144 lines
5.2 KiB
Plaintext
144 lines
5.2 KiB
Plaintext
/*
|
|
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)
|
|
///Projectiels will check ricochet on things impacted that have this.
|
|
#define CHECK_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)
|