From f9158592e1478b2013afc7041d9ed041cf2d2f4a Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 13 Jan 2014 19:47:58 +1000 Subject: Update Irrlicht to 1.8.1. Include actual change markers this time. lol --- libraries/irrlicht-1.8/doc/html/example021.html | 2180 ----------------------- 1 file changed, 2180 deletions(-) delete mode 100644 libraries/irrlicht-1.8/doc/html/example021.html (limited to 'libraries/irrlicht-1.8/doc/html/example021.html') diff --git a/libraries/irrlicht-1.8/doc/html/example021.html b/libraries/irrlicht-1.8/doc/html/example021.html deleted file mode 100644 index 12b7073..0000000 --- a/libraries/irrlicht-1.8/doc/html/example021.html +++ /dev/null @@ -1,2180 +0,0 @@ - - - - -Irrlicht 3D Engine: Tutorial 21: Quake3 Explorer - - - - - - - - - - - - - - -
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Irrlicht 3D Engine - -
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Tutorial 21: Quake3 Explorer
-
-
-
-021shot.jpg -
-

This Tutorial shows how to load different Quake 3 maps.

-

Features:

-
    -
  • Load BSP Archives at Runtime from the menu
  • -
  • Load a Map from the menu. Showing with Screenshot
  • -
  • Set the VideoDriver at runtime from menu
  • -
  • Adjust GammaLevel at runtime
  • -
  • Create SceneNodes for the Shaders
  • -
  • Load EntityList and create Entity SceneNodes
  • -
  • Create Players with Weapons and with Collision Response
  • -
  • Play music
  • -
-

You can download the Quake III Arena demo ( copyright id software ) at the following location: ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe

-

Copyright 2006-2011 Burningwater, Thomas Alten

-
#include "driverChoice.h"
-#include <irrlicht.h>
-#include "q3factory.h"
-#include "sound.h"
-

Game Data is used to hold Data which is needed to drive the game

-
struct GameData
-{
-    GameData ( const path &startupDir) :
-        retVal(0), StartupDir(startupDir), createExDevice(0), Device(0)
-    {
-        setDefault ();
-    }
-
-    void setDefault ();
-    s32 save ( const path &filename );
-    s32 load ( const path &filename );
-
-    s32 debugState;
-    s32 gravityState;
-    s32 flyTroughState;
-    s32 wireFrame;
-    s32 guiActive;
-    s32 guiInputActive;
-    f32 GammaValue;
-    s32 retVal;
-    s32 sound;
-
-    path StartupDir;
-    stringw CurrentMapName;
-    array<path> CurrentArchiveList;
-
-    vector3df PlayerPosition;
-    vector3df PlayerRotation;
-
-    tQ3EntityList Variable;
-
-    Q3LevelLoadParameter loadParam;
-    SIrrlichtCreationParameters deviceParam;
-    funcptr_createDeviceEx createExDevice;
-    IrrlichtDevice *Device;
-};
-

set default settings

-
void GameData::setDefault ()
-{
-    debugState = EDS_OFF;
-    gravityState = 1;
-    flyTroughState = 0;
-    wireFrame = 0;
-    guiActive = 1;
-    guiInputActive = 0;
-    GammaValue = 1.f;
-
-    // default deviceParam;
-#if defined ( _IRR_WINDOWS_ )
-    deviceParam.DriverType = EDT_DIRECT3D9;
-#else
-    deviceParam.DriverType = EDT_OPENGL;
-#endif
-    deviceParam.WindowSize.Width = 800;
-    deviceParam.WindowSize.Height = 600;
-    deviceParam.Fullscreen = false;
-    deviceParam.Bits = 24;
-    deviceParam.ZBufferBits = 16;
-    deviceParam.Vsync = false;
-    deviceParam.AntiAlias = false;
-
-    // default Quake3 loadParam
-    loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
-    loadParam.defaultModulate = EMFN_MODULATE_1X;
-    loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
-    loadParam.verbose = 2;
-    loadParam.mergeShaderBuffer = 1;        // merge meshbuffers with same material
-    loadParam.cleanUnResolvedMeshes = 1;    // should unresolved meshes be cleaned. otherwise blue texture
-    loadParam.loadAllShaders = 1;           // load all scripts in the script directory
-    loadParam.loadSkyShader = 0;            // load sky Shader
-    loadParam.alpharef = 1;
-
-    sound = 0;
-
-    CurrentMapName = "";
-    CurrentArchiveList.clear ();
-
-    // Explorer Media directory
-    CurrentArchiveList.push_back ( StartupDir + "../../media/" );
-
-    // Add the original quake3 files before you load your custom map
-    // Most mods are using the original shaders, models&items&weapons
-    CurrentArchiveList.push_back("/q/baseq3/");
-
-    CurrentArchiveList.push_back(StartupDir + "../../media/map-20kdm2.pk3");
-}
-

Load the current game State from a typical quake3 cfg file

-
s32 GameData::load ( const path &filename )
-{
-    if (!Device)
-        return 0;
-
-    // the quake3 mesh loader can also handle *.shader and *.cfg file
-    IQ3LevelMesh* mesh = (IQ3LevelMesh*) Device->getSceneManager()->getMesh ( filename );
-    if (!mesh)
-        return 0;
-
-    tQ3EntityList &entityList = mesh->getEntityList ();
-
-    stringc s;
-    u32 pos;
-
-    for ( u32 e = 0; e != entityList.size (); ++e )
-    {
-        //dumpShader ( s, &entityList[e], false );
-        //printf ( s.c_str () );
-
-        for ( u32 g = 0; g != entityList[e].getGroupSize (); ++g )
-        {
-            const SVarGroup *group = entityList[e].getGroup ( g );
-
-            for ( u32 index = 0; index < group->Variable.size (); ++index )
-            {
-                const SVariable &v = group->Variable[index];
-                pos = 0;
-                if ( v.name == "playerposition" )
-                {
-                    PlayerPosition = getAsVector3df ( v.content, pos );
-                }
-                else
-                if ( v.name == "playerrotation" )
-                {
-                    PlayerRotation = getAsVector3df ( v.content, pos );
-                }
-            }
-        }
-    }
-
-    return 1;
-}
-

Store the current game State in a quake3 configuration file

-
s32 GameData::save ( const path &filename )
-{
-    return 0;
-    if (!Device)
-        return 0;
-
-    c8 buf[128];
-    u32 i;
-
-    // Store current Archive for restart
-    CurrentArchiveList.clear();
-    IFileSystem *fs = Device->getFileSystem();
-    for ( i = 0; i != fs->getFileArchiveCount(); ++i )
-    {
-        CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() );
-    }
-
-    // Store Player Position and Rotation
-    ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
-    if ( camera )
-    {
-        PlayerPosition = camera->getPosition ();
-        PlayerRotation = camera->getRotation ();
-    }
-
-    IWriteFile *file = fs->createAndWriteFile ( filename );
-    if (!file)
-        return 0;
-
-    snprintf ( buf, 128, "playerposition %.f %.f %.f\nplayerrotation %.f %.f %.f\n",
-            PlayerPosition.X, PlayerPosition.Z, PlayerPosition.Y,
-            PlayerRotation.X, PlayerRotation.Z, PlayerRotation.Y);
-    file->write ( buf, (s32) strlen ( buf ) );
-    for ( i = 0; i != fs->getFileArchiveCount(); ++i )
-    {
-        snprintf ( buf, 128, "archive %s\n",stringc ( fs->getFileArchive(i)->getFileList()->getPath() ).c_str () );
-        file->write ( buf, (s32) strlen ( buf ) );
-    }
-
-    file->drop ();
-    return 1;
-}
-

Representing a player

-
struct Q3Player : public IAnimationEndCallBack
-{
-    Q3Player ()
-    : Device(0), MapParent(0), Mesh(0), WeaponNode(0), StartPositionCurrent(0)
-    {
-        animation[0] = 0;
-        memset(Anim, 0, sizeof(TimeFire)*4);
-    }
-
-    virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node);
-
-    void create (   IrrlichtDevice *device,
-                    IQ3LevelMesh* mesh,
-                    ISceneNode *mapNode,
-                    IMetaTriangleSelector *meta
-                );
-    void shutdown ();
-    void setAnim ( const c8 *name );
-    void respawn ();
-    void setpos ( const vector3df &pos, const vector3df& rotation );
-
-    ISceneNodeAnimatorCollisionResponse * cam() { return camCollisionResponse ( Device ); }
-
-    IrrlichtDevice *Device;
-    ISceneNode* MapParent;
-    IQ3LevelMesh* Mesh;
-    IAnimatedMeshSceneNode* WeaponNode;
-    s32 StartPositionCurrent;
-    TimeFire Anim[4];
-    c8 animation[64];
-    c8 buf[64];
-};
-

