renamed things in file system to reduce Doom specific terminology.

This commit is contained in:
Christoph Oelckers 2024-11-24 16:55:09 +01:00
commit d1abc3eb8c
50 changed files with 313 additions and 318 deletions

View file

@ -124,7 +124,7 @@ FGameTexture::~FGameTexture()
bool FGameTexture::isUserContent() const
{
int filenum = fileSystem.GetFileContainer(Base->GetSourceLump());
return (filenum > fileSystem.GetMaxIwadNum());
return (filenum > fileSystem.GetMaxBaseNum());
}
@ -182,7 +182,7 @@ void FGameTexture::AddAutoMaterials()
if (this->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
{
FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
auto lump = fileSystem.CheckNumForFullName(lookup.GetChars(), true);
auto lump = fileSystem.FindFile(lookup.GetChars(), true);
if (lump != -1)
{
auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);
@ -199,7 +199,7 @@ void FGameTexture::AddAutoMaterials()
if (!this->Layers || this->Layers.get()->*(layer.pointer) == nullptr) // only if no explicit assignment had been done.
{
FStringf lookup("%s%s%s", layer.path, fullname ? "" : "auto/", searchname.GetChars());
auto lump = fileSystem.CheckNumForFullName(lookup.GetChars(), true);
auto lump = fileSystem.FindFile(lookup.GetChars(), true);
if (lump != -1)
{
auto bmtex = TexMan.FindGameTexture(fileSystem.GetFileName(lump), ETextureType::Any, FTextureManager::TEXMAN_TryAny);

