@@ -0,0 +1,163 @@
|
||||
/*
|
||||
These defines are specific to the atom/flags_1 bitmask
|
||||
*/
|
||||
#define ALL (~0) //For convenience.
|
||||
#define NONE 0
|
||||
|
||||
//for convenience
|
||||
#define ENABLE_BITFIELD(variable, flag) (variable |= (flag))
|
||||
#define DISABLE_BITFIELD(variable, flag) (variable &= ~(flag))
|
||||
#define CHECK_BITFIELD(variable, flag) (variable & (flag))
|
||||
#define TOGGLE_BITFIELD(variable, flag) (variable ^= (flag))
|
||||
|
||||
#define CHECK_MULTIPLE_BITFIELDS(flagvar, flags) (((flagvar) & (flags)) == (flags))
|
||||
|
||||
GLOBAL_LIST_INIT(bitflags, list(1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024, 2048, 4096, 8192, 16384, 32768))
|
||||
|
||||
// for /datum/var/datum_flags
|
||||
#define DF_USE_TAG (1<<0)
|
||||
#define DF_VAR_EDITED (1<<1)
|
||||
#define DF_ISPROCESSING (1<<2)
|
||||
|
||||
//FLAGS BITMASK
|
||||
///This flag is what recursive_hear_check() uses to determine wether to add an item to the hearer list or not.
|
||||
#define HEAR_1 (1<<3)
|
||||
///Projectiles will use default chance-based ricochet handling on things with this.
|
||||
#define DEFAULT_RICOCHET_1 (1<<4)
|
||||
///Conducts electricity (metal etc.).
|
||||
#define CONDUCT_1 (1<<5)
|
||||
///For machines and structures that should not break into parts, eg, holodeck stuff.
|
||||
#define NODECONSTRUCT_1 (1<<7)
|
||||
///Atom queued to SSoverlay.
|
||||
#define OVERLAY_QUEUED_1 (1<<8)
|
||||
///Item has priority to check when entering or leaving.
|
||||
#define ON_BORDER_1 (1<<9)
|
||||
///Prevent clicking things below it on the same turf eg. doors/ fulltile windows.
|
||||
#define PREVENT_CLICK_UNDER_1 (1<<11)
|
||||
#define HOLOGRAM_1 (1<<12)
|
||||
///Prevents mobs from getting chainshocked by teslas and the supermatter.
|
||||
#define SHOCKED_1 (1<<13)
|
||||
///Whether /atom/Initialize() has already run for the object.
|
||||
#define INITIALIZED_1 (1<<14)
|
||||
///was this spawned by an admin? used for stat tracking stuff.
|
||||
#define ADMIN_SPAWNED_1 (1<<15)
|
||||
/// should not get harmed if this gets caught by an explosion?
|
||||
#define PREVENT_CONTENTS_EXPLOSION_1 (1<<16)
|
||||
/// Early returns mob.face_atom()
|
||||
#define BLOCK_FACE_ATOM_1 (1<<17)
|
||||
|
||||
//turf-only flags
|
||||
#define NOJAUNT_1 (1<<0)
|
||||
#define UNUSED_RESERVATION_TURF_1 (1<<1)
|
||||
///If a turf can be made dirty at roundstart. This is also used in areas.
|
||||
#define CAN_BE_DIRTY_1 (1<<2)
|
||||
///Blocks lava rivers being generated on the turf.
|
||||
#define NO_LAVA_GEN_1 (1<<6)
|
||||
///Blocks ruins spawning on the turf.
|
||||
#define NO_RUINS_1 (1<<10)
|
||||
|
||||
/*
|
||||
These defines are used specifically with the atom/pass_flags bitmask
|
||||
the atom/checkpass() proc uses them (tables will call movable atom checkpass(PASSTABLE) for example)
|
||||
*/
|
||||
//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 PASSCLOSEDTURF (1<<5)
|
||||
#define LETPASSTHROW (1<<6)
|
||||
|
||||
//Movement Types
|
||||
#define GROUND (1<<0)
|
||||
#define FLYING (1<<1)
|
||||
#define VENTCRAWLING (1<<2)
|
||||
#define FLOATING (1<<3)
|
||||
///When moving, will Bump()/Cross()/Uncross() everything, but won't be stopped.
|
||||
#define UNSTOPPABLE (1<<4)
|
||||
///Applied if you're crawling around on the ground/resting.