End player

-
void Q3Player::shutdown ()
-{
-    setAnim ( 0 );
-
-    dropElement (WeaponNode);
-
-    if ( Device )
-    {
-        ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
-        dropElement ( camera );
-        Device = 0;
-    }
-
-    MapParent = 0;
-    Mesh = 0;
-}
-

create a new player

-
void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *mapNode, IMetaTriangleSelector *meta )
-{
-    setTimeFire ( Anim + 0, 200, FIRED );
-    setTimeFire ( Anim + 1, 5000 );
-
-    if (!device)
-        return;
-    // load FPS weapon to Camera
-    Device = device;
-    Mesh = mesh;
-    MapParent = mapNode;
-
-    ISceneManager *smgr = device->getSceneManager ();
-    IVideoDriver * driver = device->getVideoDriver();
-
-    ICameraSceneNode* camera = 0;
-
-    SKeyMap keyMap[10];
-    keyMap[0].Action = EKA_MOVE_FORWARD;
-    keyMap[0].KeyCode = KEY_UP;
-    keyMap[1].Action = EKA_MOVE_FORWARD;
-    keyMap[1].KeyCode = KEY_KEY_W;
-
-    keyMap[2].Action = EKA_MOVE_BACKWARD;
-    keyMap[2].KeyCode = KEY_DOWN;
-    keyMap[3].Action = EKA_MOVE_BACKWARD;
-    keyMap[3].KeyCode = KEY_KEY_S;
-
-    keyMap[4].Action = EKA_STRAFE_LEFT;
-    keyMap[4].KeyCode = KEY_LEFT;
-    keyMap[5].Action = EKA_STRAFE_LEFT;
-    keyMap[5].KeyCode = KEY_KEY_A;
-
-    keyMap[6].Action = EKA_STRAFE_RIGHT;
-    keyMap[6].KeyCode = KEY_RIGHT;
-    keyMap[7].Action = EKA_STRAFE_RIGHT;
-    keyMap[7].KeyCode = KEY_KEY_D;
-
-    keyMap[8].Action = EKA_JUMP_UP;
-    keyMap[8].KeyCode = KEY_KEY_J;
-
-    keyMap[9].Action = EKA_CROUCH;
-    keyMap[9].KeyCode = KEY_KEY_C;
-
-    camera = smgr->addCameraSceneNodeFPS(0, 100.0f, 0.6f, -1, keyMap, 10, false, 0.6f);
-    camera->setName ( "First Person Camera" );
-    //camera->setFOV ( 100.f * core::DEGTORAD );
-    camera->setFarValue( 20000.f );
-
-    IAnimatedMeshMD2* weaponMesh = (IAnimatedMeshMD2*) smgr->getMesh("gun.md2");
-    if ( 0 == weaponMesh )
-        return;
-
-    if ( weaponMesh->getMeshType() == EAMT_MD2 )
-    {
-        s32 count = weaponMesh->getAnimationCount();
-        for ( s32 i = 0; i != count; ++i )
-        {
-            snprintf ( buf, 64, "Animation: %s", weaponMesh->getAnimationName(i) );
-            device->getLogger()->log(buf, ELL_INFORMATION);
-        }
-    }
-
-    WeaponNode = smgr->addAnimatedMeshSceneNode(
-                        weaponMesh,
-                        smgr->getActiveCamera(),
-                        10,
-                        vector3df( 0, 0, 0),
-                        vector3df(-90,-90,90)
-                        );
-    WeaponNode->setMaterialFlag(EMF_LIGHTING, false);
-    WeaponNode->setMaterialTexture(0, driver->getTexture( "gun.jpg"));
-    WeaponNode->setLoopMode ( false );
-    WeaponNode->setName ( "tommi the gun man" );
-
-    //create a collision auto response animator
-    ISceneNodeAnimator* anim =
-        smgr->createCollisionResponseAnimator( meta, camera,
-            vector3df(30,45,30),
-            getGravity ( "earth" ),
-            vector3df(0,40,0),
-            0.0005f
-        );
-
-    camera->addAnimator( anim );
-    anim->drop();
-
-    if ( meta )
-    {
-        meta->drop ();
-    }
-
-    respawn ();
-    setAnim ( "idle" );
-}
-

so we need a good starting Position in the level. we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch"

-
void Q3Player::respawn ()
-{
-    if (!Device)
-        return;
-    ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
-
-    Device->getLogger()->log( "respawn" );
-
-    if ( StartPositionCurrent >= Q3StartPosition (
-            Mesh, camera,StartPositionCurrent++,
-            cam ()->getEllipsoidTranslation() )
-        )
-    {
-        StartPositionCurrent = 0;
-    }
-}
-

set Player position from saved coordinates

-
void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
-{
-    if (!Device)
-        return;
-    Device->getLogger()->log( "setpos" );
-
-    ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
-    if ( camera )
-    {
-        camera->setPosition ( pos );
-        camera->setRotation ( rotation );
-        camera->OnAnimate ( 0 );
-    }
-}
-

set the Animation of the player and weapon

-
void Q3Player::setAnim ( const c8 *name )
-{
-    if ( name )
-    {
-        snprintf ( animation, 64, "%s", name );
-        if ( WeaponNode )
-        {
-            WeaponNode->setAnimationEndCallback ( this );
-            WeaponNode->setMD2Animation ( animation );
-        }
-    }
-    else
-    {
-        animation[0] = 0;
-        if ( WeaponNode )
-        {
-            WeaponNode->setAnimationEndCallback ( 0 );
-        }
-    }
-}
-
-
-// Callback
-void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
-{
-    setAnim ( 0 );
-}
-

GUI Elements

-
struct GUI
-{
-    GUI ()
-    {
-        memset ( this, 0, sizeof ( *this ) );
-    }
-
-    void drop()
-    {
-        dropElement ( Window );
-        dropElement ( Logo );
-    }
-
-    IGUIComboBox* VideoDriver;
-    IGUIComboBox* VideoMode;
-    IGUICheckBox* FullScreen;
-    IGUICheckBox* Bit32;
-    IGUIScrollBar* MultiSample;
-    IGUIButton* SetVideoMode;
-
-    IGUIScrollBar* Tesselation;
-    IGUIScrollBar* Gamma;
-    IGUICheckBox* Collision;
-    IGUICheckBox* Visible_Map;
-    IGUICheckBox* Visible_Shader;
-    IGUICheckBox* Visible_Fog;
-    IGUICheckBox* Visible_Unresolved;
-    IGUICheckBox* Visible_Skydome;
-    IGUIButton* Respawn;
-
-    IGUITable* ArchiveList;
-    IGUIButton* ArchiveAdd;
-    IGUIButton* ArchiveRemove;
-    IGUIFileOpenDialog* ArchiveFileOpen;
-    IGUIButton* ArchiveUp;
-    IGUIButton* ArchiveDown;
-
-    IGUIListBox* MapList;
-    IGUITreeView* SceneTree;
-    IGUIStaticText* StatusLine;
-    IGUIImage* Logo;
-    IGUIWindow* Window;
-};
-

CQuake3EventHandler controls the game

-
class CQuake3EventHandler : public IEventReceiver
-{
-public:
-
-    CQuake3EventHandler( GameData *gameData );
-    virtual ~CQuake3EventHandler ();
-
-    void Animate();
-    void Render();
-
-    void AddArchive ( const path& archiveName );
-    void LoadMap ( const stringw& mapName, s32 collision );
-    void CreatePlayers();
-    void AddSky( u32 dome, const c8 *texture );
-    Q3Player *GetPlayer ( u32 index ) { return &Player[index]; }
-
-    void CreateGUI();
-    void SetGUIActive( s32 command);
-
-    bool OnEvent(const SEvent& eve);
-
-
-private:
-
-    GameData *Game;
-
-    IQ3LevelMesh* Mesh;
-    ISceneNode* MapParent;
-    ISceneNode* ShaderParent;
-    ISceneNode* ItemParent;
-    ISceneNode* UnresolvedParent;
-    ISceneNode* BulletParent;
-    ISceneNode* FogParent;
-    ISceneNode * SkyNode;
-    IMetaTriangleSelector *Meta;
-
-    c8 buf[256];
-
-    Q3Player Player[2];
-
-    struct SParticleImpact
-    {
-        u32 when;
-        vector3df pos;
-        vector3df outVector;
-    };
-    array<SParticleImpact> Impacts;
-    void useItem( Q3Player * player);
-    void createParticleImpacts( u32 now );
-
-    void createTextures ();
-    void addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent);
-
-    GUI gui;
-    void dropMap ();
-};
-

Constructor

-
CQuake3EventHandler::CQuake3EventHandler( GameData *game )
-: Game(game), Mesh(0), MapParent(0), ShaderParent(0), ItemParent(0), UnresolvedParent(0),
-    BulletParent(0), FogParent(0), SkyNode(0), Meta(0)
-{
-    buf[0]=0;
-    // Also use 16 Bit Textures for 16 Bit RenderDevice
-    if ( Game->deviceParam.Bits == 16 )
-    {
-        game->Device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
-    }
-
-    // Quake3 Shader controls Z-Writing
-    game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
-
-    // create internal textures
-    createTextures ();
-
-    sound_init ( game->Device );
-
-    Game->Device->setEventReceiver ( this );
-}
-
-
-// destructor
-CQuake3EventHandler::~CQuake3EventHandler ()
-{
-    Player[0].shutdown ();
-    sound_shutdown ();
-
-    Game->save( "explorer.cfg" );
-
-    Game->Device->drop();
-}
-
-
-// create runtime textures smog, fog
-void CQuake3EventHandler::createTextures()
-{
-    IVideoDriver * driver = Game->Device->getVideoDriver();
-
-    dimension2du dim(64, 64);
-
-    video::IImage* image;
-    u32 i;
-    u32 x;
-    u32 y;
-    u32 * data;
-    for ( i = 0; i != 8; ++i )
-    {
-        image = driver->createImage ( video::ECF_A8R8G8B8, dim);
-        data = (u32*) image->lock ();
-        for ( y = 0; y != dim.Height; ++y )
-        {
-            for ( x = 0; x != dim.Width; ++x )
-            {
-                data [x] = 0xFFFFFFFF;
-            }
-            data = (u32*) ( (u8*) data + image->getPitch() );
-        }
-        image->unlock();
-        snprintf ( buf, 64, "smoke_%02d", i );
-        driver->addTexture( buf, image );
-        image->drop ();
-    }
-
-    // fog
-    for ( i = 0; i != 1; ++i )
-    {
-        image = driver->createImage ( video::ECF_A8R8G8B8, dim);
-        data = (u32*) image->lock ();
-        for ( y = 0; y != dim.Height; ++y )
-        {
-            for ( x = 0; x != dim.Width; ++x )
-            {
-                data [x] = 0xFFFFFFFF;
-            }
-            data = (u32*) ( (u8*) data + image->getPitch() );
-        }
-        image->unlock();
-        snprintf ( buf, 64, "fog_%02d", i );
-        driver->addTexture( buf, image );
-        image->drop ();
-    }
-}
-

