mirror of
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229 lines
7.6 KiB
Plaintext
229 lines
7.6 KiB
Plaintext
/*ALL DEFINES RELATED TO INVENTORY OBJECTS, MANAGEMENT, ETC, GO HERE*/
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//ITEM INVENTORY WEIGHT, FOR w_class
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/// Usually items smaller then a human hand, (e.g. playing cards, lighter, scalpel, coins/holochips)
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#define WEIGHT_CLASS_TINY 1
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/// Pockets can hold small and tiny items, (e.g. flashlight, multitool, grenades, GPS device)
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#define WEIGHT_CLASS_SMALL 2
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/// Standard backpacks can carry tiny, small & normal items, (e.g. fire extinguisher, stun baton, gas mask, metal sheets)
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#define WEIGHT_CLASS_NORMAL 3
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/// Items that can be weilded or equipped but not stored in an inventory, (e.g. defibrillator, backpack, space suits)
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#define WEIGHT_CLASS_BULKY 4
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/// Usually represents objects that require two hands to operate, (e.g. shotgun, two-handed melee weapons)
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#define WEIGHT_CLASS_HUGE 5
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/// Essentially means it cannot be picked up or placed in an inventory, (e.g. mech parts, safe)
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#define WEIGHT_CLASS_GIGANTIC 6
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//Inventory depth: limits how many nested storage items you can access directly.
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//1: stuff in mob, 2: stuff in backpack, 3: stuff in box in backpack, etc
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#define INVENTORY_DEPTH 3
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#define STORAGE_VIEW_DEPTH 2
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//ITEM INVENTORY SLOT BITMASKS
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/// Suit slot (armors, costumes, space suits, etc.)
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#define ITEM_SLOT_OCLOTHING (1<<0)
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/// Jumpsuit slot
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#define ITEM_SLOT_ICLOTHING (1<<1)
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/// Glove slot
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#define ITEM_SLOT_GLOVES (1<<2)
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/// Glasses slot
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#define ITEM_SLOT_EYES (1<<3)
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/// Ear slot (radios, earmuffs)
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#define ITEM_SLOT_EARS (1<<4)
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/// Mask slot
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#define ITEM_SLOT_MASK (1<<5)
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/// Head slot (helmets, hats, etc.)
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#define ITEM_SLOT_HEAD (1<<6)
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/// Shoe slot
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#define ITEM_SLOT_FEET (1<<7)
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/// ID slot
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#define ITEM_SLOT_ID (1<<8)
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/// Belt slot
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#define ITEM_SLOT_BELT (1<<9)
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/// Back slot
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#define ITEM_SLOT_BACK (1<<10)
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/// Dextrous simplemob "hands" (used for Drones and Dextrous Guardians)
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#define ITEM_SLOT_DEX_STORAGE (1<<11)
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/// Neck slot (ties, bedsheets, scarves)
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#define ITEM_SLOT_NECK (1<<12)
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/// A character's hand slots
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#define ITEM_SLOT_HANDS (1<<13)
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/// Inside of a character's backpack
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#define ITEM_SLOT_BACKPACK (1<<14)
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/// Suit Storage slot
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#define ITEM_SLOT_SUITSTORE (1<<15)
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/// Left Pocket slot
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#define ITEM_SLOT_LPOCKET (1<<16)
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/// Right Pocket slot
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#define ITEM_SLOT_RPOCKET (1<<17)
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/// Handcuff slot
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#define ITEM_SLOT_HANDCUFFED (1<<18)
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/// Legcuff slot (bolas, beartraps)
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#define ITEM_SLOT_LEGCUFFED (1<<19)
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/// Total amount of slots
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#define SLOTS_AMT 20 // Keep this up to date!
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//SLOT GROUP HELPERS
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#define ITEM_SLOT_POCKETS (ITEM_SLOT_LPOCKET|ITEM_SLOT_RPOCKET)
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//Bit flags for the flags_inv variable, which determine when a piece of clothing hides another. IE a helmet hiding glasses.
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//Make sure to update check_obscured_slots() if you add more.
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#define HIDEGLOVES (1<<0)
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#define HIDESUITSTORAGE (1<<1)
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#define HIDEJUMPSUIT (1<<2) //these first four are only used in exterior suits
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#define HIDESHOES (1<<3)
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#define HIDEMASK (1<<4) //these last six are only used in masks and headgear.
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#define HIDEEARS (1<<5) // (ears means headsets and such)
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#define HIDEEYES (1<<6) // Whether eyes and glasses are hidden
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#define HIDEFACE (1<<7) // Whether we appear as unknown.
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#define HIDEHAIR (1<<8)
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#define HIDEFACIALHAIR (1<<9)
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#define HIDENECK (1<<10)
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//bitflags for clothing coverage - also used for limbs
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#define HEAD (1<<0)
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#define CHEST (1<<1)
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#define GROIN (1<<2)
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#define LEG_LEFT (1<<3)
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#define LEG_RIGHT (1<<4)
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#define LEGS (LEG_LEFT | LEG_RIGHT)
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#define FOOT_LEFT (1<<5)
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#define FOOT_RIGHT (1<<6)
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#define FEET (FOOT_LEFT | FOOT_RIGHT)
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#define ARM_LEFT (1<<7)
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#define ARM_RIGHT (1<<8)
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#define ARMS (ARM_LEFT | ARM_RIGHT)
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#define HAND_LEFT (1<<9)
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#define HAND_RIGHT (1<<10)
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#define HANDS (HAND_LEFT | HAND_RIGHT)
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#define NECK (1<<11)
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#define FULL_BODY (~0)
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//defines for the index of hands
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#define LEFT_HANDS 1
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#define RIGHT_HANDS 2
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//flags for female outfits: How much the game can safely "take off" the uniform without it looking weird
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#define NO_FEMALE_UNIFORM 0
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#define FEMALE_UNIFORM_FULL 1
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#define FEMALE_UNIFORM_TOP 2
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//flags for digitigrade checks related to footwear. Only Human accessible / Both accessible / Only funny leg accessible.
