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https://github.com/CHOMPStation2/CHOMPStation2.git
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135 lines
5.0 KiB
Plaintext
135 lines
5.0 KiB
Plaintext
//Timing subsystem
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//Don't run if there is an identical unique timer active
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//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
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#define TIMER_UNIQUE (1<<0)
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//For unique timers: Replace the old timer rather then not start this one
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#define TIMER_OVERRIDE (1<<1)
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//Timing should be based on how timing progresses on clients, not the sever.
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// tracking this is more expensive,
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// should only be used in conjuction with things that have to progress client side, such as animate() or sound()
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#define TIMER_CLIENT_TIME (1<<2)
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//Timer can be stopped using deltimer()
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#define TIMER_STOPPABLE (1<<3)
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//To be used with TIMER_UNIQUE
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//prevents distinguishing identical timers with the wait variable
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#define TIMER_NO_HASH_WAIT (1<<4)
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//Loops the timer repeatedly until qdeleted
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//In most cases you want a subsystem instead
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#define TIMER_LOOP (1<<5)
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#define TIMER_ID_NULL -1
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#define INITIALIZATION_INSSATOMS 0 //New should not call Initialize
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#define INITIALIZATION_INNEW_MAPLOAD 1 //New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_REGULAR 2 //New should call Initialize(FALSE)
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#define INITIALIZE_HINT_NORMAL 0 //Nothing happens
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#define INITIALIZE_HINT_LATELOAD 1 //Call LateInitialize
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#define INITIALIZE_HINT_QDEL 2 //Call qdel on the atom
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//type and all subtypes should always call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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if(!initialized) {\
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args[1] = TRUE;\
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SSatoms.InitAtom(src, args);\
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}\
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}
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// SS runlevels
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#define RUNLEVEL_INIT 0 // "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set)
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#define RUNLEVEL_LOBBY 1 // Initial runlevel before setup. Returns to here if setup fails.
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#define RUNLEVEL_SETUP 2 // While the gamemode setup is running. I.E gameticker.setup()
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#define RUNLEVEL_GAME 4 // After successful game ticker setup, while the round is running.
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#define RUNLEVEL_POSTGAME 8 // When round completes but before reboot
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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var/global/list/runlevel_flags = list(RUNLEVEL_LOBBY, RUNLEVEL_SETUP, RUNLEVEL_GAME, RUNLEVEL_POSTGAME)
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#define RUNLEVEL_FLAG_TO_INDEX(flag) (log(2, flag) + 1) // Convert from the runlevel bitfield constants to index in runlevel_flags list
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// Subsystem init_order, from highest priority to lowest priority
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// Subsystems shutdown in the reverse of the order they initialize in
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// The numbers just define the ordering, they are meaningless otherwise.
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#define INIT_ORDER_WEBHOOKS 50
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#define INIT_ORDER_DBCORE 41 //CHOMPEdit
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#define INIT_ORDER_SQLITE 40
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#define INIT_ORDER_CHEMISTRY 35
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#define INIT_ORDER_SKYBOX 30
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#define INIT_ORDER_MAPPING 25
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#define INIT_ORDER_DECALS 20
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#define INIT_ORDER_PLANTS 19 // Must initialize before atoms.
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#define INIT_ORDER_PLANETS 18
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#define INIT_ORDER_JOB 17
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#define INIT_ORDER_ALARM 16 // Must initialize before atoms.
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#define INIT_ORDER_ATOMS 15
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#define INIT_ORDER_MACHINES 10
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#define INIT_ORDER_SHUTTLES 3
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#define INIT_ORDER_TIMER 1
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#define INIT_ORDER_DEFAULT 0
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#define INIT_ORDER_LIGHTING 0
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#define INIT_ORDER_AIR -1
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#define INIT_ORDER_ASSETS -3
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#define INIT_ORDER_HOLOMAPS -5
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#define INIT_ORDER_NIGHTSHIFT -6
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#define INIT_ORDER_OVERLAY -7
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#define INIT_ORDER_OPENSPACE -10
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#define INIT_ORDER_XENOARCH -20
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#define INIT_ORDER_CIRCUIT -21
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#define INIT_ORDER_AI -22
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#define INIT_ORDER_AI_FAST -23
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#define INIT_ORDER_GAME_MASTER -24
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#define INIT_ORDER_PERSISTENCE -25
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#define INIT_ORDER_TICKER -50
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#define INIT_ORDER_CHAT -100 //Should be last to ensure chat remains smooth during init.
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// Subsystem fire priority, from lowest to highest priority
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// If the subsystem isn't listed here it's either DEFAULT or PROCESS (if it's a processing subsystem child)
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#define FIRE_PRIORITY_SHUTTLES 5
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#define FIRE_PRIORITY_SUPPLY 5
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#define FIRE_PRIORITY_NIGHTSHIFT 5
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#define FIRE_PRIORITY_PLANTS 5
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#define FIRE_PRIORITY_ORBIT 8
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#define FIRE_PRIORITY_VOTE 9
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#define FIRE_PRIORITY_AI 10
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_ALARM 20
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#define FIRE_PRIORITY_CHARSETUP 25
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#define FIRE_PRIORITY_AIRFLOW 30
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#define FIRE_PRIORITY_AIR 35
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#define FIRE_PRIORITY_OBJ 40
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#define FIRE_PRIORITY_PROCESS 45
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#define FIRE_PRIORITY_DEFAULT 50
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#define FIRE_PRIORITY_TICKER 60
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#define FIRE_PRIORITY_PLANETS 75
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#define FIRE_PRIORITY_MACHINES 100
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#define FIRE_PRIORITY_TGUI 110
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#define FIRE_PRIORITY_PROJECTILES 150
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_OVERLAYS 500
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// Macro defining the actual code applying our overlays lists to the BYOND overlays list. (I guess a macro for speed)
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// TODO - I don't really like the location of this macro define. Consider it. ~Leshana
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#define COMPILE_OVERLAYS(A)\
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do {\
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var/list/oo = A.our_overlays;\
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var/list/po = A.priority_overlays;\
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if(LAZYLEN(po)){\
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if(LAZYLEN(oo)){\
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A.overlays = oo + po;\
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}\
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else{\
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A.overlays = po;\
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}\
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}\
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else if(LAZYLEN(oo)){\
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A.overlays = oo;\
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}\
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else{\
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A.overlays.Cut();\
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}\
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A.flags &= ~OVERLAY_QUEUED;\
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} while (FALSE)
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