|
||||
#define CRAWLING (1<<5)
|
||||
|
||||
//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
|
||||
#define GOLIATH_RESISTANCE (1<<8) //CIT CHANGE
|
||||
#define GOLIATH_WEAKNESS (1<<9) //CIT CHANGE
|
||||
|
||||
//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_DEFAULT_FLAGS ALL
|
||||
#define ZAP_FUSION_FLAGS ZAP_OBJ_DAMAGE | ZAP_MOB_DAMAGE | ZAP_MOB_STUN
|
||||
#define ZAP_SUPERMATTER_FLAGS NONE
|
||||
|
||||
//EMP protection
|
||||
#define EMP_PROTECT_SELF (1<<0)
|
||||
#define EMP_PROTECT_CONTENTS (1<<1)
|
||||
#define EMP_PROTECT_WIRES (1<<2)
|
||||
|
||||
// radiation
|
||||
#define RAD_PROTECT_CONTENTS (1<<0)
|
||||
#define RAD_NO_CONTAMINATE (1<<1)
|
||||
|
||||
//Mob mobility var flags
|
||||
/// any flag
|
||||
#define CHECK_MOBILITY(target, flags) CHECK_BITFIELD(target.mobility_flags, flags)
|
||||
#define CHECK_ALL_MOBILITY(target, flags) CHECK_MULTIPLE_BITFIELDS(target.mobility_flags, 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 use items and interact with world objects like opening closets/etc
|
||||
#define MOBILITY_USE (1<<3)
|
||||
/// can use interfaces like consoles
|
||||
#define MOBILITY_UI (1<<4)
|
||||
/// can use storage item
|
||||
#define MOBILITY_STORAGE (1<<5)
|
||||
/// can pull things
|
||||
#define MOBILITY_PULL (1<<6)
|
||||
/// can hold non-nodropped items voluntarily
|
||||
#define MOBILITY_HOLD (1<<7)
|
||||
/// Can resist out of buckling, grabs, cuffs, etc, in the usual order (buckle --> cuffs --> grab)
|
||||
#define MOBILITY_RESIST (1<<8)
|
||||
|
||||
#define MOBILITY_FLAGS_DEFAULT (MOBILITY_MOVE | MOBILITY_STAND | MOBILITY_PICKUP | MOBILITY_USE | MOBILITY_UI | MOBILITY_STORAGE | MOBILITY_PULL | MOBILITY_RESIST)
|
||||
#define MOBILITY_FLAGS_ANY_INTERACTION (MOBILITY_USE | MOBILITY_PICKUP | MOBILITY_UI | MOBILITY_STORAGE)
|
||||
|
||||
// melee_attack_chain() attackchain_flags
|
||||
/// The attack is from a parry counterattack.
|
||||
#define ATTACKCHAIN_PARRY_COUNTERATTACK (1<<0)
|
||||
|
||||
/// If the thing can reflect light (lasers/energy)
|
||||
#define RICOCHET_SHINY (1<<0)
|
||||
/// If the thing can reflect matter (bullets/bomb shrapnel)
|
||||
#define RICOCHET_HARD (1<<1)
|
||||
|
||||
#define KEEP_TOGETHER_ORIGINAL "keep_together_original"
|
||||
|
||||
//setter for KEEP_TOGETHER to allow for multiple sources to set and unset it
|
||||
#define ADD_KEEP_TOGETHER(x, source)\
|
||||
if ((x.appearance_flags & KEEP_TOGETHER) && !HAS_TRAIT(x, TRAIT_KEEP_TOGETHER)) ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL); \
|
||||
ADD_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
|
||||
x.appearance_flags |= KEEP_TOGETHER
|
||||
|
||||
#define REMOVE_KEEP_TOGETHER(x, source)\
|
||||
REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, source);\
|
||||
if(HAS_TRAIT_FROM_ONLY(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL))\
|
||||
REMOVE_TRAIT(x, TRAIT_KEEP_TOGETHER, KEEP_TOGETHER_ORIGINAL);\
|
||||
else if(!HAS_TRAIT(x, TRAIT_KEEP_TOGETHER))\
|
||||
x.appearance_flags &= ~KEEP_TOGETHER
|
||||
@@ -0,0 +1,55 @@
|
||||
// Flags for the item_flags var on /obj/item
|
||||
|
||||
#define BEING_REMOVED (1<<0)
|
||||
///is this item equipped into an inventory slot or hand of a mob? used for tooltips
|
||||
#define IN_INVENTORY (1<<1)
|
||||
///used for tooltips
|
||||
#define FORCE_STRING_OVERRIDE (1<<2)
|
||||
///Used by security bots to determine if this item is safe for public use.
|
||||
#define NEEDS_PERMIT (1<<3)
|
||||
#define SLOWS_WHILE_IN_HAND (1<<4)
|
||||
///Stops you from putting things like an RCD or other items into an ORM or protolathe for materials.
