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Initial commit of Command & Conquer Renegade source code.
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106
Code/wwlib/lzo.h
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106
Code/wwlib/lzo.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : Command & Conquer *
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* *
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* $Archive:: /Commando/Code/wwlib/lzo.h $*
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 7/19/99 3:35p $*
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* *
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* $Revision:: 3 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef _LZO_H
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#define _LZO_H
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#include "lzoconf.h"
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#include "lzo1x.h"
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// Macros.
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// Maximum size of any LZO compressed chunk expessed in terms of maximum size
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// of UNcompressed chunk. NOTE: LZO needs an additional 16 bytes per uncompressed K.
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// Note: SKB took this from lzo.h in lol3 code.
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//
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// (gth) The buffer that you compress to should be the size define by
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// LZO_BUFFER_SIZE(uncompressed_size). Also, the work buffer should be of
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// size: LZO1X_MEM_COMPRESS which is defined in lzo1x.h.
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#define LZO_BUFFER_SIZE(s) ((s) + ((((s) / 0x400) + 1) * 16))
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int lzo1x_1_compress ( const lzo_byte *in,
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lzo_uint in_len,
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lzo_byte *out,
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lzo_uint *out_len,
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lzo_voidp wrkmem);
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int lzo1x_decompress ( const lzo_byte *in,
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lzo_uint in_len,
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lzo_byte *out,
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lzo_uint *out_len,
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lzo_voidp);
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//
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// LZOCompressor
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// Simply wraps the 'C' style lzo compression and decompression functions and
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// hides the work buffer. So you dont have to worry about the work buffer but
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// you do have to manage the compression buffer being large enough to hold the
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// worst case compression: LZO_BUFFER_SIZE(uncompressed_size).
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//
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class LZOCompressor
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{
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public:
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static int Compress
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(
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const lzo_byte * in,
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lzo_uint in_len,
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lzo_byte * out,
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lzo_uint * out_len
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);
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static int Decompress
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(
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const lzo_byte * in,
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lzo_uint in_len,
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lzo_byte * out,
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lzo_uint * out_len
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);
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private:
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static lzo_byte WorkBuffer[LZO1X_MEM_COMPRESS + 1];
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static lzo_byte * EOWorkBuffer;
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};
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#endif
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