mirror of
https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Will <7099514+Willburd@users.noreply.github.com> Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
198 lines
6.3 KiB
Plaintext
198 lines
6.3 KiB
Plaintext
//! Defines for subsystems and overlays
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//!
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//! Lots of important stuff in here, make sure you have your brain switched on
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//! when editing this file
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//! ## Timing subsystem
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/**
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* Don't run if there is an identical unique timer active
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*
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* if the arguments to addtimer are the same as an existing timer, it doesn't create a new timer,
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* and returns the id of the existing timer
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*/
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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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/**
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* Timing should be based on how timing progresses on clients, not the server.
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*
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* Tracking this is more expensive,
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* should only be used in conjunction with things that have to progress client side, such as
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* animate() or sound()
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*/
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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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///prevents distinguishing identical timers with the wait variable
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///
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///To be used with TIMER_UNIQUE
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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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///
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///In most cases you want a subsystem instead, so don't use this unless you have a good reason
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#define TIMER_LOOP (1<<5)
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///Delete the timer on parent datum Destroy() and when deltimer'd
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#define TIMER_DELETE_ME (1<<6)
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///Empty ID define
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#define TIMER_ID_NULL -1
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/// Used to trigger object removal from a processing list
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#define PROCESS_KILL 26
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//! ## Initialization subsystem
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///New should not call Initialize
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#define INITIALIZATION_INSSATOMS 0
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///New should call Initialize(TRUE)
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#define INITIALIZATION_INNEW_MAPLOAD 1
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///New should call Initialize(FALSE)
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#define INITIALIZATION_INNEW_REGULAR 2
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//! ### Initialization hints
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///Nothing happens
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#define INITIALIZE_HINT_NORMAL 0
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/**
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* call LateInitialize at the end of all atom Initialization
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*
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* The item will be added to the late_loaders list, this is iterated over after
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* initialization of subsystems is complete and calls LateInitalize on the atom
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* see [this file for the LateIntialize proc](atom.html#proc/LateInitialize)
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*/
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#define INITIALIZE_HINT_LATELOAD 1
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///Call qdel on the atom after initialization
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#define INITIALIZE_HINT_QDEL 2
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///type and all subtypes should always immediately call Initialize in New()
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#define INITIALIZE_IMMEDIATE(X) ##X/New(loc, ...){\
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..();\
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if(!(flags & ATOM_INITIALIZED)) {\
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var/previous_initialized_value = SSatoms.initialized;\
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SSatoms.initialized = INITIALIZATION_INNEW_MAPLOAD;\
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args[1] = TRUE;\
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SSatoms.InitAtom(src, FALSE, args);\
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SSatoms.initialized = previous_initialized_value;\
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}\
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}
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//! ### SS initialization hints
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/**
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* Negative values indicate a failure or warning of some kind, positive are good.
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* 0 and 1 are unused so that TRUE and FALSE are guaranteed to be invalid values.
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*/
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/// Subsystem failed to initialize entirely. Print a warning, log, and disable firing.
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#define SS_INIT_FAILURE -2
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/// The default return value which must be overridden. Will succeed with a warning.
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#define SS_INIT_NONE -1
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/// Subsystem initialized successfully.
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#define SS_INIT_SUCCESS 2
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/// If your system doesn't need to be initialized (by being disabled or something)
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#define SS_INIT_NO_NEED 3
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/// Successfully initialized, BUT do not announce it to players (generally to hide game mechanics it would otherwise spoil)
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#define SS_INIT_NO_MESSAGE 4
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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_ATC 1
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#define FIRE_PRIORITY_APPRECIATE 2
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#define FIRE_PRIORITY_PLAYERTIPS 5
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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_VIS 5
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#define FIRE_PRIORITY_MOTIONTRACKER 6
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#define FIRE_PRIORITY_ORBIT 7
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#define FIRE_PRIORITY_VOTE 8
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#define FIRE_PRIORITY_INSTRUMENTS 9
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#define FIRE_PRIORITY_PING 10
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#define FIRE_PRIORITY_SERVER_MAINT 10
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#define FIRE_PRIORITY_AI 10
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#define FIRE_PRIORITY_STARMOVER 11
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#define FIRE_PRIORITY_GARBAGE 15
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#define FIRE_PRIORITY_DATABASE 16
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#define FIRE_PRIORITY_ASSETS 20
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#define FIRE_PRIORITY_POIS 20
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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_EXPLOSIONS 90
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#define FIRE_PRIORITY_MACHINES 100
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#define FIRE_PRIORITY_MOBS 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_STATPANEL 390
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#define FIRE_PRIORITY_CHAT 400
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#define FIRE_PRIORITY_RUNECHAT 410
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#define FIRE_PRIORITY_OVERLAYS 500
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#define FIRE_PRIORITY_TIMER 700
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#define FIRE_PRIORITY_SPEECH_CONTROLLER 900
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#define FIRE_PRIORITY_DELAYED_VERBS 950
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#define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost.
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// SS runlevels
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#define RUNLEVEL_LOBBY (1<<0)
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#define RUNLEVEL_SETUP (1<<1)
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#define RUNLEVEL_GAME (1<<2)
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#define RUNLEVEL_POSTGAME (1<<3)
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#define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME)
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//SSticker.current_state values
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/// Game is loading
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#define GAME_STATE_STARTUP 0
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/// Game is loaded and in pregame lobby
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#define GAME_STATE_PREGAME 1
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/// Game is attempting to start the round
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#define GAME_STATE_SETTING_UP 2
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/// Game has round in progress
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#define GAME_STATE_PLAYING 3
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/// Game has round finished
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#define GAME_STATE_FINISHED 4
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// Used for SSticker.force_ending
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/// Default, round is not being forced to end.
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#define END_ROUND_AS_NORMAL 0
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/// End the round now as normal
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#define FORCE_END_ROUND 1
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/// For admin forcing roundend, can be used to distinguish the two
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#define ADMIN_FORCE_END_ROUND 2
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/**
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Create a new timer and add it to the queue.
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* Arguments:
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* * callback the callback to call on timer finish
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* * wait deciseconds to run the timer for
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* * flags flags for this timer, see: code\__DEFINES\subsystems.dm
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* * timer_subsystem the subsystem to insert this timer into
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*/
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#define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)
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// The change in the world's time from the subsystem's last fire in seconds.
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#define DELTA_WORLD_TIME(ss) ((world.time - ss.last_fire) * 0.1)
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/// The timer key used to know how long subsystem initialization takes
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#define SS_INIT_TIMER_KEY "ss_init"
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