View file

@ -247,7 +247,7 @@ FTextureID FTextureManager::CheckForTexture (const char *name, ETextureType uset
if (strchr(name, '/') || (flags & TEXMAN_ForceLookup))
{
FGameTexture *const NO_TEXTURE = (FGameTexture*)-1; // marker for lumps we already checked that do not map to a texture.
int lump = fileSystem.CheckNumForFullName(name);
int lump = fileSystem.FindFile(name);
if (lump >= 0)
{
FGameTexture *tex = GetLinkedTexture(lump);
@ -394,7 +394,7 @@ bool FTextureManager::OkForLocalization(FTextureID texnum, const char *substitut
// Mode 3 must also reject substitutions for non-IWAD content.
int file = fileSystem.GetFileContainer(Textures[texnum.GetIndex()].Texture->GetSourceLump());
if (file > fileSystem.GetMaxIwadNum()) return true;
if (file > fileSystem.GetMaxBaseNum()) return true;
return false;
}
@ -936,7 +936,7 @@ void FTextureManager::LoadTextureX(int wadnum, FMultipatchTextureBuilder &build)
void FTextureManager::AddTexturesForWad(int wadnum, FMultipatchTextureBuilder &build)
{
int firsttexture = Textures.Size();
bool iwad = wadnum >= fileSystem.GetIwadNum() && wadnum <= fileSystem.GetMaxIwadNum();
bool iwad = wadnum >= fileSystem.GetBaseNum() && wadnum <= fileSystem.GetMaxBaseNum();
FirstTextureForFile.Push(firsttexture);
@ -1217,7 +1217,7 @@ void FTextureManager::AddTextures(void (*progressFunc_)(), void (*checkForHacks)
progressFunc = progressFunc_;
//if (BuildTileFiles.Size() == 0) CountBuildTiles ();
int wadcnt = fileSystem.GetNumWads();
int wadcnt = fileSystem.GetContainerCount();
FMultipatchTextureBuilder build(*this, progressFunc_, checkForHacks);
@ -1409,7 +1409,7 @@ int FTextureManager::GuesstimateNumTextures ()
{
int numtex = 0;
for(int i = fileSystem.GetNumEntries()-1; i>=0; i--)
for(int i = fileSystem.GetFileCount()-1; i>=0; i--)
{
int space = fileSystem.GetFileNamespace(i);
switch(space)
@ -1445,7 +1445,7 @@ int FTextureManager::GuesstimateNumTextures ()
int FTextureManager::CountTexturesX ()
{
int count = 0;
int wadcount = fileSystem.GetNumWads();
int wadcount = fileSystem.GetContainerCount();
for (int wadnum = 0; wadnum < wadcount; wadnum++)
{
// Use the most recent PNAMES for this WAD.
@ -1503,16 +1503,16 @@ void FTextureManager::AdjustSpriteOffsets()
int sprid;
TMap<int, bool> donotprocess;
int numtex = fileSystem.GetNumEntries();
int numtex = fileSystem.GetFileCount();
for (int i = 0; i < numtex; i++)
{
if (fileSystem.GetFileContainer(i) > fileSystem.GetMaxIwadNum()) break; // we are past the IWAD
if (fileSystem.GetFileNamespace(i) == ns_sprites && fileSystem.GetFileContainer(i) >= fileSystem.GetIwadNum() && fileSystem.GetFileContainer(i) <= fileSystem.GetMaxIwadNum())
if (fileSystem.GetFileContainer(i) > fileSystem.GetMaxBaseNum()) break; // we are past the IWAD
if (fileSystem.GetFileNamespace(i) == ns_sprites && fileSystem.GetFileContainer(i) >= fileSystem.GetBaseNum() && fileSystem.GetFileContainer(i) <= fileSystem.GetMaxBaseNum())
{
const char *str = fileSystem.GetFileShortName(i);
FTextureID texid = TexMan.CheckForTexture(str, ETextureType::Sprite, 0);
if (texid.isValid() && fileSystem.GetFileContainer(GetGameTexture(texid)->GetSourceLump()) > fileSystem.GetMaxIwadNum())
if (texid.isValid() && fileSystem.GetFileContainer(GetGameTexture(texid)->GetSourceLump()) > fileSystem.GetMaxBaseNum())
{
// This texture has been replaced by some PWAD.
memcpy(&sprid, str, 4);
@ -1551,12 +1551,12 @@ void FTextureManager::AdjustSpriteOffsets()
int lumpnum = tex->GetSourceLump();
// We only want to change texture offsets for sprites in the IWAD or the file this lump originated from.
if (lumpnum >= 0 && lumpnum < fileSystem.GetNumEntries())
if (lumpnum >= 0 && lumpnum < fileSystem.GetFileCount())
{
int wadno = fileSystem.GetFileContainer(lumpnum);
if ((iwadonly && wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum()) || (!iwadonly && wadno == ofslumpno))
if ((iwadonly && wadno >= fileSystem.GetBaseNum() && wadno <= fileSystem.GetMaxBaseNum()) || (!iwadonly && wadno == ofslumpno))
{
if (wadno >= fileSystem.GetIwadNum() && wadno <= fileSystem.GetMaxIwadNum() && !forced && iwadonly)
if (wadno >= fileSystem.GetBaseNum() && wadno <= fileSystem.GetMaxBaseNum() && !forced && iwadonly)
{
memcpy(&sprid, tex->GetName().GetChars(), 4);
if (donotprocess.CheckKey(sprid)) continue; // do not alter sprites that only get partially replaced.
@ -1630,7 +1630,7 @@ void FTextureManager::Listaliases()
void FTextureManager::SetLinkedTexture(int lump, FGameTexture* tex)
{
if (lump < fileSystem.GetNumEntries())
if (lump < fileSystem.GetFileCount())
{
linkedMap.Insert(lump, tex);
}
@ -1644,7 +1644,7 @@ void FTextureManager::SetLinkedTexture(int lump, FGameTexture* tex)
FGameTexture* FTextureManager::GetLinkedTexture(int lump)
{
if (lump < fileSystem.GetNumEntries())
if (lump < fileSystem.GetFileCount())
{
auto check = linkedMap.CheckKey(lump);
if (check) return *check;