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* lol 882 conflicts * build.js never forget * um * and this * sure * i refuse to see life in black and white * oh Lord, don't ask me what I mean * Just say that it's on meeee * that's just the weight of the world * of course the british file gives me trouble fuck you british people * wow, this is your room? it's so cool! [png of a bloodsucker lair full of dead bloodless people] * Make a lot of money and feel dead inside * tell me you didnt test your code without telling me you didnt test your code * stay winning * mech toy repath * yea add this to the readme john!!!!! (haha) * you mean trolling the right-click functions? * yea Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> * yea 2 Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com> * span macros * virtual insanity is what we're living it's aaaalright now * um * yeah * lol * this makes it compile i think why beefman code be like this * i knew it was going to happen i just hoped it wouldn't * forgot this Co-authored-by: Enricode <SgtHunk@users.noreply.github.com> Co-authored-by: John Willard <53777086+JohnFulpWillard@users.noreply.github.com>
250 lines
9.4 KiB
Plaintext
250 lines
9.4 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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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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/* 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 /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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// scroll down before changing the numbers on these
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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<<0)
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/// Is this object currently processing in the atmos object list?
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#define ATMOS_IS_PROCESSING_1 (1<<1)
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/// conducts electricity (metal etc.)
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#define CONDUCT_1 (1<<2)
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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<<3)
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/// atom queued to SSoverlay
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#define OVERLAY_QUEUED_1 (1<<4)
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/// item has priority to check when entering or leaving
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#define ON_BORDER_1 (1<<5)
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///Whether or not this atom shows screentips when hovered over
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#define NO_SCREENTIPS_1 (1 << 6)
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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<<7)
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#define HOLOGRAM_1 (1<<8)
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/// Prevents mobs from getting chainshocked by teslas and the supermatter
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#define SHOCKED_1 (1<<9)
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///Whether /atom/Initialize() has already run for the object
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#define INITIALIZED_1 (1<<10)
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/// was this spawned by an admin? used for stat tracking stuff.
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#define ADMIN_SPAWNED_1 (1<<11)
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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<<12)
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/// should the contents of this atom be acted upon
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#define RAD_PROTECT_CONTENTS_1 (1 << 13)
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/// should this object be allowed to be contaminated
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#define RAD_NO_CONTAMINATE_1 (1 << 14)
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/// Should this object be paintable with very dark colors?
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#define ALLOW_DARK_PAINTS_1 (1 << 15)
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/// Should this object be unpaintable?
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#define UNPAINTABLE_1 (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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#define IS_ONTOP_1 (1 << 18)
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#define SUPERMATTER_IGNORES_1 (1 << 19)
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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<<20)
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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<<21)
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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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/// If the thing can reflect light (lasers/energy)
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#define RICOCHET_SHINY (1<<0)
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/// If the thing can reflect matter (bullets/bomb shrapnel)
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#define RICOCHET_HARD (1<<1)
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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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#define UNUSED_RESERVATION_TURF (1<<1)
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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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////////////////Area flags\\\\\\\\\\\\\\
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/// If it's a valid territory for cult summoning or the CRAB-17 phone to spawn
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#define VALID_TERRITORY (1<<0)
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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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/// Hides area from player Teleport function.
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#define HIDDEN_AREA (1<<7)
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/// If false, loading multiple maps with this area type will create multiple instances.
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#define UNIQUE_AREA (1<<8)
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/// If people are allowed to suicide in it. Mostly for OOC stuff like minigames
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#define BLOCK_SUICIDE (1<<9)
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/// Can the Xenobio management console transverse this area by default?
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#define XENOBIOLOGY_COMPATIBLE (1<<10)
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/// If Abductors are unable to teleport in with their observation console
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#define ABDUCTOR_PROOF (1<<11)
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/// If an area should be hidden from power consoles, power/atmosphere alerts, etc.
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#define NO_ALERTS (1<<12)
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/// If blood cultists can draw runes or build structures on this AREA.
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#define CULT_PERMITTED (1<<13)
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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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/// Let thrown things past us. **ONLY MEANINGFUL ON pass_flags_self!**
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#define LETPASSTHROW (1<<6)
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#define PASSMACHINE (1<<7)
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#define PASSSTRUCTURE (1<<8)
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#define PASSFLAPS (1<<9)
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#define PASSDOORS (1<<10)
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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 Cross() everything, but won't stop or Bump() anything.
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#define PHASING (1<<4)
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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 ZAP_MACHINE_EXPLOSIVE (1<<0)
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#define ZAP_ALLOW_DUPLICATES (1<<1)
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#define ZAP_OBJ_DAMAGE (1<<2)
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#define ZAP_MOB_DAMAGE (1<<3)
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#define ZAP_MOB_STUN (1<<4)
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#define ZAP_GENERATES_POWER (1<<5)
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#define ZAP_DEFAULT_FLAGS ZAP_MOB_STUN | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE
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#define ZAP_FUSION_FLAGS ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN
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#define ZAP_SUPERMATTER_FLAGS ZAP_GENERATES_POWER
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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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#define EMP_PROTECT_WIRES (1<<2)
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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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/// can rest
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#define MOBILITY_REST (1<<7)
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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_CARBON_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_REST)
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#define MOBILITY_FLAGS_REST_CAPABLE_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_REST)
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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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// ---- Skillchip incompatability flags ---- //
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// These flags control which skill chips are compatible with eachother.
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// By default, skillchips are incompatible with themselves and multiple of the same istype() cannot be implanted together. Set this flag to disable that check.
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#define SKILLCHIP_ALLOWS_MULTIPLE (1<<0)
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// This skillchip is incompatible with other skillchips from the incompatible_category list.
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#define SKILLCHIP_RESTRICTED_CATEGORIES (1<<1)
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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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