|
||||
#define NO_MAT_REDEMPTION (1<<5)
|
||||
///When dropped, it calls qdel on itself
|
||||
#define DROPDEL (1<<6)
|
||||
///when an item has this it produces no "X has been hit by Y with Z" message in the default attackby()
|
||||
#define NOBLUDGEON (1<<7)
|
||||
///for all things that are technically items but used for various different stuff
|
||||
#define ABSTRACT (1<<8)
|
||||
///When players should not be able to change the slowdown of the item (Speed potions, ect)
|
||||
#define IMMUTABLE_SLOW (1<<9)
|
||||
///Tool commonly used for surgery: won't attack targets in an active surgical operation on help intent (in case of mistakes)
|
||||
#define SURGICAL_TOOL (1<<10)
|
||||
///Can be worn on certain slots (currently belt and id) that would otherwise require an uniform.
|
||||
#define NO_UNIFORM_REQUIRED (1<<11)
|
||||
///Damage when attacking people is not affected by combat mode.
|
||||
#define NO_COMBAT_MODE_FORCE_MODIFIER (1<<12)
|
||||
/// This item can be used to parry. Only a basic check used to determine if we should proceed with parry chain at all.
|
||||
#define ITEM_CAN_PARRY (1<<13)
|
||||
/// This item can be used in the directional blocking system. Only a basic check used to determine if we should proceed with directional block handling at all.
|
||||
#define ITEM_CAN_BLOCK (1<<14)
|
||||
|
||||
// Flags for the clothing_flags var on /obj/item/clothing
|
||||
|
||||
#define LAVAPROTECT (1<<0)
|
||||
#define STOPSPRESSUREDAMAGE (1<<1) //SUIT and HEAD items which stop pressure damage. To stop you taking all pressure damage you must have both a suit and head item with this flag.
|
||||
#define BLOCK_GAS_SMOKE_EFFECT (1<<2) //blocks the effect that chemical clouds would have on a mob --glasses, mask and helmets ONLY!
|
||||
#define ALLOWINTERNALS (1<<3) //mask allows internals
|
||||
#define NOSLIP (1<<4) //prevents from slipping on wet floors, in space etc
|
||||
#define NOSLIP_ICE (1<<5) //prevents from slipping on frozen floors
|
||||
#define THICKMATERIAL (1<<6) //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.
|
||||
#define VOICEBOX_TOGGLABLE (1<<7) //The voicebox in this clothing can be toggled.
|
||||
#define VOICEBOX_DISABLED (1<<8) //The voicebox is currently turned off.
|
||||
#define IGNORE_HAT_TOSS (1<<9) //Hats with negative effects when worn (i.e the tinfoil hat).
|
||||
#define SCAN_REAGENTS (1<<10) // Allows helmets and glasses to scan reagents.
|
||||
|
||||
// Flags for the organ_flags var on /obj/item/organ
|
||||
|
||||
#define ORGAN_SYNTHETIC (1<<0) //Synthetic organs, or cybernetic organs. Reacts to EMPs and don't deteriorate or heal
|
||||
#define ORGAN_FROZEN (1<<1) //Frozen organs, don't deteriorate
|
||||
#define ORGAN_FAILING (1<<2) //Failing organs perform damaging effects until replaced or fixed
|
||||
#define ORGAN_EXTERNAL (1<<3) //Was this organ implanted/inserted/etc, if true will not be removed during species change.
|
||||
#define ORGAN_VITAL (1<<4) //Currently only the brain
|
||||
#define ORGAN_NO_SPOIL (1<<5) //Do not spoil under any circumstances
|
||||
#define ORGAN_NO_DISMEMBERMENT (1<<6) //Immune to disembowelment.
|
||||
#define ORGAN_EDIBLE (1<<5) //is a snack? :D
|
||||
@@ -0,0 +1,15 @@
|
||||
// Flags for the obj_flags var on /obj
|
||||
|
||||
#define EMAGGED (1<<0)
|
||||
#define IN_USE (1<<1) //If we have a user using us, this will be set on. We will check if the user has stopped using us, and thus stop updating and LAGGING EVERYTHING!
|
||||
#define CAN_BE_HIT (1<<2) //can this be bludgeoned by items?
|
||||
#define BEING_SHOCKED (1<<3) //Whether this thing is currently (already) being shocked by a tesla
|
||||
#define DANGEROUS_POSSESSION (1<<4) //Admin possession yes/no
|
||||
#define ON_BLUEPRINTS (1<<5) //Are we visible on the station blueprints at roundstart?
|
||||
#define UNIQUE_RENAME (1<<6) //can you customize the description/name of the thing?
|
||||
#define USES_TGUI (1<<7) //put on things that use tgui on ui_interact instead of custom/old UI.
|
||||
#define FROZEN (1<<8)
|
||||
#define SHOVABLE_ONTO (1<<9) //called on turf.shove_act() to consider whether an object should have a niche effect (defined in their own shove_act()) when someone is pushed onto it, or do a sanity CanPass() check.
|
||||
#define BLOCK_Z_FALL (1<<10)
|
||||
|
||||
// If you add new ones, be sure to add them to /obj/Initialize as well for complete mapping support
|
||||
Reference in New Issue
Block a user