/// START specific to SSmachinery #define START_PROCESSING_MACHINE(machine, flag)\ if(!istype(machine, /obj/machinery)) CRASH("A non-machine [log_info_line(machine)] was queued to process on the machinery subsystem.");\ machine.processing_flags |= flag;\ START_PROCESSING(SSmachinery, machine) /// STOP specific to SSmachinery #define STOP_PROCESSING_MACHINE(machine, flag)\ machine.processing_flags &= ~flag;\ if(machine.processing_flags == 0){\ machine.datum_flags &= ~DF_ISPROCESSING;\ SSmachinery.processing -= machine} //! ## Timing subsystem /** * Don't run if there is an identical unique timer active * * if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer, * and returns the id of the existing timer */ #define TIMER_UNIQUE (1<<0) ///For unique timers: Replace the old timer rather then not start this one #define TIMER_OVERRIDE (1<<1) /** * Timing should be based on how timing progresses on clients, not the server. * * Tracking this is more expensive, * should only be used in conjuction with things that have to progress client side, such as * animate() or sound() */ #define TIMER_CLIENT_TIME (1<<2) ///Timer can be stopped using deltimer() #define TIMER_STOPPABLE (1<<3) ///prevents distinguishing identical timers with the wait variable /// ///To be used with TIMER_UNIQUE #define TIMER_NO_HASH_WAIT (1<<4) ///Loops the timer repeatedly until qdeleted /// ///In most cases you want a subsystem instead, so don't use this unless you have a good reason #define TIMER_LOOP (1<<5) ///Delete the timer on parent datum Destroy() and when deltimer'd #define TIMER_DELETE_ME (1<<6) ///Empty ID define #define TIMER_ID_NULL -1 /// Used to trigger object removal from a processing list #define PROCESS_KILL 26 // -- SSatoms stuff -- // Technically this check will fail if someone loads a map mid-round, but that's not enabled right now. ///TRUE if the INITIAL SSatoms initialization has finished, aka the atoms are initialized and mapload has finished #define SSATOMS_IS_PROBABLY_DONE (SSatoms.initialized == INITIALIZATION_INNEW_REGULAR) ///type and all subtypes should always immediately call Initialize in New() #define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\ ..();\ if(!(flags_1 & INITIALIZED_1)) {\ var/previous_initialized_value = SSatoms.initialized;\ SSatoms.initialized = INITIALIZATION_INNEW_MAPLOAD;\ args[1] = TRUE;\ SSatoms.InitAtom(src, FALSE, args);\ SSatoms.initialized = previous_initialized_value;\ }\ } /* Initialization subsystem */ ///New should not call Initialize #define INITIALIZATION_INSSATOMS 0 ///New should call Initialize(TRUE) #define INITIALIZATION_INNEW_MAPLOAD 2 ///New should call Initialize(FALSE) #define INITIALIZATION_INNEW_REGULAR 1 ///Nothing happens. #define INITIALIZE_HINT_NORMAL 0 /** * call LateInitialize at the end of all atom Initalization * * The item will be added to the late_loaders list, this is iterated over after * initalization of subsystems is complete and calls LateInitalize on the atom * see [this file for the LateIntialize proc](atom.html#proc/LateInitialize) */ #define INITIALIZE_HINT_LATELOAD 1 ///Call qdel on the atom after intialization #define INITIALIZE_HINT_QDEL 2 // -- SSoverlays -- #define CUT_OVERLAY_IN(ovr, time) addtimer(CALLBACK(src, TYPE_PROC_REF(/atom, CutOverlays), ovr), time, TIMER_STOPPABLE | TIMER_CLIENT_TIME) #define ATOM_USING_SSOVERLAY(atom) (atom.atom_overlay_cache || atom.atom_protected_overlay_cache) // -- SSticker -- #define ROUND_IS_STARTED (SSticker.current_state >= GAME_STATE_PLAYING) // -- SSeffects -- // tick/process() return vals. #define EFFECT_CONTINUE 0 // Keep processing. #define EFFECT_HALT 1 // Stop processing, but don't qdel. #define EFFECT_DESTROY 2 // qdel. // Effect helpers. #define QUEUE_EFFECT(effect) if (!