// SONIC ROBO BLAST 2
//-----------------------------------------------------------------------------
// Copyright (C) 1998-2000 by DooM Legacy Team.
// Copyright (C) 1999-2020 by Sonic Team Junior.
//
// This program is free software distributed under the
// terms of the GNU General Public License, version 2.
// See the 'LICENSE' file for more details.
//-----------------------------------------------------------------------------
/// \file  deh_lua.c
/// \brief Lua SOC library

#include "g_game.h"
#include "s_sound.h"
#include "z_zone.h"
#include "m_menu.h"
#include "m_misc.h"
#include "p_local.h"
#include "st_stuff.h"
#include "fastcmp.h"
#include "lua_script.h"
#include "lua_libs.h"

#include "dehacked.h"
#include "deh_lua.h"
#include "deh_tables.h"

#ifdef MUSICSLOT_COMPATIBILITY
#include "deh_soc.h" // for get_mus
#endif

// freeslot takes a name (string only!)
// and allocates it to the appropriate free slot.
// Returns the slot number allocated for it or nil if failed.
// ex. freeslot("MT_MYTHING","S_MYSTATE1","S_MYSTATE2")
// TODO: Error checking! @.@; There's currently no way to know which ones failed and why!
//
static inline int lib_freeslot(lua_State *L)
{
	int n = lua_gettop(L);
	int r = 0; // args returned
	char *s, *type,*word;

	if (!lua_lumploading)
		return luaL_error(L, "This function cannot be called from within a hook or coroutine!");

	while (n-- > 0)
	{
		s = Z_StrDup(luaL_checkstring(L,1));
		type = strtok(s, "_");
		if (type)
			strupr(type);
		else {
			Z_Free(s);
			return luaL_error(L, "Unknown enum type in '%s'\n", luaL_checkstring(L, 1));
		}

