<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=iso-8859-1"> <title>Irrlicht Engine: Tutorial 21: Quake3 Explorer</title> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <table class="irrlicht" > <tr valign="middle"> <td><font size="2"><a class="qindex" href="index.html"><font color="#FFFFFF">Home</font></a> | <a class="qindex" href="namespaces.html"><font color="#FFFFFF">Namespaces</font></a> | <a class="qindex" href="hierarchy.html"><font color="#FFFFFF">Hierarchy</font></a> | <a class="qindex" href="classes.html"><font color="#FFFFFF">Alphabetical List</font></a> | <a class="qindex" href="annotated.html"><font color="#FFFFFF"> Class list</font></a> | <a class="qindex" href="files.html"><font color="#FFFFFF">Files</font></a> | <a class="qindex" href="namespacemembers.html"><font color="#FFFFFF"> Namespace Members</font></a> | <a class="qindex" href="functions.html"><font color="#FFFFFF">Class members</font></a> | <a class="qindex" href="globals.html"><font color="#FFFFFF">File members</font></a> | <a class="qindex" href="pages.html"><font color="#FFFFFF">Tutorials</font></a></font> </td> </tr> </table> <!-- Generated by Doxygen 1.5.6 --> <div class="contents"> <h1><a class="anchor" name="example021">Tutorial 21: Quake3 Explorer </a></h1><div align="center"> <img src="021shot.jpg" alt="021shot.jpg"> </div> <p> This Tutorial shows how to load different Quake 3 maps.<p> Features:<ul> <li>Load BSP Archives at Runtime from the menu</li><li>Load a Map from the menu. Showing with Screenshot</li><li>Set the VideoDriver at runtime from menu</li><li>Adjust GammaLevel at runtime</li><li>Create SceneNodes for the Shaders</li><li>Load EntityList and create Entity SceneNodes</li><li>Create Players with Weapons and with Collison Respsone</li><li>Play music</li></ul> <p> You can download the Quake III Arena demo ( copyright id software ) at the following location: <a href="ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe">ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe</a><p> Copyright 2006-2009 Burningwater, Thomas Alten <div class="fragment"><pre class="fragment"><span class="preprocessor">#include "q3factory.h"</span> <span class="preprocessor">#include "sound.h"</span> <span class="preprocessor">#include <iostream></span> </pre></div><p> Game Data is used to hold Data which is needed to drive the game <div class="fragment"><pre class="fragment"><span class="keyword">struct </span>GameData { GameData ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> &startupDir) : retVal(0), createExDevice(0), Device(0), StartupDir(startupDir) { setDefault (); } <span class="keywordtype">void</span> setDefault (); <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> save ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> &filename ); <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> load ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> &filename ); <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> debugState; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> gravityState; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> flyTroughState; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> wireFrame; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> guiActive; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> guiInputActive; <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> GammaValue; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> retVal; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> sound; <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> StartupDir; <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">stringw</a> CurrentMapName; array<path> CurrentArchiveList; <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> PlayerPosition; <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> PlayerRotation; <a class="code" href="namespaceirr_1_1scene_1_1quake3.html#312f35a37540d810fcb14b75fd449c9e">tQ3EntityList</a> Variable; Q3LevelLoadParameter loadParam; SIrrlichtCreationParameters deviceParam; <a class="code" href="namespaceirr.html#5137701377b2241305607fc37a27e9f8" title="typedef for Function Pointer">funcptr_createDeviceEx</a> createExDevice; IrrlichtDevice *Device; }; </pre></div><p> set default settings <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> GameData::setDefault () { debugState = <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe25111b15f03bee9a99498737286916dc" title="No Debug Data ( Default ).">EDS_OFF</a>; gravityState = 1; flyTroughState = 0; wireFrame = 0; guiActive = 1; guiInputActive = 0; GammaValue = 1.f; <span class="comment">// default deviceParam;</span> <span class="preprocessor">#if defined ( _IRR_WINDOWS_ )</span> <span class="preprocessor"></span> deviceParam.DriverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d04691ca314f9018f508dcf2c57dcaacec" title="Direct3D 9 device, only available on Win32 platforms.">EDT_DIRECT3D9</a>; <span class="preprocessor">#else</span> <span class="preprocessor"></span> deviceParam.DriverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d02715182a79f1cb8e2826fd68a8150a53" title="OpenGL device, available on most platforms.">EDT_OPENGL</a>; <span class="preprocessor">#endif</span> <span class="preprocessor"></span> deviceParam.WindowSize.Width = 800; deviceParam.WindowSize.Height = 600; deviceParam.Fullscreen = <span class="keyword">false</span>; deviceParam.Bits = 32; deviceParam.ZBufferBits = 16; deviceParam.Vsync = <span class="keyword">false</span>; deviceParam.AntiAlias = <span class="keyword">false</span>; <span class="comment">// default Quake3 loadParam</span> loadParam.defaultLightMapMaterial = <a class="code" href="namespaceirr_1_1video.html#c8e9b6c66f7cebabd1a6d30cbc5430f15dc90a3b4a8d82f10503ddf834a3143f" title="Material type with standard lightmap technique.">EMT_LIGHTMAP</a>; loadParam.defaultModulate = <a class="code" href="namespaceirr_1_1video.html#1402e9045137ae232fafbdf38580084358cc346f344fb488d403a3783675e5d7">EMFN_MODULATE_1X</a>; loadParam.defaultFilter = <a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d3941c0756b9dc3f987a183a401c6fd4ad" title="Is anisotropic filtering? Default: false.">EMF_ANISOTROPIC_FILTER</a>; loadParam.verbose = 2; loadParam.mergeShaderBuffer = 1; <span class="comment">// merge meshbuffers with same material</span> loadParam.cleanUnResolvedMeshes = 1; <span class="comment">// should unresolved meshes be cleaned. otherwise blue texture</span> loadParam.loadAllShaders = 1; <span class="comment">// load all scripts in the script directory</span> loadParam.loadSkyShader = 0; <span class="comment">// load sky Shader</span> loadParam.alpharef = 1; sound = 0; CurrentMapName = <span class="stringliteral">""</span>; CurrentArchiveList.clear (); <span class="comment">// Explorer Media directory</span> CurrentArchiveList.push_back ( StartupDir + <span class="stringliteral">"../../media/"</span> ); <span class="comment">// Add the original quake3 files before you load your custom map</span> <span class="comment">// Most mods are using the original shaders, models&items&weapons</span> CurrentArchiveList.push_back(<span class="stringliteral">"/q/baseq3/"</span>); CurrentArchiveList.push_back(StartupDir + <span class="stringliteral">"../../media/map-20kdm2.pk3"</span>); } </pre></div><p> Load the current game State from a typical quake3 cfg file <div class="fragment"><pre class="fragment"><a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> GameData::load ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> &filename ) { <span class="keywordflow">if</span> (!Device) <span class="keywordflow">return</span> 0; <span class="comment">// the quake3 mesh loader can also handle *.shader and *.cfg file</span> IQ3LevelMesh* mesh = (IQ3LevelMesh*) Device->getSceneManager()->getMesh ( filename ); <span class="keywordflow">if</span> (!mesh) <span class="keywordflow">return</span> 0; <a class="code" href="namespaceirr_1_1scene_1_1quake3.html#312f35a37540d810fcb14b75fd449c9e">tQ3EntityList</a> &entityList = mesh->getEntityList (); <a class="code" href="namespaceirr_1_1core.html#de1071a878633f2f6d8a75c5d11fec19" title="Typedef for character strings.">stringc</a> s; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> pos; <span class="keywordflow">for</span> ( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> e = 0; e != entityList.size (); ++e ) { <span class="comment">//dumpShader ( s, &entityList[e], false );</span> <span class="comment">//printf ( s.c_str () );</span> <span class="keywordflow">for</span> ( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> g = 0; g != entityList[e].getGroupSize (); ++g ) { <span class="keyword">const</span> SVarGroup *group = entityList[e].getGroup ( g ); <span class="keywordflow">for</span> ( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index = 0; index < group->Variable.size (); ++index ) { <span class="keyword">const</span> SVariable &v = group->Variable[index]; pos = 0; <span class="keywordflow">if</span> ( v.name == <span class="stringliteral">"playerposition"</span> ) { PlayerPosition = <a class="code" href="namespaceirr_1_1scene_1_1quake3.html#6163d5a7fba9950a2f390a42fe354c3f" title="get a quake3 vector translated to irrlicht position (x,-z,y )">getAsVector3df</a> ( v.content, pos ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( v.name == <span class="stringliteral">"playerrotation"</span> ) { PlayerRotation = <a class="code" href="namespaceirr_1_1scene_1_1quake3.html#6163d5a7fba9950a2f390a42fe354c3f" title="get a quake3 vector translated to irrlicht position (x,-z,y )">getAsVector3df</a> ( v.content, pos ); } } } } <span class="keywordflow">return</span> 1; } </pre></div><p> Store the current game State in a quake3 configuration file <div class="fragment"><pre class="fragment"><a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> GameData::save ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> &filename ) { <span class="keywordflow">return</span> 0; <span class="keywordflow">if</span> (!Device) <span class="keywordflow">return</span> 0; <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> buf[128]; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i; <span class="comment">// Store current Archive for restart</span> CurrentArchiveList.clear(); IFileSystem *fs = Device->getFileSystem(); <span class="keywordflow">for</span> ( i = 0; i != fs->getFileArchiveCount(); ++i ) { CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() ); } <span class="comment">// Store Player Position and Rotation</span> ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera (); <span class="keywordflow">if</span> ( camera ) { PlayerPosition = camera->getPosition (); PlayerRotation = camera->getRotation (); } IWriteFile *file = fs->createAndWriteFile ( filename ); <span class="keywordflow">if</span> (!file) <span class="keywordflow">return</span> 0; snprintf ( buf, 128, <span class="stringliteral">"playerposition %.f %.f %.f\nplayerrotation %.f %.f %.f\n"</span>, PlayerPosition.X, PlayerPosition.Z, PlayerPosition.Y, PlayerRotation.X, PlayerRotation.Z, PlayerRotation.Y); file->write ( buf, (<a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a>) strlen ( buf ) ); <span class="keywordflow">for</span> ( i = 0; i != fs->getFileArchiveCount(); ++i ) { snprintf ( buf, 128, <span class="stringliteral">"archive %s\n"</span>,<a class="code" href="namespaceirr_1_1core.html#de1071a878633f2f6d8a75c5d11fec19" title="Typedef for character strings.">stringc</a> ( fs->getFileArchive(i)->getFileList()->getPath() ).c_str () ); file->write ( buf, (<a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a>) strlen ( buf ) ); } file->drop (); <span class="keywordflow">return</span> 1; } </pre></div><p> Representing a player <div class="fragment"><pre class="fragment"><span class="keyword">struct </span>Q3Player : <span class="keyword">public</span> IAnimationEndCallBack { Q3Player () : Device(0), MapParent(0), Mesh(0), WeaponNode(0), StartPositionCurrent(0) { animation[0] = 0; memset(Anim, 0, <span class="keyword">sizeof</span>(TimeFire)*4); } <span class="keyword">virtual</span> <span class="keywordtype">void</span> OnAnimationEnd(IAnimatedMeshSceneNode* node); <span class="keywordtype">void</span> create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *mapNode, IMetaTriangleSelector *meta ); <span class="keywordtype">void</span> shutdown (); <span class="keywordtype">void</span> setAnim ( <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> *name ); <span class="keywordtype">void</span> respawn (); <span class="keywordtype">void</span> setpos ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> &pos, <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>& rotation ); ISceneNodeAnimatorCollisionResponse * cam() { <span class="keywordflow">return</span> camCollisionResponse ( Device ); } IrrlichtDevice *Device; ISceneNode* MapParent; IQ3LevelMesh* Mesh; IAnimatedMeshSceneNode* WeaponNode; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> StartPositionCurrent; TimeFire Anim[4]; <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> animation[64]; <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> buf[64]; }; </pre></div> End player <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> Q3Player::shutdown () { setAnim ( 0 ); dropElement (WeaponNode); <span class="keywordflow">if</span> ( Device ) { ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera(); dropElement ( camera ); Device = 0; } MapParent = 0; Mesh = 0; } </pre></div> create a new player <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *mapNode, IMetaTriangleSelector *meta ) { setTimeFire ( Anim + 0, 200, FIRED ); setTimeFire ( Anim + 1, 5000 ); <span class="keywordflow">if</span> (!device) <span class="keywordflow">return</span>; <span class="comment">// load FPS weapon to Camera</span> Device = device; Mesh = mesh; MapParent = mapNode; ISceneManager *smgr = device->getSceneManager (); IVideoDriver * driver = device->getVideoDriver(); ICameraSceneNode* camera = 0; SKeyMap keyMap[10]; keyMap[0].