/* infblock.c -- interpret and process block types to last block
* Copyright (C) 1995-1998 Mark Adler
- * For conditions of distribution and use, see copyright notice in zlib.h
+ * For conditions of distribution and use, see copyright notice in zlib.h
*/
#include "zutil.h"
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+void inflate_blocks_reset(inflate_blocks_statef* s, z_streamp z, uLongf* c)
+#else
void inflate_blocks_reset(s, z, c)
inflate_blocks_statef *s;
z_streamp z;
uLongf *c;
+#endif
{
if (c != Z_NULL)
*c = s->check;
Tracev((stderr, "inflate: blocks reset\n"));
}
-
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+inflate_blocks_statef *inflate_blocks_new(z_streamp z, check_func c, uInt w)
+#else
inflate_blocks_statef *inflate_blocks_new(z, c, w)
z_streamp z;
check_func c;
uInt w;
+#endif
{
inflate_blocks_statef *s;
return s;
}
-
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int inflate_blocks(inflate_blocks_statef* s, z_streamp z, int r)
+#else
int inflate_blocks(s, z, r)
inflate_blocks_statef *s;
z_streamp z;
int r;
+#endif
{
uInt t; /* temporary storage */
uLong b; /* bit buffer */
}
}
-
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int inflate_blocks_free(inflate_blocks_statef* s, z_streamp z)
+#else
int inflate_blocks_free(s, z)
inflate_blocks_statef *s;
z_streamp z;
+#endif
{
inflate_blocks_reset(s, z, Z_NULL);
ZFREE(z, s->window);
return Z_OK;
}
-
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+void inflate_set_dictionary(inflate_blocks_statef* s, const Bytef* d, uInt n)
+#else
void inflate_set_dictionary(s, d, n)
inflate_blocks_statef *s;
const Bytef *d;
uInt n;
+#endif
{
zmemcpy(s->window, d, n);
s->read = s->write = s->window + n;
}
-
/* Returns true if inflate is currently at the end of a block generated
- * by Z_SYNC_FLUSH or Z_FULL_FLUSH.
+ * by Z_SYNC_FLUSH or Z_FULL_FLUSH.
* IN assertion: s != Z_NULL
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int inflate_blocks_sync_point(inflate_blocks_statef* s)
+#else
int inflate_blocks_sync_point(s)
inflate_blocks_statef *s;
+#endif
{
return s->mode == LENS;
}