mirror of
https://github.com/yogstation13/Yogstation.git
synced 2025-02-26 09:04:50 +00:00
257 lines
9.8 KiB
Plaintext
257 lines
9.8 KiB
Plaintext
/*
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These defines are specific to the atom/flags_1 bitmask
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*/
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#define ALL (~0) //For convenience.
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#define NONE 0
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/* Directions */
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///All the cardinal direction bitflags.
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#define ALL_CARDINALS (NORTH|SOUTH|EAST|WEST)
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//for convenience
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#define ENABLE_BITFIELD(variable, flag) (variable |= (flag))
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#define DISABLE_BITFIELD(variable, flag) (variable &= ~(flag))
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#define CHECK_BITFIELD(variable, flag) (variable & (flag))
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#define TOGGLE_BITFIELD(variable, flag) (variable ^= (flag))
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//check if all bitflags specified are present
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#define CHECK_MULTIPLE_BITFIELDS(flagvar, flags) (((flagvar) & (flags)) == (flags))
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GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
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// for /datum/var/datum_flags
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#define DF_USE_TAG (1<<0)
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#define DF_VAR_EDITED (1<<1)
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#define DF_ISPROCESSING (1<<2)
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//FLAGS BITMASK
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/// item has priority to check when entering or leaving
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#define ON_BORDER_1 (1<<1)
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/// This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
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#define HEAR_1 (1<<2)
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/// Projectiels will check ricochet on things impacted that have this.
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#define CHECK_RICOCHET_1 (1<<3)
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///specifies that this atom is a hologram that isnt real
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#define HOLOGRAM_1 (1<<4)
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///Whether /atom/Initialize(mapload) has already run for the object
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#define INITIALIZED_1 (1<<5)
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/// was this spawned by an admin? used for stat tracking stuff.
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#define ADMIN_SPAWNED_1 (1<<6)
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/// For machines and structures that should not break into parts, eg, holodeck stuff
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#define NODECONSTRUCT_1 (1<<7)
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/// Prevent clicking things below it on the same turf eg. doors/ fulltile windows
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#define PREVENT_CLICK_UNDER_1 (1<<8)
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/// Can players recolor this in-game via vendors (and maybe more if support is added)?
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#define IS_PLAYER_COLORABLE_1 (1<<9)
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/// If a turf can be made dirty at roundstart. This is also used in areas.
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#define CAN_BE_DIRTY_1 (1<<10)
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/// Should we use the initial icon for display? Mostly used by overlay only objects
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#define HTML_USE_INITAL_ICON_1 (1<<11)
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/// conducts electricity (metal etc.)
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#define CONDUCT_1 (1<<12)
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/// should not get harmed if this gets caught by an explosion?
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#define PREVENT_CONTENTS_EXPLOSION_1 (1<<13)
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/// should the contents of this atom be acted upon
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#define RAD_PROTECT_CONTENTS_1 (1<<14)
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/// should this object be allowed to be contaminated
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#define RAD_NO_CONTAMINATE_1 (1<<15)
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/// Prevents most radiation on this turf from leaving it
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#define RAD_CONTAIN_CONTENTS (1<<16)
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/// Is the thing currently spinning?
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#define IS_SPINNING_1 (1<<17)
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/// If this atom has experienced a decal element "init finished" sourced appearance update
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/// We use this to ensure stacked decals don't double up appearance updates for no rasin
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/// Flag as an optimization, don't make this a trait without profiling
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/// Yes I know this is a stupid flag, no you can't take him from me
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#define DECAL_INIT_UPDATE_EXPERIENCED_1 (1<<18)
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//TURF FLAGS
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/// If a turf cant be jaunted through.
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#define NOJAUNT (1<<0)
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/// If a turf is an usused reservation turf awaiting assignment
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#define UNUSED_RESERVATION_TURF (1<<1)
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/// If a turf is a reserved turf
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#define RESERVATION_TURF (1<<2)
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/// Blocks lava rivers being generated on the turf
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#define NO_LAVA_GEN (1<<3)
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/// Blocks ruins spawning on the turf
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#define NO_RUINS (1<<4)
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/// Blocks this turf from being rusted
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#define NO_RUST (1<<5)
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/// Is this turf is "solid". Space and lava aren't for instance
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#define IS_SOLID (1<<6)
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/// This turf will never be cleared away by other objects on Initialize.
