OS2LIBS=CPPOM30.lib CPPOOC3.LIB OS2386.LIB
# Change WXDIR or WXWIN to wherever wxWindows is found
-WXDIR = j:\dev\wx2\wxWindows
+WXDIR = h:\dev\wx2\wxWindows
OS2ZLIBDIR=$(WXDIR)\src\zlib
OS2ZLIBINC=$(WINPNGDIR)
#define DO16(buf) DO8(buf,0); DO8(buf,8);
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
uLong ZEXPORT adler32 (uLong adler, const Bytef* buf, uInt len)
#else
uLong ZEXPORT adler32(adler, buf, len)
memory, Z_BUF_ERROR if there was not enough room in the output buffer,
Z_STREAM_ERROR if the level parameter is invalid.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT compress2 (Bytef* dest, uLongf* destLen, const Bytef* source, uLong sourceLen, int level)
#else
int ZEXPORT compress2 (dest, destLen, source, sourceLen, level)
/* ===========================================================================
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT compress (Bytef* dest, uLongf* destLen, const Bytef* source, uLong sourceLen)
#else
int ZEXPORT compress (dest, destLen, source, sourceLen)
#define DO8(buf) DO4(buf); DO4(buf);
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
uLong ZEXPORT crc32(uLong crc, const Bytef* buf, uInt len)
#else
uLong ZEXPORT crc32(crc, buf, len)
zmemzero((Bytef *)s->head, (unsigned)(s->hash_size-1)*sizeof(*s->head));
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage 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)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage 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
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateSetDictionary (z_streamp strm, const Bytef* dictionary, uInt dictLength)
#else
int ZEXPORT deflateSetDictionary (strm, dictionary, dictLength)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateReset (z_streamp strm)
#else
int ZEXPORT deflateReset (strm)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateParams(z_streamp strm, int level, int strategy)
#else
int ZEXPORT deflateParams(strm, level, strategy)
* 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
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void putShortMSB (deflate_state* s, uInt b)
#else
local void putShortMSB (s, b)
* 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
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void flush_pending(z_streamp strm)
#else
local void flush_pending(strm)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflate (z_streamp strm, int flush)
#else
int ZEXPORT deflate (strm, flush)
}
/* ========================================================================= */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateEnd (z_streamp strm)
#else
int ZEXPORT deflateEnd (strm)
* 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
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT deflateCopy (z_streamp dest, z_streamp source)
#else
int ZEXPORT deflateCopy (dest, source)
* 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
+#if defined(__VISAGECPP__) /* Visualage 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)
/* ===========================================================================
* Initialize the "longest match" routines for a new zlib stream
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void lm_init (deflate_state* s)
#else
local void lm_init (s)
* match.S. The code will be functionally equivalent.
*/
#ifndef FASTEST
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local uInt longest_match(deflate_state* s, IPos cur_match)
#else
local uInt longest_match(s, cur_match)
/* ---------------------------------------------------------------------------
* Optimized version for level == 1 only
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local uInt longest_match(deflate_state* s, IPos cur_match)
#else
local uInt longest_match(s, cur_match)
/* ===========================================================================
* Check that the match at match_start is indeed a match.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage 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)
* 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
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void fill_window(deflate_state* s)
#else
local void fill_window(s)
* 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
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local block_state deflate_stored(deflate_state* s, int flush)
#else
local block_state deflate_stored(s, flush)
* 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
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local block_state deflate_fast(deflate_state* s, int flush)
#else
local block_state deflate_fast(s, flush)
* 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
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local block_state deflate_slow(deflate_state* s, int flush)
#else
local block_state deflate_slow(s, flush)
can be checked to distinguish the two cases (if errno is zero, the
zlib error is Z_MEM_ERROR).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local gzFile gz_open (const char* path, const char* mode, int fd)
#else
local gzFile gz_open (path, mode, fd)
/* ===========================================================================
Opens a gzip (.gz) file for reading or writing.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
gzFile ZEXPORT gzopen (const char* path, const char* mode)
#else
gzFile ZEXPORT gzopen (path, mode)
Associate a gzFile with the file descriptor fd. fd is not dup'ed here
to mimic the behavio(u)r of fdopen.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
gzFile ZEXPORT gzdopen (int fd, const char* mode)
#else
gzFile ZEXPORT gzdopen (fd, mode)
/* ===========================================================================
* Update the compression level and strategy
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzsetparams (gzFile file, int level, int strategy)
#else
int ZEXPORT gzsetparams (file, level, strategy)
for end of file.
