This tutorial shows how to load different Quake 3 maps.
Features:
- Load BSP Archives at Runtime from the menu
- Load a Map from the menu. Showing with Screenshot
- Set the VideoDriver at runtime from menu
- Adjust GammaLevel at runtime
- Create SceneNodes for the Shaders
- Load EntityList and create Entity SceneNodes
- Create Players with Weapons and with Collision Response
- Play music
You can download the Quake III Arena demo ( copyright id software ) at the following location: ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe
Copyright 2006-2011 Burningwater, Thomas Alten 
#include <irrlicht.h>
#include "driverChoice.h"
#include "exampleHelper.h"
#include "q3factory.h"
#include "sound.h"
 Game Data is used to hold Data which is needed to drive the game 
struct GameData
{
    GameData ( const path &startupDir) :
        retVal(0), StartupDir(startupDir), createExDevice(0), Device(0)
    {
        setDefault ();
    }
    void setDefault ();
    s32 save ( const path &filename );
    s32 load ( const path &filename );
    s32 debugState;
    s32 gravityState;
    s32 flyTroughState;
    s32 wireFrame;
    s32 guiActive;
    s32 guiInputActive;
    f32 GammaValue;
    s32 retVal;
    s32 sound;
    path StartupDir;
    stringw CurrentMapName;
    array<path> CurrentArchiveList;
    vector3df PlayerPosition;
    vector3df PlayerRotation;
    tQ3EntityList Variable;
    Q3LevelLoadParameter loadParam;
    SIrrlichtCreationParameters deviceParam;
    funcptr_createDeviceEx createExDevice;
    IrrlichtDevice *Device;
};
 set default settings 
void GameData::setDefault ()
{
    debugState = EDS_OFF;
    gravityState = 1;
    flyTroughState = 0;
    wireFrame = 0;
    guiActive = 1;
    guiInputActive = 0;
    GammaValue = 1.f;
    
#if defined ( _IRR_WINDOWS_ )
    deviceParam.DriverType = EDT_DIRECT3D9;
#else
    deviceParam.DriverType = EDT_OPENGL;
#endif
    deviceParam.WindowSize.Width = 800;
    deviceParam.WindowSize.Height = 600;
    deviceParam.Fullscreen = false;
    deviceParam.Bits = 24;
    deviceParam.ZBufferBits = 16;
    deviceParam.Vsync = false;
    deviceParam.AntiAlias = false;
    
    loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
    loadParam.defaultModulate = EMFN_MODULATE_1X;
    loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
    loadParam.verbose = 2;
    loadParam.mergeShaderBuffer = 1;        
    loadParam.cleanUnResolvedMeshes = 1;    
    loadParam.loadAllShaders = 1;           
    loadParam.loadSkyShader = 0;            
    loadParam.alpharef = 1;
    sound = 0;
    CurrentMapName = "";
    CurrentArchiveList.clear ();
    const io::path mediaPath = getExampleMediaPath();
    
    CurrentArchiveList.push_back ( StartupDir + mediaPath );
    
    
    CurrentArchiveList.push_back("/q/baseq3/");
    CurrentArchiveList.push_back(StartupDir + mediaPath + "map-20kdm2.pk3");
}
 Load the current game State from a typical quake3 cfg file 
s32 GameData::load ( const path &filename )
{
    if (!Device)
        return 0;
    
    IQ3LevelMesh* mesh = (IQ3LevelMesh*) Device->getSceneManager()->getMesh ( filename );
    if (!mesh)
        return 0;
    tQ3EntityList &entityList = mesh->getEntityList ();
    stringc s;
    u32 pos;
    for ( u32 e = 0; e != entityList.size (); ++e )
    {
        
        
        for ( u32 g = 0; g != entityList[e].getGroupSize (); ++g )
        {
            const SVarGroup *group = entityList[e].getGroup ( g );
            for ( u32 index = 0; index < group->Variable.size (); ++index )
            {
                const SVariable &v = group->Variable[index];
                pos = 0;
                if ( v.name == "playerposition" )
                {
                    PlayerPosition = getAsVector3df ( v.content, pos );
                }
                else
                if ( v.name == "playerrotation" )
                {
                    PlayerRotation = getAsVector3df ( v.content, pos );
                }
            }
        }
    }
    return 1;
}
 Store the current game State in a quake3 configuration file 
s32 GameData::save ( const path &filename )
{
    return 0;
    if (!Device)
        return 0;
    c8 buf[128];
    u32 i;
    