(effect.datum_flags & DF_ISPROCESSING)) {effect.datum_flags |= DF_ISPROCESSING; SSeffects.effect_systems += effect;} #define QUEUE_VISUAL(visual) if (!(visual.datum_flags & DF_ISPROCESSING)) {visual.datum_flags |= DF_ISPROCESSING; SSeffects.visuals += visual;} #define STOP_EFFECT(effect) SSeffects.effect_systems -= effect; #define STOP_VISUAL(visual) SSeffects.visuals -= visual; // -- SSfalling -- #define ADD_FALLING_ATOM(atom) if (!atom.multiz_falling) { atom.multiz_falling = 1; SSfalling.falling[atom] = 0; } // -- SSlistener -- #define GET_LISTENERS(id) (id ? SSlistener.listeners["[id]"] : null) // Connection prefixes for player-editable fields #define WP_ELECTRONICS "elec_" // -- SSicon_cache -- #define LIGHT_FIXTURE_CACHE(icon,state,color) SSicon_cache.light_fixture_cache["[icon]_[state]_[color]"] || (SSicon_cache.light_fixture_cache["[icon]_[state]_[color]"] = SSicon_cache.generate_color_variant(icon,state,color)) // -- SSmob_ai -- #define MOB_START_THINKING(mob) if (!mob.thinking_enabled) { SSmob_ai.processing += mob; mob.on_think_enabled(); mob.thinking_enabled = TRUE; } #define MOB_STOP_THINKING(mob) SSmob_ai.processing -= mob; mob.on_think_disabled(); mob.thinking_enabled = FALSE; #define MOB_SHIFT_TO_FAST_THINKING(mob) if(!mob.is_fast_processing) { SSmob_ai.processing -= mob; SSmob_fast_ai.processing += mob; mob.is_fast_processing = TRUE; } #define MOB_SHIFT_TO_NORMAL_THINKING(mob) if(mob.is_fast_processing) { SSmob_fast_ai.processing -= mob; SSmob_ai.processing += mob; mob.is_fast_processing = FALSE; } // - SSrecords -- #define RECORD_GENERAL BITFLAG(0) #define RECORD_MEDICAL BITFLAG(1) #define RECORD_SECURITY BITFLAG(2) #define RECORD_LOCKED BITFLAG(3) #define RECORD_WARRANT BITFLAG(4) #define RECORD_VIRUS BITFLAG(5) #define RECORD_SHUTTLE_MANIFEST BITFLAG(6) // - SSjobs -- // departments // If we rename any of these, also change them in ship_locations.dm define. #define DEPARTMENT_COMMAND "Command" #define DEPARTMENT_COMMAND_SUPPORT "Command Support" #define DEPARTMENT_SECURITY "Security" #define DEPARTMENT_ENGINEERING "Engineering" #define DEPARTMENT_MEDICAL "Medical" #define DEPARTMENT_SCIENCE "Science" #define DEPARTMENT_CARGO "Operations" #define DEPARTMENT_SERVICE "Service" #define DEPARTMENT_CIVILIAN "Civilian" #define DEPARTMENT_EQUIPMENT "Equipment" #define DEPARTMENT_MISCELLANEOUS "Miscellaneous" #define DEPARTMENT_OFFSHIP "Off-ship" #define DEPARTMENTS_LIST_INIT list(\ DEPARTMENT_COMMAND = list(),\ DEPARTMENT_COMMAND_SUPPORT = list(),\ DEPARTMENT_SECURITY = list(),\ DEPARTMENT_ENGINEERING = list(),\ DEPARTMENT_MEDICAL = list(),\ DEPARTMENT_SCIENCE = list(),\ DEPARTMENT_CARGO = list(),\ DEPARTMENT_SERVICE = list(),\ DEPARTMENT_CIVILIAN = list(),\ DEPARTMENT_EQUIPMENT = list(),\ DEPARTMENT_MISCELLANEOUS = list(),\ DEPARTMENT_OFFSHIP = list(),\ ) // job roles within departments #define JOBROLE_DEFAULT 0 // This is the default "job role", no special meaning. #define JOBROLE_SUPERVISOR (1 << 0) // Indicates that the job is a supervisory position, i.e a head of department. #define SIMPLEDEPT(dept) list(dept = JOBROLE_DEFAULT) #define ASSET_CROSS_ROUND_CACHE_DIRECTORY "tmp/assets" //! ### SS initialization hints /** * Negative values incidate a failure or warning of some kind, positive are good. * 0 and 1 are unused so that TRUE and FALSE are guarenteed to be invalid values. */ /// Subsystem failed to initialize entirely. Print a warning, log, and disable firing. #define SS_INIT_FAILURE -2 /// The default return value which must be overriden. Will succeed with a warning. #define SS_INIT_NONE -1 /// Subsystem initialized sucessfully. #define SS_INIT_SUCCESS 2 /// If your system doesn't need to be initialized (by being disabled or something) #define SS_INIT_NO_NEED 3 /// Succesfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil) #define SS_INIT_NO_MESSAGE 4 /// The timer key used to know how long subsystem initialization takes #define SS_INIT_TIMER_KEY "ss_init" //! ### SS initialization load orders // Subsystem init_order, from highest priority to lowest priority // Subsystems shutdown in the reverse of the order they initialize in // The numbers just define the ordering, they are meaningless otherwise. #define INIT_ORDER_PERSISTENT_CONFIGURATION 101 //Aurora snowflake config handling #define INIT_ORDER_PROFILER 101 #define INIT_ORDER_GARBAGE 99 #define INIT_ORDER_DBCORE 95 #define INIT_ORDER_AUTH 94 //Admin permissions should be loaded early on #define INIT_ORDER_SOUNDS 83 #define INIT_ORDER_DISCORD 78 #define INIT_ORDER_JOBS 65 // Must init before atoms, to set up properly the dynamic job lists. #define INIT_ORDER_AI_CONTROLLERS 55 //So the controller can get the ref #define INIT_ORDER_TICKER 55 #define INIT_ORDER_SEEDS 52 // More aurora snowflake, needs to load before the atoms init as it generates images for seeds that are used #define INIT_ORDER_MISC_FIRST 51 //Another aurora snowflake system? Who would have guessed... Anyways, need to load before mapping or global HUDs are not ready when atoms request them #define INIT_ORDER_MAPPING 50 //This is the ATLAS subsystem #define INIT_ORDER_PARALLAX 49 // Parallax image cache generation. Must run before ghosts are able to join. Another aurora snowflake code, run after mapping or it runtimes #define INIT_ORDER_EARLY_ASSETS 48 #define INIT_ORDER_SPATIAL_GRID 43 #define INIT_ORDER_ECONOMY 40 #define INIT_ORDER_MAPFINALIZE 32 // Asteroid generation, another aurora snowflake, must run before the atoms init #define INIT_ORDER_PERSISTENCE 31 // Persistence subsystem, requires map load #define INIT_ORDER_ATOMS 30 #define INIT_ORDER_MACHINES 20 #define INIT_ORDER_DEFAULT 0 #define INIT_ORDER_TIMER 1 #define INIT_ORDER_AIR -1 #define INIT_ORDER_AWAY_MAPS -2 //Loading away sites and exoplanets, should start after air, must initialize before ghost roles in order for their spawnpoints to work #define INIT_ORDER_GHOSTROLES -2.1 //Ghost roles must initialize before SS_INIT_MISC due to some roles (matriarch drones) relying on the assumption that this SS is initialized. #define