IN assertion: the stream s has been sucessfully opened for reading.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local int get_byte(gz_stream* s)
#else
local int get_byte(s)
s->stream.avail_in is zero for the first time, but may be non-zero
for concatenated .gz files.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void check_header(gz_stream* s)
#else
local void check_header(s)
* Cleanup then free the given gz_stream. Return a zlib error code.
Try freeing in the reverse order of allocations.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local int destroy (gz_stream* s)
#else
local int destroy (s)
Reads the given number of uncompressed bytes from the compressed file.
gzread returns the number of bytes actually read (0 for end of file).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzread (gzFile file, voidp buf, unsigned len)
#else
int ZEXPORT gzread (file, buf, len)
Reads one byte from the compressed file. gzgetc returns this byte
or -1 in case of end of file or error.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzgetc(gzFile file)
#else
int ZEXPORT gzgetc(file)
The current implementation is not optimized at all.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
char* ZEXPORT gzgets(gzFile file, char* buf, int len)
#else
char * ZEXPORT gzgets(file, buf, len)
Writes the given number of uncompressed bytes into the compressed file.
gzwrite returns the number of bytes actually written (0 in case of error).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzwrite (gzFile file, const voidp buf, unsigned len)
#else
int ZEXPORT gzwrite (file, buf, len)
}
#else /* not ANSI C */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORTVA gzprintf (gzFile file const char* format, int a1, int a2, int a3, int a4,
int a5, int a6, int a7, int a8, int a9, int a10, int a11, int a12
int a13, int a14, int a15, int a16, int a17, int a18, int a19, int a20)
Writes c, converted to an unsigned char, into the compressed file.
gzputc returns the value that was written, or -1 in case of error.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzputc(gzFile file, int c)
#else
int ZEXPORT gzputc(file, c)
the terminating null character.
gzputs returns the number of characters written, or -1 in case of error.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzputs(gzFile file, const char* s)
#else
int ZEXPORT gzputs(file, s)
Flushes all pending output into the compressed file. The parameter
flush is as in the deflate() function.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local int do_flush (gzFile file, int flush)
#else
local int do_flush (file, flush)
return s->z_err == Z_STREAM_END ? Z_OK : s->z_err;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzflush (gzFile file, int flush)
#else
int ZEXPORT gzflush (file, flush)
SEEK_END is not implemented, returns error.
In this version of the library, gzseek can be extremely slow.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
z_off_t ZEXPORT gzseek (gzFile file, z_off_t offset, int whence)
#else
z_off_t ZEXPORT gzseek (file, offset, whence)
/* ===========================================================================
Rewinds input file.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzrewind (gzFile file)
#else
int ZEXPORT gzrewind (file)
given compressed file. This position represents a number of bytes in the
uncompressed data stream.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
z_off_t ZEXPORT gztell (gzFile file)
#else
z_off_t ZEXPORT gztell (file)
Returns 1 when EOF has previously been detected reading the given
input stream, otherwise zero.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzeof (gzFile file)
#else
int ZEXPORT gzeof (file)
/* ===========================================================================
Outputs a long in LSB order to the given file
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void putLong (FILE* file, uLong x)
#else
local void putLong (file, x)
/* ===========================================================================
Reads a long in LSB order from the given gz_stream. Sets
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local uLong getLong (gz_stream* s)
#else
local uLong getLong (s)
Flushes all pending output if necessary, closes the compressed file
and deallocates all the (de)compression state.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT gzclose (gzFile file)
#else
int ZEXPORT gzclose (file)
errnum is set to Z_ERRNO and the application may consult errno
to get the exact error code.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
const char* ZEXPORT gzerror (gzFile file, int* errnum)
#else
const char* ZEXPORT gzerror (file, errnum)
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage 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)
Tracev((stderr, "inflate: blocks reset\n"));
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage 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)
return s;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage 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)
}
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_blocks_free(inflate_blocks_statef* s, z_streamp z)
#else
int inflate_blocks_free(s, z)
return Z_OK;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage 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)
* by Z_SYNC_FLUSH or Z_FULL_FLUSH.