    CurrentArchiveList.clear();
    IFileSystem *fs = Device->getFileSystem();
    for ( i = 0; i != fs->getFileArchiveCount(); ++i )
    {
        CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() );
    }
    
    ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
    if ( camera )
    {
        PlayerPosition = camera->getPosition ();
        PlayerRotation = camera->getRotation ();
    }
    IWriteFile *file = fs->createAndWriteFile ( filename );
    if (!file)
        return 0;
    snprintf_irr ( buf, 128, "playerposition %.f %.f %.f\nplayerrotation %.f %.f %.f\n",
            PlayerPosition.X, PlayerPosition.Z, PlayerPosition.Y,
            PlayerRotation.X, PlayerRotation.Z, PlayerRotation.Y);
    file->write ( buf, (s32) strlen ( buf ) );
    for ( i = 0; i != fs->getFileArchiveCount(); ++i )
    {
        snprintf_irr ( buf, 128, "archive %s\n",stringc ( fs->getFileArchive(i)->getFileList()->getPath() ).c_str () );
        file->write ( buf, (s32) strlen ( buf ) );
    }
    file->drop ();
    return 1;
}
 Representing a player 
struct Q3Player : public IAnimationEndCallBack
{
    Q3Player ()
    : Device(0), MapParent(0), Mesh(0), WeaponNode(0), StartPositionCurrent(0)
    {
        animation[0] = 0;
        memset(Anim, 0, sizeof(TimeFire)*4);
    }
    virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node);
    void create (   IrrlichtDevice *device,
                    IQ3LevelMesh* mesh,
                    ISceneNode *mapNode,
                    IMetaTriangleSelector *meta
                );
    void shutdown ();
    void setAnim ( const c8 *name );
    void respawn ();
    void setpos ( const vector3df &pos, const vector3df& rotation );
    ISceneNodeAnimatorCollisionResponse * cam() { return camCollisionResponse ( Device ); }
    IrrlichtDevice *Device;
    ISceneNode* MapParent;
    IQ3LevelMesh* Mesh;
    IAnimatedMeshSceneNode* WeaponNode;
    s32 StartPositionCurrent;
    TimeFire Anim[4];
    c8 animation[64];
    c8 buf[64];
};
 End player 
void Q3Player::shutdown ()
{
    setAnim ( 0 );
    dropElement (WeaponNode);
    if ( Device )
    {
        ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
        dropElement ( camera );
        Device = 0;
    }
    MapParent = 0;
    Mesh = 0;
}
 create a new player 
void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *mapNode, IMetaTriangleSelector *meta )
{
    setTimeFire ( Anim + 0, 200, FIRED );
    setTimeFire ( Anim + 1, 5000 );
    if (!device)
        return;
    
    Device = device;
    Mesh = mesh;
    MapParent = mapNode;
    ISceneManager *smgr = device->getSceneManager ();
    IVideoDriver * driver = device->getVideoDriver();
    ICameraSceneNode* camera = 0;
    core::array<SKeyMap> keyMap;
    keyMap.set_used(12);
    keyMap[0].Action = EKA_MOVE_FORWARD;
    keyMap[0].KeyCode = KEY_UP;
    keyMap[1].Action = EKA_MOVE_FORWARD;
    keyMap[1].KeyCode = KEY_KEY_W;
    keyMap[2].Action = EKA_MOVE_BACKWARD;
    keyMap[2].KeyCode = KEY_DOWN;
    keyMap[3].Action = EKA_MOVE_BACKWARD;
    keyMap[3].KeyCode = KEY_KEY_S;
    keyMap[4].Action = EKA_STRAFE_LEFT;
    keyMap[4].KeyCode = KEY_LEFT;
    keyMap[5].Action = EKA_STRAFE_LEFT;
    keyMap[5].KeyCode = KEY_KEY_A;
    keyMap[6].Action = EKA_STRAFE_RIGHT;
    keyMap[6].KeyCode = KEY_RIGHT;
    keyMap[7].Action = EKA_STRAFE_RIGHT;
    keyMap[7].KeyCode = KEY_KEY_D;
    keyMap[8].Action = EKA_JUMP_UP;
    keyMap[8].KeyCode = KEY_KEY_J;
    keyMap[9].Action = EKA_CROUCH;
    keyMap[9].KeyCode = KEY_KEY_C;
    keyMap[10].Action = EKA_ROTATE_LEFT;
    keyMap[10].KeyCode = KEY_KEY_Q;
    keyMap[11].Action = EKA_ROTATE_RIGHT;
    keyMap[11].KeyCode = KEY_KEY_E;
    camera = smgr->addCameraSceneNodeFPS(0, 100.0f, 0.6f, -1, keyMap.pointer(), keyMap.size(), false, 600.f);
    camera->setName ( "First Person Camera" );
    
