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https://git.huckle.dev/Huckles-Minecraft-Archive/GabsPuNs-MinecraftConsoles.git
synced 2026-07-10 09:08:09 +00:00
Use BYTE Win Typedef instead of byte typedef from Minecraft.World
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@@ -57,10 +57,10 @@ RegionFile::RegionFile(ConsoleSaveFile *saveFile, File *path)
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//if ((GetFileSize(file,nullptr) & 0xfff) != 0)
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if ((fileEntry->getFileSize() & 0xfff) != 0)
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{
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//byte zero = 0;
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//BYTE zero = 0;
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DWORD numberOfBytesWritten = 0;
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DWORD bytesToWrite = 0x1000 - (fileEntry->getFileSize() & 0xfff);
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byte *zeroBytes = new byte[ bytesToWrite ];
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BYTE *zeroBytes = new BYTE[ bytesToWrite ];
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ZeroMemory(zeroBytes, bytesToWrite);
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/* the file size is not a multiple of 4KB, grow it */
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@@ -207,7 +207,7 @@ DataInputStream *RegionFile::getChunkDataInputStream(int x, int z) // TODO - was
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DWORD numberOfBytesRead = 0;
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// 4J - this differs a bit from the java file format. Java has length stored as an int, then a type as a byte, then length-1 bytes of data
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// 4J - this differs a bit from the java file format. Java has length stored as an int, then a type as a BYTE, then length-1 bytes of data
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// We store length and decompression length as ints, then length bytes of xbox LZX compressed data
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m_saveFile->readFile(fileEntry,&length,4,&numberOfBytesRead);
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@@ -233,8 +233,8 @@ DataInputStream *RegionFile::getChunkDataInputStream(int x, int z) // TODO - was
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}
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MemSect(50);
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byte *data = new byte[length];
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byte *decomp = new byte[decompLength];
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BYTE *data = new BYTE[length];
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BYTE *decomp = new BYTE[decompLength];
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MemSect(0);
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readDecompLength = decompLength;
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m_saveFile->readFile(fileEntry,data,length,&numberOfBytesRead);
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@@ -273,10 +273,10 @@ DataOutputStream *RegionFile::getChunkDataOutputStream(int x, int z)
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}
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/* write a chunk at (x,z) with length bytes of data to disk */
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void RegionFile::write(int x, int z, byte *data, int length) // TODO - was synchronized
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void RegionFile::write(int x, int z, BYTE *data, int length) // TODO - was synchronized
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{
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// 4J Stu - Do the compression here so that we know how much space we need to store the compressed data
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byte *compData = new byte[length + 2048]; // presuming compression is going to make this smaller... UPDATE - for some really small things this isn't the case. Added 2K on here to cover those.
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BYTE *compData = new BYTE[length + 2048]; // presuming compression is going to make this smaller... UPDATE - for some really small things this isn't the case. Added 2K on here to cover those.
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unsigned int compLength = length;
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Compression::getCompression()->CompressLZXRLE(compData,&compLength,data,length);
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@@ -403,13 +403,13 @@ void RegionFile::write(int x, int z, byte *data, int length) // TODO - was sync
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}
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/* write a chunk data to the region file at specified sector number */
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void RegionFile::write(int sectorNumber, byte *data, int length, unsigned int compLength)
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void RegionFile::write(int sectorNumber, BYTE *data, int length, unsigned int compLength)
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{
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DWORD numberOfBytesWritten = 0;
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//SetFilePointer(file,sectorNumber * SECTOR_BYTES,0,FILE_BEGIN);
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m_saveFile->setFilePointer( fileEntry, sectorNumber * SECTOR_BYTES, nullptr, FILE_BEGIN );
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// 4J - this differs a bit from the java file format. Java has length stored as an int, then a type as a byte, then length-1 bytes of data
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// 4J - this differs a bit from the java file format. Java has length stored as an int, then a type as a BYTE, then length-1 bytes of data
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// We store length and decompression length as ints, then length bytes of xbox LZX compressed data
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// 4J Stu - We need to do the compression at a level above this, where it is checking for free space
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@@ -451,7 +451,7 @@ void RegionFile::insertInitialSectors()
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{
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m_saveFile->setFilePointer( fileEntry, 0, nullptr, FILE_BEGIN );
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DWORD numberOfBytesWritten = 0;
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byte zeroBytes[ SECTOR_BYTES ];
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BYTE zeroBytes[ SECTOR_BYTES ];
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ZeroMemory(zeroBytes, SECTOR_BYTES);
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/* we need to write the chunk offset table */
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