Files
vgstation13/code/__HELPERS/_macros.dm
Shadowmech88 d8674e9320 Golems Are Now a Proper Race (#9274)
* Adds golems as a proper race.

* Adds golem name file.

* Fixes a couple names.

* Further fixes to names.

* Changes the golem language key from g to p.

* Adds groin states for golems, as well as deformed states for all golem limbs.

* Changes attack verb to "punches." Updates the changelog with more complete information as to the golems' capabilities.

* Adds some extra checks for golems. Golems can now walk over broken glass barefoot without being hurt.

* Fixes new macros.
2016-04-15 02:44:08 -05:00

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///MACRO FILE//
//Define your macros here if they're used in general code
//Typechecking macros
// fun if you want to typecast humans/monkeys/etc without writing long path-filled lines.
#define ishuman(A) istype(A, /mob/living/carbon/human)
#define isjusthuman(A) (ishuman(A) && A.species && istype(A.species, /datum/species/human))
#define ismonkey(A) istype(A, /mob/living/carbon/monkey)
#define isvox(A) (ishuman(A) && A.species && istype(A.species, /datum/species/vox))
#define isdiona(A) (ishuman(A) && A.species && istype(A.species, /datum/species/diona))
#define isgrey(A) (ishuman(A) && A.species && istype(A.species, /datum/species/grey))
#define isplasmaman(A) (ishuman(A) && A.species && istype(A.species, /datum/species/plasmaman))
#define isskellington(A) (ishuman(A) && A.species && istype(A.species, /datum/species/skellington))
#define iscatbeast(A) (ishuman(A) && A.species && istype(A.species, /datum/species/tajaran))
#define isunathi(A) (ishuman(A) && A.species && istype(A.species, /datum/species/unathi))
#define isskrell(A) (ishuman(A) && A.species && istype(A.species, /datum/species/skrell))
#define ismuton(A) (ishuman(A) && A.species && istype(A.species, /datum/species/muton))
#define isgolem(A) (ishuman(A) && A.species && istype(A.species, /datum/species/golem))
#define isbrain(A) istype(A, /mob/living/carbon/brain)
#define isalien(A) istype(A, /mob/living/carbon/alien)
#define isalienadult(A) istype(A, /mob/living/carbon/alien/humanoid)
#define islarva(A) istype(A, /mob/living/carbon/alien/larva)
#define isslime(A) istype(A, /mob/living/carbon/slime)
#define isslimeadult(A) istype(A, /mob/living/carbon/slime/adult)
#define isrobot(A) istype(A, /mob/living/silicon/robot)
#define isanimal(A) istype(A, /mob/living/simple_animal)
#define iscorgi(A) istype(A, /mob/living/simple_animal/corgi)
#define iscrab(A) istype(A, /mob/living/simple_animal/crab)
#define iscat(A) istype(A, /mob/living/simple_animal/cat)
#define ismouse(A) istype(A, /mob/living/simple_animal/mouse)
#define isbear(A) istype(A, /mob/living/simple_animal/hostile/bear)
#define iscarp(A) istype(A, /mob/living/simple_animal/hostile/carp)
#define isclown(A) istype(A, /mob/living/simple_animal/hostile/retaliate/clown)
#define iscluwne(A) istype(A, /mob/living/simple_animal/hostile/retaliate/cluwne)
#define isAI(A) istype(A, /mob/living/silicon/ai)
#define isAIEye(A) istype(A, /mob/camera/aiEye)
#define ispAI(A) istype(A, /mob/living/silicon/pai)
#define iscarbon(A) istype(A, /mob/living/carbon)
#define issilicon(A) istype(A, /mob/living/silicon)
#define isMoMMI(A) istype(A, /mob/living/silicon/robot/mommi)
#define isbot(A) istype(A, /obj/machinery/bot)
#define isborer(A) istype(A, /mob/living/simple_animal/borer)