* IN assertion: s != Z_NULL
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_blocks_sync_point(inflate_blocks_statef* s)
#else
int inflate_blocks_sync_point(s)
};
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
inflate_codes_statef* inflate_codes_new(uInt bl, uInt bd, inflate_huft* tl, inflate_huft* td, z_streamp z)
#else
inflate_codes_statef *inflate_codes_new(bl, bd, tl, td, z)
return c;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_codes(inflate_blocks_statef* s, z_streamp z, int r)
#else
int inflate_codes(s, z, r)
#endif
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void inflate_codes_free(inflate_codes_statef* c, z_streamp z)
#else
void inflate_codes_free(c, z)
at least ten. The ten bytes are six bytes for the longest length/
distance pair plus four bytes for overloading the bit buffer. */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_fast(uInt bl, uInt bd, inflate_huft* tl, inflate_huft* td, inflate_blocks_statef* s, z_streamp z)
#else
int inflate_fast(bl, bd, tl, td, s, z)
};
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflateReset(z_streamp z)
#else
int ZEXPORT inflateReset(z)
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflateEnd(z_streamp z)
#else
int ZEXPORT inflateEnd(z)
return Z_OK;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflateInit2_(z_streamp z, int w, const char* version, int stream_size)
#else
int ZEXPORT inflateInit2_(z, w, version, stream_size)
return Z_OK;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflateInit_(z_streamp z, const char* version, int stream_size)
#else
int ZEXPORT inflateInit_(z, version, stream_size)
#define NEEDBYTE {if(z->avail_in==0)return r;r=f;}
#define NEXTBYTE (z->avail_in--,z->total_in++,*z->next_in++)
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflate(z_streamp z, int f)
#else
int ZEXPORT inflate(z, f)
#endif
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflateSetDictionary(z_streamp z, const Bytef* dictionary, uInt dictLength)
#else
int ZEXPORT inflateSetDictionary(z, dictionary, dictLength)
return Z_OK;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflateSync(z_streamp z)
#else
int ZEXPORT inflateSync(z)
* decompressing, PPP checks that at the end of input packet, inflate is
* waiting for these length bytes.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT inflateSyncPoint(z_streamp z)
#else
int ZEXPORT inflateSyncPoint(z)
/* If BMAX needs to be larger than 16, then h and x[] should be uLong. */
#define BMAX 15 /* maximum bit length of any code */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local int huft_build(uIntf* b, uInt n, uInt s, const uIntf* d, const uIntf* e,
inflate_huft* FAR *t, uIntf* m, inflate_huft* hp, uInt* hn, uIntf* v)
#else
return y != 0 && g != 1 ? Z_BUF_ERROR : Z_OK;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_trees_bits(uIntf* c, uIntf* bb, inflate_huft* FAR *tb, inflate_huft* hp, z_streamp z)
#else
int inflate_trees_bits(c, bb, tb, hp, z)
return r;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_trees_dynamic(uInt nl, uInt nd, uInt* c, uInt* bl, uInt *bd, inflate_huft* FAR *tl,
inflate_huft* FAR *td, inflate_huft* hp, z_streamp z)
#else
#include "inffixed.h"
#endif
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_trees_fixed(uIntf* bl, uIntf *bd, inflate_huft* FAR *tl,
inflate_huft* FAR *td, z_streamp z)
#else
/* copy as much as possible from the sliding window to the output area */
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int inflate_flush(inflate_blocks_statef* s, z_streamp z, int r)
#else
int inflate_flush(s, z, r)
#ifdef __WXDEBUG__
local void send_bits OF((deflate_state *s, int value, int length));
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void send_bits(deflate_state* s, int value, int length)
#else
local void send_bits(s, value, length)
/* ===========================================================================
* Initialize the tree data structures for a new zlib stream.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void _tr_init(deflate_state* s)
#else
void _tr_init(s)
/* ===========================================================================
* Initialize a new block.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void init_block(deflate_state* s)
#else
local void init_block(s)
* when the heap property is re-established (each father smaller than its
* two sons).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void pqdownheap(deflate_state* s, ct_data* tree, int k)
#else
local void pqdownheap(s, tree, k)
* The length opt_len is updated; static_len is also updated if stree is
* not null.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void gen_bitlen(deflate_state* s, tree_desc* desc)
#else
local void gen_bitlen(s, desc)
* OUT assertion: the field code is set for all tree elements of non
* zero code length.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void gen_codes (ct_data* tree, int max_code, ushf* bl_count)
#else
local void gen_codes (tree, max_code, bl_count)
* and corresponding code. The length opt_len is updated; static_len is
* also updated if stree is not null. The field max_code is set.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void build_tree(deflate_state* s, tree_desc* desc)
#else
local void build_tree(s, desc)
* Scan a literal or distance tree to determine the frequencies of the codes
* in the bit length tree.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void scan_tree (deflate_state* s, ct_data* tree, int max_code)
#else
local void scan_tree (s, tree, max_code)
* Send a literal or distance tree in compressed form, using the codes in
* bl_tree.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void send_tree (deflate_state* s, ct_data* tree, int max_code)
#else
local void send_tree (s, tree, max_code)
* Construct the Huffman tree for the bit lengths and return the index in
* bl_order of the last bit length code to send.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local int build_bl_tree( deflate_state* s)
#else
local int build_bl_tree(s)
* lengths of the bit length codes, the literal tree and the distance tree.