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#define NO_DIGIT 0
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#define EITHER_STYLE 1
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#define YES_DIGIT 2
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//flags for outfits that have mutantrace variants (try not to use this): Currently only needed if you're trying to add tight fitting bootyshorts
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#define DIGITIGRADE_VARIATION (1<<0)
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//flags for covering body parts
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#define GLASSESCOVERSEYES (1<<0)
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#define MASKCOVERSEYES (1<<1) // get rid of some of the other ridiculousness in these flags
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#define HEADCOVERSEYES (1<<2) // feel free to realloc these numbers for other purposes
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#define MASKCOVERSMOUTH (1<<3) // on other items, these are just for mask/head
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#define HEADCOVERSMOUTH (1<<4)
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#define TINT_DARKENED 2 //Threshold of tint level to apply weld mask overlay
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#define TINT_BLIND 3 //Threshold of tint level to obscure vision fully
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//Allowed equipment lists for security vests and hardsuits.
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GLOBAL_LIST_INIT(advanced_hardsuit_allowed, typecacheof(list(
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/obj/item/ammo_box,
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/obj/item/ammo_casing,
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/obj/item/flashlight,
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/obj/item/gun,
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/obj/item/melee/baton,
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/obj/item/melee/classic_baton,
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/obj/item/reagent_containers/spray/pepper,
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/obj/item/restraints/handcuffs,
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/obj/item/tank/internals)))
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GLOBAL_LIST_INIT(security_hardsuit_allowed, typecacheof(list(
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/obj/item/ammo_box,
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/obj/item/ammo_casing,
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/obj/item/flashlight,
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/obj/item/gun,
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/obj/item/melee/baton,
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/obj/item/melee/classic_baton,
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/obj/item/reagent_containers/spray/pepper,
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/obj/item/restraints/handcuffs,
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/obj/item/tank/internals)))
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GLOBAL_LIST_INIT(detective_vest_allowed, typecacheof(list(
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/obj/item/ammo_box,
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/obj/item/ammo_casing,
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/obj/item/detective_scanner,
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/obj/item/flashlight,
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/obj/item/taperecorder,
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/obj/item/gun,
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/obj/item/lighter,
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/obj/item/melee/baton,
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/obj/item/melee/classic_baton,
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/obj/item/reagent_containers/spray/pepper,
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/obj/item/restraints/handcuffs,
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/obj/item/storage/fancy/cigarettes,
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/obj/item/tank/internals)))
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GLOBAL_LIST_INIT(security_vest_allowed, typecacheof(list(
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/obj/item/ammo_box,
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/obj/item/ammo_casing,
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/obj/item/flashlight,
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/obj/item/gun,
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/obj/item/kitchen/knife/combat,
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/obj/item/melee/baton,
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/obj/item/melee/classic_baton,
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/obj/item/reagent_containers/spray/pepper,
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/obj/item/restraints/handcuffs,
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/obj/item/tank/internals)))
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GLOBAL_LIST_INIT(security_wintercoat_allowed, typecacheof(list(
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/obj/item/ammo_box,
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/obj/item/ammo_casing,
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/obj/item/flashlight,
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/obj/item/storage/fancy/cigarettes,
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/obj/item/gun,
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/obj/item/lighter,
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/obj/item/melee/baton,
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/obj/item/melee/classic_baton,
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/obj/item/reagent_containers/spray/pepper,
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/obj/item/restraints/handcuffs,
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/obj/item/tank/internals,
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/obj/item/toy)))
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GLOBAL_LIST_INIT(labcoat_allowed, typecacheof(list(
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/obj/item/analyzer,
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/obj/item/multitool/tricorder,
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/obj/item/stack/medical,
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/obj/item/dnainjector,
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/obj/item/reagent_containers/dropper,
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/obj/item/reagent_containers/syringe,
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/obj/item/reagent_containers/autoinjector,
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/obj/item/healthanalyzer,
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/obj/item/reagent_containers/glass/bottle,
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/obj/item/reagent_containers/glass/beaker,
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/obj/item/reagent_containers/pill,
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/obj/item/storage/pill_bottle,
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/obj/item/paper,
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/obj/item/melee/classic_baton/telescopic,
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/obj/item/soap,
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/obj/item/sensor_device,
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/obj/item/tank/internals,
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/obj/item/hypospray,
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/obj/item/flashlight)))
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GLOBAL_LIST_INIT(mining_allowed, typecacheof(list(
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/obj/item/flashlight,
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/obj/item/tank/internals,
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/obj/item/resonator,
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/obj/item/mining_scanner,
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/obj/item/t_scanner/adv_mining_scanner,
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/obj/item/gun/energy/kinetic_accelerator,
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/obj/item/pickaxe,
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/obj/item/organ/regenerative_core/legion,
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/obj/item/kitchen/knife/combat,
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/obj/item/storage/bag/ore,
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/obj/item/storage/bag/gem
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)))
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