<commit_before>/*
** $Id: luaconf.h,v 1.258 2016/12/20 18:37:00 roberto Exp roberto $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/


#ifndef luaconf_h
#define luaconf_h

#include <limits.h>
#include <stddef.h>

// AJEK_SCRIPT - Define used to mark all the customizations and hacks that will no-doubt
//    be applied to this lua codebase (may not be exhaustive).
#ifndef AJEK_SCRIPT
#	define AJEK_SCRIPT		1
#endif


/*
** ===================================================================
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/


/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance compiling it with 32-bit numbers or
** restricting it to C89.
** =====================================================================
*/

/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You
** can also define LUA_32BITS in the make file, but changing here you
** ensure that all software connected to Lua will be compiled with the
** same configuration.
*/
/* #define LUA_32BITS */


/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */


/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if !defined(LUA_USE_C89) && defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS  /* enable goodies for regular Windows */
#endif


#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL	/* enable support for DLL */
#define LUA_USE_C89	/* broadly, Windows is C89 */
#endif


#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN		/* needs an extra library: -ldl */
#define LUA_USE_READLINE	/* needs some extra libraries */
#endif


#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN		/* MacOS does not need -ldl */
#define LUA_USE_READLINE	/* needs an extra library: -lreadline */
#endif


/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif



/*
@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'.
*/
/* avoid undefined shifts */
#if ((INT_MAX >> 15) >> 15) >= 1
#define LUAI_BITSINT	32
#else
/* 'int' always must have at least 16 bits */
#define LUAI_BITSINT	16
#endif


/*
@@ LUA_INT_TYPE defines the type for Lua integers.
@@ LUA_FLOAT_TYPE defines the type for Lua floats.
** Lua should work fine with any mix of these options (if supported
** by your C compiler). The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/

/* predefined options for LUA_INT_TYPE */
#define LUA_INT_INT		1
#define LUA_INT_LONG		2
#define LUA_INT_LONGLONG	3

/* predefined options for LUA_FLOAT_TYPE */
#define LUA_FLOAT_FLOAT		1
#define LUA_FLOAT_DOUBLE	2
#define LUA_FLOAT_LONGDOUBLE	3

#if defined(LUA_32BITS)		/* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_BITSINT >= 32  /* use 'int' if big enough */
#define LUA_INT_TYPE	LUA_INT_INT
#else  /* otherwise use 'long' */
#define LUA_INT_TYPE	LUA_INT_LONG
#endif
#define LUA_FLOAT_TYPE	LUA_FLOAT_FLOAT

#elif defined(LUA_C89_NUMBERS)	/* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_TYPE	LUA_INT_LONG
#define LUA_FLOAT_TYPE	LUA_FLOAT_DOUBLE

#endif				/* } */


/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#if !defined(LUA_INT_TYPE)
#define LUA_INT_TYPE	LUA_INT_LONGLONG
#endif

#if !defined(LUA_FLOAT_TYPE)
#define LUA_FLOAT_TYPE	LUA_FLOAT_DOUBLE
#endif

/* }================================================================== */




/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/

/*
** LUA_PATH_SEP is the character that separates templates in a path.
** LUA_PATH_MARK is the string that marks the substitution points in a
** template.
** LUA_EXEC_DIR in a Windows path is replaced by the executable's
** directory.
*/
#define LUA_PATH_SEP            ";"
#define LUA_PATH_MARK           "?"
#define LUA_EXEC_DIR            "!"