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f9ff845aa49060787ef81773eeaf1016">EKA_MOVE_FORWARD</a>; keyMap[0].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e3341f66dcdd3d0cbce80ff741262395">KEY_UP</a>; keyMap[1].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f9ff845aa49060787ef81773eeaf1016">EKA_MOVE_FORWARD</a>; keyMap[1].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e559e3169016a3180c45c2828f391af2">KEY_KEY_W</a>; keyMap[2].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f4c724e0a0923e497c7f8a48884e36d9">EKA_MOVE_BACKWARD</a>; keyMap[2].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3cbab6476bacfd1212c52aba7c1c82886">KEY_DOWN</a>; keyMap[3].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168f4c724e0a0923e497c7f8a48884e36d9">EKA_MOVE_BACKWARD</a>; keyMap[3].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e52bafc112fc6c52f6b49cea42fa246e">KEY_KEY_S</a>; keyMap[4].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616891cad59a86b88c0e6ab5aa75b936d9c7">EKA_STRAFE_LEFT</a>; keyMap[4].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb371c43cf2c123fd75911fef5501a15241">KEY_LEFT</a>; keyMap[5].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616891cad59a86b88c0e6ab5aa75b936d9c7">EKA_STRAFE_LEFT</a>; keyMap[5].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb32fe10b4309013968b9cd14811c3d3c85">KEY_KEY_A</a>; keyMap[6].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616857c4bd21c235bca312e547c6d1061df2">EKA_STRAFE_RIGHT</a>; keyMap[6].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3e89f39517a44c78a6602d1b12b478118">KEY_RIGHT</a>; keyMap[7].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd616857c4bd21c235bca312e547c6d1061df2">EKA_STRAFE_RIGHT</a>; keyMap[7].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3d20e7e220103e611752b90edeb6cbc9d">KEY_KEY_D</a>; keyMap[8].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168574c0935be6337a2e6bc97e8304a7400">EKA_JUMP_UP</a>; keyMap[8].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb33231acd1573be6e4d121cc6c4ab6ccc4">KEY_KEY_J</a>; keyMap[9].Action = <a class="code" href="namespaceirr.html#a9946ac9f3142f9e790ce52d59fd6168ace30d0d2eef7a48f5f863a99dabfb84">EKA_CROUCH</a>; keyMap[9].KeyCode = <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb385a756fa6a3336312c5f32877a7185e5">KEY_KEY_C</a>; camera = smgr->addCameraSceneNodeFPS(0, 100.0f, 0.6f, -1, keyMap, 10, <span class="keyword">false</span>, 0.6f); camera->setName ( <span class="stringliteral">"First Person Camera"</span> ); <span class="comment">//camera->setFOV ( 100.f * core::DEGTORAD );</span> camera->setFarValue( 20000.f ); IAnimatedMeshMD2* weaponMesh = (IAnimatedMeshMD2*) smgr->getMesh(<span class="stringliteral">"gun.md2"</span>); <span class="keywordflow">if</span> ( 0 == weaponMesh ) <span class="keywordflow">return</span>; <span class="keywordflow">if</span> ( weaponMesh->getMeshType() == <a class="code" href="namespaceirr_1_1scene.html#2fc85a64604521ca063f1881b5dd1c613b87f459cd5f287626c4fd9aaf729284" title="Quake 2 MD2 model file.">EAMT_MD2</a> ) { <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> count = weaponMesh->getAnimationCount(); <span class="keywordflow">for</span> ( <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i = 0; i != count; ++i ) { snprintf ( buf, 64, <span class="stringliteral">"Animation: %s"</span>, weaponMesh->getAnimationName(i) ); device->getLogger()->log(buf, <a class="code" href="namespaceirr.html#a2d1cac68606a25ed24cfffccfa30a929d74de15737e326a91aec6f38c23f9cf" title="High log level, warnings, errors and important information texts are printed out...">ELL_INFORMATION</a>); } } WeaponNode = smgr->addAnimatedMeshSceneNode( weaponMesh, smgr->getActiveCamera(), 10, <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>( 0, 0, 0), <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(-90,-90,90) ); WeaponNode->setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d3cea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">EMF_LIGHTING</a>, <span class="keyword">false</span>); WeaponNode->setMaterialTexture(0, driver->getTexture( <span class="stringliteral">"gun.jpg"</span>)); WeaponNode->setLoopMode ( <span class="keyword">false</span> ); WeaponNode->setName ( <span class="stringliteral">"tommi the gun man"</span> ); <span class="comment">//create a collision auto response animator</span> ISceneNodeAnimator* anim = smgr->createCollisionResponseAnimator( meta, camera, <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(30,45,30), getGravity ( <span class="stringliteral">"earth"</span> ), <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(0,40,0), 0.0005f ); camera->addAnimator( anim ); anim->drop(); <span class="keywordflow">if</span> ( meta ) { meta->drop (); } respawn (); setAnim ( <span class="stringliteral">"idle"</span> ); } </pre></div><p> 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" <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> Q3Player::respawn () { <span class="keywordflow">if</span> (!Device) <span class="keywordflow">return</span>; ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera(); Device->getLogger()->log( <span class="stringliteral">"respawn"</span> ); <span class="keywordflow">if</span> ( StartPositionCurrent >= Q3StartPosition ( Mesh, camera,StartPositionCurrent++, cam ()->getEllipsoidTranslation() ) ) { StartPositionCurrent = 0; } } </pre></div><p> set Player position from saved coordinates <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> Q3Player::setpos ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> &pos, <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> &rotation ) { <span class="keywordflow">if</span> (!Device) <span class="keywordflow">return</span>; Device->getLogger()->log( <span class="stringliteral">"setpos"</span> ); ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera(); <span class="keywordflow">if</span> ( camera ) { camera->setPosition ( pos ); camera->setRotation ( rotation ); camera->OnAnimate ( 0 ); } } </pre></div> set the Animation of the player and weapon <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> Q3Player::setAnim ( <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> *name ) { <span class="keywordflow">if</span> ( name ) { snprintf ( animation, 64, <span class="stringliteral">"%s"</span>, name ); <span class="keywordflow">if</span> ( WeaponNode ) { WeaponNode->setAnimationEndCallback ( <span class="keyword">this</span> ); WeaponNode->setMD2Animation ( animation ); } } <span class="keywordflow">else</span> { animation[0] = 0; <span class="keywordflow">if</span> ( WeaponNode ) { WeaponNode->setAnimationEndCallback ( 0 ); } } } <span class="comment">// Callback</span> <span class="keywordtype">void</span> Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node) { setAnim ( 0 ); } </pre></div> GUI Elements <div class="fragment"><pre class="fragment"><span class="keyword">struct </span>GUI { GUI () { memset ( <span class="keyword">this</span>, 0, <span class="keyword">sizeof</span> ( *<span class="keyword">this</span> ) ); } <span class="keywordtype">void</span> 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; }; </pre></div><p> CQuake3EventHandler controls the game <div class="fragment"><pre class="fragment"><span class="keyword">class </span>CQuake3EventHandler : <span class="keyword">public</span> IEventReceiver { <span class="keyword">public</span>: CQuake3EventHandler( GameData *gameData ); <span class="keyword">virtual</span> ~CQuake3EventHandler (); <span class="keywordtype">void</span> Animate(); <span class="keywordtype">void</span> Render(); <span class="keywordtype">void</span> AddArchive ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a>& archiveName ); <span class="keywordtype">void</span> LoadMap ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">stringw</a>& mapName, <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> collision ); <span class="keywordtype">void</span> CreatePlayers(); <span class="keywordtype">void</span> AddSky( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> dome, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> *texture ); Q3Player *GetPlayer ( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index ) { <span class="keywordflow">return</span> &Player[index]; } <span class="keywordtype">void</span> CreateGUI(); <span class="keywordtype">void</span> SetGUIActive( <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> command); <span class="keywordtype">bool</span> OnEvent(<span class="keyword">const</span> SEvent& eve); <span class="keyword">private</span>: GameData *Game; IQ3LevelMesh* Mesh; ISceneNode* MapParent; ISceneNode* ShaderParent; ISceneNode* ItemParent; ISceneNode* UnresolvedParent; ISceneNode* BulletParent; ISceneNode* FogParent; ISceneNode * SkyNode; IMetaTriangleSelector *Meta; <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> buf[256]; Q3Player Player[2]; <span class="keyword">struct </span>SParticleImpact { <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> when; <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> pos; <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> outVector; }; array<SParticleImpact> Impacts; <span class="keywordtype">void</span> useItem( Q3Player * player); <span class="keywordtype">void</span> createParticleImpacts( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> now ); <span class="keywordtype">void</span> createTextures (); <span class="keywordtype">void</span> addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent); GUI gui; <span class="keywordtype">void</span> dropMap (); }; </pre></div> Constructor <div class="fragment"><pre class="fragment">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; <span class="comment">// Also use 16 Bit Textures for 16 Bit RenderDevice</span> <span class="keywordflow">if</span> ( Game->deviceParam.Bits == 16 ) { game->Device->getVideoDriver()->setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#caf6f7414534f7d62bff18c5bf11876f4fe1c1b0f4b44ef4b5da219ce66a0ae8">ETCF_ALWAYS_16_BIT</a>, <span class="keyword">true</span>); } <span class="comment">// Quake3 Shader controls Z-Writing</span> game->Device->getSceneManager()->getParameters()->setAttribute(<a class="code" href="namespaceirr_1_1scene.html#b585d23bc2a3d02cd368d8bfd0b1414a" title="Name of the parameter for changing how Irrlicht handles the ZWrite flag for transparent...">scene::ALLOW_ZWRITE_ON_TRANSPARENT</a>, <span class="keyword">true</span>); <span class="comment">// create internal textures</span> createTextures (); sound_init ( game->Device ); Game->Device->setEventReceiver ( <span class="keyword">this</span> ); } <span class="comment">// destructor</span> CQuake3EventHandler::~CQuake3EventHandler () { Player[0].shutdown (); sound_shutdown (); Game->save( <span class="stringliteral">"explorer.cfg"</span> ); Game->Device->drop(); } <span class="comment">// create runtime textures smog, fog</span> <span class="keywordtype">void</span> CQuake3EventHandler::createTextures () { IVideoDriver * driver = Game->Device->getVideoDriver(); <a class="code" href="namespaceirr_1_1core.html#d2e562e3219072e2f7fc7c2bba0ef0cb" title="Typedef for an unsigned integer dimension.">dimension2du</a> dim ( 64, 64 ); video::ITexture* texture; video::IImage* image; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> x; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> y; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> * data; <span class="keywordflow">for</span> ( i = 0; i != 8; ++i ) { image = driver->createImage ( <a class="code" href="namespaceirr_1_1video.html#1d5e487888c32b1674a8f75116d829ed55c57d63efff39efe33ee733fe962df0" title="Default 32 bit color format. 