create the GUI

-
void CQuake3EventHandler::CreateGUI()
-{
-
-    IGUIEnvironment *env = Game->Device->getGUIEnvironment();
-    IVideoDriver * driver = Game->Device->getVideoDriver();
-
-    gui.drop();
-
-    // set skin font
-    IGUIFont* font = env->getFont("fontlucida.png");
-    if (font)
-        env->getSkin()->setFont(font);
-    env->getSkin()->setColor ( EGDC_BUTTON_TEXT, video::SColor(240,0xAA,0xAA,0xAA) );
-    env->getSkin()->setColor ( EGDC_3D_HIGH_LIGHT, video::SColor(240,0x22,0x22,0x22) );
-    env->getSkin()->setColor ( EGDC_3D_FACE, video::SColor(240,0x44,0x44,0x44) );
-    env->getSkin()->setColor ( EGDC_EDITABLE, video::SColor(240,0x44,0x44,0x44) );
-    env->getSkin()->setColor ( EGDC_FOCUSED_EDITABLE, video::SColor(240,0x54,0x54,0x54) );
-    env->getSkin()->setColor ( EGDC_WINDOW, video::SColor(240,0x66,0x66,0x66) );
-
-    // minimal gui size 800x600
-    dimension2d<u32> dim ( 800, 600 );
-    dimension2d<u32> vdim ( Game->Device->getVideoDriver()->getScreenSize() );
-
-    if ( vdim.Height >= dim.Height && vdim.Width >= dim.Width )
-    {
-        //dim = vdim;
-    }
-    else
-    {
-    }
-
-    gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), false, L"Quake3 Explorer" );
-    gui.Window->setToolTipText ( L"Quake3Explorer. Loads and show various BSP File Format and Shaders." );
-    gui.Window->getCloseButton()->setToolTipText ( L"Quit Quake3 Explorer" );
-
-    // add a status line help text
-    gui.StatusLine = env->addStaticText( 0, rect<s32>( 5,dim.Height - 30,dim.Width - 5,dim.Height - 10),
-                                false, false, gui.Window, -1, true
-                            );
-
-
-    env->addStaticText ( L"VideoDriver:", rect<s32>( dim.Width - 400, 24, dim.Width - 310, 40 ),false, false, gui.Window, -1, false );
-    gui.VideoDriver = env->addComboBox(rect<s32>( dim.Width - 300, 24, dim.Width - 10, 40 ),gui.Window);
-    gui.VideoDriver->addItem(L"Direct3D 9.0c", EDT_DIRECT3D9 );
-    gui.VideoDriver->addItem(L"Direct3D 8.1", EDT_DIRECT3D8 );
-    gui.VideoDriver->addItem(L"OpenGL 1.5", EDT_OPENGL);
-    gui.VideoDriver->addItem(L"Software Renderer", EDT_SOFTWARE);
-    gui.VideoDriver->addItem(L"Burning's Video (TM) Thomas Alten", EDT_BURNINGSVIDEO);
-    gui.VideoDriver->setSelected ( gui.VideoDriver->getIndexForItemData ( Game->deviceParam.DriverType ) );
-    gui.VideoDriver->setToolTipText ( L"Use a VideoDriver" );
-
-    env->addStaticText ( L"VideoMode:", rect<s32>( dim.Width - 400, 44, dim.Width - 310, 60 ),false, false, gui.Window, -1, false );
-    gui.VideoMode = env->addComboBox(rect<s32>( dim.Width - 300, 44, dim.Width - 10, 60 ),gui.Window);
-    gui.VideoMode->setToolTipText ( L"Supported Screenmodes" );
-    IVideoModeList *modeList = Game->Device->getVideoModeList();
-    if ( modeList )
-    {
-        s32 i;
-        for ( i = 0; i != modeList->getVideoModeCount (); ++i )
-        {
-            u16 d = modeList->getVideoModeDepth ( i );
-            if ( d < 16 )
-                continue;
-
-            u16 w = modeList->getVideoModeResolution ( i ).Width;
-            u16 h = modeList->getVideoModeResolution ( i ).Height;
-            u32 val = w << 16 | h;
-
-            if ( gui.VideoMode->getIndexForItemData ( val ) >= 0 )
-                continue;
-
-            f32 aspect = (f32) w / (f32) h;
-            const c8 *a = "";
-            if ( core::equals ( aspect, 1.3333333333f ) ) a = "4:3";
-            else if ( core::equals ( aspect, 1.6666666f ) ) a = "15:9 widescreen";
-            else if ( core::equals ( aspect, 1.7777777f ) ) a = "16:9 widescreen";
-            else if ( core::equals ( aspect, 1.6f ) ) a = "16:10 widescreen";
-            else if ( core::equals ( aspect, 2.133333f ) ) a = "20:9 widescreen";
-
-            snprintf ( buf, sizeof ( buf ), "%d x %d, %s",w, h, a );
-            gui.VideoMode->addItem ( stringw ( buf ).c_str(), val );
-        }
-    }
-    gui.VideoMode->setSelected ( gui.VideoMode->getIndexForItemData (
-                                    Game->deviceParam.WindowSize.Width << 16 |
-                                    Game->deviceParam.WindowSize.Height ) );
-
-    gui.FullScreen = env->addCheckBox ( Game->deviceParam.Fullscreen, rect<s32>( dim.Width - 400, 64, dim.Width - 300, 80 ), gui.Window,-1, L"Fullscreen" );
-    gui.FullScreen->setToolTipText ( L"Set Fullscreen or Window Mode" );
-
-    gui.Bit32 = env->addCheckBox ( Game->deviceParam.Bits == 32, rect<s32>( dim.Width - 300, 64, dim.Width - 240, 80 ), gui.Window,-1, L"32Bit" );
-    gui.Bit32->setToolTipText ( L"Use 16 or 32 Bit" );
-
-    env->addStaticText ( L"MultiSample:", rect<s32>( dim.Width - 235, 64, dim.Width - 150, 80 ),false, false, gui.Window, -1, false );
-    gui.MultiSample = env->addScrollBar( true, rect<s32>( dim.Width - 150, 64, dim.Width - 70, 80 ), gui.Window,-1 );
-    gui.MultiSample->setMin ( 0 );
-    gui.MultiSample->setMax ( 8 );
-    gui.MultiSample->setSmallStep ( 1 );
-    gui.MultiSample->setLargeStep ( 1 );
-    gui.MultiSample->setPos ( Game->deviceParam.AntiAlias );
-    gui.MultiSample->setToolTipText ( L"Set the MultiSample (disable, 1x, 2x, 4x, 8x )" );
-
-    gui.SetVideoMode = env->addButton (rect<s32>( dim.Width - 60, 64, dim.Width - 10, 80 ), gui.Window, -1,L"set" );
-    gui.SetVideoMode->setToolTipText ( L"Set Video Mode with current values" );
-
-    env->addStaticText ( L"Gamma:", rect<s32>( dim.Width - 400, 104, dim.Width - 310, 120 ),false, false, gui.Window, -1, false );
-    gui.Gamma = env->addScrollBar( true, rect<s32>( dim.Width - 300, 104, dim.Width - 10, 120 ), gui.Window,-1 );
-    gui.Gamma->setMin ( 50 );
-    gui.Gamma->setMax ( 350 );
-    gui.Gamma->setSmallStep ( 1 );
-    gui.Gamma->setLargeStep ( 10 );
-    gui.Gamma->setPos ( core::floor32 ( Game->GammaValue * 100.f ) );
-    gui.Gamma->setToolTipText ( L"Adjust Gamma Ramp ( 0.5 - 3.5)" );
-    Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
-
-
-    env->addStaticText ( L"Tesselation:", rect<s32>( dim.Width - 400, 124, dim.Width - 310, 140 ),false, false, gui.Window, -1, false );
-    gui.Tesselation = env->addScrollBar( true, rect<s32>( dim.Width - 300, 124, dim.Width - 10, 140 ), gui.Window,-1 );
-    gui.Tesselation->setMin ( 2 );
-    gui.Tesselation->setMax ( 12 );
-    gui.Tesselation->setSmallStep ( 1 );
-    gui.Tesselation->setLargeStep ( 1 );
-    gui.Tesselation->setPos ( Game->loadParam.patchTesselation );
-    gui.Tesselation->setToolTipText ( L"How smooth should curved surfaces be rendered" );
-
-    gui.Collision = env->addCheckBox ( true, rect<s32>( dim.Width - 400, 150, dim.Width - 300, 166 ), gui.Window,-1, L"Collision" );
-    gui.Collision->setToolTipText ( L"Set collision on or off ( flythrough ). \nPress F7 on your Keyboard" );
-    gui.Visible_Map = env->addCheckBox ( true, rect<s32>( dim.Width - 300, 150, dim.Width - 240, 166 ), gui.Window,-1, L"Map" );
-    gui.Visible_Map->setToolTipText ( L"Show or not show the static part the Level. \nPress F3 on your Keyboard" );
-    gui.Visible_Shader = env->addCheckBox ( true, rect<s32>( dim.Width - 240, 150, dim.Width - 170, 166 ), gui.Window,-1, L"Shader" );
-    gui.Visible_Shader->setToolTipText ( L"Show or not show the Shader Nodes. \nPress F4 on your Keyboard" );
-    gui.Visible_Fog = env->addCheckBox ( true, rect<s32>( dim.Width - 170, 150, dim.Width - 110, 166 ), gui.Window,-1, L"Fog" );
-    gui.Visible_Fog->setToolTipText ( L"Show or not show the Fog Nodes. \nPress F5 on your Keyboard" );
-    gui.Visible_Unresolved = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 150, dim.Width - 10, 166 ), gui.Window,-1, L"Unresolved" );
-    gui.Visible_Unresolved->setToolTipText ( L"Show the or not show the Nodes the Engine can't handle. \nPress F6 on your Keyboard" );
-    gui.Visible_Skydome = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 180, dim.Width - 10, 196 ), gui.Window,-1, L"Skydome" );
-    gui.Visible_Skydome->setToolTipText ( L"Show the or not show the Skydome." );
-
-    //Respawn = env->addButton ( rect<s32>( dim.Width - 260, 90, dim.Width - 10, 106 ), 0,-1, L"Respawn" );
-
-    env->addStaticText ( L"Archives:", rect<s32>( 5, dim.Height - 530, dim.Width - 600,dim.Height - 514 ),false, false, gui.Window, -1, false );
-
-    gui.ArchiveAdd = env->addButton ( rect<s32>( dim.Width - 725, dim.Height - 530, dim.Width - 665, dim.Height - 514 ), gui.Window,-1, L"add" );
-    gui.ArchiveAdd->setToolTipText ( L"Add an archive, usually packed zip-archives (*.pk3) to the Filesystem" );
-    gui.ArchiveRemove = env->addButton ( rect<s32>( dim.Width - 660, dim.Height - 530, dim.Width - 600, dim.Height - 514 ), gui.Window,-1, L"del" );
-    gui.ArchiveRemove->setToolTipText ( L"Remove the selected archive from the FileSystem." );
-    gui.ArchiveUp = env->addButton ( rect<s32>( dim.Width - 575, dim.Height - 530, dim.Width - 515, dim.Height - 514 ), gui.Window,-1, L"up" );
-    gui.ArchiveUp->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive up" );
-    gui.ArchiveDown = env->addButton ( rect<s32>( dim.Width - 510, dim.Height - 530, dim.Width - 440, dim.Height - 514 ), gui.Window,-1, L"down" );
-    gui.ArchiveDown->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive down" );
-
-
-    gui.ArchiveList = env->addTable ( rect<s32>( 5,dim.Height - 510, dim.Width - 450,dim.Height - 410 ), gui.Window  );
-    gui.ArchiveList->addColumn ( L"Type", 0 );
-    gui.ArchiveList->addColumn ( L"Real File Path", 1 );
-    gui.ArchiveList->setColumnWidth ( 0, 60 );
-    gui.ArchiveList->setColumnWidth ( 1, 284 );
-    gui.ArchiveList->setToolTipText ( L"Show the attached Archives" );
-
-
-    env->addStaticText ( L"Maps:", rect<s32>( 5, dim.Height - 400, dim.Width - 450,dim.Height - 380 ),false, false, gui.Window, -1, false );
-    gui.MapList = env->addListBox ( rect<s32>( 5,dim.Height - 380, dim.Width - 450,dim.Height - 40  ), gui.Window, -1, true  );
-    gui.MapList->setToolTipText ( L"Show the current Maps in all Archives.\n Double-Click the Map to start the level" );
-
-
-    // create a visible Scene Tree
-    env->addStaticText ( L"Scenegraph:", rect<s32>( dim.Width - 400, dim.Height - 400, dim.Width - 5,dim.Height - 380 ),false, false, gui.Window, -1, false );
-    gui.SceneTree = env->addTreeView(   rect<s32>( dim.Width - 400, dim.Height - 380, dim.Width - 5, dim.Height - 40 ),
-                                    gui.Window, -1, true, true, false );
-    gui.SceneTree->setToolTipText ( L"Show the current Scenegraph" );
-    gui.SceneTree->getRoot()->clearChildren();
-    addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
-
-
-    IGUIImageList* imageList = env->createImageList(    driver->getTexture ( "iconlist.png" ),
-                                        dimension2di( 32, 32 ), true );
-
-    if ( imageList )
-    {
-        gui.SceneTree->setImageList( imageList );
-        imageList->drop ();
-    }
-
-
-    // load the engine logo
-    gui.Logo = env->addImage( driver->getTexture("irrlichtlogo3.png"), position2d<s32>(5, 16 ), true, 0 );
-    gui.Logo->setToolTipText ( L"The great Irrlicht Engine" );
-
-    AddArchive ( "" );
-}
-

