예제 #1
0
// Pages in all the texutures for the currently
// loaded mission.  Call game_busy() occasionally...
void level_page_in()
{
	// Most important ones first
	game_busy( NOX("*** paging in ships ***") );
	ship_page_in();
	//Must be called after paging in ships
	game_busy( NOX("*** paging in weapons ***") );
	weapons_page_in();
	game_busy( NOX("*** paging in various effects ***") );
	fireballs_page_in();
	particle_page_in();
	debris_page_in();
	hud_page_in();
	stars_page_in();
	shockwave_page_in();
	shield_hit_page_in();
	asteroid_page_in();
	neb2_page_in();
	mflash_page_in(false);  // just so long as it happens after weapons_page_in()

	// preload mission messages if NOT running low-memory (greater than 48MB)
	if (game_using_low_mem() == false) {
		message_pagein_mission_messages();
	}

	if(!(Game_mode & GM_STANDALONE_SERVER)){
		model_page_in_stop();		// free any loaded models that aren't used
		bm_page_in_stop();
	}

	mprintf(( "Ending level bitmap paging...\n" ));

}
예제 #2
0
/**
 * Load the ingame sounds into memory
 */
void gamesnd_load_gameplay_sounds()
{
	if ( !Sound_enabled )
		return;

	Assert( Snds.size() <= INT_MAX );
	for (SCP_vector<game_snd>::iterator gs = Snds.begin(); gs != Snds.end(); ++gs) {
		if ( gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4) ) {
			if ( !gs->preload ) { // don't try to load anything that's already preloaded
				game_busy( NOX("** preloading gameplay sounds **") );		// Animate loading cursor... does nothing if loading screen not active.
				gs->id = snd_load(&(*gs));
			}
		}
	}
}
예제 #3
0
// load in sounds that we expect will get played
//
// The method currently used is to load all those sounds that have the hardware flag
// set.  This works well since we don't want to try and load hardware sounds in on the
// fly (too slow).
void gamesnd_preload_common_sounds()
{
	int		i;
	game_snd	*gs;

	for ( i = 0; i < MAX_GAME_SOUNDS; i++ ) {
		gs = &Snds[i];
		if ( gs->filename[0] != 0 && stricmp(gs->filename, NOX("none.wav")) ) {
			if ( gs->preload ) {
				gs->id = snd_load(gs);
			}
		}
		game_busy();		// Animate loading cursor... does nothing if loading screen not active.
	}
}
예제 #4
0
// load in sounds that we expect will get played
//
// The method currently used is to load all those sounds that have the hardware flag
// set.  This works well since we don't want to try and load hardware sounds in on the
// fly (too slow).
void gamesnd_preload_common_sounds()
{
	int i;
	game_snd* gs;

	if (!Sound_enabled)
		return;

	for (i = 0; i < Num_game_sounds; i++)
	{
		gs = &Snds[i];
		if (gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4))
		{
			if (gs->preload)
			{
				game_busy(NOX("** preloading common game sounds **"));	// Animate loading cursor... does nothing if loading screen not active.
				gs->id = snd_load(gs);
			}
		}
	}
}
예제 #5
0
// -------------------------------------------------------------------------------------------------
// gamesnd_load_gameplay_sounds()
//
// Load the ingame sounds into memory
//
void gamesnd_load_gameplay_sounds()
{
	int i;
	game_snd* gs;

	if (!Sound_enabled)
		return;

	for (i = 0; i < Num_game_sounds; i++)
	{
		gs = &Snds[i];
		if (gs->filename[0] != 0 && strnicmp(gs->filename, NOX("none.wav"), 4))
		{
			if (!gs->preload)
			{ // don't try to load anything that's already preloaded
				game_busy(NOX("** preloading gameplay sounds **"));		// Animate loading cursor... does nothing if loading screen not active.
				gs->id = snd_load(gs);
			}
		}
	}
}