    camera->setFarValue( 20000.f );
    IAnimatedMeshMD2* weaponMesh = (IAnimatedMeshMD2*) smgr->getMesh("gun.md2");
    if ( 0 == weaponMesh )
        return;
    if ( weaponMesh->getMeshType() == EAMT_MD2 )
    {
        s32 count = weaponMesh->getAnimationCount();
        for ( s32 i = 0; i != count; ++i )
        {
            snprintf_irr ( buf, 64, "Animation: %s", weaponMesh->getAnimationName(i) );
            device->getLogger()->log(buf, ELL_INFORMATION);
        }
    }
    WeaponNode = smgr->addAnimatedMeshSceneNode(
                        weaponMesh,
                        smgr->getActiveCamera(),
                        10,
                        vector3df( 0, 0, 0),
                        vector3df(-90,-90,90)
                        );
    WeaponNode->setMaterialFlag(EMF_LIGHTING, false);
    WeaponNode->setMaterialTexture(0, driver->getTexture( "gun.jpg"));
    WeaponNode->setLoopMode ( false );
    WeaponNode->setName ( "tommi the gun man" );
    
    ISceneNodeAnimator* anim =
        smgr->createCollisionResponseAnimator( meta, camera,
            vector3df(30,45,30),
            getGravity ( "earth" ),
            vector3df(0,40,0),
            0.0005f
        );
    camera->addAnimator( anim );
    anim->drop();
    if ( meta )
    {
        meta->drop ();
    }
    respawn ();
    setAnim ( "idle" );
}
 so we need a good starting Position in the level. we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch" 
void Q3Player::respawn ()
{
    if (!Device)
        return;
    ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
    Device->getLogger()->log( "respawn" );
    if (StartPositionCurrent >= Q3StartPosition(Mesh, camera,
            StartPositionCurrent, cam()->getEllipsoidTranslation()))
        StartPositionCurrent = 0;
    else
        ++StartPositionCurrent;
}
 set Player position from saved coordinates 
void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
{
    if (!Device)
        return;
    Device->getLogger()->log( "setpos" );
    ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
    if ( camera )
    {
        camera->setPosition ( pos );
        camera->setRotation ( rotation );
        camera->OnAnimate ( 0 );
    }
}
 set the Animation of the player and weapon 
void Q3Player::setAnim ( const c8 *name )
{
    if ( name )
    {
        snprintf_irr ( animation, 64, "%s", name );
        if ( WeaponNode )
        {
            WeaponNode->setAnimationEndCallback ( this );
            WeaponNode->setMD2Animation ( animation );
        }
    }
    else
    {
        animation[0] = 0;
        if ( WeaponNode )
        {
            WeaponNode->setAnimationEndCallback ( 0 );
        }
    }
}
void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
{
    setAnim ( 0 );
}
 GUI Elements 
struct GUI
{
    GUI ()
    {
        memset ( this, 0, sizeof ( *this ) );
    }
    void drop()
    {
        dropElement ( Window );
        dropElement ( Logo );
    }
    IGUIComboBox* VideoDriver;
    IGUIComboBox* VideoMode;
    IGUICheckBox* FullScreen;
    IGUICheckBox* Bit32;
    IGUIScrollBar* MultiSample;
    IGUIButton* SetVideoMode;
    IGUIScrollBar* Tesselation;
    IGUIScrollBar* Gamma;
    IGUICheckBox* Collision;
    IGUICheckBox* Visible_Map;
    IGUICheckBox* Visible_Shader;
    IGUICheckBox* Visible_Fog;
    IGUICheckBox* Visible_Unresolved;
    IGUICheckBox* Visible_Skydome;
    IGUIButton* Respawn;
    IGUITable* ArchiveList;
    IGUIButton* ArchiveAdd;
    IGUIButton* ArchiveRemove;
    IGUIFileOpenDialog* ArchiveFileOpen;
    IGUIButton* ArchiveUp;
    IGUIButton* ArchiveDown;
    IGUIListBox* MapList;
    IGUITreeView* SceneTree;
    IGUIStaticText* StatusLine;
    IGUIImage* Logo;
    IGUIWindow* Window;
};
 CQuake3EventHandler controls the game 
class CQuake3EventHandler : public IEventReceiver
{
public:
    CQuake3EventHandler( GameData *gameData );
    virtual ~CQuake3EventHandler ();
    void Animate();
    void Render();
    void AddArchive ( const path& archiveName );
    void LoadMap ( const stringw& mapName, s32 collision );
    void CreatePlayers();
    void AddSky( u32 dome, const c8 *texture );
    Q3Player *GetPlayer ( u32 index ) { return &Player[index]; }
    void CreateGUI();
    void SetGUIActive( s32 command);
    bool OnEvent(const SEvent& eve);
private:
    GameData *Game;
    IQ3LevelMesh* Mesh;
    ISceneNode* MapParent;
    ISceneNode* ShaderParent;
    ISceneNode* ItemParent;
    ISceneNode* UnresolvedParent;
    ISceneNode* BulletParent;
    ISceneNode* FogParent;
    ISceneNode * SkyNode;
    IMetaTriangleSelector *Meta;
    c8 buf[256];
    Q3Player Player[2];
    struct SParticleImpact
    {
        u32 when;
        vector3df pos;
        vector3df outVector;
    };
    array<SParticleImpact> Impacts;
    void useItem( Q3Player * player);
    void createParticleImpacts( u32 now );
    void createTextures ();
    void addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent);
    GUI gui;
    void dropMap ();
};
 Constructor 
CQuake3EventHandler::CQuake3EventHandler( GameData *game )
: Game(game), Mesh(0), MapParent(0), ShaderParent(0), ItemParent(0), UnresolvedParent(0),
    BulletParent(0), FogParent(0), SkyNode(0), Meta(0)
{
    buf[0]=0;
    
