Home | Namespaces | Hierarchy | Alphabetical List | Class list | Files | Namespace Members | Class members | File members | Tutorials

# Tutorial 21: Quake3 Explorer

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 Collison Respsone
- 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 2006-2009 Burningwater, Thomas Alten

    #include "q3factory.h"
    #include "sound.h"
    #include "driverChoice.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::ITexture* texture;
            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 );
                    texture = 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 );
                    texture = 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_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()->clearChilds();
            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 und 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()->clearChilds();
                    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
            const 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_VERTEX_ALPHA );
                            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;
    }

| The Irrlicht Engine Documentation © 2003-2010 by Nikolaus Gebhardt. Generated on Sun Feb 14 13:07:00 2010 by Doxygen (1.6.2)