* IN assertion: lcodes >= 257, dcodes >= 1, blcodes >= 4.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void send_all_trees(deflate_state* s, int lcodes, int dcodes, int blcodes)
#else
local void send_all_trees(s, lcodes, dcodes, blcodes)
/* ===========================================================================
* Send a stored block
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void _tr_stored_block(deflate_state* s, charf* buf, ulg stored_len, int eof)
#else
void _tr_stored_block(s, buf, stored_len, eof)
* To simplify the code, we assume the worst case of last real code encoded
* on one bit only.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void _tr_align(deflate_state* s)
#else
void _tr_align(s)
* trees or store, and output the encoded block to the zip file. This function
* returns the total compressed length for the file so far.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
ulg _tr_flush_block(deflate_state* s, charf* buf, ulg stored_len, int eof)
#else
ulg _tr_flush_block(s, buf, stored_len, eof)
* Save the match info and tally the frequency counts. Return true if
* the current block must be flushed.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int _tr_tally (deflate_state* s, unsigned dist, unsigned lc)
#else
int _tr_tally (s, dist, lc)
/* ===========================================================================
* Send the block data compressed using the given Huffman trees
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void compress_block(deflate_state* s, ct_data* ltree, ct_data* dtree)
#else
local void compress_block(s, ltree, dtree)
* IN assertion: the fields freq of dyn_ltree are set and the total of all
* frequencies does not exceed 64K (to fit in an int on 16 bit machines).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void set_data_type(deflate_state* s)
#else
local void set_data_type(s)
* method would use a table)
* IN assertion: 1 <= len <= 15
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local unsigned bi_reverse(unsigned code, int len)
#else
local unsigned bi_reverse(code, len)
/* ===========================================================================
* Flush the bit buffer, keeping at most 7 bits in it.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void bi_flush(deflate_state* s)
#else
local void bi_flush(s)
/* ===========================================================================
* Flush the bit buffer and align the output on a byte boundary
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void bi_windup(deflate_state* s)
#else
local void bi_windup(s)
* Copy a stored block, storing first the length and its
* one's complement if requested.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void copy_block(deflate_state* s, charf* buf, unsigned len, int header)
#else
local void copy_block(s, buf, len, header)
enough memory, Z_BUF_ERROR if there was not enough room in the output
buffer, or Z_DATA_ERROR if the input data was corrupted.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int ZEXPORT uncompress (Bytef* dest, uLongf* destLen, const Bytef* source, uLong sourceLen)
#else
int ZEXPORT uncompress (dest, destLen, source, sourceLen)
# endif
int z_verbose = verbose;
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void z_error (char* m)
#else
void z_error (m)
/* exported to allow conversion of error code to string for compress() and
* uncompress()
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
const char* ZEXPORT zError(int err)
#else
const char * ZEXPORT zError(err)
#ifndef HAVE_MEMCPY
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void zmemcpy(Bytef* dest, Bytef* source, Uint len)
#else
void zmemcpy(dest, source, len)
} while (--len != 0);
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int zmemcmp(Bytef* s1, Bytef* s2, int len)
#else
int zmemcmp(s1, s2, len)
return 0;
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void zmemzero(Bytef* dest, uInt len)
#else
void zmemzero(dest, len)
extern void free OF((voidpf ptr));
#endif
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
voidpf zcalloc (voidpf opaque, unsigned items, unsigned size)
#else
voidpf zcalloc (opaque, items, size)
return (voidpf)calloc(items, size);
}
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void zcfree(voidpf opaque, voidpf ptr)
#else
void zcfree (opaque, ptr)