		word = strtok(NULL, "\n");
		if (word)
			strupr(word);
		else {
			Z_Free(s);
			return luaL_error(L, "Missing enum name in '%s'\n", luaL_checkstring(L, 1));
		}
		if (fastcmp(type, "SFX")) {
			sfxenum_t sfx;
			strlwr(word);
			CONS_Printf("Sound sfx_%s allocated.\n",word);
			sfx = S_AddSoundFx(word, false, 0, false);
			if (sfx != sfx_None) {
				lua_pushinteger(L, sfx);
				r++;
			} else
				CONS_Alert(CONS_WARNING, "Ran out of free SFX slots!\n");
		}
		else if (fastcmp(type, "SPR"))
		{
			char wad;
			spritenum_t j;
			lua_getfield(L, LUA_REGISTRYINDEX, "WAD");
			wad = (char)lua_tointeger(L, -1);
			lua_pop(L, 1);
			for (j = SPR_FIRSTFREESLOT; j <= SPR_LASTFREESLOT; j++)
			{
				if (used_spr[(j-SPR_FIRSTFREESLOT)/8] & (1<<(j%8)))
				{
					if (!sprnames[j][4] && memcmp(sprnames[j],word,4)==0)
						sprnames[j][4] = wad;
					continue; // Already allocated, next.
				}
				// Found a free slot!
				CONS_Printf("Sprite SPR_%s allocated.\n",word);
				strncpy(sprnames[j],word,4);
				//sprnames[j][4] = 0;
				used_spr[(j-SPR_FIRSTFREESLOT)/8] |= 1<<(j%8); // Okay, this sprite slot has been named now.
				lua_pushinteger(L, j);
				r++;
				break;
			}
			if (j > SPR_LASTFREESLOT)
				CONS_Alert(CONS_WARNING, "Ran out of free sprite slots!\n");
		}
		else if (fastcmp(type, "S"))
		{
			statenum_t i;
			for (i = 0; i < NUMSTATEFREESLOTS; i++)
				if (!FREE_STATES[i]) {
					CONS_Printf("State S_%s allocated.\n",word);
					FREE_STATES[i] = Z_Malloc(strlen(word)+1, PU_STATIC, NULL);
					strcpy(FREE_STATES[i],word);
					lua_pushinteger(L, S_FIRSTFREESLOT + i);
					r++;
					break;
				}
			if (i == NUMSTATEFREESLOTS)
				CONS_Alert(CONS_WARNING, "Ran out of free State slots!\n");
		}
		else if (fastcmp(type, "MT"))
		{
			mobjtype_t i;
			for (i = 0; i < NUMMOBJFREESLOTS; i++)
				if (!FREE_MOBJS[i]) {
					CONS_Printf("MobjType MT_%s allocated.\n",word);
					FREE_MOBJS[i] = Z_Malloc(strlen(word)+1, PU_STATIC, NULL);
					strcpy(FREE_MOBJS[i],word);
					lua_pushinteger(L, MT_FIRSTFREESLOT + i);
					r++;
					break;
				}
			if (i == NUMMOBJFREESLOTS)
				CONS_Alert(CONS_WARNING, "Ran out of free MobjType slots!\n");
		}
		else if (fastcmp(type, "SKINCOLOR"))
		{
			skincolornum_t i;
			for (i = 0; i < NUMCOLORFREESLOTS; i++)
				if (!FREE_SKINCOLORS[i]) {
					CONS_Printf("Skincolor SKINCOLOR_%s allocated.\n",word);
					FREE_SKINCOLORS[i] = Z_Malloc(strlen(word)+1, PU_STATIC, NULL);
					strcpy(FREE_SKINCOLORS[i],word);
					M_AddMenuColor(numskincolors++);
					lua_pushinteger(L, SKINCOLOR_FIRSTFREESLOT + i);
					r++;
					break;
				}
			if (i == NUMCOLORFREESLOTS)
				CONS_Alert(CONS_WARNING, "Ran out of free skincolor slots!\n");
		}
		else if (fastcmp(type, "SPR2"))
		{
			// Search if we already have an SPR2 by that name...
			playersprite_t i;
			for (i = SPR2_FIRSTFREESLOT; i < free_spr2; i++)
				if (memcmp(spr2names[i],word,4) == 0)
					break;
			// We don't, so allocate a new one.
			if (i >= free_spr2) {
				if (free_spr2 < NUMPLAYERSPRITES)
				{
					CONS_Printf("Sprite SPR2_%s allocated.\n",word);
					strncpy(spr2names[free_spr2],word,4);
					spr2defaults[free_spr2] = 0;
					lua_pushinteger(L, free_spr2);
					r++;
					spr2names[free_spr2++][4] = 0;
				} else
					CONS_Alert(CONS_WARNING, "Ran out of free SPR2 slots!\n");
			}
		}
		else if (fastcmp(type, "TOL"))
		{
			// Search if we already have a typeoflevel by that name...
			int i;
			for (i = 0; TYPEOFLEVEL[i].name; i++)
				if (fastcmp(word, TYPEOFLEVEL[i].name))
					break;

			// We don't, so allocate a new one.
			if (TYPEOFLEVEL[i].name == NULL) {
				if (lastcustomtol == (UINT32)MAXTOL) // Unless you have way too many, since they're flags.
					CONS_Alert(CONS_WARNING, "Ran out of free typeoflevel slots!\n");
				else {
					CONS_Printf("TypeOfLevel TOL_%s allocated.\n",word);
					G_AddTOL(lastcustomtol, word);
					lua_pushinteger(L, lastcustomtol);
					lastcustomtol <<= 1;
					r++;
				}
			}
		}
		Z_Free(s);
		lua_remove(L, 1);
		continue;
	}
	return r;
}

// Wrapper for ALL A_Action functions.
// Arguments: mobj_t actor, int var1, int var2
static int action_call(lua_State *L)
{
	//actionf_t *action = lua_touserdata(L,lua_upvalueindex(1));
	actionf_t *action = *((actionf_t **)luaL_checkudata(L, 1, META_ACTION));
	mobj_t *actor = *((mobj_t **)luaL_checkudata(L, 2, META_MOBJ));
	var1 = (INT32)luaL_optinteger(L, 3, 0);
	var2 = (INT32)luaL_optinteger(L, 4, 0);
	if (!actor)
		return LUA_ErrInvalid(L, "mobj_t");
	action->acp1(actor);
	return 0;
}

