- more file system refactoring.

* moved the sprite renaming out of the file system entirely into a caller-provided callback.
* renamed several functions to closer match the terms of a file system.
* moved the VM interface out of the implementation.
This commit is contained in:
Christoph Oelckers 2020-04-11 13:26:42 +02:00
commit c1bb7de23a
61 changed files with 927 additions and 765 deletions

View file

@ -1765,7 +1765,7 @@ static bool CheckSingleWad (const char *name, bool &printRequires, bool printwar
{
return true;
}
if (fileSystem.CheckIfWadLoaded (name) < 0)
if (fileSystem.CheckIfResourceFileLoaded (name) < 0)
{
if (printwarn)
{
@ -2129,13 +2129,13 @@ static void PutSaveWads (FSerializer &arc)
const char *name;
// Name of IWAD
name = fileSystem.GetWadName (fileSystem.GetIwadNum());
name = fileSystem.GetResourceFileName (fileSystem.GetIwadNum());
arc.AddString("Game WAD", name);
// Name of wad the map resides in
if (fileSystem.GetLumpFile (primaryLevel->lumpnum) > fileSystem.GetIwadNum())
{
name = fileSystem.GetWadName (fileSystem.GetLumpFile (primaryLevel->lumpnum));
name = fileSystem.GetResourceFileName (fileSystem.GetLumpFile (primaryLevel->lumpnum));
arc.AddString("Map WAD", name);
}
}
@ -2776,7 +2776,7 @@ void G_DoPlayDemo (void)
demolump = fileSystem.CheckNumForFullName (defdemoname, true);
if (demolump >= 0)
{
int demolen = fileSystem.LumpLength (demolump);
int demolen = fileSystem.FileLength (demolump);
demobuffer = (uint8_t *)M_Malloc(demolen);
fileSystem.ReadLump (demolump, demobuffer);
}