8 bits are used for every component: red, green, blue...">video::ECF_A8R8G8B8</a>, dim); data = (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>*) image->lock (); <span class="keywordflow">for</span> ( y = 0; y != dim.Height; ++y ) { <span class="keywordflow">for</span> ( x = 0; x != dim.Width; ++x ) { data [x] = 0xFFFFFFFF; } data = (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>*) ( (<a class="code" href="namespaceirr.html#646874f69af8ff87fc10201b0254a761" title="8 bit unsigned variable.">u8</a>*) data + image->getPitch() ); } image->unlock(); snprintf ( buf, 64, <span class="stringliteral">"smoke_%02d"</span>, i ); texture = driver->addTexture( buf, image ); image->drop (); } <span class="comment">// fog</span> <span class="keywordflow">for</span> ( i = 0; i != 1; ++i ) { image = driver->createImage ( <a class="code" href="namespaceirr_1_1video.html#1d5e487888c32b1674a8f75116d829ed55c57d63efff39efe33ee733fe962df0" title="Default 32 bit color format. 8 bits are used for every component: red, green, blue...">video::ECF_A8R8G8B8</a>, dim); data = (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>*) image->lock (); <span class="keywordflow">for</span> ( y = 0; y != dim.Height; ++y ) { <span class="keywordflow">for</span> ( x = 0; x != dim.Width; ++x ) { data [x] = 0xFFFFFFFF; } data = (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>*) ( (<a class="code" href="namespaceirr.html#646874f69af8ff87fc10201b0254a761" title="8 bit unsigned variable.">u8</a>*) data + image->getPitch() ); } image->unlock(); snprintf ( buf, 64, <span class="stringliteral">"fog_%02d"</span>, i ); texture = driver->addTexture( buf, image ); image->drop (); } } </pre></div><p> create the GUI <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> CQuake3EventHandler::CreateGUI() { IGUIEnvironment *env = Game->Device->getGUIEnvironment(); IVideoDriver * driver = Game->Device->getVideoDriver(); gui.drop(); <span class="comment">// set skin font</span> IGUIFont* font = env->getFont(<span class="stringliteral">"fontlucida.png"</span>); <span class="keywordflow">if</span> (font) env->getSkin()->setFont(font); env->getSkin()->setColor ( <a class="code" href="namespaceirr_1_1gui.html#bd15860fde29833c48daff5f95d5467a03e6e93fa9356e9d8d743e6928111185" title="Text on a button.">EGDC_BUTTON_TEXT</a>, video::SColor(240,0xAA,0xAA,0xAA) ); env->getSkin()->setColor ( <a class="code" href="namespaceirr_1_1gui.html#bd15860fde29833c48daff5f95d5467a1227b2c3a809d139e1ead87aa29fa101" title="Highlight color for three-dimensional display elements (for edges facing the light...">EGDC_3D_HIGH_LIGHT</a>, video::SColor(240,0x22,0x22,0x22) ); env->getSkin()->setColor ( <a class="code" href="namespaceirr_1_1gui.html#bd15860fde29833c48daff5f95d5467abeac28ca22e9f22dc84222d5f62a80eb" title="Face color for three-dimensional display elements and for dialog box backgrounds...">EGDC_3D_FACE</a>, video::SColor(240,0x44,0x44,0x44) ); env->getSkin()->setColor ( <a class="code" href="namespaceirr_1_1gui.html#bd15860fde29833c48daff5f95d5467ab60eb00de0efde8c5a948ab15d9aa0a7" title="Window background.">EGDC_WINDOW</a>, video::SColor(240,0x66,0x66,0x66) ); <span class="comment">// minimal gui size 800x600</span> dimension2d<u32> dim ( 800, 600 ); dimension2d<u32> vdim ( Game->Device->getVideoDriver()->getScreenSize() ); <span class="keywordflow">if</span> ( vdim.Height >= dim.Height && vdim.Width >= dim.Width ) { <span class="comment">//dim = vdim;</span> } <span class="keywordflow">else</span> { } gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), <span class="keyword">false</span>, L<span class="stringliteral">"Quake3 Explorer"</span> ); gui.Window->setToolTipText ( L<span class="stringliteral">"Quake3Explorer. Loads and show various BSP File Format and Shaders."</span> ); gui.Window->getCloseButton()->setToolTipText ( L<span class="stringliteral">"Quit Quake3 Explorer"</span> ); <span class="comment">// add a status line help text</span> gui.StatusLine = env->addStaticText( 0, rect<s32>( 5,dim.Height - 30,dim.Width - 5,dim.Height - 10), <span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">true</span> ); env->addStaticText ( L<span class="stringliteral">"VideoDriver:"</span>, rect<s32>( dim.Width - 400, 24, dim.Width - 310, 40 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.VideoDriver = env->addComboBox(rect<s32>( dim.Width - 300, 24, dim.Width - 10, 40 ),gui.Window); gui.VideoDriver->addItem(L<span class="stringliteral">"Direct3D 9.0c"</span>, <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d04691ca314f9018f508dcf2c57dcaacec" title="Direct3D 9 device, only available on Win32 platforms.">EDT_DIRECT3D9</a> ); gui.VideoDriver->addItem(L<span class="stringliteral">"Direct3D 8.1"</span>, <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d08cc3807f6f28404f3424ad7e31b3142f" title="Direct3D8 device, only available on Win32 platforms.">EDT_DIRECT3D8</a> ); gui.VideoDriver->addItem(L<span class="stringliteral">"OpenGL 1.5"</span>, <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d02715182a79f1cb8e2826fd68a8150a53" title="OpenGL device, available on most platforms.">EDT_OPENGL</a>); gui.VideoDriver->addItem(L<span class="stringliteral">"Software Renderer"</span>, <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d01598cd235a1a6bd052e2011b559e8995" title="The Irrlicht Engine Software renderer.">EDT_SOFTWARE</a>); gui.VideoDriver->addItem(L<span class="stringliteral">"Burning's Video (TM) Thomas Alten"</span>, <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d0e85481da26159b967191ccc6de1e4a05" title="The Burning&#39;s Software Renderer, an alternative software renderer.">EDT_BURNINGSVIDEO</a>); gui.VideoDriver->setSelected ( gui.VideoDriver->getIndexForItemData ( Game->deviceParam.DriverType ) ); gui.VideoDriver->setToolTipText ( L<span class="stringliteral">"Use a VideoDriver"</span> ); env->addStaticText ( L<span class="stringliteral">"VideoMode:"</span>, rect<s32>( dim.Width - 400, 44, dim.Width - 310, 60 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.VideoMode = env->addComboBox(rect<s32>( dim.Width - 300, 44, dim.Width - 10, 60 ),gui.Window); gui.VideoMode->setToolTipText ( L<span class="stringliteral">"Supported Screenmodes"</span> ); IVideoModeList *modeList = Game->Device->getVideoModeList(); <span class="keywordflow">if</span> ( modeList ) { <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> i; <span class="keywordflow">for</span> ( i = 0; i != modeList->getVideoModeCount (); ++i ) { <a class="code" href="namespaceirr.html#e9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> d = modeList->getVideoModeDepth ( i ); <span class="keywordflow">if</span> ( d < 16 ) <span class="keywordflow">continue</span>; <a class="code" href="namespaceirr.html#e9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> w = modeList->getVideoModeResolution ( i ).Width; <a class="code" href="namespaceirr.html#e9f8ec82692ad3b83c21f555bfa70bcc" title="16 bit unsigned variable.">u16</a> h = modeList->getVideoModeResolution ( i ).Height; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> val = w << 16 | h; <span class="keywordflow">if</span> ( gui.VideoMode->getIndexForItemData ( val ) >= 0 ) <span class="keywordflow">continue</span>; <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> aspect = (<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>) w / (<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>) h; <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> *a = <span class="stringliteral">""</span>; <span class="keywordflow">if</span> ( <a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a> ( aspect, 1.3333333333f ) ) a = <span class="stringliteral">"4:3"</span>; <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( <a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a> ( aspect, 1.6666666f ) ) a = <span class="stringliteral">"15:9 widescreen"</span>; <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( <a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a> ( aspect, 1.7777777f ) ) a = <span class="stringliteral">"16:9 widescreen"</span>; <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( <a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a> ( aspect, 1.6f ) ) a = <span class="stringliteral">"16:10 widescreen"</span>; <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( <a class="code" href="namespaceirr_1_1core.html#bf9b9b140cc365908ea4c8c47451e4e3" title="returns if a equals b, taking possible rounding errors into account">core::equals</a> ( aspect, 2.133333f ) ) a = <span class="stringliteral">"20:9 widescreen"</span>; snprintf ( buf, <span class="keyword">sizeof</span> ( buf ), <span class="stringliteral">"%d x %d, %s"</span>,w, h, a ); gui.VideoMode->addItem ( <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">stringw</a> ( 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<span class="stringliteral">"Fullscreen"</span> ); gui.FullScreen->setToolTipText ( L<span class="stringliteral">"Set Fullscreen or Window Mode"</span> ); gui.Bit32 = env->addCheckBox ( Game->deviceParam.Bits == 32, rect<s32>( dim.Width - 300, 64, dim.Width - 240, 80 ), gui.Window,-1, L<span class="stringliteral">"32Bit"</span> ); gui.Bit32->setToolTipText ( L<span class="stringliteral">"Use 16 or 32 Bit"</span> ); env->addStaticText ( L<span class="stringliteral">"MultiSample:"</span>, rect<s32>( dim.Width - 235, 64, dim.Width - 150, 80 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.MultiSample = env->addScrollBar( <span class="keyword">true</span>, 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<span class="stringliteral">"Set the MultiSample (disable, 1x, 2x, 4x, 8x )"</span> ); gui.SetVideoMode = env->addButton (rect<s32>( dim.Width - 60, 64, dim.Width - 10, 80 ), gui.Window, -1,L<span class="stringliteral">"set"</span> ); gui.SetVideoMode->setToolTipText ( L<span class="stringliteral">"Set Video Mode with current values"</span> ); env->addStaticText ( L<span class="stringliteral">"Gamma:"</span>, rect<s32>( dim.Width - 400, 104, dim.Width - 310, 120 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.Gamma = env->addScrollBar( <span class="keyword">true</span>, 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 ( <a class="code" href="namespaceirr_1_1core.html#c230a392b15e3d27c6e2a07a6925a8c4">core::floor32</a> ( Game->GammaValue * 100.f ) ); gui.Gamma->setToolTipText ( L<span class="stringliteral">"Adjust Gamma Ramp ( 0.5 - 3.5)"</span> ); Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f ); env->addStaticText ( L<span class="stringliteral">"Tesselation:"</span>, rect<s32>( dim.Width - 400, 124, dim.Width - 310, 140 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.Tesselation = env->addScrollBar( <span class="keyword">true</span>, 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<span class="stringliteral">"How smooth should curved surfaces be rendered"</span> ); gui.Collision = env->addCheckBox ( <span class="keyword">true</span>, rect<s32>( dim.Width - 400, 150, dim.Width - 300, 166 ), gui.Window,-1, L<span class="stringliteral">"Collision"</span> ); gui.Collision->setToolTipText ( L<span class="stringliteral">"Set collision on or off ( flythrough ). \nPress F7 on your Keyboard"</span> ); gui.Visible_Map = env->addCheckBox ( <span class="keyword">true</span>, rect<s32>( dim.Width - 300, 150, dim.Width - 240, 166 ), gui.Window,-1, L<span class="stringliteral">"Map"</span> ); gui.Visible_Map->setToolTipText ( L<span class="stringliteral">"Show or not show the static part the Level. \nPress F3 on your Keyboard"</span> ); gui.Visible_Shader = env->addCheckBox ( <span class="keyword">true</span>, rect<s32>( dim.Width - 240, 150, dim.Width - 170, 166 ), gui.Window,-1, L<span class="stringliteral">"Shader"</span> ); gui.Visible_Shader->setToolTipText ( L<span class="stringliteral">"Show or not show the Shader Nodes. \nPress F4 on your Keyboard"</span> ); gui.Visible_Fog = env->addCheckBox ( <span class="keyword">true</span>, rect<s32>( dim.Width - 170, 150, dim.Width - 110, 166 ), gui.Window,-1, L<span class="stringliteral">"Fog"</span> ); gui.Visible_Fog->setToolTipText ( L<span class="stringliteral">"Show or not show the Fog Nodes. \nPress F5 on your Keyboard"</span> ); gui.Visible_Unresolved = env->addCheckBox ( <span class="keyword">true</span>, rect<s32>( dim.Width - 110, 150, dim.Width - 10, 166 ), gui.Window,-1, L<span class="stringliteral">"Unresolved"</span> ); gui.Visible_Unresolved->setToolTipText ( L<span class="stringliteral">"Show the or not show the Nodes the Engine can't handle. \nPress F6 on your Keyboard"</span> ); gui.Visible_Skydome = env->addCheckBox ( <span class="keyword">true</span>, rect<s32>( dim.Width - 110, 180, dim.Width - 10, 196 ), gui.Window,-1, L<span class="stringliteral">"Skydome"</span> ); gui.Visible_Skydome->setToolTipText ( L<span class="stringliteral">"Show the or not show the Skydome."