// Hardcoded A_Action name to call for super() or NULL if super() would be invalid.
// Set in lua_infolib.
const char *superactions[MAXRECURSION];
UINT8 superstack = 0;

static int lib_dummysuper(lua_State *L)
{
	return luaL_error(L, "Can't call super() outside of hardcode-replacing A_Action functions being called by state changes!"); // convoluted, I know. @_@;;
}

static inline int lib_getenum(lua_State *L)
{
	const char *word, *p;
	fixed_t i;
	boolean mathlib = lua_toboolean(L, lua_upvalueindex(1));
	if (lua_type(L,2) != LUA_TSTRING)
		return 0;
	word = lua_tostring(L,2);
	if (strlen(word) == 1) { // Assume sprite frame if length 1.
		if (*word >= 'A' && *word <= '~')
		{
			lua_pushinteger(L, *word-'A');
			return 1;
		}
		if (mathlib) return luaL_error(L, "constant '%s' could not be parsed.\n", word);
		return 0;
	}
	else if (fastncmp("MF_", word, 3)) {
		p = word+3;
		for (i = 0; MOBJFLAG_LIST[i]; i++)
			if (fastcmp(p, MOBJFLAG_LIST[i])) {
				lua_pushinteger(L, ((lua_Integer)1<<i));
				return 1;
			}
		if (mathlib) return luaL_error(L, "mobjflag '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("MF2_", word, 4)) {
		p = word+4;
		for (i = 0; MOBJFLAG2_LIST[i]; i++)
			if (fastcmp(p, MOBJFLAG2_LIST[i])) {
				lua_pushinteger(L, ((lua_Integer)1<<i));
				return 1;
			}
		if (mathlib) return luaL_error(L, "mobjflag2 '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("MFE_", word, 4)) {
		p = word+4;
		for (i = 0; MOBJEFLAG_LIST[i]; i++)
			if (fastcmp(p, MOBJEFLAG_LIST[i])) {
				lua_pushinteger(L, ((lua_Integer)1<<i));
				return 1;
			}
		if (mathlib) return luaL_error(L, "mobjeflag '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("MTF_", word, 4)) {
		p = word+4;
		for (i = 0; i < 4; i++)
			if (MAPTHINGFLAG_LIST[i] && fastcmp(p, MAPTHINGFLAG_LIST[i])) {
				lua_pushinteger(L, ((lua_Integer)1<<i));
				return 1;
			}
		if (mathlib) return luaL_error(L, "mapthingflag '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("PF_", word, 3)) {
		p = word+3;
		for (i = 0; PLAYERFLAG_LIST[i]; i++)
			if (fastcmp(p, PLAYERFLAG_LIST[i])) {
				lua_pushinteger(L, ((lua_Integer)1<<i));
				return 1;
			}
		if (fastcmp(p, "FULLSTASIS"))
		{
			lua_pushinteger(L, (lua_Integer)PF_FULLSTASIS);
			return 1;
		}
		else if (fastcmp(p, "USEDOWN")) // Remove case when 2.3 nears release...
		{
			lua_pushinteger(L, (lua_Integer)PF_SPINDOWN);
			return 1;
		}
		if (mathlib) return luaL_error(L, "playerflag '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("GT_", word, 3)) {
		p = word;
		for (i = 0; Gametype_ConstantNames[i]; i++)
			if (fastcmp(p, Gametype_ConstantNames[i])) {
				lua_pushinteger(L, i);
				return 1;
			}
		if (mathlib) return luaL_error(L, "gametype '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("GTR_", word, 4)) {
		p = word+4;
		for (i = 0; GAMETYPERULE_LIST[i]; i++)
			if (fastcmp(p, GAMETYPERULE_LIST[i])) {
				lua_pushinteger(L, ((lua_Integer)1<<i));
				return 1;
			}
		if (mathlib) return luaL_error(L, "game type rule '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("TOL_", word, 4)) {
		p = word+4;
		for (i = 0; TYPEOFLEVEL[i].name; i++)
			if (fastcmp(p, TYPEOFLEVEL[i].name)) {
				lua_pushinteger(L, TYPEOFLEVEL[i].flag);
				return 1;
			}
		if (mathlib) return luaL_error(L, "typeoflevel '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("ML_", word, 3)) {
		p = word+3;
		for (i = 0; i < 16; i++)
			if (ML_LIST[i] && fastcmp(p, ML_LIST[i])) {
				lua_pushinteger(L, ((lua_Integer)1<<i));
				return 1;
			}
		if (mathlib) return luaL_error(L, "linedef flag '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("S_",word,2)) {
		p = word+2;
		for (i = 0; i < NUMSTATEFREESLOTS; i++) {
			if (!FREE_STATES[i])
				break;
			if (fastcmp(p, FREE_STATES[i])) {
				lua_pushinteger(L, S_FIRSTFREESLOT+i);
				return 1;
			}
		}
		for (i = 0; i < S_FIRSTFREESLOT; i++)
			if (fastcmp(p, STATE_LIST[i]+2)) {
				lua_pushinteger(L, i);
				return 1;
			}
		return luaL_error(L, "state '%s' does not exist.\n", word);
	}
	else if (fastncmp("MT_",word,3)) {
		p = word+3;
		for (i = 0; i < NUMMOBJFREESLOTS; i++) {
			if (!FREE_MOBJS[i])
				break;
			if (fastcmp(p, FREE_MOBJS[i])) {
				lua_pushinteger(L, MT_FIRSTFREESLOT+i);
				return 1;
			}
		}
		for (i = 0; i < MT_FIRSTFREESLOT; i++)
			if (fastcmp(p, MOBJTYPE_LIST[i]+3)) {
				lua_pushinteger(L, i);
				return 1;
			}
		return luaL_error(L, "mobjtype '%s' does not exist.\n", word);
	}
