLAG_POCKET (1<<11) //this is to allow items with a w_class of 3 or 4 to fit in pockets.
#define SLOT_FLAG_TWOEARS (1<<12)
#define SLOT_FLAG_PDA (1<<13)
#define SLOT_FLAG_TIE (1<<14)
//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)