//! 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 4 /** * 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 7 //! ## 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) ///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_1 & INITIALIZED_1)) {\ args[1] = TRUE;\ SSatoms.InitAtom(src, args);\ }\ } // 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_PROFILER 102 #define INIT_ORDER_FAIL2TOPIC 101 #define INIT_ORDER_TITLE 100 #define INIT_ORDER_GARBAGE 99 #define INIT_ORDER_DBCORE 95 #define INIT_ORDER_BLACKBOX 94 #define INIT_ORDER_SERVER_MAINT 93 #define INIT_ORDER_INPUT 85 #define INIT_ORDER_SOUNDS 83 #define INIT_ORDER_INSTRUMENTS 82 #define INIT_ORDER_VIS 80 #define INIT_ORDER_ACHIEVEMENTS 77 #define INIT_ORDER_RESEARCH 75 #define INIT_ORDER_EVENTS 70 #define INIT_ORDER_JOBS 65 #define INIT_ORDER_QUIRKS 60 #define INIT_ORDER_TICKER 55 // #define INIT_ORDER_TCG 55 #define INIT_ORDER_MAPPING 50 #define INIT_ORDER_TIMETRACK 47 #define INIT_ORDER_NETWORKS 45 #define INIT_ORDER_ECONOMY 40 #define INIT_ORDER_HOLODECK 35 // #define INIT_ORDER_OUTPUTS 35 #define INIT_ORDER_ATOMS 30 #define INIT_ORDER_LANGUAGE 25 #define INIT_ORDER_MACHINES 20 #define INIT_ORDER_CIRCUIT 15 // #define INIT_ORDER_SKILLS 15 #define INIT_ORDER_TIMER 1 #define INIT_ORDER_DEFAULT 0 #define INIT_ORDER_AIR -1 #define INIT_ORDER_AIR_TURFS -2 #define INIT_ORDER_PERSISTENCE -2 //before assets because some assets take data from SSPersistence #define INIT_ORDER_MINIMAP -3 #define INIT_ORDER_ASSETS -4 #define INIT_ORDER_ICON_SMOOTHING -5 #define INIT_ORDER_OVERLAY -6 #define INIT_ORDER_XKEYSCORE -10 #define INIT_ORDER_STICKY_BAN -10 #define INIT_ORDER_LIGHTING -20 #define INIT_ORDER_SHUTTLE -21 #define INIT_ORDER_MINOR_MAPPING -40 #define INIT_ORDER_PATH -50 // #define INIT_ORDER_DISCORD -60 // #define INIT_ORDER_EXPLOSIONS -69 #define INIT_ORDER_STATPANELS -98 #define INIT_ORDER_DEMO -99 // o avoid a bunch of changes related to initialization being written, do this last #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_VORE 5 #define FIRE_PRIORITY_ACTIVITY 10 #define FIRE_PRIORITY_IDLE_NPC 10 #define FIRE_PRIORITY_SERVER_MAINT 10 #define FIRE_PRIORITY_RESEARCH 10 #define FIRE_PRIORITY_VIS 10 #define FIRE_PRIORITY_GARBAGE 15 #define FIRE_PRIORITY_WET_FLOORS 20 #define FIRE_PRIORITY_AIR 20 #define FIRE_PRIORITY_NPC 20 #define FIRE_PRIORITY_PROCESS 25 #define FIRE_PRIORITY_THROWING 25 #define FIRE_PRIORITY_SPACEDRIFT 30 #define FIRE_PRIORITY_INSTRUMENTS 30 #define FIRE_PRIORITY_FIELDS 30 #define FIRE_PRIOTITY_SMOOTHING 35 #define FIRE_PRIORITY_HUDS 40 #define FIRE_PRIORITY_NETWORKS 40 #define FIRE_PRIORITY_OBJ 40 #define FIRE_PRIORITY_ACID 40 #define FIRE_PRIOTITY_BURNING 40 #define FIRE_PRIORITY_AIR_TURFS 40 #define FIRE_PRIORITY_DEFAULT 50 #define FIRE_PRIORITY_PARALLAX 65 #define FIRE_PRIORITY_MOBS 100 #define FIRE_PRIORITY_TGUI 110 #define FIRE_PRIORITY_PROJECTILES 200 #define FIRE_PRIORITY_TICKER 200 #define FIRE_PRIORITY_ATMOS_ADJACENCY 300 #define FIRE_PRIORITY_EXPLOSIONS 350 #define FIRE_PRIORITY_STATPANEL 390 #define FIRE_PRIORITY_CHAT 400 #define FIRE_PRIORITY_RUNECHAT 410 #define FIRE_PRIORITY_OVERLAYS 500 #define FIRE_PRIORITY_CALLBACKS 600 // #define FIRE_PRIORITY_EXPLOSIONS 666 #define FIRE_PRIORITY_TIMER 700 #define FIRE_PRIORITY_INPUT 1000 // This must always always be the max highest priority. Player input must never be lost. // SS runlevels #define RUNLEVEL_INIT 0 #define RUNLEVEL_LOBBY 1 #define RUNLEVEL_SETUP 2 #define RUNLEVEL_GAME 4 #define RUNLEVEL_POSTGAME 8 #define RUNLEVELS_DEFAULT (RUNLEVEL_SETUP | RUNLEVEL_GAME | RUNLEVEL_POSTGAME) // SSair run section #define SSAIR_PIPENETS 1 #define SSAIR_ATMOSMACHINERY 2 #define SSAIR_EXCITEDGROUPS 3 #define SSAIR_HIGHPRESSURE 4 #define SSAIR_HOTSPOTS 5 #define SSAIR_TURF_CONDUCTION 6 #define SSAIR_REBUILD_PIPENETS 7 #define SSAIR_EQUALIZE 8 #define SSAIR_ACTIVETURFS 9 #define SSAIR_TURF_POST_PROCESS 10 #define SSAIR_FINALIZE_TURFS 11 #define SSAIR_ATMOSMACHINERY_AIR 12 #define SSAIR_DEFERRED_AIRS 13 // Subsystem delta times or tickrates, in seconds. I.e, how many seconds in between each process() call for objects being processed by that subsystem. // Only use these defines if you want to access some other objects processing delta_time, otherwise use the delta_time that is sent as a parameter to process() #define SSFLUIDS_DT (SSfluids.wait/10) #define SSMACHINES_DT (SSmachines.wait/10) #define SSMOBS_DT (SSmobs.wait/10) #define SSOBJ_DT (SSobj.wait/10) //! ## Overlays subsystem ///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/ad = A.add_overlays;\ var/list/rm = A.remove_overlays;\ if(LAZYLEN(rm)){\ A.overlays -= rm;\ rm.Cut();\ }\ if(LAZYLEN(ad)){\ A.overlays |= ad;\ ad.Cut();\ }\ A.flags_1 &= ~OVERLAY_QUEUED_1;\ } 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__)