Add an Archive to the FileSystems and updates the GUI

-
void CQuake3EventHandler::AddArchive ( const path& archiveName )
-{
-    IFileSystem *fs = Game->Device->getFileSystem();
-    u32 i;
-
-    if ( archiveName.size () )
-    {
-        bool exists = false;
-        for ( i = 0; i != fs->getFileArchiveCount(); ++i )
-        {
-            if ( fs->getFileArchive(i)->getFileList()->getPath() == archiveName )
-            {
-                exists = true;
-                break;
-            }
-        }
-
-        if (!exists)
-        {
-            fs->addFileArchive(archiveName, true, false);
-        }
-    }
-
-    // store the current archives in game data
-    // show the attached Archive in proper order
-    if ( gui.ArchiveList )
-    {
-        gui.ArchiveList->clearRows();
-
-        for ( i = 0; i != fs->getFileArchiveCount(); ++i )
-        {
-            IFileArchive * archive = fs->getFileArchive ( i );
-
-            u32 index = gui.ArchiveList->addRow(i);
-
-            core::stringw typeName;
-            switch(archive->getType())
-            {
-            case io::EFAT_ZIP:
-                typeName = "ZIP";
-                break;
-            case io::EFAT_GZIP:
-                typeName = "gzip";
-                break;
-            case io::EFAT_FOLDER:
-                typeName = "Mount";
-                break;
-            case io::EFAT_PAK:
-                typeName = "PAK";
-                break;
-            case io::EFAT_TAR:
-                typeName = "TAR";
-                break;
-            default:
-                typeName = "archive";
-            }
-
-            gui.ArchiveList->setCellText ( index, 0, typeName );
-            gui.ArchiveList->setCellText ( index, 1, archive->getFileList()->getPath() );
-        }
-    }
-
-
-    // browse the archives for maps
-    if ( gui.MapList )
-    {
-        gui.MapList->clear();
-
-        IGUISpriteBank *bank = Game->Device->getGUIEnvironment()->getSpriteBank("sprite_q3map");
-        if ( 0 == bank )
-            bank = Game->Device->getGUIEnvironment()->addEmptySpriteBank("sprite_q3map");
-
-        SGUISprite sprite;
-        SGUISpriteFrame frame;
-        core::rect<s32> r;
-
-        bank->getSprites().clear();
-        bank->getPositions().clear ();
-        gui.MapList->setSpriteBank ( bank );
-
-        u32 g = 0;
-        core::stringw s;
-
-        // browse the attached file system
-        fs->setFileListSystem ( FILESYSTEM_VIRTUAL );
-        fs->changeWorkingDirectoryTo ( "/maps/" );
-        IFileList *fileList = fs->createFileList ();
-        fs->setFileListSystem ( FILESYSTEM_NATIVE );
-
-        for ( i=0; i< fileList->getFileCount(); ++i)
-        {
-            s = fileList->getFullFileName(i);
-            if ( s.find ( ".bsp" ) >= 0 )
-            {
-                // get level screenshot. reformat texture to 128x128
-                path c ( s );
-                deletePathFromFilename ( c );
-                cutFilenameExtension ( c, c );
-                c = path ( "levelshots/" ) + c;
-
-                dimension2du dim ( 128, 128 );
-                IVideoDriver * driver = Game->Device->getVideoDriver();
-                IImage* image = 0;
-                ITexture *tex = 0;
-                path filename;
-
-                filename = c + ".jpg";
-                if ( fs->existFile ( filename ) )
-                    image = driver->createImageFromFile( filename );
-                if ( 0 == image )
-                {
-                    filename = c + ".tga";
-                    if ( fs->existFile ( filename ) )
-                        image = driver->createImageFromFile( filename );
-                }
-
-                if ( image )
-                {
-                    IImage* filter = driver->createImage ( video::ECF_R8G8B8, dim );
-                    image->copyToScalingBoxFilter ( filter, 0 );
-                    image->drop ();
-                    image = filter;
-                }
-
-                if ( image )
-                {
-                    tex = driver->addTexture ( filename, image );
-                    image->drop ();
-                }
-
-
-                bank->setTexture ( g, tex );
-
-                r.LowerRightCorner.X = dim.Width;
-                r.LowerRightCorner.Y = dim.Height;
-                gui.MapList->setItemHeight ( r.LowerRightCorner.Y + 4 );
-                frame.rectNumber = bank->getPositions().size();
-                frame.textureNumber = g;
-
-                bank->getPositions().push_back(r);
-
-                sprite.Frames.set_used ( 0 );
-                sprite.Frames.push_back(frame);
-                sprite.frameTime = 0;
-                bank->getSprites().push_back(sprite);
-
-                gui.MapList->addItem ( s.c_str (), g );
-                g += 1;
-            }
-        }
-        fileList->drop ();
-
-        gui.MapList->setSelected ( -1 );
-        IGUIScrollBar * bar = (IGUIScrollBar*)gui.MapList->getElementFromId( 0 );
-        if ( bar )
-            bar->setPos ( 0 );
-
-    }
-
-}
-

