Files
Paradise/code/__DEFINES/flags.dm
Charlie bead47ea29 Adds crawling. (#17899)
* crawling?

* knockdown. CONTAINS CHANGES THAT NEED REVERTING

* plotting can_moves death

* CANMOVE IS DEAD

* mappers are insane

* removes todos as the are todone

* decreases crawling speed

* silly-con fixes

* surgery fixes

* fixes death

* pAI fixes

* removes var/lying

* runtime fix

* decreases default crawling speed

* correct crawling dir

* some more fixes

* stunbaton tweak, revert later

* rejuv fix

* restraint and incapacitated refactor

* crawling dir in line with TG

* fixes vehicle movement and grabs

* alien rest fixes

* antistun fixes

* fixed fall sounds

* forgor to stage this

* first review

* canmove zombie dispersal

* fix

* lots of fixes

* defines

* fixes the trait helper

* if you got no legs you can still crawl

* sillyconfix

* no reverty keepy

* jaunt fix

* hopefully fixes perma sleepy zzz

* admin rejuv temp fix

* rest canceling

* antistun chems now remove knockdown

* buckle offset fix

* fixes some stuff

* crawling delay = 4

* descuffs bed

* sleeping hotfix

* fixes simple mob resting

* V is the macro for resting

* projectiles no dodgy

* refines the projectile check

* god I hate strings

* MORE FIXES

* I hate buckling

* fixes capulettium plus

* winding down

* farie review

* bugs did stop showing up

* SEAN

* todo

* sean review

* ed209

* i HATE cyborgs

* steel review

* laaaaaast things

* reverts stun baton changes

* and done
2022-06-30 11:57:52 -05:00

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#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 with the default handler
#define AIRTIGHT 8 // mask allows internals
#define HANDSLOW 16 // If an item has this flag, it will slow you to carry it
#define CONDUCT 32 // conducts electricity (metal etc.)
#define ABSTRACT 64 // 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 128 // item has priority to check when entering or leaving
#define PREVENT_CLICK_UNDER 256
#define NODECONSTRUCT 512
#define EARBANGPROTECT 1024
#define NOSLIP 1024 //prevents from slipping on wet floors, in space etc
#define HEADBANGPROTECT 4096
#define BLOCK_GAS_SMOKE_EFFECT 8192 // 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. (NOTE: flag shared with BLOCK_GAS_SMOKE_EFFECT)
#define DROPDEL 16384 // When dropped, it calls qdel on itself
///Whether or not this atom shows screentips when hovered over
#define NO_SCREENTIPS 32768
/* Secondary atom flags, for the flags_2 var, denoted with a _2 */
#define SLOWS_WHILE_IN_HAND_2 1
#define NO_EMP_WIRES_2 2
#define HOLOGRAM_2 4
#define FROZEN_2 8
#define STATIONLOVING_2 16
#define INFORM_ADMINS_ON_RELOCATE_2 32
#define BANG_PROTECT_2 64
// 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_2 256
/// Prevents mobs from getting chainshocked by teslas and the supermatter
#define SHOCKED_2 512
// Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
#define NO_MAT_REDEMPTION_2 1024
// 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 2048
#define OVERLAY_QUEUED_2 4096
#define CHECK_RICOCHET_2 8192
/// should the contents of this atom be acted upon
#define RAD_PROTECT_CONTENTS_2 16384
/// should this object be allowed to be contaminated
#define RAD_NO_CONTAMINATE_2 32768
/// 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)
//Reagent flags
#define REAGENT_NOREACT 1
//Species clothing flags
#define HAS_UNDERWEAR 1
#define HAS_UNDERSHIRT 2
#define HAS_SOCKS 4
//Species Body Flags
#define HAS_HEAD_ACCESSORY 1
#define HAS_TAIL 2
#define TAIL_OVERLAPPED 4
#define HAS_SKIN_TONE 8
#define HAS_ICON_SKIN_TONE 16
#define HAS_SKIN_COLOR 32
#define HAS_HEAD_MARKINGS 64
#define HAS_BODY_MARKINGS 128
#define HAS_TAIL_MARKINGS 256
#define TAIL_WAGGING 512
#define NO_EYES 1024
#define HAS_ALT_HEADS 2048
#define HAS_WING 4096
#define HAS_BODYACC_COLOR 8192
#define BALD 16384
#define ALL_RPARTS 32768
//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
#define DIET_OMNI 2
#define DIET_HERB 4
//bitflags for door switches.
#define OPEN 1
#define IDSCAN 2
#define BOLTS 4
#define SHOCK 8
#define SAFE 16
//flags for pass_flags
#define PASSTABLE 1
#define PASSGLASS 2
#define PASSGRILLE 4
#define PASSBLOB 8
#define PASSMOB 16
#define LETPASSTHROW 32
#define PASSFENCE 64
//turf-only flags
#define NOJAUNT 1
#define NO_LAVA_GEN 2 //Blocks lava rivers being generated on the turf
#define NO_RUINS 4
//ITEM INVENTORY SLOT BITMASKS
#define SLOT_OCLOTHING (1<<0)
#define SLOT_ICLOTHING (1<<1)
#define SLOT_GLOVES (1<<2)
#define SLOT_EYES (1<<3)
#define SLOT_EARS (1<<4)
#define SLOT_MASK (1<<5)
#define SLOT_HEAD (1<<6)
#define SLOT_FEET (1<<7)
#define SLOT_ID (1<<8)
#define SLOT_BELT (1<<9)
#define SLOT_BACK (1<<10)
#define SLOT_POCKET (1<<11) //this is to allow items with a w_class of 3 or 4 to fit in pockets.
#define SLOT_TWOEARS (1<<12)
#define SLOT_PDA (1<<13)
#define SLOT_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)