/* deflate.c -- compress data using the deflation algorithm
* Copyright (C) 1995-1998 Jean-loup Gailly.
- * For conditions of distribution and use, see copyright notice in zlib.h
+ * For conditions of distribution and use, see copyright notice in zlib.h
*/
/*
local uInt longest_match OF((deflate_state *s, IPos cur_match));
#endif
-#ifdef DEBUG
+#ifdef __WXDEBUG__
local void check_match OF((deflate_state *s, IPos start, IPos match,
int length));
#endif
zmemzero((Bytef *)s->head, (unsigned)(s->hash_size-1)*sizeof(*s->head));
/* ========================================================================= */
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflateInit_(z_streamp strm, int level, const char* version, int stream_size)
+#else
int ZEXPORT deflateInit_(strm, level, version, stream_size)
z_streamp strm;
int level;
const char *version;
int stream_size;
+#endif
{
return deflateInit2_(strm, level, Z_DEFLATED, MAX_WBITS, DEF_MEM_LEVEL,
Z_DEFAULT_STRATEGY, version, stream_size);
}
/* ========================================================================= */
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflateInit2_(z_streamp strm, int level, int method, int windowBits,
+ int memLevel, int strategy, const char* version, int stream_size)
+#else
int ZEXPORT deflateInit2_(strm, level, method, windowBits, memLevel, strategy,
version, stream_size)
z_streamp strm;
int strategy;
const char *version;
int stream_size;
+#endif
{
deflate_state *s;
int noheader = 0;
}
/* ========================================================================= */
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflateSetDictionary (z_streamp strm, const Bytef* dictionary, uInt dictLength)
+#else
int ZEXPORT deflateSetDictionary (strm, dictionary, dictLength)
z_streamp strm;
const Bytef *dictionary;
uInt dictLength;
+#endif
{
deflate_state *s;
uInt length = dictLength;
}
/* ========================================================================= */
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflateReset (z_streamp strm)
+#else
int ZEXPORT deflateReset (strm)
z_streamp strm;
+#endif
{
deflate_state *s;
-
+
if (strm == Z_NULL || strm->state == Z_NULL ||
strm->zalloc == Z_NULL || strm->zfree == Z_NULL) return Z_STREAM_ERROR;
}
/* ========================================================================= */
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflateParams(z_streamp strm, int level, int strategy)
+#else
int ZEXPORT deflateParams(strm, level, strategy)
z_streamp strm;
int level;
int strategy;
+#endif
{
deflate_state *s;
compress_func func;
* IN assertion: the stream state is correct and there is enough room in
* pending_buf.
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local void putShortMSB (deflate_state* s, uInt b)
+#else
local void putShortMSB (s, b)
deflate_state *s;
uInt b;
+#endif
{
put_byte(s, (Byte)(b >> 8));
put_byte(s, (Byte)(b & 0xff));
-}
+}
/* =========================================================================
* Flush as much pending output as possible. All deflate() output goes
* to avoid allocating a large strm->next_out buffer and copying into it.
* (See also read_buf()).
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local void flush_pending(z_streamp strm)
+#else
local void flush_pending(strm)
z_streamp strm;
+#endif
{
unsigned len = strm->state->pending;
}
/* ========================================================================= */
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflate (z_streamp strm, int flush)
+#else
int ZEXPORT deflate (strm, flush)
z_streamp strm;
int flush;
+#endif
{
int old_flush; /* value of flush param for previous deflate call */
deflate_state *s;
}
/* ========================================================================= */
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflateEnd (z_streamp strm)
+#else
int ZEXPORT deflateEnd (strm)
z_streamp strm;
+#endif
{
int status;
* To simplify the source, this is not supported for 16-bit MSDOS (which
* doesn't have enough memory anyway to duplicate compression states).
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+int ZEXPORT deflateCopy (z_streamp dest, z_streamp source)
+#else
int ZEXPORT deflateCopy (dest, source)
z_streamp dest;
z_streamp source;
+#endif
{
#ifdef MAXSEG_64K
return Z_STREAM_ERROR;
* allocating a large strm->next_in buffer and copying from it.
* (See also flush_pending()).
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local int read_buf(z_streamp strm, Bytef* buf, unsigned size)
+#else
local int read_buf(strm, buf, size)
z_streamp strm;
Bytef *buf;
unsigned size;
+#endif
{
unsigned len = strm->avail_in;
/* ===========================================================================
* Initialize the "longest match" routines for a new zlib stream
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local void lm_init (deflate_state* s)
+#else
local void lm_init (s)
deflate_state *s;
+#endif
{
s->window_size = (ulg)2L*s->w_size;
* match.S. The code will be functionally equivalent.
*/
#ifndef FASTEST
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local uInt longest_match(deflate_state* s, IPos cur_match)
+#else
local uInt longest_match(s, cur_match)
deflate_state *s;
IPos cur_match; /* current match */
+#endif
{
unsigned chain_length = s->max_chain_length;/* max hash chain length */
register Bytef *scan = s->window + s->strstart; /* current string */
/* ---------------------------------------------------------------------------
* Optimized version for level == 1 only
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local uInt longest_match(deflate_state* s, IPos cur_match)
+#else
local uInt longest_match(s, cur_match)
deflate_state *s;
IPos cur_match; /* current match */
+#endif
{
register Bytef *scan = s->window + s->strstart; /* current string */
register Bytef *match; /* matched string */
#endif /* FASTEST */
#endif /* ASMV */
-#ifdef DEBUG
+#ifdef __WXDEBUG__
/* ===========================================================================
* Check that the match at match_start is indeed a match.
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local void check_match(deflate_state* s, IPos start, IPos match, int length)
+#else
local void check_match(s, start, match, length)
deflate_state *s;
IPos start, match;
int length;
+#endif
{
/* check that the match is indeed a match */
if (zmemcmp(s->window + match,
* performed for at least two bytes (required for the zip translate_eol
* option -- not supported here).
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local void fill_window(deflate_state* s)
+#else
local void fill_window(s)
deflate_state *s;
+#endif
{
register unsigned n, m;
register Posf *p;
* NOTE: this function should be optimized to avoid extra copying from
* window to pending_buf.
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local block_state deflate_stored(deflate_state* s, int flush)
+#else
local block_state deflate_stored(s, flush)
deflate_state *s;
int flush;
+#endif
{
/* Stored blocks are limited to 0xffff bytes, pending_buf is limited
* to pending_buf_size, and each stored block has a 5 byte header:
* new strings in the dictionary only for unmatched strings or for short
* matches. It is used only for the fast compression options.
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local block_state deflate_fast(deflate_state* s, int flush)
+#else
local block_state deflate_fast(s, flush)
deflate_state *s;
int flush;
+#endif
{
IPos hash_head = NIL; /* head of the hash chain */
int bflush; /* set if current block must be flushed */
* always MIN_MATCH bytes ahead.
*/
} while (--s->match_length != 0);
- s->strstart++;
+ s->strstart++;
} else
#endif
{
Tracevv((stderr,"%c", s->window[s->strstart]));
_tr_tally_lit (s, s->window[s->strstart], bflush);
s->lookahead--;
- s->strstart++;
+ s->strstart++;
}
if (bflush) FLUSH_BLOCK(s, 0);
}
* evaluation for matches: a match is finally adopted only if there is
* no better match at the next window position.
*/
+#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+local block_state deflate_slow(deflate_state* s, int flush)
+#else
local block_state deflate_slow(s, flush)
deflate_state *s;
int flush;
+#endif
{
IPos hash_head = NIL; /* head of hash chain */
int bflush; /* set if current block must be flushed */