clears the Map in Memory

-
void CQuake3EventHandler::dropMap ()
-{
-    IVideoDriver * driver = Game->Device->getVideoDriver();
-
-    driver->removeAllHardwareBuffers ();
-    driver->removeAllTextures ();
-
-    Player[0].shutdown ();
-
-
-    dropElement ( ItemParent );
-    dropElement ( ShaderParent );
-    dropElement ( UnresolvedParent );
-    dropElement ( FogParent );
-    dropElement ( BulletParent );
-
-
-    Impacts.clear();
-
-    if ( Meta )
-    {
-        Meta = 0;
-    }
-
-    dropElement ( MapParent );
-    dropElement ( SkyNode );
-
-    // clean out meshes, because textures are invalid
-    // TODO: better texture handling;-)
-    IMeshCache *cache = Game->Device->getSceneManager ()->getMeshCache();
-    cache->clear ();
-    Mesh = 0;
-}
-

Load new map

-
void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
-{
-    if ( 0 == mapName.size() )
-        return;
-
-    dropMap ();
-
-    IFileSystem *fs = Game->Device->getFileSystem();
-    ISceneManager *smgr = Game->Device->getSceneManager ();
-
-    IReadFile* file = fs->createMemoryReadFile(&Game->loadParam,
-                sizeof(Game->loadParam), L"levelparameter.cfg", false);
-
-    // load cfg file
-    smgr->getMesh( file );
-    file->drop ();
-
-    // load the actual map
-    Mesh = (IQ3LevelMesh*) smgr->getMesh(mapName);
-    if ( 0 == Mesh )
-        return;
-

add the geometry mesh to the Scene ( polygon & patches ) The Geometry mesh is optimised for faster drawing

-
    IMesh *geometry = Mesh->getMesh(E_Q3_MESH_GEOMETRY);
-    if ( 0 == geometry || geometry->getMeshBufferCount() == 0)
-        return;
-
-    Game->CurrentMapName = mapName;
-
-    //create a collision list
-    Meta = 0;
-
-    ITriangleSelector * selector = 0;
-    if (collision)
-        Meta = smgr->createMetaTriangleSelector();
-
-    //IMeshBuffer *b0 = geometry->getMeshBuffer(0);
-    //s32 minimalNodes = b0 ? core::s32_max ( 2048, b0->getVertexCount() / 32 ) : 2048;
-    s32 minimalNodes = 2048;
-
-    MapParent = smgr->addOctreeSceneNode(geometry, 0, -1, minimalNodes);
-    MapParent->setName ( mapName );
-    if ( Meta )
-    {
-        selector = smgr->createOctreeTriangleSelector( geometry,MapParent, minimalNodes);
-        //selector = smgr->createTriangleSelector ( geometry, MapParent );
-        Meta->addTriangleSelector( selector);
-        selector->drop ();
-    }
-
-    // logical parent for the items
-    ItemParent = smgr->addEmptySceneNode();
-    if ( ItemParent )
-        ItemParent->setName ( "Item Container" );
-
-    ShaderParent = smgr->addEmptySceneNode();
-    if ( ShaderParent )
-        ShaderParent->setName ( "Shader Container" );
-
-    UnresolvedParent = smgr->addEmptySceneNode();
-    if ( UnresolvedParent )
-        UnresolvedParent->setName ( "Unresolved Container" );
-
-    FogParent = smgr->addEmptySceneNode();
-    if ( FogParent )
-        FogParent->setName ( "Fog Container" );
-
-    // logical parent for the bullets
-    BulletParent = smgr->addEmptySceneNode();
-    if ( BulletParent )
-        BulletParent->setName ( "Bullet Container" );
-

now construct SceneNodes for each Shader The Objects are stored in the quake mesh E_Q3_MESH_ITEMS and the Shader ID is stored in the MaterialParameters mostly dark looking skulls and moving lava.. or green flashing tubes?

-
    Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
-    Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
-    Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
-

Now construct Models from Entity List

-
    Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false );
-}
-

Adds a SceneNode with an icon to the Scene Tree

-
void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent)
-{
-    IGUITreeViewNode* node;
-    wchar_t msg[128];
-
-    s32 imageIndex;
-    list<ISceneNode*>::ConstIterator it = parent->getChildren().begin();
-    for (; it != parent->getChildren().end(); ++it)
-    {
-        switch ( (*it)->getType () )
-        {
-            case ESNT_Q3SHADER_SCENE_NODE: imageIndex = 0; break;
-            case ESNT_CAMERA: imageIndex = 1; break;
-            case ESNT_EMPTY: imageIndex = 2; break;
-            case ESNT_MESH: imageIndex = 3; break;
-            case ESNT_OCTREE: imageIndex = 3; break;
-            case ESNT_ANIMATED_MESH: imageIndex = 4; break;
-            case ESNT_SKY_BOX: imageIndex = 5; break;
-            case ESNT_BILLBOARD: imageIndex = 6; break;
-            case ESNT_PARTICLE_SYSTEM: imageIndex = 7; break;
-            case ESNT_TEXT: imageIndex = 8; break;
-            default:imageIndex = -1; break;
-        }
-
-        if ( imageIndex < 0 )
-        {
-            swprintf ( msg, 128, L"%hs,%hs",
-                Game->Device->getSceneManager ()->getSceneNodeTypeName ( (*it)->getType () ),
-                (*it)->getName()
-                );
-        }
-        else
-        {
-            swprintf ( msg, 128, L"%hs",(*it)->getName() );
-        }
-
-        node = nodeParent->addChildBack( msg, 0, imageIndex );
-
-        // Add all Animators
-        list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
-        for (; ait != (*it)->getAnimators().end(); ++ait)
-        {
-            imageIndex = -1;
-            swprintf ( msg, 128, L"%hs",
-                Game->Device->getSceneManager ()->getAnimatorTypeName ( (*ait)->getType () )
-                );
-
-            switch ( (*ait)->getType () )
-            {
-                case ESNAT_FLY_CIRCLE:
-                case ESNAT_FLY_STRAIGHT:
-                case ESNAT_FOLLOW_SPLINE:
-                case ESNAT_ROTATION:
-                case ESNAT_TEXTURE:
-                case ESNAT_DELETION:
-                case ESNAT_COLLISION_RESPONSE:
-                case ESNAT_CAMERA_FPS:
-                case ESNAT_CAMERA_MAYA:
-                default:
-                    break;
-            }
-            node->addChildBack( msg, 0, imageIndex );
-        }
-
-        addSceneTreeItem ( *it, node );
-    }
-}
-
-
-// Adds life!
-void CQuake3EventHandler::CreatePlayers()
-{
-    Player[0].create ( Game->Device, Mesh, MapParent, Meta );
-}
-
-
-// Adds a skydome to the scene
-void CQuake3EventHandler::AddSky( u32 dome, const c8 *texture)
-{
-    ISceneManager *smgr = Game->Device->getSceneManager ();
-    IVideoDriver * driver = Game->Device->getVideoDriver();
-
-    bool oldMipMapState = driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
-    driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
-
-    if ( 0 == dome )
-    {
-        // irrlicht order
-        //static const c8*p[] = { "ft", "lf", "bk", "rt", "up", "dn" };
-        // quake3 order
-        static const c8*p[] = { "ft", "rt", "bk", "lf", "up", "dn" };
-
-        u32 i = 0;
-        snprintf ( buf, 64, "%s_%s.jpg", texture, p[i] );
-        SkyNode = smgr->addSkyBoxSceneNode( driver->getTexture ( buf ), 0, 0, 0, 0, 0 );
-
-        if (SkyNode)
-        {
-            for ( i = 0; i < 6; ++i )
-            {
-                snprintf ( buf, 64, "%s_%s.jpg", texture, p[i] );
-                SkyNode->getMaterial(i).setTexture ( 0, driver->getTexture ( buf ) );
-            }
-        }
-    }
-    else
-    if ( 1 == dome )
-    {
-        snprintf ( buf, 64, "%s.jpg", texture );
-        SkyNode = smgr->addSkyDomeSceneNode(
-                driver->getTexture( buf ), 32,32,
-                1.f, 1.f, 1000.f, 0, 11);
-    }
-    else
-    if ( 2 == dome )
-    {
-        snprintf ( buf, 64, "%s.jpg", texture );
-        SkyNode = smgr->addSkyDomeSceneNode(
-                driver->getTexture( buf ), 16,8,
-                0.95f, 2.f, 1000.f, 0, 11);
-    }
-
-    if (SkyNode)
-        SkyNode->setName("Skydome");
-    //SkyNode->getMaterial(0).ZBuffer = video::EMDF_DEPTH_LESS_EQUAL;
-
-    driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
-}
-
-
-// enable GUI elements
-void CQuake3EventHandler::SetGUIActive( s32 command)
-{
-    bool inputState = false;
-
-    ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
-
-    switch ( command )
-    {
-        case 0: Game->guiActive = 0; inputState = !Game->guiActive; break;
-        case 1: Game->guiActive = 1; inputState = !Game->guiActive;;break;
-        case 2: Game->guiActive ^= 1; inputState = !Game->guiActive;break;
-        case 3:
-            if ( camera )
-                inputState = !camera->isInputReceiverEnabled();
-            break;
-    }
-
-    if ( camera )
-    {
-        camera->setInputReceiverEnabled ( inputState );
-        Game->Device->getCursorControl()->setVisible( !inputState );
-    }
-
-    if ( gui.Window )
-    {
-        gui.Window->setVisible ( Game->guiActive != 0 );
-    }
-
-    if ( Game->guiActive &&
-            gui.SceneTree && Game->Device->getGUIEnvironment()->getFocus() != gui.SceneTree
-        )
-    {
-        gui.SceneTree->getRoot()->clearChildren();
-        addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
-    }
-
-    Game->Device->getGUIEnvironment()->setFocus ( Game->guiActive ? gui.Window: 0 );
-}
-