    if ( Game->deviceParam.Bits == 16 )
    {
        game->Device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
    }
    
    game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
    
    createTextures ();
    sound_init ( game->Device );
    Game->Device->setEventReceiver ( this );
}
CQuake3EventHandler::~CQuake3EventHandler ()
{
    Player[0].shutdown ();
    sound_shutdown ();
    Game->save( "explorer.cfg" );
    Game->Device->drop();
}
void CQuake3EventHandler::createTextures()
{
    IVideoDriver * driver = Game->Device->getVideoDriver();
    dimension2du dim(64, 64);
    video::IImage* image;
    u32 i;
    u32 x;
    u32 y;
    u32 * data;
    for ( i = 0; i != 8; ++i )
    {
        image = driver->createImage ( video::ECF_A8R8G8B8, dim);
        data = (u32*) image->getData ();
        for ( y = 0; y != dim.Height; ++y )
        {
            for ( x = 0; x != dim.Width; ++x )
            {
                data [x] = 0xFFFFFFFF;
            }
            data = (u32*) ( (u8*) data + image->getPitch() );
        }
        snprintf_irr ( buf, 64, "smoke_%02d", i );
        driver->addTexture( buf, image );
        image->drop ();
    }
    
    for ( i = 0; i != 1; ++i )
    {
        image = driver->createImage ( video::ECF_A8R8G8B8, dim);
        data = (u32*) image->getData ();
        for ( y = 0; y != dim.Height; ++y )
        {
            for ( x = 0; x != dim.Width; ++x )
            {
                data [x] = 0xFFFFFFFF;
            }
            data = (u32*) ( (u8*) data + image->getPitch() );
        }
        snprintf_irr ( buf, 64, "fog_%02d", i );
        driver->addTexture( buf, image );
        image->drop ();
    }
}
 create the GUI 
void CQuake3EventHandler::CreateGUI()
{
    IGUIEnvironment *env = Game->Device->getGUIEnvironment();
    IVideoDriver * driver = Game->Device->getVideoDriver();
    gui.drop();
    
    IGUIFont* font = env->getFont("fontlucida.png");
    if (font)
        env->getSkin()->setFont(font);
    env->getSkin()->setColor ( EGDC_BUTTON_TEXT, video::SColor(240,0xAA,0xAA,0xAA) );
    env->getSkin()->setColor ( EGDC_3D_HIGH_LIGHT, video::SColor(240,0x22,0x22,0x22) );
    env->getSkin()->setColor ( EGDC_3D_FACE, video::SColor(240,0x44,0x44,0x44) );
    env->getSkin()->setColor ( EGDC_EDITABLE, video::SColor(240,0x44,0x44,0x44) );
    env->getSkin()->setColor ( EGDC_FOCUSED_EDITABLE, video::SColor(240,0x54,0x54,0x54) );
    env->getSkin()->setColor ( EGDC_WINDOW, video::SColor(240,0x66,0x66,0x66) );
    
    dimension2d<u32> dim ( 800, 600 );
    dimension2d<u32> vdim ( Game->Device->getVideoDriver()->getScreenSize() );
    if ( vdim.Height >= dim.Height && vdim.Width >= dim.Width )
    {
        
