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CHOMPStation2/code/_macros.dm
Neerti 4bfcec55f2 work
2017-09-04 21:52:47 -04:00

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#define Clamp(x, y, z) (x <= y ? y : (x >= z ? z : x))
#define CLAMP01(x) (Clamp(x, 0, 1))
#define get_turf(A) get_step(A,0)
#define isAI(A) istype(A, /mob/living/silicon/ai)
#define isalien(A) istype(A, /mob/living/carbon/alien)
#define isanimal(A) istype(A, /mob/living/simple_animal)
#define isairlock(A) istype(A, /obj/machinery/door/airlock)
#define isbrain(A) istype(A, /mob/living/carbon/brain)
#define iscarbon(A) istype(A, /mob/living/carbon)
#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
#define isEye(A) istype(A, /mob/observer/eye)
#define ishuman(A) istype(A, /mob/living/carbon/human)
#define isliving(A) istype(A, /mob/living)
#define ismouse(A) istype(A, /mob/living/simple_animal/mouse)
#define isnewplayer(A) istype(A, /mob/new_player)
#define isobserver(A) istype(A, /mob/observer/dead)
#define isorgan(A) istype(A, /obj/item/organ/external)
#define ispAI(A) istype(A, /mob/living/silicon/pai)
#define isrobot(A) istype(A, /mob/living/silicon/robot)
#define issilicon(A) istype(A, /mob/living/silicon)
#define isvoice(A) istype(A, /mob/living/voice)
#define isslime(A) istype(A, /mob/living/simple_animal/slime)
#define isbot(A) istype(A, /mob/living/bot)
#define isxeno(A) istype(A, /mob/living/simple_animal/xeno)
#define isopenspace(A) istype(A, /turf/simulated/open)
#define isweakref(A) istype(A, /weakref)
#define RANDOM_BLOOD_TYPE pick(4;"O-", 36;"O+", 3;"A-", 28;"A+", 1;"B-", 20;"B+", 1;"AB-", 5;"AB+")
#define to_chat(target, message) target << message
#define to_world(message) world << message
#define to_world_log(message) world.log << message
// TODO - Baystation has this log to crazy places. For now lets just world.log, but maybe look into it later.
#define log_world(message) world.log << message
#define CanInteract(user, state) (CanUseTopic(user, state) == STATUS_INTERACTIVE)
#define qdel_null_list(x) if(x) { for(var/y in x) { qdel(y) } ; x = null }
#define qdel_null(x) if(x) { qdel(x) ; x = null }
#define ARGS_DEBUG log_debug("[__FILE__] - [__LINE__]") ; for(var/arg in args) { log_debug("\t[log_info_line(arg)]") }
// Helper macros to aid in optimizing lazy instantiation of lists.
// All of these are null-safe, you can use them without knowing if the list var is initialized yet
//Picks from the list, with some safeties, and returns the "default" arg if it fails
#define DEFAULTPICK(L, default) ((istype(L, /list) && L:len) ? pick(L) : default)
// Ensures L is initailized after this point
#define LAZYINITLIST(L) if (!L) L = list()
// Sets a L back to null iff it is empty
#define UNSETEMPTY(L) if (L && !L.len) L = null
// Removes I from list L, and sets I to null if it is now empty
#define LAZYREMOVE(L, I) if(L) { L -= I; if(!L.len) { L = null; } }
// Adds I to L, initalizing I if necessary
#define LAZYADD(L, I) if(!L) { L = list(); } L += I;
// Reads I from L safely - Works with both associative and traditional lists.
#define LAZYACCESS(L, I) (L ? (isnum(I) ? (I > 0 && I <= L.len ? L[I] : null) : L[I]) : null)
// Reads the length of L, returning 0 if null
#define LAZYLEN(L) length(L)
// Null-safe L.Cut()
#define LAZYCLEARLIST(L) if(L) L.Cut()
// Reads L or an empty list if L is not a list. Note: Does NOT assign, L may be an expression.
#define SANITIZE_LIST(L) ( islist(L) ? L : list() )