</span> ); <span class="comment">//Respawn = env->addButton ( rect<s32>( dim.Width - 260, 90, dim.Width - 10, 106 ), 0,-1, L"Respawn" );</span> env->addStaticText ( L<span class="stringliteral">"Archives:"</span>, rect<s32>( 5, dim.Height - 530, dim.Width - 600,dim.Height - 514 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.ArchiveAdd = env->addButton ( rect<s32>( dim.Width - 725, dim.Height - 530, dim.Width - 665, dim.Height - 514 ), gui.Window,-1, L<span class="stringliteral">"add"</span> ); gui.ArchiveAdd->setToolTipText ( L<span class="stringliteral">"Add an archive, usually packed zip-archives (*.pk3) to the Filesystem"</span> ); gui.ArchiveRemove = env->addButton ( rect<s32>( dim.Width - 660, dim.Height - 530, dim.Width - 600, dim.Height - 514 ), gui.Window,-1, L<span class="stringliteral">"del"</span> ); gui.ArchiveRemove->setToolTipText ( L<span class="stringliteral">"Remove the selected archive from the FileSystem."</span> ); gui.ArchiveUp = env->addButton ( rect<s32>( dim.Width - 575, dim.Height - 530, dim.Width - 515, dim.Height - 514 ), gui.Window,-1, L<span class="stringliteral">"up"</span> ); gui.ArchiveUp->setToolTipText ( L<span class="stringliteral">"Arrange Archive Look-up Hirachy. Move the selected Archive up"</span> ); gui.ArchiveDown = env->addButton ( rect<s32>( dim.Width - 510, dim.Height - 530, dim.Width - 440, dim.Height - 514 ), gui.Window,-1, L<span class="stringliteral">"down"</span> ); gui.ArchiveDown->setToolTipText ( L<span class="stringliteral">"Arrange Archive Look-up Hirachy. Move the selected Archive down"</span> ); gui.ArchiveList = env->addTable ( rect<s32>( 5,dim.Height - 510, dim.Width - 450,dim.Height - 410 ), gui.Window ); gui.ArchiveList->addColumn ( L<span class="stringliteral">"Type"</span>, 0 ); gui.ArchiveList->addColumn ( L<span class="stringliteral">"Real File Path"</span>, 1 ); gui.ArchiveList->setColumnWidth ( 0, 60 ); gui.ArchiveList->setColumnWidth ( 1, 284 ); gui.ArchiveList->setToolTipText ( L<span class="stringliteral">"Show the attached Archives"</span> ); env->addStaticText ( L<span class="stringliteral">"Maps:"</span>, rect<s32>( 5, dim.Height - 400, dim.Width - 450,dim.Height - 380 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.MapList = env->addListBox ( rect<s32>( 5,dim.Height - 380, dim.Width - 450,dim.Height - 40 ), gui.Window, -1, <span class="keyword">true</span> ); gui.MapList->setToolTipText ( L<span class="stringliteral">"Show the current Maps in all Archives.\n Double-Click the Map to start the level"</span> ); <span class="comment">// create a visible Scene Tree</span> env->addStaticText ( L<span class="stringliteral">"Scenegraph:"</span>, rect<s32>( dim.Width - 400, dim.Height - 400, dim.Width - 5,dim.Height - 380 ),<span class="keyword">false</span>, <span class="keyword">false</span>, gui.Window, -1, <span class="keyword">false</span> ); gui.SceneTree = env->addTreeView( rect<s32>( dim.Width - 400, dim.Height - 380, dim.Width - 5, dim.Height - 40 ), gui.Window, -1, <span class="keyword">true</span>, <span class="keyword">true</span>, <span class="keyword">false</span> ); gui.SceneTree->setToolTipText ( L<span class="stringliteral">"Show the current Scenegraph"</span> ); gui.SceneTree->getRoot()->clearChilds(); addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() ); IGUIImageList* imageList = env->createImageList( driver->getTexture ( <span class="stringliteral">"iconlist.png"</span> ), <a class="code" href="namespaceirr_1_1core.html#c79bc3704cf28bc1ab72d7cd1cae78d1" title="Typedef for an integer dimension.">dimension2di</a>( 32, 32 ), true ); <span class="keywordflow">if</span> ( imageList ) { gui.SceneTree->setImageList( imageList ); imageList->drop (); } <span class="comment">// load the engine logo</span> gui.Logo = env->addImage( driver->getTexture(<span class="stringliteral">"irrlichtlogo3.png"</span>), position2d<s32>(5, 16 ), <span class="keyword">true</span>, 0 ); gui.Logo->setToolTipText ( L<span class="stringliteral">"The great Irrlicht Engine"</span> ); AddArchive ( <span class="stringliteral">""</span> ); } </pre></div><p> Add an Archive to the FileSystems und updates the GUI <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> CQuake3EventHandler::AddArchive ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a>& archiveName ) { IFileSystem *fs = Game->Device->getFileSystem(); <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i; <span class="keywordflow">if</span> ( archiveName.size () ) { <span class="keywordtype">bool</span> exists = <span class="keyword">false</span>; <span class="keywordflow">for</span> ( i = 0; i != fs->getFileArchiveCount(); ++i ) { <span class="keywordflow">if</span> ( fs->getFileArchive(i)->getFileList()->getPath() == archiveName ) { exists = <span class="keyword">true</span>; <span class="keywordflow">break</span>; } } <span class="keywordflow">if</span> (!exists) { fs->addFileArchive(archiveName, <span class="keyword">true</span>, <span class="keyword">false</span>); } } <span class="comment">// store the current archives in game data</span> <span class="comment">// show the attached Archive in proper order</span> <span class="keywordflow">if</span> ( gui.ArchiveList ) { gui.ArchiveList->clearRows(); <span class="keywordflow">for</span> ( i = 0; i != fs->getFileArchiveCount(); ++i ) { IFileArchive * archive = fs->getFileArchive ( i ); <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> index = gui.ArchiveList->addRow(i); <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> typeName; <span class="keywordflow">switch</span>(archive->getType()) { <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1io.html#db3e3c445ec8e608ed1f0f93306da14f63010a52f2efb42f3c85b91ecf077004" title="A PKZIP archive.">io::EFAT_ZIP</a>: typeName = <span class="stringliteral">"ZIP"</span>; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1io.html#db3e3c445ec8e608ed1f0f93306da14f9d37ff1b229bb63f52d29ef65a35b6ce" title="A gzip archive.">io::EFAT_GZIP</a>: typeName = <span class="stringliteral">"gzip"</span>; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1io.html#db3e3c445ec8e608ed1f0f93306da14f1d1f159095f087da5647835b47cd85d4" title="A virtual directory.">io::EFAT_FOLDER</a>: typeName = <span class="stringliteral">"Mount"</span>; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1io.html#db3e3c445ec8e608ed1f0f93306da14fae9e1788acfc49c30a77f80f5ced7cf5" title="An ID Software PAK archive.">io::EFAT_PAK</a>: typeName = <span class="stringliteral">"PAK"</span>; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1io.html#db3e3c445ec8e608ed1f0f93306da14f0f36ce25d47b45f41a58e32b4c029cb6" title="A Tape ARchive.">io::EFAT_TAR</a>: typeName = <span class="stringliteral">"TAR"</span>; <span class="keywordflow">break</span>; <span class="keywordflow">default</span>: typeName = <span class="stringliteral">"archive"</span>; } gui.ArchiveList->setCellText ( index, 0, typeName ); gui.ArchiveList->setCellText ( index, 1, archive->getFileList()->getPath() ); } } <span class="comment">// browse the archives for maps</span> <span class="keywordflow">if</span> ( gui.MapList ) { gui.MapList->clear(); IGUISpriteBank *bank = Game->Device->getGUIEnvironment()->getSpriteBank(<span class="stringliteral">"sprite_q3map"</span>); <span class="keywordflow">if</span> ( 0 == bank ) bank = Game->Device->getGUIEnvironment()->addEmptySpriteBank(<span class="stringliteral">"sprite_q3map"</span>); SGUISprite sprite; SGUISpriteFrame frame; core::rect<s32> r; bank->getSprites().clear(); bank->getPositions().clear (); gui.MapList->setSpriteBank ( bank ); <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> g = 0; <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">core::stringw</a> s; <span class="comment">// browse the attached file system</span> fs->setFileListSystem ( <a class="code" href="namespaceirr_1_1io.html#22364f1caf06442a70f6198025af3fe994a9818df56a8fe16b1c7c6f44e8f9f3">FILESYSTEM_VIRTUAL</a> ); fs->changeWorkingDirectoryTo ( <span class="stringliteral">"/maps/"</span> ); IFileList *fileList = fs->createFileList (); fs->setFileListSystem ( <a class="code" href="namespaceirr_1_1io.html#22364f1caf06442a70f6198025af3fe9cfbc9e5e8773ec885f08eafd6c8d3c6f">FILESYSTEM_NATIVE</a> ); <span class="keywordflow">for</span> ( i=0; i< fileList->getFileCount(); ++i) { s = fileList->getFullFileName(i); <span class="keywordflow">if</span> ( s.find ( <span class="stringliteral">".bsp"</span> ) >= 0 ) { <span class="comment">// get level screenshot. reformat texture to 128x128</span> <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> c ( s ); <a class="code" href="namespaceirr_1_1core.html#e1cc66c353bdae2778348d6fd0d3cea6" title="delete path from filename">deletePathFromFilename</a> ( c ); <a class="code" href="namespaceirr_1_1core.html#62855628b4159f43e3d264d63832b6e1" title="cut the filename extension from a source string and stores in the dest string">cutFilenameExtension</a> ( c, c ); c = <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> ( <span class="stringliteral">"levelshots/"</span> ) + c; <a class="code" href="namespaceirr_1_1core.html#d2e562e3219072e2f7fc7c2bba0ef0cb" title="Typedef for an unsigned integer dimension.">dimension2du</a> dim ( 128, 128 ); IVideoDriver * driver = Game->Device->getVideoDriver(); IImage* image = 0; ITexture *tex = 0; <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> filename; filename = c + <span class="stringliteral">".jpg"</span>; <span class="keywordflow">if</span> ( fs->existFile ( filename ) ) image = driver->createImageFromFile( filename ); <span class="keywordflow">if</span> ( 0 == image ) { filename = c + <span class="stringliteral">".tga"</span>; <span class="keywordflow">if</span> ( fs->existFile ( filename ) ) image = driver->createImageFromFile( filename ); } <span class="keywordflow">if</span> ( image ) { IImage* filter = driver->createImage ( <a class="code" href="namespaceirr_1_1video.html#1d5e487888c32b1674a8f75116d829ed3f0380aafb1e1fd59f5419a95d630a6d" title="24 bit color, no alpha channel, but 8 bit for red, green and blue.">video::ECF_R8G8B8</a>, dim ); image->copyToScalingBoxFilter ( filter, 0 ); image->drop (); image = filter; } <span class="keywordflow">if</span> ( 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 ); <span class="keywordflow">if</span> ( bar ) bar->setPos ( 0 ); } } </pre></div><p> clears the Map in Memory <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> 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(); <span class="keywordflow">if</span> ( Meta ) { Meta = 0; } dropElement ( MapParent ); dropElement ( SkyNode ); <span class="comment">// clean out meshes, because textures are invalid</span> <span class="comment">// TODO: better texture handling;-)</span> IMeshCache *cache = Game->Device->getSceneManager ()->getMeshCache(); cache->clear (); Mesh = 0; } </pre></div> Load new map <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> CQuake3EventHandler::LoadMap ( <span class="keyword">const</span> <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">stringw</a> &mapName, <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> collision ) { <span class="keywordflow">if</span> ( 0 == mapName.size() ) <span class="keywordflow">return</span>; dropMap (); IFileSystem *fs = Game->Device->getFileSystem(); ISceneManager *smgr = Game->Device->getSceneManager (); IReadFile* file = fs->createMemoryReadFile ( &Game->loadParam, sizeof ( Game->loadParam ), L<span class="stringliteral">"levelparameter.cfg"</span>, <span class="keyword">false</span>); smgr->getMesh( file ); file->drop (); Mesh = (IQ3LevelMesh*) smgr->getMesh(mapName); <span class="keywordflow">if</span> ( 0 == Mesh ) <span class="keywordflow">return</span>; </pre></div><p> add the geometry mesh to the Scene ( polygon & patches ) The Geometry mesh is optimised for