    }
    else
    {
    }
    gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), false, L"Quake3 Explorer" );
    gui.Window->setToolTipText ( L"Quake3Explorer. Loads and show various BSP File Format and Shaders." );
    gui.Window->getCloseButton()->setToolTipText ( L"Quit Quake3 Explorer" );
    
    gui.StatusLine = env->addStaticText( 0, rect<s32>( 5,dim.Height - 30,dim.Width - 5,dim.Height - 10),
                                false, false, gui.Window, -1, true
                            );
    env->addStaticText ( L"VideoDriver:", rect<s32>( dim.Width - 400, 24, dim.Width - 310, 40 ),false, false, gui.Window, -1, false );
    gui.VideoDriver = env->addComboBox(rect<s32>( dim.Width - 300, 24, dim.Width - 10, 40 ),gui.Window);
    gui.VideoDriver->addItem(L"Direct3D 9.0c", EDT_DIRECT3D9 );
    gui.VideoDriver->addItem(L"OpenGL 1.5", EDT_OPENGL);
    gui.VideoDriver->addItem(L"Software Renderer", EDT_SOFTWARE);
    gui.VideoDriver->addItem(L"Burning's Video (TM) Thomas Alten", EDT_BURNINGSVIDEO);
    gui.VideoDriver->setSelected ( gui.VideoDriver->getIndexForItemData ( Game->deviceParam.DriverType ) );
    gui.VideoDriver->setToolTipText ( L"Use a VideoDriver" );
    env->addStaticText ( L"VideoMode:", rect<s32>( dim.Width - 400, 44, dim.Width - 310, 60 ),false, false, gui.Window, -1, false );
    gui.VideoMode = env->addComboBox(rect<s32>( dim.Width - 300, 44, dim.Width - 10, 60 ),gui.Window);
    gui.VideoMode->setToolTipText ( L"Supported Screenmodes" );
    IVideoModeList *modeList = Game->Device->getVideoModeList();
    if ( modeList )
    {
        s32 i;
        for ( i = 0; i != modeList->getVideoModeCount (); ++i )
        {
            u16 d = modeList->getVideoModeDepth ( i );
            if ( d < 16 )
                continue;
            u16 w = modeList->getVideoModeResolution ( i ).Width;
            u16 h = modeList->getVideoModeResolution ( i ).Height;
            u32 val = w << 16 | h;
            if ( gui.VideoMode->getIndexForItemData ( val ) >= 0 )
                continue;
            f32 aspect = (f32) w / (f32) h;
            const c8 *a = "";
            if ( core::equals ( aspect, 1.3333333333f ) ) a = "4:3";
            else if ( core::equals ( aspect, 1.6666666f ) ) a = "15:9 widescreen";
            else if ( core::equals ( aspect, 1.7777777f ) ) a = "16:9 widescreen";
            else if ( core::equals ( aspect, 1.6f ) ) a = "16:10 widescreen";
            else if ( core::equals ( aspect, 2.133333f ) ) a = "20:9 widescreen";
            snprintf_irr ( buf, sizeof ( buf ), "%d x %d, %s",w, h, a );
            gui.VideoMode->addItem ( stringw ( buf ).c_str(), val );
        }
    }
    gui.VideoMode->setSelected ( gui.VideoMode->getIndexForItemData (
                                    Game->deviceParam.WindowSize.Width << 16 |
                                    Game->deviceParam.WindowSize.Height ) );
    gui.FullScreen = env->addCheckBox ( Game->deviceParam.Fullscreen, rect<s32>( dim.Width - 400, 64, dim.Width - 300, 80 ), gui.Window,-1, L"Fullscreen" );
    gui.FullScreen->setToolTipText ( L"Set Fullscreen or Window Mode" );
    gui.Bit32 = env->addCheckBox ( Game->deviceParam.Bits == 32, rect<s32>( dim.Width - 300, 64, dim.Width - 240, 80 ), gui.Window,-1, L"32Bit" );
    gui.Bit32->setToolTipText ( L"Use 16 or 32 Bit" );
