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vgstation13/code/__HELPERS/_macros.dm
DeityLink f601a02423 Cult 3.0 : Faction Code + Tracing Runes & Paying in Blood + Communication Rune (#17432)
* on the first day I drew my blood

* on the second day I learned their names

* on the third day we built an altar

* on the fourth day we communed with him

* on the fifth day I fixed some issues pointed out by DamianQ

* and then some

* and then some more

* ok that's all for now
2018-02-14 14:32:52 +00:00

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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 ismartian(A) istype(A, /mob/living/carbon/martian)
#define ishigherbeing(A) (ishuman(A) || ismartian(A))
#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 isslimeperson(A) (ishuman(A) && A.species && istype(A.species, /datum/species/slime))
#define ishorrorform(A) (ishuman(A) && A.species && istype(A.species, /datum/species/horror))
#define isgrue(A) (ishuman(A) && A.species && istype(A.species, /datum/species/grue))
#define ishologram(A) (istype(A, /mob/living/simple_animal/hologram/advanced))
#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) || istype(A, /mob/living/simple_animal/slime))
#define isgremlin(A) (istype(A, /mob/living/simple_animal/hostile/gremlin))
#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 isjustobserver(A) (isobserver(A) && !isAdminGhost(A))
#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 isclothing(A) istype(A, /obj/item/clothing)
#define iswearingredtag(A) istype(get_tag_armor(A), /obj/item/clothing/suit/tag/redtag)
#define iswearingbluetag(A) istype(get_tag_armor(A), /obj/item/clothing/suit/tag/bluetag)
#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 iscablecoil(A) istype(A, /obj/item/stack/cable_coil)
#define iscoin(A) is_type_in_list(A, list(/obj/item/weapon/coin, /obj/item/weapon/reagent_containers/food/snacks/chococoin))
#define iswirecutter(A) istype(A, /obj/item/weapon/wirecutters)
#define iswiretool(A) (iswirecutter(A) || ismultitool(A) || issignaler(A))
#define isscrewdriver(A) istype(A, /obj/item/weapon/screwdriver)
#define isbikehorn(A) istype(A, /obj/item/weapon/bikehorn)
#define ispowercell(A) istype(A, /obj/item/weapon/cell)
#define ismultitool(A) istype(A, /obj/item/device/multitool)
#define iscrowbar(A) istype(A, /obj/item/weapon/crowbar)
#define issolder(A) istype(A, /obj/item/weapon/solder)
#define issocketwrench(A) istype(A, /obj/item/weapon/wrench/socket)
#define isswitchtool(A) istype(A, /obj/item/weapon/switchtool)
#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 isgripper(G) (istype(G, /obj/item/weapon/gripper))
#define isAPC(A) istype(A, /obj/machinery/power/apc)
#define isimage(A) (istype(A, /image))
#define isdatum(A) (istype(A, /datum))
#define isclient(A) (istype(A, /client))
#define isatom(A) (istype(A, /atom))
#define isatommovable(A) (istype(A, /atom/movable))
#define isrealobject(A) (istype(A, /obj/item) || istype(A, /obj/structure) || istype(A, /obj/machinery) || istype(A, /obj/mecha))
#define iscleanaway(A) (istype(A,/obj/effect/decal/cleanable) || (istype(A,/obj/effect/overlay) && !istype(A,/obj/effect/overlay/puddle) && !istype(A, /obj/effect/overlay/hologram)) || istype(A,/obj/effect/rune))
#define ismatrix(A) (istype(A, /matrix))
#define ismecha(A) (istype(A, /obj/mecha))
#define isID(A) (istype(A, /obj/item/weapon/card/id))
#define isPDA(A) (istype(A, /obj/item/device/pda))
#define isfloor(A) (istype(A, /turf/simulated/floor) || istype(A, /turf/unsimulated/floor) || istype(A, /turf/simulated/shuttle/floor))
//Macros for antags
#define isvampire(H) (H.mind ? H.mind.GetRole(VAMPIRE) : FALSE)
#define isthrall(H) (H.mind ? H.mind.GetRole(THRALL) : FALSE)
#define iscultist(H) (H.mind && H.mind.GetRole(CULTIST))
#define ischangeling(H) (H.mind && H.mind.GetRole(CHANGELING))
#define isrev(H) (H.mind && (H.mind.GetRole(REV) || isrevhead(H)))
#define isrevhead(H) (H.mind && H.mind.GetRole(HEADREV))
#define istraitor(H) (H.mind && H.mind.GetRole(TRAITOR))
#define ismalf(H) (H.mind && H.mind.GetRole(MALF))
#define isnukeop(H) (H.mind && H.mind.GetRole(NUKE_OP))
#define iswizard(H) (H.mind && H.mind.GetRole(WIZARD))
#define isapprentice(H) (H.mind && H.mind.GetRole(WIZAPP))
#define isbadmonkey(H) ((/datum/disease/jungle_fever in H.viruses) || (H.mind && H.mind.GetRole(MADMONKEY)))
#define isdeathsquad(H) (H.mind && H.mind.GetRole(DEATHSQUAD))
//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
proc/get_space_area()
//global.space_area is defined in code/game/areas/areas.dm, and set when the space area is created
if(!global.space_area)
var/area/new_space_area = new /area
global.space_area = new_space_area
return global.space_area
//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
//Returns 1 if the variable contains a protected list that can't be edited
#define variable_contains_protected_list(var_name) (((var_name) == "contents") || ((var_name) == "locs") || ((var_name) == "vars"))
#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))
//get_turf(): Returns the turf that contains the atom.
//Example: A fork inside a box inside a locker will return the turf the locker is standing on.
//Yes, this is the fastest known way to do it.
#define get_turf(A) (get_step(A, 0))
//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))
#define subtypesof(A) (typesof(A) - A)
#define LIBVG(function, arguments...) call("./libvg.[world.system_type == UNIX ? "so" : "dll"]", function)(arguments)