	else if (fastncmp("SPR_",word,4)) {
		p = word+4;
		for (i = 0; i < NUMSPRITES; i++)
			if (!sprnames[i][4] && fastncmp(p,sprnames[i],4)) {
				lua_pushinteger(L, i);
				return 1;
			}
		if (mathlib) return luaL_error(L, "sprite '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("SPR2_",word,5)) {
		p = word+5;
		for (i = 0; i < (fixed_t)free_spr2; i++)
			if (!spr2names[i][4])
			{
				// special 3-char cases, e.g. SPR2_RUN
				// the spr2names entry will have "_" on the end, as in "RUN_"
				if (spr2names[i][3] == '_' && !p[3]) {
					if (fastncmp(p,spr2names[i],3)) {
						lua_pushinteger(L, i);
						return 1;
					}
				}
				else if (fastncmp(p,spr2names[i],4)) {
					lua_pushinteger(L, i);
					return 1;
				}
			}
		if (mathlib) return luaL_error(L, "player sprite '%s' could not be found.\n", word);
		return 0;
	}
	else if (!mathlib && fastncmp("sfx_",word,4)) {
		p = word+4;
		for (i = 0; i < NUMSFX; i++)
			if (S_sfx[i].name && fastcmp(p, S_sfx[i].name)) {
				lua_pushinteger(L, i);
				return 1;
			}
		return 0;
	}
	else if (mathlib && fastncmp("SFX_",word,4)) { // SOCs are ALL CAPS!
		p = word+4;
		for (i = 0; i < NUMSFX; i++)
			if (S_sfx[i].name && fasticmp(p, S_sfx[i].name)) {
				lua_pushinteger(L, i);
				return 1;
			}
		return luaL_error(L, "sfx '%s' could not be found.\n", word);
	}
	else if (mathlib && fastncmp("DS",word,2)) {
		p = word+2;
		for (i = 0; i < NUMSFX; i++)
			if (S_sfx[i].name && fasticmp(p, S_sfx[i].name)) {
				lua_pushinteger(L, i);
				return 1;
			}
		if (mathlib) return luaL_error(L, "sfx '%s' could not be found.\n", word);
		return 0;
	}
#ifdef MUSICSLOT_COMPATIBILITY
	else if (!mathlib && fastncmp("mus_",word,4)) {
		p = word+4;
		if ((i = get_mus(p, false)) == 0)
			return 0;
		lua_pushinteger(L, i);
		return 1;
	}
	else if (mathlib && fastncmp("MUS_",word,4)) { // SOCs are ALL CAPS!
		p = word+4;
		if ((i = get_mus(p, false)) == 0)
			return luaL_error(L, "music '%s' could not be found.\n", word);
		lua_pushinteger(L, i);
		return 1;
	}
	else if (mathlib && (fastncmp("O_",word,2) || fastncmp("D_",word,2))) {
		p = word+2;
		if ((i = get_mus(p, false)) == 0)
			return luaL_error(L, "music '%s' could not be found.\n", word);
		lua_pushinteger(L, i);
		return 1;
	}
#endif
	else if (!mathlib && fastncmp("pw_",word,3)) {
		p = word+3;
		for (i = 0; i < NUMPOWERS; i++)
			if (fasticmp(p, POWERS_LIST[i])) {
				lua_pushinteger(L, i);
				return 1;
			}
		return 0;
	}
	else if (mathlib && fastncmp("PW_",word,3)) { // SOCs are ALL CAPS!
		p = word+3;
		for (i = 0; i < NUMPOWERS; i++)
			if (fastcmp(p, POWERS_LIST[i])) {
				lua_pushinteger(L, i);
				return 1;
			}
		return luaL_error(L, "power '%s' could not be found.\n", word);
	}
	else if (fastncmp("HUD_",word,4)) {
		p = word+4;
		for (i = 0; i < NUMHUDITEMS; i++)
			if (fastcmp(p, HUDITEMS_LIST[i])) {
				lua_pushinteger(L, i);
				return 1;
			}
		if (mathlib) return luaL_error(L, "huditem '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("SKINCOLOR_",word,10)) {
		p = word+10;
		for (i = 0; i < NUMCOLORFREESLOTS; i++) {
			if (!FREE_SKINCOLORS[i])
				break;
			if (fastcmp(p, FREE_SKINCOLORS[i])) {
				lua_pushinteger(L, SKINCOLOR_FIRSTFREESLOT+i);
				return 1;
			}
		}
		for (i = 0; i < SKINCOLOR_FIRSTFREESLOT; i++)
			if (fastcmp(p, COLOR_ENUMS[i])) {
				lua_pushinteger(L, i);
				return 1;
			}
		return luaL_error(L, "skincolor '%s' could not be found.\n", word);
	}
	else if (fastncmp("GRADE_",word,6))
	{
		p = word+6;
		for (i = 0; NIGHTSGRADE_LIST[i]; i++)
			if (*p == NIGHTSGRADE_LIST[i])
			{
				lua_pushinteger(L, i);
				return 1;
			}
		if (mathlib) return luaL_error(L, "NiGHTS grade '%s' could not be found.\n", word);
		return 0;
	}
	else if (fastncmp("MN_",word,3)) {
		p = word+3;
		for (i = 0; i < NUMMENUTYPES; i++)
			if (fastcmp(p, MENUTYPES_LIST[i])) {
				lua_pushinteger(L, i);
				return 1;
			}
		if (mathlib) return luaL_error(L, "menutype '%s' could not be found.\n", word);
		return 0;
	}
	else if (!mathlib && fastncmp("A_",word,2)) {
		char *caps;
		// Try to get a Lua action first.
		/// \todo Push a closure that sets superactions[] and superstack.
		lua_getfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
		// actions are stored in all uppercase.
		caps = Z_StrDup(word);
		strupr(caps);
		lua_getfield(L, -1, caps);
		Z_Free(caps);
		if (!lua_isnil(L, -1))
			return 1; // Success! :D That was easy.
		// Welp, that failed.
		lua_pop(L, 2); // pop nil and LREG_ACTIONS

