//! 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 0 //! ## 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 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) ///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 //! ## 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 Initalization * * The item will be added to the late_loaders list, this is iterated over after * initalization 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 intialization #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 & INITIALIZED)) {\ args[1] = TRUE;\ SSatoms.InitAtom(src, args);\ }\ } // SS runlevels /// "Initialize Only" - Used for subsystems that should never be fired (Should also have SS_NO_FIRE set) #define RUNLEVEL_INIT 0 /// Initial runlevel before setup. Returns to here if setup fails. #define RUNLEVEL_LOBBY 1 /// While the gamemode setup is running. I.E gameticker.setup() #define RUNLEVEL_SETUP 2 /// After successful game ticker setup, while the round is running. #define RUNLEVEL_GAME 4 /// When round completes but before reboot #define RUNLEVEL_POSTGAME 8 #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_FAIL2TOPIC 101 #define INIT_ORDER_INPUT 100 #define INIT_ORDER_SOUNDS 95 #define INIT_ORDER_JOBS 85 #define INIT_ORDER_VIS 80 #define INIT_ORDER_GARBAGE 70 #define INIT_ORDER_SERVER_MAINT 65 #define INIT_ORDER_TIMER 60 #define INIT_ORDER_INSTRUMENTS 50 #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_PLANTS 19 #define INIT_ORDER_ALARMS 18 #define INIT_ORDER_ATOMS 15 #define INIT_ORDER_MACHINES 10 #define INIT_ORDER_SHUTTLES 3 #define INIT_ORDER_DEFAULT 0 #define INIT_ORDER_LIGHTING 0 #define INIT_ORDER_AIR -1 #define INIT_ORDER_PLANETS -2 #define INIT_ORDER_ASSETS -4 #define INIT_ORDER_HOLOMAPS -5 #define INIT_ORDER_NIGHTSHIFT -6 #define INIT_ORDER_OVERLAY -7 #define INIT_ORDER_EVENTS -8 #define INIT_ORDER_OVERMAPS -9 #define INIT_ORDER_TICKER -10 #define INIT_ORDER_XENOARCH -20 #define INIT_ORDER_CIRCUIT -21 #define INIT_ORDER_AI -22 #define INIT_ORDER_OPENSPACE -50 #define INIT_ORDER_PERSISTENCE -95 #define INIT_ORDER_ICON_SMOOTHING -99 #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_PING 5 #define FIRE_PRIORITY_SHUTTLES 5 #define FIRE_PRIORITY_NIGHTSHIFT 6 #define FIRE_PRIORITY_PLANTS 5 #define FIRE_PRIORITY_ORBIT 8 #define FIRE_PRIORITY_VOTE 9 #define FIRE_PRIORITY_AI 10 #define FIRE_PRIORITY_VIS 10 #define FIRE_PRIORITY_SERVER_MAINT 10 #define FIRE_PRIORITY_GARBAGE 15 #define FIRE_PRIORITY_ALARMS 20 #define FIRE_PRIORITY_CHARSETUP 25 #define FIRE_PRIORITY_SPACEDRIFT 25 #define FIRE_PRIORITY_AIRFLOW 30 #define FIRE_PRIORITY_PARALLAX 30 #define FIRE_PRIORITY_AIR 35 #define FIRE_PRIORITY_OBJ 40 #define FIRE_PRIORITY_PROCESS 45 #define FIRE_PRIORITY_DEFAULT 50 #define FIRE_PRIORITY_PLANETS 75 #define FIRE_PRIORITY_INSTRUMENTS 90 #define FIRE_PRIORITY_MACHINES 100 #define FIRE_PRIORITY_TGUI 110 #define FIRE_PRIORITY_PROJECTILES 150 #define FIRE_PRIORITY_CHAT 400 #define FIRE_PRIORITY_OVERLAYS 500 #define FIRE_PRIORITY_SMOOTHING 500 #define FIRE_PRIORITY_TIMER 700 #define FIRE_PRIORITY_INPUT 1000 //never drop input ///Compile all the overlays for an atom from the cache lists // |= on overlays is not actually guaranteed to not add same appearances but we're optimistically using it anyway. #define COMPILE_OVERLAYS(A)\ do {\ 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;\ } while(FALSE) /** 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 */ #define addtimer(args...) _addtimer(args, file = __FILE__, line = __LINE__)