faster drawing <div class="fragment"><pre class="fragment"> IMesh *geometry = Mesh->getMesh(<a class="code" href="namespaceirr_1_1scene_1_1quake3.html#44a1a489a965cc9a0ad2c235bbb7bf3310a5968f2ec9c929bfbca721780a7ef6">E_Q3_MESH_GEOMETRY</a>); <span class="keywordflow">if</span> ( 0 == geometry || geometry->getMeshBufferCount() == 0) <span class="keywordflow">return</span>; Game->CurrentMapName = mapName; <span class="comment">//create a collision list</span> Meta = 0; ITriangleSelector * selector = 0; <span class="keywordflow">if</span> (collision) Meta = smgr->createMetaTriangleSelector(); <span class="comment">//IMeshBuffer *b0 = geometry->getMeshBuffer(0);</span> <span class="comment">//s32 minimalNodes = b0 ? core::s32_max ( 2048, b0->getVertexCount() / 32 ) : 2048;</span> <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> minimalNodes = 2048; MapParent = smgr->addMeshSceneNode( geometry ); <span class="comment">//MapParent = smgr->addOctTreeSceneNode(geometry, 0, -1, minimalNodes);</span> MapParent->setName ( mapName ); <span class="keywordflow">if</span> ( Meta ) { selector = smgr->createOctTreeTriangleSelector( geometry,MapParent, minimalNodes); <span class="comment">//selector = smgr->createTriangleSelector ( geometry, MapParent );</span> Meta->addTriangleSelector( selector); selector->drop (); } <span class="comment">// logical parent for the items</span> ItemParent = smgr->addEmptySceneNode(); <span class="keywordflow">if</span> ( ItemParent ) ItemParent->setName ( <span class="stringliteral">"Item Container"</span> ); ShaderParent = smgr->addEmptySceneNode(); <span class="keywordflow">if</span> ( ShaderParent ) ShaderParent->setName ( <span class="stringliteral">"Shader Container"</span> ); UnresolvedParent = smgr->addEmptySceneNode(); <span class="keywordflow">if</span> ( UnresolvedParent ) UnresolvedParent->setName ( <span class="stringliteral">"Unresolved Container"</span> ); FogParent = smgr->addEmptySceneNode(); <span class="keywordflow">if</span> ( FogParent ) FogParent->setName ( <span class="stringliteral">"Fog Container"</span> ); <span class="comment">// logical parent for the bullets</span> BulletParent = smgr->addEmptySceneNode(); <span class="keywordflow">if</span> ( BulletParent ) BulletParent->setName ( <span class="stringliteral">"Bullet Container"</span> ); </pre></div><p> 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? <div class="fragment"><pre class="fragment"> Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, <a class="code" href="namespaceirr_1_1scene_1_1quake3.html#44a1a489a965cc9a0ad2c235bbb7bf3315b1dd0b29d69900d070346d61f44319">E_Q3_MESH_ITEMS</a>,ShaderParent, Meta, <span class="keyword">false</span> ); Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, <a class="code" href="namespaceirr_1_1scene_1_1quake3.html#44a1a489a965cc9a0ad2c235bbb7bf338679450d9dcdd4d1b22f38bbd059740b">E_Q3_MESH_FOG</a>,FogParent, 0, <span class="keyword">false</span> ); Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, <a class="code" href="namespaceirr_1_1scene_1_1quake3.html#44a1a489a965cc9a0ad2c235bbb7bf339690978438eed9b5e39c7a87e9235b1d">E_Q3_MESH_UNRESOLVED</a>,UnresolvedParent, Meta, <span class="keyword">true</span> ); </pre></div><p> Now construct Models from Entity List <div class="fragment"><pre class="fragment"> Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, <span class="keyword">false</span> ); } </pre></div><p> Adds a SceneNode with an icon to the Scene Tree <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent) { IGUITreeViewNode* node; <span class="keywordtype">wchar_t</span> msg[128]; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> imageIndex; list<ISceneNode*>::ConstIterator it = parent->getChildren().begin(); <span class="keywordflow">for</span> (; it != parent->getChildren().end(); ++it) { <span class="keywordflow">switch</span> ( (*it)->getType () ) { <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd240e6f8e61816ea8f0cdf840b457734c" title="Quake3 Shader Scene Node.">ESNT_Q3SHADER_SCENE_NODE</a>: imageIndex = 0; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd117834c96690a72567a0a813708cf3b6" title="Camera Scene Node.">ESNT_CAMERA</a>: imageIndex = 1; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd977d9500eeb4d4f23e5676a312367f57" title="Empty Scene Node.">ESNT_EMPTY</a>: imageIndex = 2; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd25998267ed8640ca0c432df23f1b71fe" title="Mesh Scene Node.">ESNT_MESH</a>: imageIndex = 3; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd4c5badb04555328f19aef514e077ca5a" title="OctTree Scene Node.">ESNT_OCT_TREE</a>: imageIndex = 3; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd073d7fe9dfd49f24cb13bfae56d8d3b6" title="Animated Mesh Scene Node.">ESNT_ANIMATED_MESH</a>: imageIndex = 4; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bdc47a4c2ad206e916f080ad28faed7f3b" title="Sky Box Scene Node.">ESNT_SKY_BOX</a>: imageIndex = 5; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd85e4b3fca8fceb3de9057e91926d2a5f" title="Billboard Scene Node.">ESNT_BILLBOARD</a>: imageIndex = 6; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bdb027cde22a402f6f7f19eb714acf26a4" title="Particle System Scene Node.">ESNT_PARTICLE_SYSTEM</a>: imageIndex = 7; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#cad3d7ef92a9807d391ba29120f3b7bd65e7b71bf270e10f94d88bcab8cbf184" title="Text Scene Node.">ESNT_TEXT</a>: imageIndex = 8; <span class="keywordflow">break</span>; <span class="keywordflow">default</span>:imageIndex = -1; <span class="keywordflow">break</span>; } <span class="keywordflow">if</span> ( imageIndex < 0 ) { swprintf ( msg, 128, L<span class="stringliteral">"%hs,%hs"</span>, Game->Device->getSceneManager ()->getSceneNodeTypeName ( (*it)->getType () ), (*it)->getName() ); } <span class="keywordflow">else</span> { swprintf ( msg, 128, L<span class="stringliteral">"%hs"</span>,(*it)->getName() ); } node = nodeParent->addChildBack( msg, 0, imageIndex ); <span class="comment">// Add all Animators</span> list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin(); <span class="keywordflow">for</span> (; ait != (*it)->getAnimators().end(); ++ait) { imageIndex = -1; swprintf ( msg, 128, L<span class="stringliteral">"%hs"</span>, Game->Device->getSceneManager ()->getAnimatorTypeName ( (*ait)->getType () ) ); <span class="keywordflow">switch</span> ( (*ait)->getType () ) { <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19dd5f15ecd6c0209d4e3d81a287ae9a66" title="Fly circle scene node animator.">ESNAT_FLY_CIRCLE</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19f71dad2be8d964a88329d2727fb53b74" title="Fly straight scene node animator.">ESNAT_FLY_STRAIGHT</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19ddc7e3bb5180f7087546ccab14dcc4ad" title="Follow spline scene node animator.">ESNAT_FOLLOW_SPLINE</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19689aa5051e83b7f61a7abba85eb1be52" title="Rotation scene node animator.">ESNAT_ROTATION</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d192f3e75035fbb3227189a0a3d8bcda993" title="Texture scene node animator.">ESNAT_TEXTURE</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19bbafee6e6a120e26a6e1ed6bd3cbdc86" title="Deletion scene node animator.">ESNAT_DELETION</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19f5889b6449faa50d3fabd005d4493490" title="Collision respose scene node animator.">ESNAT_COLLISION_RESPONSE</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19e40c836272ace5bf243baaca72dba55c" title="FPS camera animator.">ESNAT_CAMERA_FPS</a>: <span class="keywordflow">case</span> <a class="code" href="namespaceirr_1_1scene.html#327a1e43872705cf8f3f3342fb307d19851338028c38a91643f70d2a2e5ff8c4" title="Maya camera animator.">ESNAT_CAMERA_MAYA</a>: <span class="keywordflow">default</span>: <span class="keywordflow">break</span>; } node->addChildBack( msg, 0, imageIndex ); } addSceneTreeItem ( *it, node ); } } <span class="comment">// Adds life!</span> <span class="keywordtype">void</span> CQuake3EventHandler::CreatePlayers() { Player[0].create ( Game->Device, Mesh, MapParent, Meta ); } <span class="comment">// Adds a skydome to the scene</span> <span class="keywordtype">void</span> CQuake3EventHandler::AddSky( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> dome, <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> *texture) { ISceneManager *smgr = Game->Device->getSceneManager (); IVideoDriver * driver = Game->Device->getVideoDriver(); <span class="keywordtype">bool</span> oldMipMapState = driver->getTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#caf6f7414534f7d62bff18c5bf11876f288b302e9d4faaba80c7796c7bc1682c">video::ETCF_CREATE_MIP_MAPS</a>); driver->setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#caf6f7414534f7d62bff18c5bf11876f288b302e9d4faaba80c7796c7bc1682c">video::ETCF_CREATE_MIP_MAPS</a>, <span class="keyword">false</span>); <span class="keywordflow">if</span> ( 0 == dome ) { <span class="comment">// irrlicht order</span> <span class="comment">//static const c8*p[] = { "ft", "lf", "bk", "rt", "up", "dn" };</span> <span class="comment">// quake3 order</span> <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a>*p[] = { <span class="stringliteral">"ft"</span>, <span class="stringliteral">"rt"</span>, <span class="stringliteral">"bk"</span>, <span class="stringliteral">"lf"</span>, <span class="stringliteral">"up"</span>, <span class="stringliteral">"dn"</span> }; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i = 0; snprintf ( buf, 64, <span class="stringliteral">"%s_%s.jpg"</span>, texture, p[i] ); SkyNode = smgr->addSkyBoxSceneNode( driver->getTexture ( buf ), 0, 0, 0, 0, 0 ); <span class="keywordflow">if</span> (SkyNode) { <span class="keywordflow">for</span> ( i = 0; i < 6; ++i ) { snprintf ( buf, 64, <span class="stringliteral">"%s_%s.jpg"</span>, texture, p[i] ); SkyNode->getMaterial(i).setTexture ( 0, driver->getTexture ( buf ) ); } } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( 1 == dome ) { snprintf ( buf, 64, <span class="stringliteral">"%s.jpg"</span>, texture ); SkyNode = smgr->addSkyDomeSceneNode( driver->getTexture( buf ), 32,32, 1.f, 1.f, 1000.f, 0, 11 ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( 2 == dome ) { snprintf ( buf, 64, <span class="stringliteral">"%s.jpg"</span>, texture ); SkyNode = smgr->addSkyDomeSceneNode( driver->getTexture( buf ), 16,8, 0.95f, 2.f, 1000.f, 0, 11 ); } <span class="keywordflow">if</span> (SkyNode) SkyNode->setName(<span class="stringliteral">"Skydome"</span>); <span class="comment">//SkyNode->getMaterial(0).ZBuffer = video::EMDF_DEPTH_LESS_EQUAL;</span> driver->setTextureCreationFlag(<a class="code" href="namespaceirr_1_1video.html#caf6f7414534f7d62bff18c5bf11876f288b302e9d4faaba80c7796c7bc1682c">video::ETCF_CREATE_MIP_MAPS</a>, oldMipMapState); } <span class="comment">// enable GUI elements</span> <span class="keywordtype">void</span> CQuake3EventHandler::SetGUIActive( <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> command) { <span class="keywordtype">bool</span> inputState = <span class="keyword">false</span>; ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera (); <span class="keywordflow">switch</span> ( command ) { <span class="keywordflow">case</span> 0: Game->guiActive = 0; inputState = !Game->guiActive; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> 1: Game->guiActive = 1; inputState = !Game->guiActive;;<span class="keywordflow">break</span>; <span class="keywordflow">case</span> 2: Game->guiActive ^= 1; inputState = !Game->guiActive;<span class="keywordflow">break</span>; <span class="keywordflow">case</span> 3: <span class="keywordflow">if</span> ( camera ) inputState = !camera->isInputReceiverEnabled(); <span class="keywordflow">break</span>; } <span class="keywordflow">if</span> ( camera ) { camera->setInputReceiverEnabled ( inputState ); Game->Device->getCursorControl()->setVisible( !inputState ); } <span class="keywordflow">if</span> ( gui.Window ) { gui.Window->setVisible ( Game->guiActive != 0 ); } <span class="keywordflow">if</span> ( 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 ); } </pre></div><p> Handle game input <div class="fragment"><pre class="fragment"><span class="keywordtype">bool</span> CQuake3EventHandler::OnEvent(<span class="keyword">const</span> SEvent& eve) { <span class="keywordflow">if</span> ( eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0c8553b889c8da285c96b90116ae019952" title="A log event.">EET_LOG_TEXT_EVENT</a> ) { <span class="keywordflow">return</span> <span class="keyword">false</span>; } <span