lua/ldo.h

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/*
** $Id: ldo.h,v 1.41 2002/03/20 12:52:32 roberto Exp roberto $
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** Stack and Call structure of Lua
** See Copyright Notice in lua.h
*/
#ifndef ldo_h
#define ldo_h
#include "lobject.h"
#include "lstate.h"
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/*
** macro to increment stack top.
** There must be always an empty slot at the L->stack.top
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*/
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#define incr_top(L) \
{if (L->top >= L->stack_last) luaD_growstack(L, 1); L->top++;}
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#define luaD_checkstack(L,n) \
if ((char *)L->stack_last - (char *)L->top <= (n)*(int)sizeof(TObject)) \
luaD_growstack(L, n)
#define savestack(L,p) ((char *)(p) - (char *)L->stack)
#define restorestack(L,n) ((TObject *)((char *)L->stack + (n)))
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void luaD_lineHook (lua_State *L, int line);
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StkId luaD_precall (lua_State *L, StkId func);
void luaD_call (lua_State *L, StkId func, int nResults);
void luaD_poscall (lua_State *L, int wanted, StkId firstResult);
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void luaD_reallocCI (lua_State *L, int newsize);
void luaD_reallocstack (lua_State *L, int newsize);
void luaD_growstack (lua_State *L, int n);
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void luaD_error (lua_State *L, const char *s);
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void luaD_breakrun (lua_State *L, int errcode);
int luaD_runprotected (lua_State *L, void (*f)(lua_State *, void *), void *ud);
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#endif