Handle game input

-
bool CQuake3EventHandler::OnEvent(const SEvent& eve)
-{
-    if ( eve.EventType == EET_LOG_TEXT_EVENT )
-    {
-        return false;
-    }
-
-    if ( Game->guiActive && eve.EventType == EET_GUI_EVENT )
-    {
-        if ( eve.GUIEvent.Caller == gui.MapList && eve.GUIEvent.EventType == gui::EGET_LISTBOX_SELECTED_AGAIN )
-        {
-            s32 selected = gui.MapList->getSelected();
-            if ( selected >= 0 )
-            {
-                stringw loadMap = gui.MapList->getListItem ( selected );
-                if ( 0 == MapParent || loadMap != Game->CurrentMapName )
-                {
-                    printf ( "Loading map %ls\n", loadMap.c_str() );
-                    LoadMap ( loadMap , 1 );
-                    if ( 0 == Game->loadParam.loadSkyShader )
-                    {
-                        AddSky ( 1, "skydome2" );
-                    }
-                    CreatePlayers ();
-                    CreateGUI ();
-                    SetGUIActive ( 0 );
-                    return true;
-                }
-            }
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.ArchiveRemove && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
-        {
-            Game->Device->getFileSystem()->removeFileArchive( gui.ArchiveList->getSelected() );
-            Game->CurrentMapName = "";
-            AddArchive ( "" );
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.ArchiveAdd && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
-        {
-            if ( 0 == gui.ArchiveFileOpen )
-            {
-                Game->Device->getFileSystem()->setFileListSystem ( FILESYSTEM_NATIVE );
-                gui.ArchiveFileOpen = Game->Device->getGUIEnvironment()->addFileOpenDialog ( L"Add Game Archive" , false,gui.Window  );
-            }
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_SELECTED )
-        {
-            AddArchive ( gui.ArchiveFileOpen->getFileName() );
-            gui.ArchiveFileOpen = 0;
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_DIRECTORY_SELECTED )
-        {
-            AddArchive ( gui.ArchiveFileOpen->getDirectoryName() );
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_CHOOSE_DIALOG_CANCELLED )
-        {
-            gui.ArchiveFileOpen = 0;
-        }
-        else
-        if ( ( eve.GUIEvent.Caller == gui.ArchiveUp || eve.GUIEvent.Caller == gui.ArchiveDown ) &&
-            eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
-        {
-            s32 rel = eve.GUIEvent.Caller == gui.ArchiveUp ? -1 : 1;
-            if ( Game->Device->getFileSystem()->moveFileArchive ( gui.ArchiveList->getSelected (), rel ) )
-            {
-                s32 newIndex = core::s32_clamp ( gui.ArchiveList->getSelected() + rel, 0, gui.ArchiveList->getRowCount() - 1 );
-                AddArchive ( "" );
-                gui.ArchiveList->setSelected ( newIndex );
-                Game->CurrentMapName = "";
-            }
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.VideoDriver && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
-        {
-            Game->deviceParam.DriverType = (E_DRIVER_TYPE) gui.VideoDriver->getItemData ( gui.VideoDriver->getSelected() );
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.VideoMode && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
-        {
-            u32 val = gui.VideoMode->getItemData ( gui.VideoMode->getSelected() );
-            Game->deviceParam.WindowSize.Width = val >> 16;
-            Game->deviceParam.WindowSize.Height = val & 0xFFFF;
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.FullScreen && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
-        {
-            Game->deviceParam.Fullscreen = gui.FullScreen->isChecked();
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Bit32 && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
-        {
-            Game->deviceParam.Bits = gui.Bit32->isChecked() ? 32 : 16;
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.MultiSample && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
-        {
-            Game->deviceParam.AntiAlias = gui.MultiSample->getPos();
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Tesselation && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
-        {
-            Game->loadParam.patchTesselation = gui.Tesselation->getPos ();
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Gamma && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
-        {
-            Game->GammaValue = gui.Gamma->getPos () * 0.01f;
-            Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.SetVideoMode && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
-        {
-            Game->retVal = 2;
-            Game->Device->closeDevice();
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Window && eve.GUIEvent.EventType == gui::EGET_ELEMENT_CLOSED )
-        {
-            Game->Device->closeDevice();
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Collision && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
-        {
-            // set fly through active
-            Game->flyTroughState ^= 1;
-            Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
-
-            printf ( "collision %d\n", Game->flyTroughState == 0 );
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Visible_Map && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
-        {
-            bool v = gui.Visible_Map->isChecked();
-
-            if ( MapParent )
-            {
-                printf ( "static node set visible %d\n",v );
-                MapParent->setVisible ( v );
-            }
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Visible_Shader && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
-        {
-            bool v = gui.Visible_Shader->isChecked();
-
-            if ( ShaderParent )
-            {
-                printf ( "shader node set visible %d\n",v );
-                ShaderParent->setVisible ( v );
-            }
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Visible_Skydome && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
-        {
-            if ( SkyNode )
-            {
-                bool v = !SkyNode->isVisible();
-                printf ( "skynode set visible %d\n",v );
-                SkyNode->setVisible ( v );
-            }
-        }
-        else
-        if ( eve.GUIEvent.Caller == gui.Respawn && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
-        {
-            Player[0].respawn ();
-        }
-
-        return false;
-    }
-
-    // fire
-    if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_SPACE &&
-        eve.KeyInput.PressedDown == false) ||
-        (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
-        )
-    {
-        ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
-        if ( camera && camera->isInputReceiverEnabled () )
-        {
-            useItem( Player + 0 );
-        }
-    }
-
-    // gui active
-    if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_F1 &&
-        eve.KeyInput.PressedDown == false) ||
-        (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
-        )
-    {
-        SetGUIActive ( 2 );
-    }
-
-    // check if user presses the key
-    if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.PressedDown == false)
-    {
-        // Escape toggles camera Input
-        if ( eve.KeyInput.Key == irr::KEY_ESCAPE )
-        {
-            SetGUIActive ( 3 );
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F11)
-        {
-            // screenshot are taken without gamma!
-            IImage* image = Game->Device->getVideoDriver()->createScreenShot();
-            if (image)
-            {
-                core::vector3df pos;
-                core::vector3df rot;
-                ICameraSceneNode * cam = Game->Device->getSceneManager()->getActiveCamera ();
-                if ( cam )
-                {
-                    pos = cam->getPosition ();
-                    rot = cam->getRotation ();
-                }
-
-                static const c8 *dName[] = { "null", "software", "burning",
-                    "d3d8", "d3d9", "opengl" };
-
-                snprintf(buf, 256, "%s_%ls_%.0f_%.0f_%.0f_%.0f_%.0f_%.0f.jpg",
-                        dName[Game->Device->getVideoDriver()->getDriverType()],
-                        Game->CurrentMapName.c_str(),
-                        pos.X, pos.Y, pos.Z,
-                        rot.X, rot.Y, rot.Z
-                        );
-                path filename ( buf );
-                filename.replace ( '/', '_' );
-                printf ( "screenshot : %s\n", filename.c_str() );
-                Game->Device->getVideoDriver()->writeImageToFile(image, filename, 100 );
-                image->drop();
-            }
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F9)
-        {
-            s32 value = EDS_OFF;
-
-            Game->debugState = ( Game->debugState + 1 ) & 3;
-
-            switch ( Game->debugState )
-            {
-                case 1: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL; break;
-                case 2: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_SKELETON; break;
-            }
-

set debug map data on/off debugState = debugState == EDS_OFF ? EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL: EDS_OFF;

