//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 sever. // 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) //To be used with TIMER_UNIQUE //prevents distinguishing identical timers with the wait variable #define TIMER_NO_HASH_WAIT (1<<4) //Loops the timer repeatedly until qdeleted //In most cases you want a subsystem instead #define TIMER_LOOP (1<<5) #define TIMER_ID_NULL -1 #define INITIALIZATION_INSSATOMS 0 //New should not call Initialize #define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE) #define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE) #define INITIALIZE_HINT_NORMAL 0 //Nothing happens #define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize #define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom //type and all subtypes should always call Initialize in New() #define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\ ..();\ if(!initialized) {\ args[1] = TRUE;\ SSatoms.InitAtom(src, args);\ }\ } // SS runlevels #define RUNLEVEL_INIT 0 // "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set) #define RUNLEVEL_LOBBY 1 // Initial runlevel before setup. Returns to here if setup fails. #define RUNLEVEL_SETUP 2 // While the gamemode setup is running. I.E gameticker.setup() #define RUNLEVEL_GAME 4 // After successful game ticker setup, while the round is running. #define RUNLEVEL_POSTGAME 8 // When round completes but before reboot #define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME) var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME) #define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list // 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_SQLITE 40 #define INIT_ORDER_CHEMISTRY 35 #define INIT_ORDER_SKYBOX 30 #define INIT_ORDER_MAPPING 25 #define INIT_ORDER_DECALS 20 #define INIT_ORDER_JOB 17 #define INIT_ORDER_ATOMS 15 #define INIT_ORDER_MACHINES 10 #define INIT_ORDER_SHUTTLES 3 #define INIT_ORDER_TIMER 1 #define INIT_ORDER_DEFAULT 0 #define INIT_ORDER_LIGHTING 0 #define INIT_ORDER_AIR -1 #define INIT_ORDER_ASSETS -3 #define INIT_ORDER_PLANETS -4 #define INIT_ORDER_HOLOMAPS -5 #define INIT_ORDER_OVERLAY -6 #define INIT_ORDER_ALARM -7 #define INIT_ORDER_OPENSPACE -10 #define INIT_ORDER_XENOARCH -20 #define INIT_ORDER_CIRCUIT -21 #define INIT_ORDER_AI -22 #define INIT_ORDER_AI_FAST -23 #define INIT_ORDER_GAME_MASTER -24 #define INIT_ORDER_TICKER -50 #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_SHUTTLES 5 #define FIRE_PRIORITY_SUPPLY 5 #define FIRE_PRIORITY_ORBIT 8 #define FIRE_PRIORITY_VOTE 9 #define FIRE_PRIORITY_AI 10 #define FIRE_PRIORITY_GARBAGE 15 #define FIRE_PRIORITY_ALARM 20 #define FIRE_PRIORITY_CHARSETUP 25 #define FIRE_PRIORITY_AIRFLOW 30 #define FIRE_PRIORITY_AIR 35 #define FIRE_PRIORITY_OBJ 40 #define FIRE_PRIORITY_PROCESS 45 #define FIRE_PRIORITY_DEFAULT 50 #define FIRE_PRIORITY_TICKER 60 #define FIRE_PRIORITY_PLANETS 75 #define FIRE_PRIORITY_MACHINES 100 #define FIRE_PRIORITY_PROJECTILES 150 #define FIRE_PRIORITY_CHAT 400 #define FIRE_PRIORITY_OVERLAYS 500 // Macro defining the actual code applying our overlays lists to the BYOND overlays list. (I guess a macro for speed) // TODO - I don't really like the location of this macro define. Consider it. ~Leshana #define COMPILE_OVERLAYS(A)\ if (TRUE) {\ var/list/oo = A.our_overlays;\ var/list/po = A.priority_overlays;\ if(LAZYLEN(po)){\ if(LAZYLEN(oo)){\ A.overlays = oo + po;\ }\ else{\ A.overlays = po;\ }\ }\ else if(LAZYLEN(oo)){\ A.overlays = oo;\ }\ else{\ A.overlays.Cut();\ }\ A.flags &= ~OVERLAY_QUEUED;\ }