rpgxef/code/game/md5.h
Walter Julius Hennecke a39565b783 Integrated RPG-X2 rpgxEF edition into the rpgxEF repo
... not quite content with where the project files lie but it is ok for
now.
... compiling works fine so far (only tested mingw32 right now)
2012-08-04 12:54:37 +02:00

58 lines
1.5 KiB
C

#ifdef SQL
#ifndef MD5_H
#define MD5_H
/* The following tests optimise behaviour on little-endian
machines, where there is no need to reverse the byte order
of 32 bit words in the MD5 computation. By default,
HIGHFIRST is defined, which indicates we're running on a
big-endian (most significant byte first) machine, on which
the byteReverse function in md5.c must be invoked. However,
byteReverse is coded in such a way that it is an identity
function when run on a little-endian machine, so calling it
on such a platform causes no harm apart from wasting time.
If the platform is known to be little-endian, we speed
things up by undefining HIGHFIRST, which defines
byteReverse as a null macro. Doing things in this manner
insures we work on new platforms regardless of their byte
order. */
#define HIGHFIRST
#ifdef __i386__
#undef HIGHFIRST
#endif
/* On machines where "long" is 64 bits, we need to declare
uint32 as something guaranteed to be 32 bits. */
#ifdef __alpha
typedef unsigned int uint32;
#else
typedef unsigned long uint32;
#endif
struct MD5Context {
uint32 buf[4];
uint32 bits[2];
unsigned char in[64];
};
extern void MD5Init();
extern void MD5Update();
extern void MD5Final();
extern void MD5Transform();
/*
* This is needed to make RSAREF happy on some MS-DOS compilers.
*/
typedef struct MD5Context MD5_CTX;
/* Define CHECK_HARDWARE_PROPERTIES to have main,c verify
byte order and uint32 settings. */
#define CHECK_HARDWARE_PROPERTIES
#endif /* !MD5_H */
#endif