    env->addStaticText ( L"MultiSample:", rect<s32>( dim.Width - 235, 64, dim.Width - 150, 80 ),false, false, gui.Window, -1, false );
    gui.MultiSample = env->addScrollBar( true, rect<s32>( dim.Width - 150, 64, dim.Width - 70, 80 ), gui.Window,-1 );
    gui.MultiSample->setMin ( 0 );
    gui.MultiSample->setMax ( 8 );
    gui.MultiSample->setSmallStep ( 1 );
    gui.MultiSample->setLargeStep ( 1 );
    gui.MultiSample->setPos ( Game->deviceParam.AntiAlias );
    gui.MultiSample->setToolTipText ( L"Set the MultiSample (disable, 1x, 2x, 4x, 8x )" );
    gui.SetVideoMode = env->addButton (rect<s32>( dim.Width - 60, 64, dim.Width - 10, 80 ), gui.Window, -1,L"set" );
    gui.SetVideoMode->setToolTipText ( L"Set Video Mode with current values" );
    env->addStaticText ( L"Gamma:", rect<s32>( dim.Width - 400, 104, dim.Width - 310, 120 ),false, false, gui.Window, -1, false );
    gui.Gamma = env->addScrollBar( true, rect<s32>( dim.Width - 300, 104, dim.Width - 10, 120 ), gui.Window,-1 );
    gui.Gamma->setMin ( 50 );
    gui.Gamma->setMax ( 350 );
    gui.Gamma->setSmallStep ( 1 );
    gui.Gamma->setLargeStep ( 10 );
    gui.Gamma->setPos ( core::floor32 ( Game->GammaValue * 100.f ) );
    gui.Gamma->setToolTipText ( L"Adjust Gamma Ramp ( 0.5 - 3.5)" );
    Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
    env->addStaticText ( L"Tesselation:", rect<s32>( dim.Width - 400, 124, dim.Width - 310, 140 ),false, false, gui.Window, -1, false );
    gui.Tesselation = env->addScrollBar( true, rect<s32>( dim.Width - 300, 124, dim.Width - 10, 140 ), gui.Window,-1 );
    gui.Tesselation->setMin ( 2 );
    gui.Tesselation->setMax ( 12 );
    gui.Tesselation->setSmallStep ( 1 );
    gui.Tesselation->setLargeStep ( 1 );
    gui.Tesselation->setPos ( Game->loadParam.patchTesselation );
    gui.Tesselation->setToolTipText ( L"How smooth should curved surfaces be rendered" );
    gui.Collision = env->addCheckBox ( true, rect<s32>( dim.Width - 400, 150, dim.Width - 300, 166 ), gui.Window,-1, L"Collision" );
    gui.Collision->setToolTipText ( L"Set collision on or off ( flythrough ). \nPress F7 on your Keyboard" );
    gui.Visible_Map = env->addCheckBox ( true, rect<s32>( dim.Width - 300, 150, dim.Width - 240, 166 ), gui.Window,-1, L"Map" );
    gui.Visible_Map->setToolTipText ( L"Show or not show the static part the Level. \nPress F3 on your Keyboard" );
    gui.Visible_Shader = env->addCheckBox ( true, rect<s32>( dim.Width - 240, 150, dim.Width - 170, 166 ), gui.Window,-1, L"Shader" );
    gui.Visible_Shader->setToolTipText ( L"Show or not show the Shader Nodes. \nPress F4 on your Keyboard" );
    gui.Visible_Fog = env->addCheckBox ( true, rect<s32>( dim.Width - 170, 150, dim.Width - 110, 166 ), gui.Window,-1, L"Fog" );
    gui.Visible_Fog->setToolTipText ( L"Show or not show the Fog Nodes. \nPress F5 on your Keyboard" );
    gui.Visible_Unresolved = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 150, dim.Width - 10, 166 ), gui.Window,-1, L"Unresolved" );
    gui.Visible_Unresolved->setToolTipText ( L"Show the or not show the Nodes the Engine can't handle. \nPress F6 on your Keyboard" );
    gui.Visible_Skydome = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 180, dim.Width - 10, 196 ), gui.Window,-1, L"Skydome" );
    gui.Visible_Skydome->setToolTipText ( L"Show the or not show the Skydome." );
    