		// Hardcoded actions as callable Lua functions!
		// Retrieving them from this metatable allows them to be case-insensitive!
		for (i = 0; actionpointers[i].name; i++)
			if (fasticmp(word, actionpointers[i].name)) {
				// We push the actionf_t* itself as userdata!
				LUA_PushUserdata(L, &actionpointers[i].action, META_ACTION);
				return 1;
			}
		return 0;
	}
	else if (!mathlib && fastcmp("super",word))
	{
		if (!superstack)
		{
			lua_pushcfunction(L, lib_dummysuper);
			return 1;
		}
		for (i = 0; actionpointers[i].name; i++)
			if (fasticmp(superactions[superstack-1], actionpointers[i].name)) {
				LUA_PushUserdata(L, &actionpointers[i].action, META_ACTION);
				return 1;
			}
		return 0;
	}

	if (fastcmp(word, "BT_USE")) // Remove case when 2.3 nears release...
	{
		lua_pushinteger(L, (lua_Integer)BT_SPIN);
		return 1;
	}

	for (i = 0; INT_CONST[i].n; i++)
		if (fastcmp(word,INT_CONST[i].n)) {
			lua_pushinteger(L, INT_CONST[i].v);
			return 1;
		}

	if (mathlib) return luaL_error(L, "constant '%s' could not be parsed.\n", word);