class="keywordflow">if</span> ( Game->guiActive && eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0ce85bb44dd09a29c879d64a05047fc1d2" title="An event of the graphical user interface.">EET_GUI_EVENT</a> ) { <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.MapList && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d5768083f3c374a3c74405ee3eac6973e78345f" title="An item in the listbox was selected, which was already selected.">gui::EGET_LISTBOX_SELECTED_AGAIN</a> ) { <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> selected = gui.MapList->getSelected(); <span class="keywordflow">if</span> ( selected >= 0 ) { <a class="code" href="namespaceirr_1_1core.html#ef83fafbb1b36fcce44c07c9be23a7f2" title="Typedef for wide character strings.">stringw</a> loadMap = gui.MapList->getListItem ( selected ); <span class="keywordflow">if</span> ( 0 == MapParent || loadMap != Game->CurrentMapName ) { printf ( <span class="stringliteral">"Loading map %ls\n"</span>, loadMap.c_str() ); LoadMap ( loadMap , 1 ); <span class="keywordflow">if</span> ( 0 == Game->loadParam.loadSkyShader ) { AddSky ( 1, <span class="stringliteral">"skydome2"</span> ); } CreatePlayers (); CreateGUI (); SetGUIActive ( 0 ); <span class="keywordflow">return</span> <span class="keyword">true</span>; } } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.ArchiveRemove && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808308ee345c92444931f83e48354072d98" title="A button was clicked.">gui::EGET_BUTTON_CLICKED</a> ) { Game->Device->getFileSystem()->removeFileArchive( gui.ArchiveList->getSelected() ); Game->CurrentMapName = <span class="stringliteral">""</span>; AddArchive ( <span class="stringliteral">""</span> ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.ArchiveAdd && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808308ee345c92444931f83e48354072d98" title="A button was clicked.">gui::EGET_BUTTON_CLICKED</a> ) { <span class="keywordflow">if</span> ( 0 == gui.ArchiveFileOpen ) { Game->Device->getFileSystem()->setFileListSystem ( <a class="code" href="namespaceirr_1_1io.html#22364f1caf06442a70f6198025af3fe9cfbc9e5e8773ec885f08eafd6c8d3c6f">FILESYSTEM_NATIVE</a> ); gui.ArchiveFileOpen = Game->Device->getGUIEnvironment()->addFileOpenDialog ( L<span class="stringliteral">"Add Game Archive"</span> , <span class="keyword">false</span>,gui.Window ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d5768085b6504cf6b541d5ad95407c384632873" title="A file has been selected in the file dialog.">gui::EGET_FILE_SELECTED</a> ) { AddArchive ( gui.ArchiveFileOpen->getFileName() ); gui.ArchiveFileOpen = 0; } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d5768080c8a9e059bd8efe74e2f747e2e9187b3" title="A directory has been selected in the file dialog.">gui::EGET_DIRECTORY_SELECTED</a> ) { AddArchive ( gui.ArchiveFileOpen->getDirectoryName() ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808e524b2c68bc8c3117c6ae7a2d2df7865" title="A file open dialog has been closed without choosing a file.">gui::EGET_FILE_CHOOSE_DIALOG_CANCELLED</a> ) { gui.ArchiveFileOpen = 0; } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( ( eve.GUIEvent.Caller == gui.ArchiveUp || eve.GUIEvent.Caller == gui.ArchiveDown ) && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808308ee345c92444931f83e48354072d98" title="A button was clicked.">gui::EGET_BUTTON_CLICKED</a> ) { <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> rel = eve.GUIEvent.Caller == gui.ArchiveUp ? -1 : 1; <span class="keywordflow">if</span> ( Game->Device->getFileSystem()->moveFileArchive ( gui.ArchiveList->getSelected (), rel ) ) { <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> newIndex = <a class="code" href="namespaceirr_1_1core.html#a7828c932a36c62a67fd0f2b972d8b21">core::s32_clamp</a> ( gui.ArchiveList->getSelected() + rel, 0, gui.ArchiveList->getRowCount() - 1 ); AddArchive ( <span class="stringliteral">""</span> ); gui.ArchiveList->setSelected ( newIndex ); Game->CurrentMapName = <span class="stringliteral">""</span>; } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.VideoDriver && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808ef7f9081622a71160e161c80eb07d436" title="The selection in a combo box has been changed.">gui::EGET_COMBO_BOX_CHANGED</a> ) { Game->deviceParam.DriverType = (<a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d0" title="An enum for all types of drivers the Irrlicht Engine supports.">E_DRIVER_TYPE</a>) gui.VideoDriver->getItemData ( gui.VideoDriver->getSelected() ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.VideoMode && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808ef7f9081622a71160e161c80eb07d436" title="The selection in a combo box has been changed.">gui::EGET_COMBO_BOX_CHANGED</a> ) { <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> val = gui.VideoMode->getItemData ( gui.VideoMode->getSelected() ); Game->deviceParam.WindowSize.Width = val >> 16; Game->deviceParam.WindowSize.Height = val & 0xFFFF; } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.FullScreen && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d57680816a1f6de4aeb2d7f34f7b7dbff0a7a0a" title="A checkbox has changed its check state.">gui::EGET_CHECKBOX_CHANGED</a> ) { Game->deviceParam.Fullscreen = gui.FullScreen->isChecked(); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Bit32 && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d57680816a1f6de4aeb2d7f34f7b7dbff0a7a0a" title="A checkbox has changed its check state.">gui::EGET_CHECKBOX_CHANGED</a> ) { Game->deviceParam.Bits = gui.Bit32->isChecked() ? 32 : 16; } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.MultiSample && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d5768082eea536494edcde2bb2608bda9d352b2" title="A scrollbar has changed its position.">gui::EGET_SCROLL_BAR_CHANGED</a> ) { Game->deviceParam.AntiAlias = gui.MultiSample->getPos(); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Tesselation && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d5768082eea536494edcde2bb2608bda9d352b2" title="A scrollbar has changed its position.">gui::EGET_SCROLL_BAR_CHANGED</a> ) { Game->loadParam.patchTesselation = gui.Tesselation->getPos (); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Gamma && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d5768082eea536494edcde2bb2608bda9d352b2" title="A scrollbar has changed its position.">gui::EGET_SCROLL_BAR_CHANGED</a> ) { Game->GammaValue = gui.Gamma->getPos () * 0.01f; Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.SetVideoMode && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808308ee345c92444931f83e48354072d98" title="A button was clicked.">gui::EGET_BUTTON_CLICKED</a> ) { Game->retVal = 2; Game->Device->closeDevice(); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Window && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d5768089879e90ebeaf90f3ec7477acc1a46749" title="An element would like to close.">gui::EGET_ELEMENT_CLOSED</a> ) { Game->Device->closeDevice(); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Collision && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d57680816a1f6de4aeb2d7f34f7b7dbff0a7a0a" title="A checkbox has changed its check state.">gui::EGET_CHECKBOX_CHANGED</a> ) { <span class="comment">// set fly through active</span> Game->flyTroughState ^= 1; Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 ); printf ( <span class="stringliteral">"collision %d\n"</span>, Game->flyTroughState == 0 ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Visible_Map && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d57680816a1f6de4aeb2d7f34f7b7dbff0a7a0a" title="A checkbox has changed its check state.">gui::EGET_CHECKBOX_CHANGED</a> ) { <span class="keywordtype">bool</span> v = gui.Visible_Map->isChecked(); <span class="keywordflow">if</span> ( MapParent ) { printf ( <span class="stringliteral">"static node set visible %d\n"</span>,v ); MapParent->setVisible ( v ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Visible_Shader && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d57680816a1f6de4aeb2d7f34f7b7dbff0a7a0a" title="A checkbox has changed its check state.">gui::EGET_CHECKBOX_CHANGED</a> ) { <span class="keywordtype">bool</span> v = gui.Visible_Shader->isChecked(); <span class="keywordflow">if</span> ( ShaderParent ) { printf ( <span class="stringliteral">"shader node set visible %d\n"</span>,v ); ShaderParent->setVisible ( v ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Visible_Skydome && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d57680816a1f6de4aeb2d7f34f7b7dbff0a7a0a" title="A checkbox has changed its check state.">gui::EGET_CHECKBOX_CHANGED</a> ) { <span class="keywordflow">if</span> ( SkyNode ) { <span class="keywordtype">bool</span> v = !SkyNode->isVisible(); printf ( <span class="stringliteral">"skynode set visible %d\n"</span>,v ); SkyNode->setVisible ( v ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> ( eve.GUIEvent.Caller == gui.Respawn && eve.GUIEvent.EventType == <a class="code" href="namespaceirr_1_1gui.html#eac71ad17341a4b6e9026ae11d576808308ee345c92444931f83e48354072d98" title="A button was clicked.">gui::EGET_BUTTON_CLICKED</a> ) { Player[0].respawn (); } <span class="keywordflow">return</span> <span class="keyword">false</span>; } <span class="comment">// fire</span> <span class="keywordflow">if</span> ((eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0c6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">EET_KEY_INPUT_EVENT</a> && eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb352c3b1744ca8ae7b6da19fc00fbb8ee8">KEY_SPACE</a> && eve.KeyInput.PressedDown == <span class="keyword">false</span>) || (eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0ca230b748674e074aa67f661819ad5891" title="A mouse input event.">EET_MOUSE_INPUT_EVENT</a> && eve.MouseInput.Event == <a class="code" href="namespaceirr.html#2dbf2a247aa17a9eeefbbf36ebd5739f26d91b99a8912ff622133f02c60f306a" title="Left mouse button was left up.">EMIE_LMOUSE_LEFT_UP</a>) ) { ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera (); <span class="keywordflow">if</span> ( camera && camera->isInputReceiverEnabled () ) { useItem( Player + 0 ); } } <span class="comment">// gui active</span> <span class="keywordflow">if</span> ((eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0c6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">EET_KEY_INPUT_EVENT</a> && eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb35427274e34fd5587155fe8b3b12d96a8">KEY_F1</a> && eve.KeyInput.PressedDown == <span class="keyword">false</span>) || (eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0ca230b748674e074aa67f661819ad5891" title="A mouse input event.">EET_MOUSE_INPUT_EVENT</a> && eve.MouseInput.Event == <a class="code" href="namespaceirr.html#2dbf2a247aa17a9eeefbbf36ebd5739fdb92d5c1011534b2b18065573182d9f4" title="Right mouse button was left up.">EMIE_RMOUSE_LEFT_UP</a>) ) { SetGUIActive ( 2 ); } <span class="comment">// check if user presses the key</span> <span class="keywordflow">if</span> ( eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0c6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">EET_KEY_INPUT_EVENT</a> && eve.KeyInput.PressedDown == <span class="keyword">false</span>) { <span class="comment">// Escape toggles camera Input</span> <span class="keywordflow">if</span> ( eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3ab32bfc194f119e5d5b9b39527bbcd61">irr::KEY_ESCAPE</a> ) { SetGUIActive ( 3 ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3f847cf3df62b0e23942f0bd2d226a9eb">KEY_F11</a>) { <span class="comment">// screenshot are taken without gamma!