#define isshade(A) istype(A, /mob/living/simple_animal/shade)
#define isconstruct(A) istype(A, /mob/living/simple_animal/construct)
#define isliving(A) istype(A, /mob/living)
#define isobserver(A) istype(A, /mob/dead/observer)
#define isnewplayer(A) istype(A, /mob/new_player)
#define isovermind(A) istype(A, /mob/camera/blob)
#define isorgan(A) istype(A, /datum/organ/external)
#define isitem(A) istype(A, /obj/item)
#define isEmag(A) istype(A, /obj/item/weapon/card/emag)
#define istool(A) is_type_in_list(A, common_tools)
#define iswrench(A) istype(A, /obj/item/weapon/wrench)
#define iswelder(A) istype(A, /obj/item/weapon/weldingtool)
#define iscoil(A) istype(A, /obj/item/stack/cable_coil)
#define iswirecutter(A) istype(A, /obj/item/weapon/wirecutters)
#define isscrewdriver(A) istype(A, /obj/item/weapon/screwdriver)
#define ismultitool(A) istype(A, /obj/item/device/multitool)
#define iscrowbar(A) istype(A, /obj/item/weapon/crowbar)
#define iswire(O) istype(O, /obj/item/stack/cable_coil)
#define issolder(A) istype(A, /obj/item/weapon/solder)
#define iscamera(A) istype(A, /obj/machinery/camera)
#define islightingoverlay(A) (istype(A, /atom/movable/lighting_overlay))
#define ischair(A) (istype(A, /obj/structure/bed/chair))
#define isvehicle(A) (istype(A, /obj/structure/bed/chair/vehicle))
#define issilicatesprayer(A) (istype(A, /obj/item/device/silicate_sprayer))
#define iswindow(A) (istype(A, /obj/structure/window))
#define isclient(A) (istype(A, /client))
#define isatom(A) (istype(A, /atom))
//Macros for antags
#define isvampire(H) ((H.mind in ticker.mode.vampires) || H.mind.vampire)
#define iscult(H) (H.mind in ticker.mode.cult)
#define isculthead(H) (iscult(H)&&(H.mind in ticker.mode.modePlayer))
#define ischangeling(H) (H.mind in ticker.mode.changelings)
#define isrev(H) (H.mind in ticker.mode.revolutionaries)
#define isrevhead(H) (H.mind in ticker.mode.head_revolutionaries)
#define istraitor(H) (H.mind in ticker.mode.traitors)
#define ismalf(H) (H.mind in ticker.mode.malf_ai)
#define isnukeop(H) (H.mind in ticker.mode.syndicates)
#define iswizard(H) (H.mind in ticker.mode.wizards)
#define isbadmonkey(H) ((/datum/disease/jungle_fever in H.viruses) || H.mind in ticker.mode.infected_monkeys)
#define isdeathsquad(H) (H.mind in ticker.mode.deathsquads)
//Macro for AREAS!
#define isspace(A) (A.type == /area)
//This one returns the "space" area
#define get_space_area (get_area(locate(1,1,2))) //xd
//1 line helper procs compressed into defines.
#define Clamp(x, y, z) (x <= y ? y : (x >= z ? z : x))
//x is the number you want to clamp
//y is the minimum
//z is the maximum
#define CLAMP01(x) (Clamp(x, 0, 1))
//CPU lag shit
#define calculateticks(x) x * world.tick_lag // Converts your ticks to proper tenths.
#define tcheck(CPU,TOSLEEP) if(world.cpu > CPU) sleep(calculateticks(TOSLEEP)) //Shorthand of checking and then sleeping a process based on world CPU
#define FOR_DVIEW(type, range, center, invis_flags) \
dview_mob.loc = center; \
dview_mob.see_invisible = invis_flags; \
for(type in view(range, dview_mob))
//HARDCORE MODE STUFF (mainly hunger)
#define hardcore_mode_on (hardcore_mode)//((ticker) && (ticker.hardcore_mode))
#define eligible_for_hardcore_mode(M) (M.ckey && M.client)
//Helper macro for eggs, called in process() of all fertilized eggs. If it returns 0, the egg will no longer be able to hatch
#define is_in_valid_nest(egg) (isturf(egg.loc))