	// DYNAMIC variables too!!
	// Try not to add anything that would break netgames or timeattack replays here.
	// You know, like consoleplayer, displayplayer, secondarydisplayplayer, or gametime.
	return LUA_PushGlobals(L, word);
}

int LUA_EnumLib(lua_State *L)
{
	if (lua_gettop(L) == 0)
		lua_pushboolean(L, 0);

	// Set the global metatable
	lua_createtable(L, 0, 1);
	lua_pushvalue(L, 1); // boolean passed to LUA_EnumLib as first argument.
	lua_pushcclosure(L, lib_getenum, 1);
	lua_setfield(L, -2, "__index");
	lua_setmetatable(L, LUA_GLOBALSINDEX);
	return 0;
}

// getActionName(action) -> return action's string name
static int lib_getActionName(lua_State *L)
{
	if (lua_isuserdata(L, 1)) // arg 1 is built-in action, expect action userdata
	{
		actionf_t *action = *((actionf_t **)luaL_checkudata(L, 1, META_ACTION));
		const char *name = NULL;
		if (!action)
			return luaL_error(L, "not a valid action?");
		name = LUA_GetActionName(action);
		if (!name) // that can't be right?
			return luaL_error(L, "no name string could be found for this action");
		lua_pushstring(L, name);
		return 1;
	}
	else if (lua_isfunction(L, 1)) // arg 1 is a function (either C or Lua)
	{
		lua_settop(L, 1); // set top of stack to 1 (removing any extra args, which there shouldn't be)
		// get the name for this action, if possible.
		lua_getfield(L, LUA_REGISTRYINDEX, LREG_ACTIONS);
		lua_pushnil(L);
		// Lua stack at this point:
		//  1   ...       -2              -1
		// arg  ...   LREG_ACTIONS        nil
		while (lua_next(L, -2))
		{
			// Lua stack at this point:
			//  1   ...       -3              -2           -1
			// arg  ...   LREG_ACTIONS    "A_ACTION"    function
			if (lua_rawequal(L, -1, 1)) // is this the same as the arg?
			{
				// make sure the key (i.e. "A_ACTION") is a string first
				// (note: we don't use lua_isstring because it also returns true for numbers)
				if (lua_type(L, -2) == LUA_TSTRING)
				{
					lua_pushvalue(L, -2); // push "A_ACTION" string to top of stack
					return 1;
				}
				lua_pop(L, 2); // pop the name and function
				break; // probably should have succeeded but we didn't, so end the loop
			}
			lua_pop(L, 1);
		}
		lua_pop(L, 1); // pop LREG_ACTIONS
		return 0; // return nothing (don't error)
	}

	return luaL_typerror(L, 1, "action userdata or Lua function");
}



int LUA_SOCLib(lua_State *L)
{
	lua_register(L,"freeslot",lib_freeslot);
	lua_register(L,"getActionName",lib_getActionName);

	luaL_newmetatable(L, META_ACTION);
		lua_pushcfunction(L, action_call);
		lua_setfield(L, -2, "__call");
	lua_pop(L, 1);

	return 0;
}

const char *LUA_GetActionName(void *action)
{
	actionf_t *act = (actionf_t *)action;
	size_t z;
	for (z = 0; actionpointers[z].name; z++)
	{
		if (actionpointers[z].action.acv == act->acv)
			return actionpointers[z].name;
	}
	return NULL;
}

void LUA_SetActionByName(void *state, const char *actiontocompare)
{
	state_t *st = (state_t *)state;
	size_t z;
	for (z = 0; actionpointers[z].name; z++)
	{
		if (fasticmp(actiontocompare, actionpointers[z].name))
		{
			st->action = actionpointers[z].action;
			st->action.acv = actionpointers[z].action.acv; // assign
			st->action.acp1 = actionpointers[z].action.acp1;
			return;
		}
	}
}

enum actionnum LUA_GetActionNumByName(const char *actiontocompare)
{
	size_t z;
	for (z = 0; actionpointers[z].name; z++)
		if (fasticmp(actiontocompare, actionpointers[z].name))
			return z;
	return z;
}
