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engines/dm/lzw.h
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68
engines/dm/lzw.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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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/*
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* Based on the Reverse Engineering work of Christophe Fontanel,
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* maintainer of the Dungeon Master Encyclopaedia (http://dmweb.free.fr/)
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*/
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#ifndef DM_LZW_H
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#define DM_LZW_H
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#include "common/file.h"
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#include "dm/dm.h"
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namespace Common {
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class MemoryReadStream;
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}
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namespace DM {
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class LZWdecompressor {
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bool _repetitionEnabled;
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int16 _codeBitCount;
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int16 _currentMaximumCode;
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int16 _absoluteMaximumCode;
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byte _inputBuffer[12];
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int16 _dictNextAvailableCode;
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bool _dictFlushed;
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byte _leastSignificantBitmasks[9];
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int16 _inputBufferBitIndex;
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int16 _inputBufferBitCount;
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int16 _charToRepeat;
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byte *_tempBuffer;
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int16 *_prefixCode;
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byte *_appendCharacter;
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int16 getNextInputCode(Common::MemoryReadStream &stream, int32 *inputByteCount);
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void outputCharacter(byte character, byte **out);
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void operator=(const LZWdecompressor&); // deleted
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public:
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LZWdecompressor();
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~LZWdecompressor();
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int32 decompress(Common::MemoryReadStream &inputStream, int32 inputByteCount, byte *out);
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};
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}
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#endif
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