</span> IImage* image = Game->Device->getVideoDriver()->createScreenShot(); <span class="keywordflow">if</span> (image) { <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a> pos; <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">core::vector3df</a> rot; ICameraSceneNode * cam = Game->Device->getSceneManager()->getActiveCamera (); <span class="keywordflow">if</span> ( cam ) { pos = cam->getPosition (); rot = cam->getRotation (); } <span class="keyword">static</span> <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> *dName[] = { <span class="stringliteral">"null"</span>, <span class="stringliteral">"software"</span>, <span class="stringliteral">"burning"</span>, <span class="stringliteral">"d3d8"</span>, <span class="stringliteral">"d3d9"</span>, <span class="stringliteral">"opengl"</span> }; snprintf(buf, 256, <span class="stringliteral">"%s_%ls_%.0f_%.0f_%.0f_%.0f_%.0f_%.0f.jpg"</span>, dName[Game->Device->getVideoDriver()->getDriverType()], Game->CurrentMapName.c_str(), pos.X, pos.Y, pos.Z, rot.X, rot.Y, rot.Z ); <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> filename ( buf ); filename.replace ( <span class="charliteral">'/'</span>, <span class="charliteral">'_'</span> ); printf ( <span class="stringliteral">"screenshot : %s\n"</span>, filename.c_str() ); Game->Device->getVideoDriver()->writeImageToFile(image, filename, 100 ); image->drop(); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb35dfbe4e0c7c8d9d810717fc1331fd3c9">KEY_F9</a>) { <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> value = <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe25111b15f03bee9a99498737286916dc" title="No Debug Data ( Default ).">EDS_OFF</a>; Game->debugState = ( Game->debugState + 1 ) & 3; <span class="keywordflow">switch</span> ( Game->debugState ) { <span class="keywordflow">case</span> 1: value = <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe2713e470ee18ec9bfe40fdfb502f8b05" title="Show Vertex Normals.">EDS_NORMALS</a> | <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe349b086537ac770f09935af4e31d3f3e" title="Overlays Mesh Wireframe.">EDS_MESH_WIRE_OVERLAY</a> | <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe80f38e42f1b8cf169e83f44092367bfe" title="EDS_BBOX | EDS_BBOX_BUFFERS.">EDS_BBOX_ALL</a>; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> 2: value = <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe2713e470ee18ec9bfe40fdfb502f8b05" title="Show Vertex Normals.">EDS_NORMALS</a> | <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbe349b086537ac770f09935af4e31d3f3e" title="Overlays Mesh Wireframe.">EDS_MESH_WIRE_OVERLAY</a> | <a class="code" href="namespaceirr_1_1scene.html#52b664c4c988113735042b168fc32dbea7664e189b8641ac54cf27f70f6d8144" title="Shows Skeleton/Tags.">EDS_SKELETON</a>; <span class="keywordflow">break</span>; } </pre></div><p> set debug map data on/off debugState = debugState == EDS_OFF ? EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL: EDS_OFF; <div class="fragment"><pre class="fragment"> <span class="keywordflow">if</span> ( ItemParent ) { list<ISceneNode*>::ConstIterator it = ItemParent->getChildren().begin(); <span class="keywordflow">for</span> (; it != ItemParent->getChildren().end(); ++it) { (*it)->setDebugDataVisible ( value ); } } <span class="keywordflow">if</span> ( ShaderParent ) { list<ISceneNode*>::ConstIterator it = ShaderParent->getChildren().begin(); <span class="keywordflow">for</span> (; it != ShaderParent->getChildren().end(); ++it) { (*it)->setDebugDataVisible ( value ); } } <span class="keywordflow">if</span> ( UnresolvedParent ) { list<ISceneNode*>::ConstIterator it = UnresolvedParent->getChildren().begin(); <span class="keywordflow">for</span> (; it != UnresolvedParent->getChildren().end(); ++it) { (*it)->setDebugDataVisible ( value ); } } <span class="keywordflow">if</span> ( FogParent ) { list<ISceneNode*>::ConstIterator it = FogParent->getChildren().begin(); <span class="keywordflow">for</span> (; it != FogParent->getChildren().end(); ++it) { (*it)->setDebugDataVisible ( value ); } } <span class="keywordflow">if</span> ( SkyNode ) { SkyNode->setDebugDataVisible ( value ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb35111be01fea6429912b3e497b2a85d73">KEY_F8</a>) { <span class="comment">// set gravity on/off</span> Game->gravityState ^= 1; Player[0].cam()->setGravity ( getGravity ( Game->gravityState ? <span class="stringliteral">"earth"</span> : <span class="stringliteral">"none"</span> ) ); printf ( <span class="stringliteral">"gravity %s\n"</span>, Game->gravityState ? <span class="stringliteral">"earth"</span> : <span class="stringliteral">"none"</span> ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb37f58cecbda71cea3043c026d3ba00456">KEY_F7</a>) { <span class="comment">// set fly through active</span> Game->flyTroughState ^= 1; Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 ); <span class="keywordflow">if</span> ( gui.Collision ) gui.Collision->setChecked ( Game->flyTroughState == 0 ); printf ( <span class="stringliteral">"collision %d\n"</span>, Game->flyTroughState == 0 ); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb3992b194a5b4b4809587db8a43c3e75dd">KEY_F2</a>) { Player[0].respawn (); } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb32f017f7a3b6291e5d549ed4a09c03d4e">KEY_F3</a>) { <span class="keywordflow">if</span> ( MapParent ) { <span class="keywordtype">bool</span> v = !MapParent->isVisible (); printf ( <span class="stringliteral">"static node set visible %d\n"</span>,v ); MapParent->setVisible ( v ); <span class="keywordflow">if</span> ( gui.Visible_Map ) gui.Visible_Map->setChecked ( v ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb38f49f2e6664716985551334f0b2c1b47">KEY_F4</a>) { <span class="keywordflow">if</span> ( ShaderParent ) { <span class="keywordtype">bool</span> v = !ShaderParent->isVisible (); printf ( <span class="stringliteral">"shader node set visible %d\n"</span>,v ); ShaderParent->setVisible ( v ); <span class="keywordflow">if</span> ( gui.Visible_Shader ) gui.Visible_Shader->setChecked ( v ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb36aecea6261588331b87093b4ab544b1a">KEY_F5</a>) { <span class="keywordflow">if</span> ( FogParent ) { <span class="keywordtype">bool</span> v = !FogParent->isVisible (); printf ( <span class="stringliteral">"fog node set visible %d\n"</span>,v ); FogParent->setVisible ( v ); <span class="keywordflow">if</span> ( gui.Visible_Fog ) gui.Visible_Fog->setChecked ( v ); } } <span class="keywordflow">else</span> <span class="keywordflow">if</span> (eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb36c0530c3448c3274b137f97df44e2a44">KEY_F6</a>) { <span class="keywordflow">if</span> ( UnresolvedParent ) { <span class="keywordtype">bool</span> v = !UnresolvedParent->isVisible (); printf ( <span class="stringliteral">"unresolved node set visible %d\n"</span>,v ); UnresolvedParent->setVisible ( v ); <span class="keywordflow">if</span> ( gui.Visible_Unresolved ) gui.Visible_Unresolved->setChecked ( v ); } } } <span class="comment">// check if user presses the key C ( for crouch)</span> <span class="keywordflow">if</span> ( eve.EventType == <a class="code" href="namespaceirr.html#c9eed96e06e85ce3c86fcbbbe9e48a0c6f90390f3147a1693e5e2e3422d6ca09" title="A key input event.">EET_KEY_INPUT_EVENT</a> && eve.KeyInput.Key == <a class="code" href="namespaceirr.html#54da2a0e231901735e3da1b0edf72eb385a756fa6a3336312c5f32877a7185e5">KEY_KEY_C</a> ) { <span class="comment">// crouch</span> ISceneNodeAnimatorCollisionResponse *anim = Player[0].cam (); <span class="keywordflow">if</span> ( anim && 0 == Game->flyTroughState ) { <span class="keywordflow">if</span> ( <span class="keyword">false</span> == eve.KeyInput.PressedDown ) { <span class="comment">// stand up</span> anim->setEllipsoidRadius ( <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(30,45,30) ); anim->setEllipsoidTranslation ( <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(0,40,0)); } <span class="keywordflow">else</span> { <span class="comment">// on your knees</span> anim->setEllipsoidRadius ( <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(30,20,30) ); anim->setEllipsoidTranslation ( <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a>(0,20,0)); } <span class="keywordflow">return</span> <span class="keyword">true</span>; } } <span class="keywordflow">return</span> <span class="keyword">false</span>; } </pre></div><p> useItem <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> CQuake3EventHandler::useItem( Q3Player * player) { ISceneManager* smgr = Game->Device->getSceneManager(); ICameraSceneNode* camera = smgr->getActiveCamera(); <span class="keywordflow">if</span> (!camera) <span class="keywordflow">return</span>; SParticleImpact imp; imp.when = 0; <span class="comment">// get line of camera</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> start = camera->getPosition(); <span class="keywordflow">if</span> ( player->WeaponNode ) { start.X += 0.f; start.Y += 0.f; start.Z += 0.f; } <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> end = (camera->getTarget() - start); end.normalize(); start += end*20.0f; end = start + (end * camera->getFarValue()); <a class="code" href="namespaceirr_1_1core.html#1112835405bbec5dadf031dc7934e7d0" title="Typedef for a f32 3d triangle.">triangle3df</a> triangle; line3d<f32> line(start, end); <span class="comment">// get intersection point with map</span> <span class="keyword">const</span> scene::ISceneNode* hitNode; <span class="keywordflow">if</span> (smgr->getSceneCollisionManager()->getCollisionPoint( line, Meta, end, triangle,hitNode)) { <span class="comment">// collides with wall</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> out = triangle.getNormal(); out.setLength(0.03f); imp.when = 1; imp.outVector = out; imp.pos = end; player->setAnim ( <span class="stringliteral">"pow"</span> ); player->Anim[1].next += player->Anim[1].delta; } <span class="keywordflow">else</span> { <span class="comment">// doesnt collide with wall</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> start = camera->getPosition(); <span class="keywordflow">if</span> ( player->WeaponNode ) { <span class="comment">//start.X += 10.f;</span> <span class="comment">//start.Y += -5.f;</span> <span class="comment">//start.Z += 1.f;</span> } <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> end = (camera->getTarget() - start); end.normalize(); start += end*20.0f; end = start + (end * camera->getFarValue()); } <span class="comment">// create fire ball</span> ISceneNode* node = 0; node = smgr->addBillboardSceneNode( BulletParent,dimension2d<f32>(10,10), start); node->setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d3cea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">EMF_LIGHTING</a>, <span class="keyword">false</span>); node->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture(<span class="stringliteral">"fireball.bmp"</span>)); node->setMaterialType(<a class="code" href="namespaceirr_1_1video.html#c8e9b6c66f7cebabd1a6d30cbc5430f11b5a814c4466aca2943ff056003a50d1" title="A transparent material.">EMT_TRANSPARENT_ADD_COLOR</a>); <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> length = (<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>)(end - start).getLength(); <span class="keyword">const</span> <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> speed = 5.8f; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> time = (<a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a>)(length / speed); ISceneNodeAnimator* anim = 0; <span class="comment">// set flight line</span> anim = smgr->createFlyStraightAnimator(start, end, time); node->addAnimator(anim); anim->drop(); snprintf ( buf, 64, <span class="stringliteral">"bullet: %s on %.1f,%1.f,%1.f"</span>, imp.when ? <span class="stringliteral">"hit"</span> : <span class="stringliteral">"nohit"</span>, end.X, end.Y, end.Z ); node->setName ( buf ); anim = smgr->createDeleteAnimator(time); node->addAnimator(anim); anim->drop(); <span class="keywordflow">if</span> (imp.when) { <span class="comment">// create impact note</span> imp.when = Game->Device->getTimer()->getTime() + (time + (<a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a>) ( ( 1.f + Noiser::get() ) * 250.f )); Impacts.push_back(imp); } <span class="comment">// play sound</span> } <span class="comment">// rendered when bullets hit something</span> <span class="keywordtype">void</span> CQuake3EventHandler::createParticleImpacts( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> now ) { ISceneManager* sm = Game->Device->getSceneManager(); <span class="keyword">struct </span>smokeLayer { <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> * texture; <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> scale; <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> minparticleSize; <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> maxparticleSize; <a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a> boxSize; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> minParticle; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> maxParticle; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> fadeout; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> lifetime; }; smokeLayer smoke[] = { { <span class="stringliteral">"smoke2.jpg"</span>, 0.4f, 1.5f, 18.f, 20.f, 20, 50, 2000, 10000 }, { <span class="stringliteral">"smoke3.jpg"</span>, 0.2f, 1.2f, 15.f, 20.f, 10, 30, 1000, 12000 } }; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i; <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> g; <a