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#define NO_CLEARING (1<<7)
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//AREA FLAGS
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/// If blobs can spawn there and if it counts towards their score.
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#define BLOBS_ALLOWED (1<<1)
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/// If mining tunnel generation is allowed in this area
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#define CAVES_ALLOWED (1<<2)
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/// If flora are allowed to spawn in this area randomly through tunnel generation
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#define FLORA_ALLOWED (1<<3)
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/// If mobs can be spawned by natural random generation
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#define MOB_SPAWN_ALLOWED (1<<4)
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/// If megafauna can be spawned by natural random generation
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#define MEGAFAUNA_SPAWN_ALLOWED (1<<5)
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/// Are you forbidden from teleporting to the area? (centcom, mobs, wizard, hand teleporter)
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#define NOTELEPORT (1<<6)
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/// Protected from certain events
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#define EVENT_PROTECTED (1<<7)
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// Update flags for [/atom/proc/update_appearance]
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/// Update the atom's name
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#define UPDATE_NAME (1<<0)
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/// Update the atom's desc
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#define UPDATE_DESC (1<<1)
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/// Update the atom's icon state
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#define UPDATE_ICON_STATE (1<<2)
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/// Update the atom's overlays
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#define UPDATE_OVERLAYS (1<<3)
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/// Update the atom's greyscaling
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#define UPDATE_GREYSCALE (1<<4)
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/// Update the atom's smoothing. (More accurately, queue it for an update)
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#define UPDATE_SMOOTHING (1<<5)
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/// Update the atom's icon
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#define UPDATE_ICON (UPDATE_ICON_STATE|UPDATE_OVERLAYS)
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/*
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These defines are used specifically with the atom/pass_flags bitmask
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the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
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*/
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//flags for pass_flags
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#define PASSTABLE (1<<0)
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#define PASSGLASS (1<<1)
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#define PASSGRILLE (1<<2)
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#define PASSBLOB (1<<3)
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#define PASSMOB (1<<4)
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#define PASSCLOSEDTURF (1<<5)
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#define LETPASSTHROW (1<<6)
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#define PASSMACHINES (1<<7)
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#define PASSCOMPUTER (1<<8)
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#define PASSSTRUCTURE (1<<9)
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#define PASSDOOR (1<<10)
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#define PASSMECH (1<<11)
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#define PASSFLOOR (1<<12) //used for z movement
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//Movement Types
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#define GROUND (1<<0)
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#define FLYING (1<<1)
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#define VENTCRAWLING (1<<2)
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#define FLOATING (1<<3)
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/// When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
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#define PHASING (1<<4)
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/// The mob is walking on the ceiling. Or is generally just, upside down.
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#define UPSIDE_DOWN (1<<5)
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/// Combination flag for movetypes which, for all intents and purposes, mean the mob is not touching the ground
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#define MOVETYPES_NOT_TOUCHING_GROUND (FLYING|FLOATING|UPSIDE_DOWN)
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//Fire and Acid stuff, for resistance_flags
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#define LAVA_PROOF (1<<0)
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/// 100% immune to fire damage (but not necessarily to lava or heat)
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#define FIRE_PROOF (1<<1)
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#define FLAMMABLE (1<<2)
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#define ON_FIRE (1<<3)
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/// acid can't even appear on it, let alone melt it.
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#define UNACIDABLE (1<<4)
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/// acid stuck on it doesn't melt it.
