Complete disaster-recovery snapshot: engine/game source, game data assets, VC6 toolchain + DX SDKs, build outputs, deployed game, and _UNUSED archive. Large binaries in Git LFS; text preserved byte-for-byte (core.autocrlf=false, no eol attributes). See RECOVERY.md for the one-clone rebuild procedure.
57 lines
1.5 KiB
C++
57 lines
1.5 KiB
C++
//***************************************************************************
|
|
//
|
|
// GENERAL.H
|
|
//
|
|
//***************************************************************************
|
|
|
|
#ifndef ABLGEN_H
|
|
#define ABLGEN_H
|
|
|
|
//***************************************************************************
|
|
namespace ABL
|
|
{
|
|
|
|
//---------------------------------------------------------------------
|
|
// Set this, once we have the actual executor modules up and running...
|
|
#define USE_COMPOUND_STATEMENTS 0
|
|
#define ANALYZE_ON 0
|
|
|
|
#define CHAR_FORMFEED '\f'
|
|
#define CHAR_EOF '\x7f'
|
|
|
|
#define MAX_INCLUDE_DEPTH 6
|
|
#define MAXLEN_FILENAME 256
|
|
#define MAXLEN_SOURCELINE 2048
|
|
#define MAXLEN_PRINTLINE 80
|
|
#define MAXLEN_TOKENSTRING MAXLEN_SOURCELINE
|
|
#define MAX_LINES_PER_PAGE 50
|
|
#define MAXLEN_STRING_CONSTANT 1024
|
|
#define MAX_NESTING_LEVEL 3
|
|
|
|
#define LEN_DATESTRING 26
|
|
|
|
#define MAXSIZE_CODE_BUFFER 20480
|
|
|
|
#define MAXSIZE_STACK 10240
|
|
#define STACK_FRAME_HEADER_SIZE 4
|
|
|
|
#define SYSTEM_HEAP_SIZE 1024 * 1024 // General system memory...
|
|
|
|
// Masher Commands available...
|
|
#define COMMAND_HELP_SHORT 0
|
|
#define COMMAND_WAIT_LONG 1
|
|
#define COMMAND_WAIT_SHORT 2
|
|
#define COMMAND_RANDOM_LONG 3
|
|
#define COMMAND_RANDOM_SHORT 4
|
|
#define COMMAND_NUM_RUNS_LONG 5
|
|
#define COMMAND_NUM_RUNS_SHORT 6
|
|
|
|
//***************************************************************************
|
|
|
|
typedef char* Address;
|
|
}
|
|
//***************************************************************************
|
|
|
|
#endif
|
|
|