/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/
#define LUA_VDIR	LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32)	/* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
// AJEK_SCRIPT
//   * Lua include files should be loaded relative to the CWD.
//   * Absolute paths are supported in development environments only, and are
//     specified at runtime via game engine application config.
//   * CPATH is considered unused.  All C++ bindings should be provided by the
//     game engine binary.  DLLs are not supported.  CPATH is therefore unspecified.
#if AJEK_SCRIPT
#	define LUA_LDIR	".\\lua-req\\"
#	define LUA_CDIR	".\\"
#	define LUA_PATH_DEFAULT  \
			LUA_LDIR  "?.lua;"   LUA_LDIR  "?\\init.lua;" \
			LUA_CDIR  "?.lua;"   LUA_CDIR  "?\\init.lua;"

#	define LUA_CPATH_DEFAULT  ""<commit_msg>luaconf: VS2017 supports C99<commit_after>/*
** $Id: luaconf.h,v 1.258 2016/12/20 18:37:00 roberto Exp roberto $
** Configuration file for Lua
** See Copyright Notice in lua.h
*/


#ifndef luaconf_h
#define luaconf_h

#include <limits.h>
#include <stddef.h>

// AJEK_SCRIPT - Define used to mark all the customizations and hacks that will no-doubt
//    be applied to this lua codebase (may not be exhaustive).
#ifndef AJEK_SCRIPT
#	define AJEK_SCRIPT		1
#endif


/*
** ===================================================================
** Search for "@@" to find all configurable definitions.
** ===================================================================
*/


/*
** {====================================================================
** System Configuration: macros to adapt (if needed) Lua to some
** particular platform, for instance compiling it with 32-bit numbers or
** restricting it to C89.
** =====================================================================
*/

/*
@@ LUA_32BITS enables Lua with 32-bit integers and 32-bit floats. You
** can also define LUA_32BITS in the make file, but changing here you
** ensure that all software connected to Lua will be compiled with the
** same configuration.
*/
/* #define LUA_32BITS */


/*
@@ LUA_USE_C89 controls the use of non-ISO-C89 features.
** Define it if you want Lua to avoid the use of a few C99 features
** or Windows-specific features on Windows.
*/
/* #define LUA_USE_C89 */


/*
** By default, Lua on Windows use (some) specific Windows features
*/
#if defined(_WIN32) && !defined(_WIN32_WCE)
#define LUA_USE_WINDOWS  /* enable goodies for regular Windows */
#endif


#if defined(LUA_USE_WINDOWS)
#define LUA_DL_DLL	/* enable support for DLL */
#endif


#if defined(LUA_USE_LINUX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN		/* needs an extra library: -ldl */
#define LUA_USE_READLINE	/* needs some extra libraries */
#endif


#if defined(LUA_USE_MACOSX)
#define LUA_USE_POSIX
#define LUA_USE_DLOPEN		/* MacOS does not need -ldl */
#define LUA_USE_READLINE	/* needs an extra library: -lreadline */
#endif


/*
@@ LUA_C89_NUMBERS ensures that Lua uses the largest types available for
** C89 ('long' and 'double'); Windows always has '__int64', so it does
** not need to use this case.
*/
#if defined(LUA_USE_C89) && !defined(LUA_USE_WINDOWS)
#define LUA_C89_NUMBERS
#endif



/*
@@ LUAI_BITSINT defines the (minimum) number of bits in an 'int'.
*/
/* avoid undefined shifts */
#if ((INT_MAX >> 15) >> 15) >= 1
#define LUAI_BITSINT	32
#else
/* 'int' always must have at least 16 bits */
#define LUAI_BITSINT	16
#endif


/*
@@ LUA_INT_TYPE defines the type for Lua integers.
@@ LUA_FLOAT_TYPE defines the type for Lua floats.
** Lua should work fine with any mix of these options (if supported
** by your C compiler). The usual configurations are 64-bit integers
** and 'double' (the default), 32-bit integers and 'float' (for
** restricted platforms), and 'long'/'double' (for C compilers not
** compliant with C99, which may not have support for 'long long').
*/

/* predefined options for LUA_INT_TYPE */
#define LUA_INT_INT		1
#define LUA_INT_LONG		2
#define LUA_INT_LONGLONG	3

