//! Defines for subsystems and overlays //! //! Lots of important stuff in here, make sure you have your brain switched on //! when editing this file //! ## DB defines /** * DB major schema version * * Update this whenever the db schema changes * * make sure you add an update to the schema_version stable in the db changelog */ #define DB_MAJOR_VERSION 5 /** * DB minor schema version * * Update this whenever the db schema changes * * make sure you add an update to the schema_version stable in the db changelog */ #define DB_MINOR_VERSION 35 // BUBBER EDIT //! ## 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 conjunction 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 //! ## 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 //! ### Initialization hints ///Nothing happens #define INITIALIZE_HINT_NORMAL 0 /** * call LateInitialize at the end of all atom Initialization * * The item will be added to the late_loaders list, this is iterated over after * initialization 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 initialization #define INITIALIZE_HINT_QDEL 2 ///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;\ }\ } //! ### SS initialization hints /** * Negative values indicate a failure or warning of some kind, positive are good. * 0 and 1 are unused so that TRUE and FALSE are guaranteed 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 overridden. Will succeed with a warning. #define SS_INIT_NONE -1 /// Subsystem initialized successfully. #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 /// Successfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil) #define SS_INIT_NO_MESSAGE 4 // 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_UNPLANNED_NPC 3 #define FIRE_PRIORITY_IDLE_NPC 5 #define FIRE_PRIORITY_PING 10 #define FIRE_PRIORITY_SERVER_MAINT 10 #define FIRE_PRIORITY_RESEARCH 10 #define FIRE_PRIORITY_VIS 10 #define FIRE_PRIORITY_AMBIENCE 10 #define FIRE_PRIORITY_BLOOD_DRYING 10 #define FIRE_PRIORITY_GARBAGE 15 #define FIRE_PRIORITY_DATABASE 16 #define FIRE_PRIORITY_WET_FLOORS 20 #define FIRE_PRIORITY_AIR 20 #define FIRE_PRIORITY_NPC 20 #define FIRE_PRIORITY_ASSETS 20 #define FIRE_PRIORITY_HYPERSPACE_DRIFT 20 #define FIRE_PRIORITY_NPC_MOVEMENT 21 #define FIRE_PRIORITY_NPC_ACTIONS 22 #define FIRE_PRIORITY_PATHFINDING 23 #define FIRE_PRIORITY_CLIFF_FALLING 24 #define FIRE_PRIORITY_PROCESS 25 #define FIRE_PRIORITY_THROWING 25 #define FIRE_PRIORITY_REAGENTS 26 #define FIRE_PRIORITY_SPACEDRIFT 30 #define FIRE_PRIORITY_SMOOTHING 35 #define FIRE_PRIORITY_OBJ 40 #define FIRE_PRIORITY_ACID 40 #define FIRE_PRIORITY_BURNING 40 #define FIRE_PRIORITY_DEFAULT 50 #define FIRE_PRIORITY_PARALLAX 65 #define FIRE_PRIORITY_INSTRUMENTS 80 #define FIRE_PRIORITY_FLUIDS 80 #define FIRE_PRIORITY_CAMERAS 85 #define FIRE_PRIORITY_PRIORITY_EFFECTS 90 #define FIRE_PRIORITY_MOBS 100 #define FIRE_PRIORITY_TGUI 110 #define FIRE_PRIORITY_TICKER 200 #define FIRE_PRIORITY_SINGULO 350 #define FIRE_PRIORITY_STATPANEL 390 #define FIRE_PRIORITY_CHAT 400 #define FIRE_PRIORITY_RUNECHAT 410 #define FIRE_PRIORITY_TTS 425 #define FIRE_PRIORITY_MOUSE_ENTERED 450 #define FIRE_PRIORITY_OVERLAYS 500 #define FIRE_PRIORITY_EXPLOSIONS 666 #define