Use standard byte types in game rule manager

This commit is contained in:
notmatthewbeshay 2026-03-11 03:13:24 +11:00
parent bfa2fd6715
commit 025d8184d8

View file

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