    env->addStaticText ( L"Archives:", rect<s32>( 5, dim.Height - 530, dim.Width - 600,dim.Height - 514 ),false, false, gui.Window, -1, false );
    gui.ArchiveAdd = env->addButton ( rect<s32>( dim.Width - 725, dim.Height - 530, dim.Width - 665, dim.Height - 514 ), gui.Window,-1, L"add" );
    gui.ArchiveAdd->setToolTipText ( L"Add an archive, usually packed zip-archives (*.pk3) to the Filesystem" );
    gui.ArchiveRemove = env->addButton ( rect<s32>( dim.Width - 660, dim.Height - 530, dim.Width - 600, dim.Height - 514 ), gui.Window,-1, L"del" );
    gui.ArchiveRemove->setToolTipText ( L"Remove the selected archive from the FileSystem." );
    gui.ArchiveUp = env->addButton ( rect<s32>( dim.Width - 575, dim.Height - 530, dim.Width - 515, dim.Height - 514 ), gui.Window,-1, L"up" );
    gui.ArchiveUp->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive up" );
    gui.ArchiveDown = env->addButton ( rect<s32>( dim.Width - 510, dim.Height - 530, dim.Width - 440, dim.Height - 514 ), gui.Window,-1, L"down" );
    gui.ArchiveDown->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive down" );
    gui.ArchiveList = env->addTable ( rect<s32>( 5,dim.Height - 510, dim.Width - 450,dim.Height - 410 ), gui.Window  );
    gui.ArchiveList->addColumn ( L"Type", 0 );
    gui.ArchiveList->addColumn ( L"Real File Path", 1 );
    gui.ArchiveList->setColumnWidth ( 0, 60 );
    gui.ArchiveList->setColumnWidth ( 1, 284 );
    gui.ArchiveList->setToolTipText ( L"Show the attached Archives" );
    env->addStaticText ( L"Maps:", rect<s32>( 5, dim.Height - 400, dim.Width - 450,dim.Height - 380 ),false, false, gui.Window, -1, false );
    gui.MapList = env->addListBox ( rect<s32>( 5,dim.Height - 380, dim.Width - 450,dim.Height - 40  ), gui.Window, -1, true  );
    gui.MapList->setToolTipText ( L"Show the current Maps in all Archives.\n Double-Click the Map to start the level" );
    
    env->addStaticText ( L"Scenegraph:", rect<s32>( dim.Width - 400, dim.Height - 400, dim.Width - 5,dim.Height - 380 ),false, false, gui.Window, -1, false );
    gui.SceneTree = env->addTreeView(   rect<s32>( dim.Width - 400, dim.Height - 380, dim.Width - 5, dim.Height - 40 ),
                                    gui.Window, -1, true, true, false );
    gui.SceneTree->setToolTipText ( L"Show the current Scenegraph" );
    gui.SceneTree->getRoot()->clearChildren();
    addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
    IGUIImageList* imageList = env->createImageList(    driver->getTexture ( "iconlist.png" ),
                                        dimension2di( 32, 32 ), true );
    if ( imageList )
    {
        gui.SceneTree->setImageList( imageList );
        imageList->drop ();
    }
    
    gui.Logo = env->addImage( driver->getTexture("irrlichtlogo3.png"), position2d<s32>(5, 16 ), true, 0 );
    gui.Logo->setToolTipText ( L"The great Irrlicht Engine" );
    AddArchive ( "" );
}
 Add an Archive to the FileSystems and updates the GUI 
void CQuake3EventHandler::AddArchive ( const path& archiveName )
{
    IFileSystem *fs = Game->Device->getFileSystem();
    u32 i;
    if ( archiveName.size () )
    {
        bool exists = false;
        for ( i = 0; i != fs->getFileArchiveCount(); ++i )
        {
            if ( fs->getFileArchive(i)->getFileList()->getPath() == archiveName )
            {
                exists = true;
                break;
            }
        }
        if (!exists)
        {
            fs->addFileArchive(archiveName, true, false);
        }
    }
    
    
    if ( gui.ArchiveList )
    {
        gui.ArchiveList->clearRows();
        for ( i = 0; i != fs->getFileArchiveCount(); ++i )
        {
            IFileArchive * archive = fs->getFileArchive ( i );
            u32 index = gui.ArchiveList->addRow(i);
            core::stringw typeName;
            switch(archive->getType())
            {
            case io::EFAT_ZIP:
                typeName = "ZIP";
                break;
            case io::EFAT_GZIP:
                typeName = "gzip";
                break;
            case io::EFAT_FOLDER:
                typeName = "Mount";
                break;
            case io::EFAT_PAK:
                typeName = "PAK";
                break;
            case io::EFAT_TAR:
                typeName = "TAR";
                break;
            default:
                typeName = "archive";
            }
            gui.ArchiveList->setCellText ( index, 0, typeName );
            gui.ArchiveList->setCellText ( index, 1, archive->getFileList()->getPath() );
        }
    }
    
