RingRacers/src/deh_lua.c
toaster b4bd8f428d Permit lowercase enum grabs for sounds in get_number outside of Lua
A different solution to the issue reported on the SRB2 port of this branch. We don't care quite as much about exact game behaviour, so this permits lowercase sound effects (same as the source code) in maps' stringargs.
2023-07-21 16:20:25 +01:00

742 lines
20 KiB
C

// 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 "k_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"
#include "deh_soc.h" // freeslotusage
// 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!");
if (!deh_loaded)
initfreeslots();
deh_loaded = true;
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);
freeslotusage[0][0]++;
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);
freeslotusage[1][0]++;
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);
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++;
}
}
}
else if (fastcmp(type, "PRECIP"))
{
// Search if we already have a PRECIP by that name...
preciptype_t i;
for (i = PRECIP_FIRSTFREESLOT; i < precip_freeslot; i++)
if (fastcmp(word, precipprops[i].name))
break;
// We don't, so allocate a new one.
if (i >= precip_freeslot) {
if (precip_freeslot < MAXPRECIP)
{
CONS_Printf("Weather PRECIP_%s allocated.\n",word);
precipprops[i].name = Z_StrDup(word);
lua_pushinteger(L, precip_freeslot);
r++;
precip_freeslot++;
} else
CONS_Alert(CONS_WARNING, "Ran out of free PRECIP slots!\n");
}
}
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 (mathlib) return luaL_error(L, "playerflag '%s' could not be found.\n", word);
return 0;
}
else if (fastncmp("GT_", word, 3)) {
p = word;
i = 0;
while (gametypes[i] != NULL)
{
if (fastcmp(p, gametypes[i]->constant))
{
lua_pushinteger(L, i);
return 1;
}
i++;
}
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; ML_LIST[i]; i++)
if (fastcmp(p, ML_LIST[i])) {
lua_pushinteger(L, ((lua_Integer)1<<i));
return 1;
}
// Aliases
if (fastcmp(p, "EFFECT1"))
{
lua_pushinteger(L, (lua_Integer)ML_SKEWTD);
return 1;
}
if (fastcmp(p, "EFFECT2"))
{
lua_pushinteger(L, (lua_Integer)ML_NOSKEW);
return 1;
}
if (fastcmp(p, "EFFECT3"))
{
lua_pushinteger(L, (lua_Integer)ML_MIDPEG);
return 1;
}
if (fastcmp(p, "EFFECT4"))
{
lua_pushinteger(L, (lua_Integer)ML_MIDSOLID);
return 1;
}
if (fastcmp(p, "EFFECT5"))
{
lua_pushinteger(L, (lua_Integer)ML_WRAPMIDTEX);
return 1;
}
if (mathlib) return luaL_error(L, "linedef flag '%s' could not be found.\n", word);
return 0;
}
else if (fastncmp("MSF_", word, 4)) {
p = word + 4;
for (i = 0; MSF_LIST[i]; i++)
if (fastcmp(p, MSF_LIST[i])) {
lua_pushinteger(L, ((lua_Integer)1 << i));
return 1;
}
if (fastcmp(p, "FLIPSPECIAL_BOTH"))
{
lua_pushinteger(L, (lua_Integer)MSF_FLIPSPECIAL_BOTH);
return 1;
}
if (mathlib) return luaL_error(L, "sector flag '%s' could not be found.\n", word);
return 0;
}
else if (fastncmp("SSF_", word, 4)) {
p = word + 4;
for (i = 0; SSF_LIST[i]; i++)
if (fastcmp(p, SSF_LIST[i])) {
lua_pushinteger(L, ((lua_Integer)1 << i));
return 1;
}
if (mathlib) return luaL_error(L, "sector special flag '%s' could not be found.\n", word);
return 0;
}
else if (fastncmp("SD_", word, 3)) {
p = word + 3;
for (i = 0; SD_LIST[i]; i++)
if (fastcmp(p, SD_LIST[i])) {
lua_pushinteger(L, i);
return 1;
}
if (mathlib) return luaL_error(L, "sector damagetype '%s' could not be found.\n", word);
return 0;
}
else if (fastncmp("TO_", word, 3)) {
p = word + 3;
for (i = 0; TO_LIST[i]; i++)
if (fastcmp(p, TO_LIST[i])) {
lua_pushinteger(L, i);
return 1;
}
if (mathlib) return luaL_error(L, "sector triggerer '%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 (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;
}
else if (!mathlib && fastncmp("khud_",word,5)) {
p = word+5;
for (i = 0; i < NUMKARTHUD; i++)
if (fasticmp(p, KARTHUD_LIST[i])) {
lua_pushinteger(L, i);
return 1;
}
return 0;
}
else if (mathlib && fastncmp("KHUD_",word,5)) { // SOCs are ALL CAPS!
p = word+5;
for (i = 0; i < NUMKARTHUD; i++)
if (fastcmp(p, KARTHUD_LIST[i])) {
lua_pushinteger(L, i);
return 1;
}
return luaL_error(L, "karthud '%s' could not be found.\n", word);
}
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("PRECIP_",word,7)) {
p = word+7;
for (i = 0; i < MAXPRECIP; i++)
{
if (precipprops[i].name == NULL)
break;
if (fastcmp(p, precipprops[i].name))
{
lua_pushinteger(L, PRECIP_NONE + i);
return 1;
}
}
return luaL_error(L, "weather type '%s' does not exist.\n", word);
}
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;
}
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;
}
}
}
size_t 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;
}