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#define ACID_PROOF (1<<5)
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/// doesn't take damage
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#define INDESTRUCTIBLE (1<<6)
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/// can't be frozen
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#define FREEZE_PROOF (1<<7)
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//tesla_zap
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#define TESLA_MACHINE_EXPLOSIVE (1<<0)
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#define TESLA_ALLOW_DUPLICATES (1<<1)
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#define TESLA_NO_CHAINING (1<<2)
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#define TESLA_OBJ_DAMAGE (1<<3)
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#define TESLA_MOB_DAMAGE (1<<4)
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#define TESLA_MOB_STUN (1<<5)
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#define TESLA_MOB_GIB (1<<6)
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#define TESLA_DEFAULT_FLAGS TESLA_OBJ_DAMAGE | TESLA_MOB_DAMAGE | TESLA_MOB_STUN | TESLA_MACHINE_EXPLOSIVE
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#define TESLA_FUSION_FLAGS TESLA_OBJ_DAMAGE | TESLA_MOB_DAMAGE | TESLA_MOB_STUN
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//EMP protection
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#define EMP_PROTECT_SELF (1<<0)
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#define EMP_PROTECT_CONTENTS (1<<1)
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//Mob mobility var flags
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/// can move
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#define MOBILITY_MOVE (1<<0)
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/// can, and is, standing up
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#define MOBILITY_STAND (1<<1)
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/// can pickup items
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#define MOBILITY_PICKUP (1<<2)
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/// can hold and use items
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#define MOBILITY_USE (1<<3)
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/// can use interfaces like machinery
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#define MOBILITY_UI (1<<4)
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/// can use storage item
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#define MOBILITY_STORAGE (1<<5)
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/// can pull things
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#define MOBILITY_PULL (1<<6)
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#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL)
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#define MOBILITY_FLAGS_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
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//alternate appearance flags
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#define AA_TARGET_SEE_APPEARANCE (1<<0)
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#define AA_MATCH_TARGET_OVERLAYS (1<<1)
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#define KEEP_TOGETHER_ORIGINAL "keep_together_original"
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//setter for KEEP_TOGETHER to allow for multiple sources to set and unset it
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#define ADD_KEEP_TOGETHER(x, source)\
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if ((x.appearance_flags & KEEP_TOGETHER) && !HAS_TRAIT(x, TRAIT_KEEP_TOGETHER)) ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL); \
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ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
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x.appearance_flags |= KEEP_TOGETHER
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#define REMOVE_KEEP_TOGETHER(x, source)\
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REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
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if(HAS_TRAIT_FROM_ONLY(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL))\
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REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL);\
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else if(!HAS_TRAIT(x, TRAIT_KEEP_TOGETHER))\
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x.appearance_flags &= ~KEEP_TOGETHER
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//religious_tool flags
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#define RELIGION_TOOL_INVOKE (1<<0)
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#define RELIGION_TOOL_SACRIFICE (1<<1)
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#define RELIGION_TOOL_SECTSELECT (1<<2)
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//dir macros
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///Returns true if the dir is diagonal, false otherwise
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#define ISDIAGONALDIR(d) (d&(d-1))
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///True if the dir is north or south, false therwise
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#define NSCOMPONENT(d) (d&(NORTH|SOUTH))
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///True if the dir is east/west, false otherwise
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#define EWCOMPONENT(d) (d&(EAST|WEST))
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///Flips the dir for north/south directions
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#define NSDIRFLIP(d) (d^(NORTH|SOUTH))
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///Flips the dir for east/west directions
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#define EWDIRFLIP(d) (d^(EAST|WEST))
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///Turns the dir by 180 degrees
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#define DIRFLIP(d) turn(d, 180)
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/// 33554431 (2^24 - 1) is the maximum value our bitflags can reach.
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#define MAX_BITFLAG_DIGITS 8
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// timed_action_flags parameter for `/proc/do_after`
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/// Can do the action even if mob moves location
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#define IGNORE_USER_LOC_CHANGE (1<<0)
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/// Can do the action even if the target moves location
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#define IGNORE_TARGET_LOC_CHANGE (1<<1)
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/// Can do the action even if the item is no longer being held
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#define IGNORE_HELD_ITEM (1<<2)
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/// Can do the action even if the mob is incapacitated (ex. handcuffed)
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#define IGNORE_INCAPACITATED (1<<3)
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/// Used to prevent important slowdowns from being abused by drugs like kronkaine
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#define IGNORE_SLOWDOWNS (1<<4)
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/// Used to keep the skill indicator icon without using the built-in delay modifier
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#define IGNORE_SKILL_DELAY (1<<5)
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#define IGNORE_ALL (IGNORE_USER_LOC_CHANGE|IGNORE_TARGET_LOC_CHANGE|IGNORE_HELD_ITEM|IGNORE_INCAPACITATED|IGNORE_SLOWDOWNS)
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