#include "AppHdr.h"
#include "clua.h"
#include "cluautil.h"
#include "l_libs.h"
#include "coord.h"
#include "env.h"
#include "libutil.h"
#include "terrain.h"
Defines | |
#define | FEATF(name, val) |
Variables | |
struct luaL_reg | feat_dlib [] |
#define FEATF | ( | name, | |||
val | ) |
Value:
static int name(lua_State *ls) \ { \ if (lua_gettop(ls) == 2) \ { \ COORDS(c, 1, 2);\ lua_pushboolean(ls, val(grd(c)));\ } \ else if (lua_isnumber(ls, 1)) \ lua_pushboolean(ls, val(static_cast<dungeon_feature_type>( \ luaL_checkint(ls, 1)))); \ else if (lua_isstring(ls, 1)) \ lua_pushboolean(ls, val(dungeon_feature_by_name(\ luaL_checkstring(ls, 1))));\ return (1); \ }
struct luaL_reg feat_dlib[] |
Initial value:
{ { "is_wall", _feat_is_wall }, { "is_solid", _feat_is_solid }, { "has_solid_floor", _feat_has_solid_floor }, { "is_opaque", _feat_is_opaque }, { "is_door", _feat_is_door }, { "is_closed_door", _feat_is_closed_door }, { "is_secret_door", _feat_is_secret_door }, { "is_statue_or_idol", _feat_is_statue_or_idol }, { "is_rock", _feat_is_rock }, { "is_permarock", _feat_is_permarock }, { "is_stone_stair", _feat_is_stone_stair }, { "is_staircase", _feat_is_staircase }, { "is_escape_hatch", _feat_is_escape_hatch }, { "is_trap", _feat_is_trap }, { "is_sealable_portal", _feat_is_sealable_portal }, { "is_portal", _feat_is_portal }, { "is_stair", _feat_is_stair }, { "is_travelable_stair", _feat_is_travelable_stair }, { "is_gate", _feat_is_gate }, { "is_water", _feat_is_water }, { "is_watery", _feat_is_watery }, { "is_altar", _feat_is_altar }, { "is_player_altar", _feat_is_player_altar }, { "is_branch_stairs", _feat_is_branch_stairs }, { "is_critical", _feat_is_critical }, { NULL, NULL } }