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Use standard byte types in game rule manager
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parent
bfa2fd6715
commit
025d8184d8
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@ -103,7 +103,7 @@ void GameRuleManager::loadGameRules(DLCPack *pack)
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for(int i = 0; i < gameRulesCount; ++i)
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{
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DLCGameRulesHeader *dlcHeader = (DLCGameRulesHeader *)pack->getFile(DLCManager::e_DLCType_GameRulesHeader, i);
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DWORD dSize;
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std::uint32_t dSize;
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uint8_t *dData = dlcHeader->getData(dSize);
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LevelGenerationOptions *createdLevelGenerationOptions = new LevelGenerationOptions();
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@ -125,7 +125,7 @@ void GameRuleManager::loadGameRules(DLCPack *pack)
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{
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DLCGameRulesFile *dlcFile = (DLCGameRulesFile *)pack->getFile(DLCManager::e_DLCType_GameRules, i);
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DWORD dSize;
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std::uint32_t dSize;
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uint8_t *dData = dlcFile->getData(dSize);
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LevelGenerationOptions *createdLevelGenerationOptions = new LevelGenerationOptions();
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@ -170,7 +170,7 @@ void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, uint8_t *dIn, u
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for (int i = 0; i < 8; i++) dis.readByte();
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BYTE compression_type = dis.readByte();
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std::uint8_t compression_type = dis.readByte();
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app.DebugPrintf("\tcompressionType=%d.\n", compression_type);
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@ -183,8 +183,8 @@ void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, uint8_t *dIn, u
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// Decompress File Body
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byteArray content(new BYTE[decomp_len], decomp_len),
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compr_content(new BYTE[compr_len], compr_len);
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byteArray content(new std::uint8_t[decomp_len], decomp_len),
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compr_content(new std::uint8_t[compr_len], compr_len);
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dis.read(compr_content);
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Compression::getCompression()->SetDecompressionType( (Compression::ECompressionTypes)compression_type );
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@ -203,14 +203,14 @@ void GameRuleManager::loadGameRules(LevelGenerationOptions *lgo, uint8_t *dIn, u
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// Read StringTable.
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byteArray bStringTable;
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bStringTable.length = dis2.readInt();
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bStringTable.data = new BYTE[ bStringTable.length ];
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bStringTable.data = new std::uint8_t[ bStringTable.length ];
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dis2.read(bStringTable);
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StringTable *strings = new StringTable(bStringTable.data, bStringTable.length);
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// Read RuleFile.
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byteArray bRuleFile;
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bRuleFile.length = content.length - bStringTable.length;
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bRuleFile.data = new BYTE[ bRuleFile.length ];
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bRuleFile.data = new std::uint8_t[ bRuleFile.length ];
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dis2.read(bRuleFile);
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// 4J-JEV: I don't believe that the path-name is ever used.
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@ -306,7 +306,7 @@ void GameRuleManager::saveGameRules(uint8_t **dOut, unsigned int *dSize)
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}
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// Compress compr_dos and write to dos.
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byteArray compr_ba(new BYTE[ compr_baos.buf.length ], compr_baos.buf.length);
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byteArray compr_ba(new std::uint8_t[ compr_baos.buf.length ], compr_baos.buf.length);
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Compression::getCompression()->CompressLZXRLE( compr_ba.data, &compr_ba.length,
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compr_baos.buf.data, compr_baos.buf.length );
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@ -380,8 +380,8 @@ bool GameRuleManager::readRuleFile(LevelGenerationOptions *lgo, uint8_t *dIn, un
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LevelGenerationOptions *levelGenerator = lgo;//new LevelGenerationOptions();
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LevelRuleset *gameRules = new LevelRuleset();
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//DWORD dwLen = 0;
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//PBYTE pbData = dlcFile->getData(dwLen);
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//std::uint32_t dataLength = 0;
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//std::uint8_t *data = dlcFile->getData(dataLength);
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//byteArray data(pbData,dwLen);
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byteArray data(dIn, dSize);
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