class="code" href="namespaceirr.html#c66849b7a6ed16e30ebede579f9b47c6" title="32 bit signed variable.">s32</a> factor = 1; <span class="keywordflow">for</span> ( g = 0; g != 2; ++g ) { smoke[g].minParticle *= factor; smoke[g].maxParticle *= factor; smoke[g].lifetime *= factor; smoke[g].boxSize *= Noiser::get() * 0.5f; } <span class="keywordflow">for</span> ( i=0; i < Impacts.size(); ++i) { <span class="keywordflow">if</span> (now < Impacts[i].when) <span class="keywordflow">continue</span>; <span class="comment">// create smoke particle system</span> IParticleSystemSceneNode* pas = 0; <span class="keywordflow">for</span> ( g = 0; g != 2; ++g ) { pas = sm->addParticleSystemSceneNode(<span class="keyword">false</span>, BulletParent, -1, Impacts[i].pos); snprintf ( buf, 64, <span class="stringliteral">"bullet impact smoke at %.1f,%.1f,%1.f"</span>, Impacts[i].pos.X,Impacts[i].pos.Y,Impacts[i].pos.Z); pas->setName ( buf ); <span class="comment">// create a flat smoke</span> <a class="code" href="namespaceirr_1_1core.html#06f169d08b5c429f5575acb7edbad811" title="Typedef for a f32 3d vector.">vector3df</a> 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(); <span class="comment">// particles get invisible</span> IParticleAffector* paf = pas->createFadeOutParticleAffector( video::SColor ( 0, 0, 0, 0 ), smoke[g].fadeout); pas->addAffector(paf); paf->drop(); <span class="comment">// particle system life time</span> ISceneNodeAnimator* anim = sm->createDeleteAnimator( smoke[g].lifetime); pas->addAnimator(anim); anim->drop(); pas->setMaterialFlag(<a class="code" href="namespaceirr_1_1video.html#8a3bc00ae8137535b9fbc5f40add70d3cea597a2692b8415486a464a7f954d34" title="Will this material be lighted? Default: true.">video::EMF_LIGHTING</a>, <span class="keyword">false</span>); pas->setMaterialType(<a class="code" href="namespaceirr_1_1video.html#c8e9b6c66f7cebabd1a6d30cbc5430f126529b1cf18ec4d8073809f6bd15ebbb" title="Makes the material transparent based on the vertex alpha value.">video::EMT_TRANSPARENT_VERTEX_ALPHA</a> ); pas->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture( smoke[g].texture )); } <span class="comment">// play impact sound</span> <span class="preprocessor"> #ifdef USE_IRRKLANG</span> </pre></div><p> if (irrKlang) { audio::ISound* sound = irrKlang->play3D(impactSound, Impacts[i].pos, false, false, true);<p> if (sound) { adjust max value a bit to make to sound of an impact louder sound->setMinDistance(400); sound->drop(); } } <div class="fragment"><pre class="fragment"><span class="preprocessor"> #endif</span> <span class="preprocessor"></span> <span class="comment">// delete entry</span> Impacts.erase(i); i--; } } </pre></div><p> render <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> CQuake3EventHandler::Render() { IVideoDriver * driver = Game->Device->getVideoDriver(); <span class="keywordflow">if</span> ( 0 == driver ) <span class="keywordflow">return</span>; driver->beginScene(<span class="keyword">true</span>, <span class="keyword">true</span>, SColor(0,0,0,0)); Game->Device->getSceneManager ()->drawAll(); Game->Device->getGUIEnvironment()->drawAll(); driver->endScene(); } </pre></div><p> update the generic scene node <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> CQuake3EventHandler::Animate() { <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> now = Game->Device->getTimer()->getTime(); Q3Player * player = Player + 0; checkTimeFire ( player->Anim, 4, now ); <span class="comment">// Query Scene Manager attributes</span> <span class="keywordflow">if</span> ( player->Anim[0].flags & FIRED ) { ISceneManager *smgr = Game->Device->getSceneManager (); <span class="keywordtype">wchar_t</span> msg[128]; IVideoDriver * driver = Game->Device->getVideoDriver(); IAttributes * attr = smgr->getParameters(); swprintf ( msg, 128, L<span class="stringliteral">"Q3 %s [%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)"</span>, Game->CurrentMapName.c_str(), driver->getName(), driver->getFPS (), (<a class="code" href="namespaceirr.html#0277be98d67dc26ff93b1a6a1d086b07" title="32 bit floating point variable.">f32</a>) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ), attr->getAttributeAsInt ( <span class="stringliteral">"culled"</span> ), attr->getAttributeAsInt ( <span class="stringliteral">"calls"</span> ), attr->getAttributeAsInt ( <span class="stringliteral">"drawn_solid"</span> ), attr->getAttributeAsInt ( <span class="stringliteral">"drawn_transparent"</span> ), attr->getAttributeAsInt ( <span class="stringliteral">"drawn_transparent_effect"</span> ) ); Game->Device->setWindowCaption( msg ); swprintf ( msg, 128, L<span class="stringliteral">"%03d fps, F1 GUI on/off, F2 respawn, F3-F6 toggle Nodes, F7 Collision on/off"</span> L<span class="stringliteral">", F8 Gravity on/off, Right Mouse Toggle GUI"</span>, Game->Device->getVideoDriver()->getFPS () ); <span class="keywordflow">if</span> ( gui.StatusLine ) gui.StatusLine->setText ( msg ); player->Anim[0].flags &= ~FIRED; } <span class="comment">// idle..</span> <span class="keywordflow">if</span> ( player->Anim[1].flags & FIRED ) { <span class="keywordflow">if</span> ( strcmp ( player->animation, <span class="stringliteral">"idle"</span> ) ) player->setAnim ( <span class="stringliteral">"idle"</span> ); player->Anim[1].flags &= ~FIRED; } createParticleImpacts ( now ); } </pre></div> The main game states <div class="fragment"><pre class="fragment"><span class="keywordtype">void</span> runGame ( GameData *game ) { <span class="keywordflow">if</span> ( game->retVal >= 3 ) <span class="keywordflow">return</span>; game->Device = (*game->createExDevice) ( game->deviceParam ); <span class="keywordflow">if</span> ( 0 == game->Device) { <span class="comment">// could not create selected driver.</span> game->retVal = 0; <span class="keywordflow">return</span>; } <span class="comment">// create an event receiver based on current game data</span> CQuake3EventHandler *eventHandler = <span class="keyword">new</span> CQuake3EventHandler( game ); <span class="comment">// load stored config</span> game->load ( <span class="stringliteral">"explorer.cfg"</span> ); <span class="comment">// add our media directory and archive to the file system</span> <span class="keywordflow">for</span> ( <a class="code" href="namespaceirr.html#0416a53257075833e7002efd0a18e804" title="32 bit unsigned variable.">u32</a> i = 0; i < game->CurrentArchiveList.size(); ++i ) { eventHandler->AddArchive ( game->CurrentArchiveList[i] ); } <span class="comment">// Load a Map or startup to the GUI</span> <span class="keywordflow">if</span> ( game->CurrentMapName.size () ) { eventHandler->LoadMap ( game->CurrentMapName, 1 ); <span class="keywordflow">if</span> ( 0 == game->loadParam.loadSkyShader ) eventHandler->AddSky ( 1, <span class="stringliteral">"skydome2"</span> ); eventHandler->CreatePlayers (); eventHandler->CreateGUI (); eventHandler->SetGUIActive ( 0 ); <span class="comment">// set player to last position on restart</span> <span class="keywordflow">if</span> ( game->retVal == 2 ) { eventHandler->GetPlayer( 0 )->setpos ( game->PlayerPosition, game->PlayerRotation ); } } <span class="keywordflow">else</span> { <span class="comment">// start up empty</span> eventHandler->AddSky ( 1, <span class="stringliteral">"skydome2"</span> ); eventHandler->CreatePlayers (); eventHandler->CreateGUI (); eventHandler->SetGUIActive ( 1 ); background_music ( <span class="stringliteral">"IrrlichtTheme.ogg"</span> ); } game->retVal = 3; <span class="keywordflow">while</span>( game->Device->run() ) { eventHandler->Animate (); eventHandler->Render (); <span class="comment">//if ( !game->Device->isWindowActive() )</span> game->Device->yield(); } game->Device->setGammaRamp ( 1.f, 1.f, 1.f, 0.f, 0.f ); <span class="keyword">delete</span> eventHandler; } <span class="preprocessor">#if defined (_IRR_WINDOWS_) && 0</span> <span class="preprocessor"></span><span class="preprocessor"> #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")</span> <span class="preprocessor">#endif</span> </pre></div> The main routine, doing all setup <div class="fragment"><pre class="fragment"><span class="keywordtype">int</span> <a class="code" href="_irr_compile_config_8h.html#3f9bf2240c47d3f99b86f83f9123aa9d">IRRCALLCONV</a> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[]) { <a class="code" href="namespaceirr_1_1io.html#b1bdc45edb3f94d8319c02bc0f840ee1" title="Type used for all file system related strings.">path</a> prgname(argv[0]); GameData game ( <a class="code" href="namespaceirr_1_1core.html#9215d20e34c12cb6c1522366389bfcce" title="trim paths">deletePathFromPath</a> ( prgname, 1 ) ); <span class="comment">// dynamically load irrlicht</span> <span class="keyword">const</span> <a class="code" href="namespaceirr.html#9395eaea339bcb546b319e9c96bf7410" title="8 bit character variable.">c8</a> * dllName = argc > 1 ? argv[1] : <span class="stringliteral">"irrlicht.dll"</span>; game.createExDevice = load_createDeviceEx ( dllName ); <span class="keywordflow">if</span> ( 0 == game.createExDevice ) { game.retVal = 3; printf ( <span class="stringliteral">"Could not load %s.\n"</span>, dllName ); <span class="keywordflow">return</span> game.retVal; <span class="comment">// could not load dll</span> } <span class="comment">// start without asking for driver</span> game.retVal = 1; <span class="keywordflow">do</span> { <span class="comment">// if driver could not created, ask for another driver</span> <span class="keywordflow">if</span> ( game.retVal == 0 ) { game.setDefault (); printf(<span class="stringliteral">"Please select the driver you want for this example:\n"</span>\ <span class="stringliteral">" (a) Direct3D 9.0c\n (b) Direct3D 8.1\n (c) OpenGL 1.5\n"</span>\ <span class="stringliteral">" (d) Software Renderer\n (e) Burning's Video (TM) Thomas Alten\n"</span>\ <span class="stringliteral">" (otherKey) exit\n\n"</span>); <span class="keywordtype">char</span> i = <span class="charliteral">'a'</span>; std::cin >> i; <span class="keywordflow">switch</span>(i) { <span class="keywordflow">case</span> <span class="charliteral">'a'</span>: game.deviceParam.DriverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d04691ca314f9018f508dcf2c57dcaacec" title="Direct3D 9 device, only available on Win32 platforms.">EDT_DIRECT3D9</a>;<span class="keywordflow">break</span>; <span class="keywordflow">case</span> <span class="charliteral">'b'</span>: game.deviceParam.DriverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d08cc3807f6f28404f3424ad7e31b3142f" title="Direct3D8 device, only available on Win32 platforms.">EDT_DIRECT3D8</a>;<span class="keywordflow">break</span>; <span class="keywordflow">case</span> <span class="charliteral">'c'</span>: game.deviceParam.DriverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d02715182a79f1cb8e2826fd68a8150a53" title="OpenGL device, available on most platforms.">EDT_OPENGL</a>; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <span class="charliteral">'d'</span>: game.deviceParam.DriverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d01598cd235a1a6bd052e2011b559e8995" title="The Irrlicht Engine Software renderer.">EDT_SOFTWARE</a>; <span class="keywordflow">break</span>; <span class="keywordflow">case</span> <span class="charliteral">'e'</span>: game.deviceParam.DriverType = <a class="code" href="namespaceirr_1_1video.html#e35a6de6d436c76107ad157fe42356d0e85481da26159b967191ccc6de1e4a05" title="The Burning&#39;s Software Renderer, an alternative software renderer.">EDT_BURNINGSVIDEO</a>;<span class="keywordflow">break</span>; <span class="keywordflow">default</span>: game.retVal = 3; <span class="keywordflow">break</span>; } } runGame ( &game ); } <span class="keywordflow">while</span> ( game.retVal < 3 ); <span class="keywordflow">return</span> game.retVal; } </pre></div> </div> <hr size="1"> <address style="align: right;"> <small> </small> </address> <table width="100%" border="0" cellspacing="0" cellpadding="2"> <tr> <td width="0"> <div align="left"><small><a href="http://irrlicht.sourceforge.net" target="_blank"><img src="irrlicht.png" alt="The Irrlicht Engine" align="middle" border=0 width=88 height=31></a></small></div></td> <td> <div align="left"><small><em><font size="2">The <a href="http://irrlicht.sourceforge.net" target="_blank">Irrlicht Engine</a> Documentation © 2003-2009 by Nikolaus Gebhardt. Generated on Sun Jan 10 09:24:08 2010 by <a href="http://www.doxygen.org" target="_blank">Doxygen</a> (1.5.6)</font></em></small></div></td> </tr> </table> <address style="align: right;"> </address> </body> </html>