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