-
            if ( ItemParent )
-            {
-                list<ISceneNode*>::ConstIterator it = ItemParent->getChildren().begin();
-                for (; it != ItemParent->getChildren().end(); ++it)
-                {
-                    (*it)->setDebugDataVisible ( value );
-                }
-            }
-
-            if ( ShaderParent )
-            {
-                list<ISceneNode*>::ConstIterator it = ShaderParent->getChildren().begin();
-                for (; it != ShaderParent->getChildren().end(); ++it)
-                {
-                    (*it)->setDebugDataVisible ( value );
-                }
-            }
-
-            if ( UnresolvedParent )
-            {
-                list<ISceneNode*>::ConstIterator it = UnresolvedParent->getChildren().begin();
-                for (; it != UnresolvedParent->getChildren().end(); ++it)
-                {
-                    (*it)->setDebugDataVisible ( value );
-                }
-            }
-
-            if ( FogParent )
-            {
-                list<ISceneNode*>::ConstIterator it = FogParent->getChildren().begin();
-                for (; it != FogParent->getChildren().end(); ++it)
-                {
-                    (*it)->setDebugDataVisible ( value );
-                }
-            }
-
-            if ( SkyNode )
-            {
-                SkyNode->setDebugDataVisible ( value );
-            }
-
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F8)
-        {
-            // set gravity on/off
-            Game->gravityState ^= 1;
-            Player[0].cam()->setGravity ( getGravity ( Game->gravityState ? "earth" : "none" ) );
-            printf ( "gravity %s\n", Game->gravityState ? "earth" : "none" );
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F7)
-        {
-            // set fly through active
-            Game->flyTroughState ^= 1;
-            Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
-            if ( gui.Collision )
-                gui.Collision->setChecked ( Game->flyTroughState == 0 );
-
-            printf ( "collision %d\n", Game->flyTroughState == 0 );
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F2)
-        {
-            Player[0].respawn ();
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F3)
-        {
-            if ( MapParent )
-            {
-                bool v = !MapParent->isVisible ();
-                printf ( "static node set visible %d\n",v );
-                MapParent->setVisible ( v );
-                if ( gui.Visible_Map )
-                    gui.Visible_Map->setChecked ( v );
-            }
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F4)
-        {
-            if ( ShaderParent )
-            {
-                bool v = !ShaderParent->isVisible ();
-                printf ( "shader node set visible %d\n",v );
-                ShaderParent->setVisible ( v );
-                if ( gui.Visible_Shader )
-                    gui.Visible_Shader->setChecked ( v );
-            }
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F5)
-        {
-            if ( FogParent )
-            {
-                bool v = !FogParent->isVisible ();
-                printf ( "fog node set visible %d\n",v );
-                FogParent->setVisible ( v );
-                if ( gui.Visible_Fog )
-                    gui.Visible_Fog->setChecked ( v );
-            }
-
-        }
-        else
-        if (eve.KeyInput.Key == KEY_F6)
-        {
-            if ( UnresolvedParent )
-            {
-                bool v = !UnresolvedParent->isVisible ();
-                printf ( "unresolved node set visible %d\n",v );
-                UnresolvedParent->setVisible ( v );
-                if ( gui.Visible_Unresolved )
-                    gui.Visible_Unresolved->setChecked ( v );
-            }
-        }
-    }
-
-    // check if user presses the key C ( for crouch)
-    if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_KEY_C )
-    {
-        // crouch
-        ISceneNodeAnimatorCollisionResponse *anim = Player[0].cam ();
-        if ( anim && 0 == Game->flyTroughState )
-        {
-            if ( false == eve.KeyInput.PressedDown )
-            {
-                // stand up
-                anim->setEllipsoidRadius (  vector3df(30,45,30) );
-                anim->setEllipsoidTranslation ( vector3df(0,40,0));
-
-            }
-            else
-            {
-                // on your knees
-                anim->setEllipsoidRadius (  vector3df(30,20,30) );
-                anim->setEllipsoidTranslation ( vector3df(0,20,0));
-            }
-            return true;
-        }
-    }
-    return false;
-}
-

useItem

-
void CQuake3EventHandler::useItem( Q3Player * player)
-{
-    ISceneManager* smgr = Game->Device->getSceneManager();
-    ICameraSceneNode* camera = smgr->getActiveCamera();
-
-    if (!camera)
-        return;
-
-    SParticleImpact imp;
-    imp.when = 0;
-
-    // get line of camera
-
-    vector3df start = camera->getPosition();
-
-    if ( player->WeaponNode )
-    {
-        start.X += 0.f;
-        start.Y += 0.f;
-        start.Z += 0.f;
-    }
-
-    vector3df end = (camera->getTarget() - start);
-    end.normalize();
-    start += end*20.0f;
-
-    end = start + (end * camera->getFarValue());
-
-    triangle3df triangle;
-    line3d<f32> line(start, end);
-
-    // get intersection point with map
-    scene::ISceneNode* hitNode;
-    if (smgr->getSceneCollisionManager()->getCollisionPoint(
-        line, Meta, end, triangle,hitNode))
-    {
-        // collides with wall
-        vector3df out = triangle.getNormal();
-        out.setLength(0.03f);
-
-        imp.when = 1;
-        imp.outVector = out;
-        imp.pos = end;
-
-        player->setAnim ( "pow" );
-        player->Anim[1].next += player->Anim[1].delta;
-    }
-    else
-    {
-        // doesnt collide with wall
-        vector3df start = camera->getPosition();
-        if ( player->WeaponNode )
-        {
-            //start.X += 10.f;
-            //start.Y += -5.f;
-            //start.Z += 1.f;
-        }
-
-        vector3df end = (camera->getTarget() - start);
-        end.normalize();
-        start += end*20.0f;
-        end = start + (end * camera->getFarValue());
-    }
-
-    // create fire ball
-    ISceneNode* node = 0;
-    node = smgr->addBillboardSceneNode( BulletParent,dimension2d<f32>(10,10), start);
-
-    node->setMaterialFlag(EMF_LIGHTING, false);
-    node->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture("fireball.bmp"));
-    node->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
-    node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
-
-    f32 length = (f32)(end - start).getLength();
-    const f32 speed = 5.8f;
-    u32 time = (u32)(length / speed);
-
-    ISceneNodeAnimator* anim = 0;
-
-    // set flight line
-
-    anim = smgr->createFlyStraightAnimator(start, end, time);
-    node->addAnimator(anim);
-    anim->drop();
-
-    snprintf ( buf, 64, "bullet: %s on %.1f,%1.f,%1.f",
-                imp.when ? "hit" : "nohit", end.X, end.Y, end.Z );
-    node->setName ( buf );
-
-
-    anim = smgr->createDeleteAnimator(time);
-    node->addAnimator(anim);
-    anim->drop();
-
-    if (imp.when)
-    {
-        // create impact note
-        imp.when = Game->Device->getTimer()->getTime() +
-            (time + (s32) ( ( 1.f + Noiser::get() ) * 250.f ));
-        Impacts.push_back(imp);
-    }
-
-    // play sound
-}
-
-// rendered when bullets hit something
-void CQuake3EventHandler::createParticleImpacts( u32 now )
-{
-    ISceneManager* sm = Game->Device->getSceneManager();
-
-    struct smokeLayer
-    {
-        const c8 * texture;
-        f32 scale;
-        f32 minparticleSize;
-        f32 maxparticleSize;
-        f32 boxSize;
-        u32 minParticle;
-        u32 maxParticle;
-        u32 fadeout;
-        u32 lifetime;
-    };
-
-    smokeLayer smoke[] =
-    {
-        { "smoke2.jpg", 0.4f, 1.5f, 18.f, 20.f, 20, 50, 2000, 10000 },
-        { "smoke3.jpg", 0.2f, 1.2f, 15.f, 20.f, 10, 30, 1000, 12000 }
-    };
-
-
-    u32 i;
-    u32 g;
-    s32 factor = 1;
-    for ( g = 0; g != 2; ++g )
-    {
-        smoke[g].minParticle *= factor;
-        smoke[g].maxParticle *= factor;
-        smoke[g].lifetime *= factor;
-        smoke[g].boxSize *= Noiser::get() * 0.5f;
-    }
-
-    for ( i=0; i < Impacts.size(); ++i)
-    {
-        if (now < Impacts[i].when)
-            continue;
-
-        // create smoke particle system
-        IParticleSystemSceneNode* pas = 0;
-
-        for ( g = 0; g != 2; ++g )
-        {
-            pas = sm->addParticleSystemSceneNode(false, BulletParent, -1, Impacts[i].pos);
-
-            snprintf ( buf, 64, "bullet impact smoke at %.1f,%.1f,%1.f",
-                Impacts[i].pos.X,Impacts[i].pos.Y,Impacts[i].pos.Z);
-            pas->setName ( buf );
-
-            // create a flat smoke
-            vector3df direction = Impacts[i].outVector;
-            direction *= smoke[g].scale;
-            IParticleEmitter* em = pas->createBoxEmitter(
-                aabbox3d<f32>(-4.f,0.f,-4.f,20.f,smoke[g].minparticleSize,20.f),
-                direction,smoke[g].minParticle, smoke[g].maxParticle,
-                video::SColor(0,0,0,0),video::SColor(0,128,128,128),
-                250,4000, 60);
-
-            em->setMinStartSize (dimension2d<f32>( smoke[g].minparticleSize, smoke[g].minparticleSize));
-            em->setMaxStartSize (dimension2d<f32>( smoke[g].maxparticleSize, smoke[g].maxparticleSize));
-
-            pas->setEmitter(em);
-            em->drop();
-
-            // particles get invisible
-            IParticleAffector* paf = pas->createFadeOutParticleAffector(
-                video::SColor ( 0, 0, 0, 0 ), smoke[g].fadeout);
-            pas->addAffector(paf);
-            paf->drop();
-
-            // particle system life time
-            ISceneNodeAnimator* anim = sm->createDeleteAnimator( smoke[g].lifetime);
-            pas->addAnimator(anim);
-            anim->drop();
-
-            pas->setMaterialFlag(video::EMF_LIGHTING, false);
-            pas->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
-            pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
-            pas->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture( smoke[g].texture ));
-        }
-
-
-        // play impact sound
-        #ifdef USE_IRRKLANG
-

if (irrKlang) { audio::ISound* sound = irrKlang->play3D(impactSound, Impacts[i].pos, false, false, true);