INIT_ORDER_MISC -2.2 //Aurora snowflake, Subsystems without an explicitly set initialization order start here #define INIT_ORDER_CODEX -3 // Codex subsystem. Should be initialized after chemistry and cooking recipes. #define INIT_ORDER_VOTE -4 #define INIT_ORDER_ASSETS -5 #define INIT_ORDER_ICON_UPDATE -5.5 //Yet another aurora snowflake, Icon update queue flush. Should run before overlays, probably before smoothing the icon too #define INIT_ORDER_VISCONTENTS -5.6 // Queued vis_contents updates. #define INIT_ORDER_ICON_SMOOTHING -6 #define INIT_ORDER_OVERLAY -7 #define INIT_ORDER_WEATHER -9 #define INIT_ORDER_ODYSSEY -15 #define INIT_ORDER_LIGHTING -20 #define INIT_ORDER_ZCOPY -21 //Aurora snowflake, Z-mimic flush. Should run after SSoverlay & SSicon_smooth so it copies the smoothed sprites. #define INIT_ORDER_PATH -50 #define INIT_ORDER_STATPANELS -97 #define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init. // Subsystem fire priority, from lowest to highest priority // If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child) #define FIRE_PRIORITY_PING 10 #define FIRE_PRIORITY_GARBAGE 15 #define FIRE_PRIORITY_DATABASE 16 #define FIRE_PRIORITY_ASSETS 20 #define FIRE_PRIORITY_NPC_MOVEMENT 21 #define FIRE_PRIORITY_NPC_ACTIONS 22 #define FIRE_PRIORITY_PATHFINDING 23 #define FIRE_PRIORITY_PROCESS 25 #define FIRE_PRIORITY_THROWING 25 #define FIRE_PRIORITY_SPACEDRIFT 30 #define FIRE_PRIORITY_DEFAULT 50 #define FIRE_PRIORITY_MOBS 100 #define FIRE_PRIORITY_STATPANEL 390 #define FIRE_PRIORITY_CHAT 400 #define FIRE_PRIORITY_RUNECHAT 410 #define FIRE_PRIORITY_TIMER 700 #define FIRE_PRIORITY_SOUND_LOOPS 800 #define FIRE_PRIORITY_SPEECH_CONTROLLER 900 #define FIRE_PRIORITY_DELAYED_VERBS 950 /** Create a new timer and add it to the queue. * Arguments: * * callback the callback to call on timer finish * * wait deciseconds to run the timer for * * flags flags for this timer, see: code\__DEFINES\subsystems.dm * * timer_subsystem the subsystem to insert this timer into */ #define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__) // Subsystem delta times or tickrates, in seconds. I.e, how many seconds in between each process() call for objects being processed by that subsystem. // Only use these defines if you want to access some other objects processing seconds_per_tick, otherwise use the seconds_per_tick that is sent as a parameter to process() #define SSMOBS_DT (SSmobs.wait/10) /* AURORA SHIT */ // Don't display in processes panel. #define SS_NO_DISPLAY 128 #define SS_IS_RUNNING(subsystem) (subsystem.can_fire && (GAME_STATE & subsystem.runlevels)) // Vote subsystem counting methods /// First past the post. One selection per person, and the selection with the most votes wins. #define VOTE_COUNT_METHOD_SINGLE 1 /// Approval voting. Any number of selections per person, and the selection with the most votes wins. #define VOTE_COUNT_METHOD_MULTI 2 /// The choice with the most votes wins. Ties are broken by the first choice to reach that number of votes. #define VOTE_WINNER_METHOD_SIMPLE "Simple" /// The winning choice is selected randomly based on the number of votes each choice has. #define VOTE_WINNER_METHOD_WEIGHTED_RANDOM "Weighted Random" /// There is no winner for this vote. #define VOTE_WINNER_METHOD_NONE "None"