FIRE_PRIORITY_TIMER 700 #define FIRE_PRIORITY_SOUND_LOOPS 800 #define FIRE_PRIORITY_SPEECH_CONTROLLER 900 #define FIRE_PRIORITY_DELAYED_VERBS 950 #define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost. // SS runlevels #define RUNLEVEL_LOBBY (1<<0) #define RUNLEVEL_SETUP (1<<1) #define RUNLEVEL_GAME (1<<2) #define RUNLEVEL_POSTGAME (1<<3) #define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME) //SSticker.current_state values /// Game is loading #define GAME_STATE_STARTUP 0 /// Game is loaded and in pregame lobby #define GAME_STATE_PREGAME 1 /// Game is attempting to start the round #define GAME_STATE_SETTING_UP 2 /// Game has round in progress #define GAME_STATE_PLAYING 3 /// Game has round finished #define GAME_STATE_FINISHED 4 // Used for SSticker.force_ending /// Default, round is not being forced to end. #define END_ROUND_AS_NORMAL 0 /// End the round now as normal #define FORCE_END_ROUND 1 /// For admin forcing roundend, can be used to distinguish the two #define ADMIN_FORCE_END_ROUND 2 /** 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__) // Air subsystem subtasks #define SSAIR_PIPENETS 1 #define SSAIR_ATMOSMACHINERY 2 #define SSAIR_ACTIVETURFS 3 #define SSAIR_HOTSPOTS 4 #define SSAIR_EXCITEDGROUPS 5 #define SSAIR_HIGHPRESSURE 6 #define SSAIR_SUPERCONDUCTIVITY 7 #define SSAIR_PROCESS_ATOMS 8 // Pipeline rebuild helper defines, these suck but it'll do for now //Fools you actually merged it #define SSAIR_REBUILD_PIPELINE 1 #define SSAIR_REBUILD_QUEUE 2 // Explosion Subsystem subtasks #define SSEXPLOSIONS_TURFS 1 #define SSEXPLOSIONS_MOVABLES 2 #define SSEXPLOSIONS_THROWS 3 // Machines subsystem subtasks. #define SSMACHINES_MACHINES_EARLY 1 #define SSMACHINES_APCS_EARLY 2 #define SSMACHINES_APCS_ENVIRONMENT 3 #define SSMACHINES_APCS_LIGHTS 4 #define SSMACHINES_APCS_EQUIPMENT 5 #define SSMACHINES_APCS_LATE 6 #define SSMACHINES_MACHINES 7 #define SSMACHINES_MACHINES_LATE 8 // Weather susbsytem tasks #define SSWEATHER_MOBS 1 #define SSWEATHER_TURFS 2 #define SSWEATHER_THUNDER 3 // Wardrobe subsystem tasks #define SSWARDROBE_STOCK 1 #define SSWARDROBE_INSPECT 2 // Wardrobe cache metadata indexes #define WARDROBE_CACHE_COUNT 1 #define WARDROBE_CACHE_LAST_INSPECT 2 #define WARDROBE_CACHE_CALL_INSERT 3 #define WARDROBE_CACHE_CALL_REMOVAL 4 // Wardrobe preloaded stock indexes #define WARDROBE_STOCK_CONTENTS 1 #define WARDROBE_STOCK_CALL_INSERT 2 #define WARDROBE_STOCK_CALL_REMOVAL 3 // Wardrobe callback master list indexes #define WARDROBE_CALLBACK_INSERT 1 #define WARDROBE_CALLBACK_REMOVE 2 // 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 SSFLUIDS_DT (SSplumbing.wait/10) #define SSMACHINES_DT (SSmachines.wait/10) #define SSMOBS_DT (SSmobs.wait/10) #define SSOBJ_DT (SSobj.wait/10) // The change in the world's time from the subsystem's last fire in seconds. #define DELTA_WORLD_TIME(ss) ((world.time - ss.last_fire) * 0.1) /// The timer key used to know how long subsystem initialization takes #define SS_INIT_TIMER_KEY "ss_init" // 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" /// Returned by [/datum/vote/proc/can_be_initiated] to denote the vote is valid and can be initiated. #define VOTE_AVAILABLE "Vote Available"