-

if (sound) { adjust max value a bit to make to sound of an impact louder sound->setMinDistance(400); sound->drop(); } }

-
        #endif
-
-
-        // delete entry
-        Impacts.erase(i);
-        i--;
-    }
-}
-

render

-
void CQuake3EventHandler::Render()
-{
-    IVideoDriver * driver = Game->Device->getVideoDriver();
-    if ( 0 == driver )
-        return;
-
-    // TODO: This does not work, yet.
-    const bool anaglyph=false;
-    if (anaglyph)
-    {
-        scene::ICameraSceneNode* cameraOld = Game->Device->getSceneManager()->getActiveCamera();
-        driver->beginScene(true, true, SColor(0,0,0,0));
-        driver->getOverrideMaterial().Material.ColorMask = ECP_NONE;
-        driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
-        driver->getOverrideMaterial().EnablePasses = ESNRP_SKY_BOX +
-                                                     ESNRP_SOLID +
-                                                     ESNRP_TRANSPARENT +
-                                                     ESNRP_TRANSPARENT_EFFECT +
-                                                     ESNRP_SHADOW;
-        Game->Device->getSceneManager()->drawAll();
-        driver->clearZBuffer();
-
-        const vector3df oldPosition = cameraOld->getPosition();
-        const vector3df oldTarget   = cameraOld->getTarget();
-        const matrix4 startMatrix   = cameraOld->getAbsoluteTransformation();
-        const vector3df focusPoint  = (oldTarget -
-                cameraOld->getAbsolutePosition()).setLength(10000) +
-                cameraOld->getAbsolutePosition() ;
-
-        scene::ICameraSceneNode* camera = cameraOld;//Game->Device->getSceneManager()->addCameraSceneNode();
-
-        //Left eye...
-        vector3df pos;
-        matrix4   move;
-
-        move.setTranslation( vector3df(-1.5f,0.0f,0.0f) );
-        pos=(startMatrix*move).getTranslation();
-
-        driver->getOverrideMaterial().Material.ColorMask = ECP_RED;
-        driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
-        driver->getOverrideMaterial().EnablePasses =
-                ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
-                ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
-
-        camera->setPosition(pos);
-        camera->setTarget(focusPoint);
-
-        Game->Device->getSceneManager()->drawAll();
-        driver->clearZBuffer();
-
-        //Right eye...
-        move.setTranslation( vector3df(1.5f,0.0f,0.0f) );
-        pos=(startMatrix*move).getTranslation();
-
-        driver->getOverrideMaterial().Material.ColorMask = ECP_GREEN + ECP_BLUE;
-        driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
-        driver->getOverrideMaterial().EnablePasses =
-                ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
-                ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
-
-        camera->setPosition(pos);
-        camera->setTarget(focusPoint);
-
-        Game->Device->getSceneManager()->drawAll();
-
-        driver->getOverrideMaterial().Material.ColorMask=ECP_ALL;
-        driver->getOverrideMaterial().EnableFlags=0;
-        driver->getOverrideMaterial().EnablePasses=0;
-
-        if (camera != cameraOld)
-        {
-            Game->Device->getSceneManager()->setActiveCamera(cameraOld);
-            camera->remove();
-        }
-        else
-        {
-            camera->setPosition(oldPosition);
-            camera->setTarget(oldTarget);
-        }
-    }
-    else
-    {
-        driver->beginScene(true, true, SColor(0,0,0,0));
-        Game->Device->getSceneManager()->drawAll();
-    }
-    Game->Device->getGUIEnvironment()->drawAll();
-    driver->endScene();
-}
-

update the generic scene node

-
void CQuake3EventHandler::Animate()
-{
-    u32 now = Game->Device->getTimer()->getTime();
-
-    Q3Player * player = Player + 0;
-
-    checkTimeFire ( player->Anim, 4, now );
-
-    // Query Scene Manager attributes
-    if ( player->Anim[0].flags & FIRED )
-    {
-        ISceneManager *smgr = Game->Device->getSceneManager ();
-        wchar_t msg[128];
-        IVideoDriver * driver = Game->Device->getVideoDriver();
-
-        IAttributes * attr = smgr->getParameters();
-        swprintf ( msg, 128,
-            L"Q3 %s [%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)",
-            Game->CurrentMapName.c_str(),
-            driver->getName(),
-            driver->getFPS (),
-            (f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ),
-            attr->getAttributeAsInt ( "culled" ),
-            attr->getAttributeAsInt ( "calls" ),
-            attr->getAttributeAsInt ( "drawn_solid" ),
-            attr->getAttributeAsInt ( "drawn_transparent" ),
-            attr->getAttributeAsInt ( "drawn_transparent_effect" )
-            );
-        Game->Device->setWindowCaption( msg );
-
-        swprintf ( msg, 128,
-                    L"%03d fps, F1 GUI on/off, F2 respawn, F3-F6 toggle Nodes, F7 Collision on/off"
-                    L", F8 Gravity on/off, Right Mouse Toggle GUI",
-                    Game->Device->getVideoDriver()->getFPS ()
-                );
-        if ( gui.StatusLine )
-            gui.StatusLine->setText ( msg );
-        player->Anim[0].flags &= ~FIRED;
-    }
-
-    // idle..
-    if ( player->Anim[1].flags & FIRED )
-    {
-        if ( strcmp ( player->animation, "idle" ) )
-            player->setAnim ( "idle" );
-
-        player->Anim[1].flags &= ~FIRED;
-    }
-
-    createParticleImpacts ( now );
-
-}
-

The main game states

-
void runGame ( GameData *game )
-{
-    if ( game->retVal >= 3 )
-        return;
-
-    game->Device = (*game->createExDevice) ( game->deviceParam );
-    if ( 0 == game->Device)
-    {
-        // could not create selected driver.
-        game->retVal = 0;
-        return;
-    }
-
-    // create an event receiver based on current game data
-    CQuake3EventHandler *eventHandler = new CQuake3EventHandler( game );
-
-    // load stored config
-    game->load ( "explorer.cfg" );
-
-    // add our media directory and archive to the file system
-    for ( u32 i = 0; i < game->CurrentArchiveList.size(); ++i )
-    {
-        eventHandler->AddArchive ( game->CurrentArchiveList[i] );
-    }
-
-    // Load a Map or startup to the GUI
-    if ( game->CurrentMapName.size () )
-    {
-        eventHandler->LoadMap ( game->CurrentMapName, 1 );
-        if ( 0 == game->loadParam.loadSkyShader )
-            eventHandler->AddSky ( 1, "skydome2" );
-        eventHandler->CreatePlayers ();
-        eventHandler->CreateGUI ();
-        eventHandler->SetGUIActive ( 0 );
-
-        // set player to last position on restart
-        if ( game->retVal == 2 )
-        {
-            eventHandler->GetPlayer( 0 )->setpos ( game->PlayerPosition, game->PlayerRotation );
-        }
-    }
-    else
-    {
-        // start up empty
-        eventHandler->AddSky ( 1, "skydome2" );
-        eventHandler->CreatePlayers ();
-        eventHandler->CreateGUI ();
-        eventHandler->SetGUIActive ( 1 );
-        background_music ( "IrrlichtTheme.ogg" );
-    }
-
-
-    game->retVal = 3;
-    while( game->Device->run() )
-    {
-        eventHandler->Animate ();
-        eventHandler->Render ();
-        //if ( !game->Device->isWindowActive() )
-            game->Device->yield();
-    }
-
-    game->Device->setGammaRamp ( 1.f, 1.f, 1.f, 0.f, 0.f );
-    delete eventHandler;
-}
-
-#if defined (_IRR_WINDOWS_) && 0
-    #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
-#endif
-

The main routine, doing all setup

-
int IRRCALLCONV main(int argc, char* argv[])
-{
-    path prgname(argv[0]);
-    GameData game ( deletePathFromPath ( prgname, 1 ) );
-
-    // dynamically load irrlicht
-    const c8 * dllName = argc > 1 ? argv[1] : "irrlicht.dll";
-    game.createExDevice = load_createDeviceEx ( dllName );
-    if ( 0 == game.createExDevice )
-    {
-        game.retVal = 3;
-        printf ( "Could not load %s.\n", dllName );
-        return game.retVal; // could not load dll
-    }
-
-    // start without asking for driver
-    game.retVal = 1;
-    do
-    {
-        // if driver could not created, ask for another driver
-        if ( game.retVal == 0 )
-        {
-            game.setDefault ();
-            // ask user for driver
-            game.deviceParam.DriverType=driverChoiceConsole();
-            if (game.deviceParam.DriverType==video::EDT_COUNT)
-                game.retVal = 3;
-        }
-        runGame ( &game );
-    } while ( game.retVal < 3 );
-
-    return game.retVal;
-}
-
-
- - - - - -- cgit v1.1