//! Defines for subsystems and overlays //! //! Lots of important stuff in here, make sure you have your brain switched on //! when editing this file //! ## 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 1 ///New should call Initialize(FALSE) #define INITIALIZATION_INNEW_REGULAR 2 //! ### 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 & ATOM_INITIALIZED)) {\ args[1] = TRUE;\ SSatoms.InitAtom(src, args);\ }\ } //CHOMPEdit End // 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 //! ### 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 //! ### 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_TITLE 99 //CHOMPEdit #define INIT_ORDER_SERVER_MAINT 93 #define INIT_ORDER_WEBHOOKS 50 #define INIT_ORDER_SQLITE 41 #define INIT_ORDER_GARBAGE 40 #define INIT_ORDER_DBCORE 39 #define INIT_ORDER_MEDIA_TRACKS 38 // Gotta get that lobby music up, yo #define INIT_ORDER_INPUT 37 #define INIT_ORDER_CHEMISTRY 35 #define INIT_ORDER_ROBOT_SPRITES 34 #define INIT_ORDER_VIS 32 #define INIT_ORDER_MAPPING 25 #define INIT_ORDER_SOUNDS 23 #define INIT_ORDER_INSTRUMENTS 22 #define INIT_ORDER_DECALS 20 #define INIT_ORDER_PLANTS 19 // Must initialize before atoms. #define INIT_ORDER_PLANETS 18 #define INIT_ORDER_JOB 17 #define INIT_ORDER_ALARM 16 // Must initialize before atoms. #define INIT_ORDER_TRANSCORE 15 #define INIT_ORDER_ATOMS 14 #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_HOLOMAPS -5 #define INIT_ORDER_NIGHTSHIFT -6 #define INIT_ORDER_OVERLAY -7 #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_PERSISTENCE -25 #define INIT_ORDER_SKYBOX -30 //Visual only, irrelevant to gameplay, but needs to be late enough to have overmap populated fully #define INIT_ORDER_TICKER -50 #define INIT_ORDER_MAPRENAME -60 //Initiating after Ticker to ensure everything is loaded and everything we rely on us working #define INIT_ORDER_STATPANELS -98 #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_PLAYERTIPS 5 #define FIRE_PRIORITY_SHUTTLES 5 #define FIRE_PRIORITY_SUPPLY 5 #define FIRE_PRIORITY_NIGHTSHIFT 5 #define FIRE_PRIORITY_PLANTS 5 #define FIRE_PRIORITY_VIS 5 #define FIRE_PRIORITY_MOTIONTRACKER 6 #define FIRE_PRIORITY_ORBIT 7 #define FIRE_PRIORITY_VOTE 8 #define FIRE_PRIORITY_INSTRUMENTS 9 #define FIRE_PRIORITY_PING 10 #define FIRE_PRIORITY_SERVER_MAINT 10 #define FIRE_PRIORITY_AI 10 #define FIRE_PRIORITY_GARBAGE 15 #define FIRE_PRIORITY_ASSETS 20 #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_TGUI 110 #define FIRE_PRIORITY_PROJECTILES 150 #define FIRE_PRIORITY_STATPANEL 390 #define FIRE_PRIORITY_CHAT 400 #define FIRE_PRIORITY_RUNECHAT 410 #define FIRE_PRIORITY_OVERLAYS 500 #define FIRE_PRIORITY_TIMER 700 #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. /** 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__) /// The timer key used to know how long subsystem initialization takes #define SS_INIT_TIMER_KEY "ss_init"