/** * @brief Checks whether a jump is exit-only. * * @usage if jump.exitonly("Eneguoz", "Zied") then -- The jump point in Eneguoz cannot be entered. * @luaparam j Jump to get the exit-only status of. * @luareturn Whether the jump is exit-only. * @luafunc exitonly( j ) */ static int jumpL_exitonly( lua_State *L ) { JumpPoint *jp; jp = luaL_validjump(L,1); lua_pushboolean(L, jp_isFlag(jp, JP_EXITONLY) ); return 1; }
/** * @brief Checks whether a jump is hidden. * * @usage if not j:hidden() then -- Exclude hidden jumps. * @luaparam j Jump to get the hidden status of. * @luareturn Whether the jump is hidden. * @luafunc hidden( j ) */ static int jumpL_hidden( lua_State *L ) { JumpPoint *jp; jp = luaL_validjump(L,1); lua_pushboolean(L, jp_isFlag(jp, JP_HIDDEN) ); return 1; }
/** * @brief Gets the position of the jump in the system. * * @usage v = j:pos() * @luaparam j Jump to get the position of. * @luareturn The position of the jump in the system as a vec2. * @luafunc pos( j ) */ static int jumpL_position( lua_State *L ) { JumpPoint *jp; jp = luaL_validjump(L,1); lua_pushvector(L, jp->pos); return 1; }
/** * @brief Checks to see if a jump is known by the player. * * @usage b = j:known() * * @luaparam s Jump to check if the player knows. * @luareturn true if the player knows the jump. * @luafunc known( j ) */ static int jumpL_isKnown( lua_State *L ) { JumpPoint *jp; jp = luaL_validjump(L,1); lua_pushboolean(L, jp_isKnown(jp)); return 1; }
/** * @brief Gets the system that a jump point exits into. * * @usage v = j:dest() * @luaparam j Jump to get the destination of. * @luareturn The jump's destination system. * @luafunc dest( j ) */ static int jumpL_dest( lua_State *L ) { JumpPoint *jp; jp = luaL_validjump(L,1); lua_pushsystem(L,jp->targetid); return 1; }
/** * @brief Gets the angle of a jump in degrees. * * @usage v = j:angle() * @luaparam j Jump to get the angle of. * @luareturn The angle. * @luafunc angle( j ) */ static int jumpL_angle( lua_State *L ) { JumpPoint *jp; jp = luaL_validjump(L,1); lua_pushnumber(L, jp->angle * 180. / M_PI); return 1; }
/** * @brief Gets the position of the jump in the system. * * @usage v = j:pos() * @luaparam j Jump to get the position of. * @luareturn The position of the jump in the system as a vec2. * @luafunc pos( j ) */ static int jumpL_position( lua_State *L ) { JumpPoint *jp; LuaVector v; jp = luaL_validjump(L,1); vectcpy(&v.vec, &jp->pos); lua_pushvector(L, v); return 1; }
/** * @brief Gets the system that a jump point exits into. * * @usage v = j:dest() * @luaparam j Jump to get the destination of. * @luareturn The jump's destination system. * @luafunc dest( j ) */ static int jumpL_dest( lua_State *L ) { JumpPoint *jp; LuaSystem ls; jp = luaL_validjump(L,1); ls.id = jp->targetid; lua_pushsystem(L,ls); return 1; }