/* predefined options for LUA_FLOAT_TYPE */
#define LUA_FLOAT_FLOAT		1
#define LUA_FLOAT_DOUBLE	2
#define LUA_FLOAT_LONGDOUBLE	3

#if defined(LUA_32BITS)		/* { */
/*
** 32-bit integers and 'float'
*/
#if LUAI_BITSINT >= 32  /* use 'int' if big enough */
#define LUA_INT_TYPE	LUA_INT_INT
#else  /* otherwise use 'long' */
#define LUA_INT_TYPE	LUA_INT_LONG
#endif
#define LUA_FLOAT_TYPE	LUA_FLOAT_FLOAT

#elif defined(LUA_C89_NUMBERS)	/* }{ */
/*
** largest types available for C89 ('long' and 'double')
*/
#define LUA_INT_TYPE	LUA_INT_LONG
#define LUA_FLOAT_TYPE	LUA_FLOAT_DOUBLE

#endif				/* } */


/*
** default configuration for 64-bit Lua ('long long' and 'double')
*/
#if !defined(LUA_INT_TYPE)
#define LUA_INT_TYPE	LUA_INT_LONGLONG
#endif

#if !defined(LUA_FLOAT_TYPE)
#define LUA_FLOAT_TYPE	LUA_FLOAT_DOUBLE
#endif

/* }================================================================== */




/*
** {==================================================================
** Configuration for Paths.
** ===================================================================
*/

/*
** LUA_PATH_SEP is the character that separates templates in a path.
** LUA_PATH_MARK is the string that marks the substitution points in a
** template.
** LUA_EXEC_DIR in a Windows path is replaced by the executable's
** directory.
*/
#define LUA_PATH_SEP            ";"
#define LUA_PATH_MARK           "?"
#define LUA_EXEC_DIR            "!"


/*
@@ LUA_PATH_DEFAULT is the default path that Lua uses to look for
** Lua libraries.
@@ LUA_CPATH_DEFAULT is the default path that Lua uses to look for
** C libraries.
** CHANGE them if your machine has a non-conventional directory
** hierarchy or if you want to install your libraries in
** non-conventional directories.
*/

#define LUA_VDIR	LUA_VERSION_MAJOR "." LUA_VERSION_MINOR
#if defined(_WIN32)	/* { */
/*
** In Windows, any exclamation mark ('!') in the path is replaced by the
** path of the directory of the executable file of the current process.
*/
// AJEK_SCRIPT
//   * Lua include files should be loaded relative to the CWD.
//   * Absolute paths are supported in development environments only, and are
//     specified at runtime via game engine application config.
//   * CPATH is considered unused.  All C++ bindings should be provided by the
//     game engine binary.  DLLs are not supported.  CPATH is therefore unspecified.
#if AJEK_SCRIPT
#	define LUA_LDIR	".\\lua-req\\"
#	define LUA_CDIR	".\\"
#	define LUA_PATH_DEFAULT  \
			LUA_LDIR  "?.lua;"   LUA_LDIR  "?\\init.lua;" \
			LUA_CDIR  "?.lua;"   LUA_CDIR  "?\\init.lua;"

#	define LUA_CPATH_DEFAULT  ""
{'fraction_non_alphanumeric': 0.1813324140308541, 'fraction_numerical': 0.01689218305610618, 'mean_word_length': 4.340082834790612, 'pattern_counts': {'":': 0, '<': 7, '<?xml version=': 0, '>': 19, 'https://': 0, 'lorem ipsum': 0, 'www.': 0, 'xml': 0}, 'pii_count': 0, 'substrings_counts': 0, 'word_list_counts': {'cursed_substrings.json': 0, 'profanity_word_list.json': 0, 'sexual_word_list.json': 0, 'zh_pornsignals.json': 0}}
{'dir': 'git-commits-cleaned', 'id': '5914133', 'n_tokens_mistral': 4002, 'n_tokens_neox': 3670, 'n_words': 1276}