    if ( gui.MapList )
    {
        gui.MapList->clear();
        IGUISpriteBank *bank = Game->Device->getGUIEnvironment()->getSpriteBank("sprite_q3map");
        if ( 0 == bank )
            bank = Game->Device->getGUIEnvironment()->addEmptySpriteBank("sprite_q3map");
        SGUISprite sprite;
        SGUISpriteFrame frame;
        core::rect<s32> r;
        bank->getSprites().clear();
        bank->getPositions().clear ();
        gui.MapList->setSpriteBank ( bank );
        u32 g = 0;
        core::stringw s;
        
        fs->setFileListSystem ( FILESYSTEM_VIRTUAL );
        fs->changeWorkingDirectoryTo ( "/maps/" );
        IFileList *fileList = fs->createFileList ();
        fs->setFileListSystem ( FILESYSTEM_NATIVE );
        for ( i=0; i< fileList->getFileCount(); ++i)
        {
            s = fileList->getFullFileName(i);
            if ( s.find ( ".bsp" ) >= 0 )
            {
                
                path c ( s );
                deletePathFromFilename ( c );
                cutFilenameExtension ( c, c );
                c = path ( "levelshots/" ) + c;
                dimension2du dim ( 128, 128 );
                IVideoDriver * driver = Game->Device->getVideoDriver();
                IImage* image = 0;
                ITexture *tex = 0;
                path filename;
                filename = c + ".jpg";
                if ( fs->existFile ( filename ) )
                    image = driver->createImageFromFile( filename );
                if ( 0 == image )
                {
                    filename = c + ".tga";
                    if ( fs->existFile ( filename ) )
                        image = driver->createImageFromFile( filename );
                }
                if ( image )
                {
                    IImage* filter = driver->createImage ( video::ECF_R8G8B8, dim );
                    image->copyToScalingBoxFilter ( filter, 0 );
                    image->drop ();
                    image = filter;
                }
                if ( image )
                {
                    tex = driver->addTexture ( filename, image );
                    image->drop ();
                }
                bank->setTexture ( g, tex );
                r.LowerRightCorner.X = dim.Width;
                r.LowerRightCorner.Y = dim.Height;
                gui.MapList->setItemHeight ( r.LowerRightCorner.Y + 4 );
                frame.rectNumber = bank->getPositions().size();
                frame.textureNumber = g;
                bank->getPositions().push_back(r);
                sprite.Frames.set_used ( 0 );
                sprite.Frames.push_back(frame);
                sprite.frameTime = 0;
                bank->getSprites().push_back(sprite);
                gui.MapList->addItem ( s.c_str (), g );
                g += 1;
            }
        }
        fileList->drop ();
        gui.MapList->setSelected ( -1 );
        IGUIScrollBar * bar = (IGUIScrollBar*)gui.MapList->getElementFromId( 0 );
        if ( bar )
            bar->setPos ( 0 );
    }
}
 clears the Map in Memory 
void CQuake3EventHandler::dropMap ()
{
    IVideoDriver * driver = Game->Device->getVideoDriver();
    driver->removeAllHardwareBuffers ();
    driver->removeAllTextures ();
    Player[0].shutdown ();
    dropElement ( ItemParent );
    dropElement ( ShaderParent );
    dropElement ( UnresolvedParent );
    dropElement ( FogParent );
    dropElement ( BulletParent );
    Impacts.clear();
    if ( Meta )
    {
        Meta = 0;
    }
    dropElement ( MapParent );
    dropElement ( SkyNode );
    
    
    IMeshCache *cache = Game->Device->getSceneManager ()->getMeshCache();
    cache->clear ();
    Mesh = 0;
}
 Load new map 
void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
{
    if ( 0 == mapName.size() )
        return;
    dropMap ();
    IFileSystem *fs = Game->Device->getFileSystem();
    ISceneManager *smgr = Game->Device->getSceneManager ();
    IReadFile* file = fs->createMemoryReadFile(&Game->loadParam,
                sizeof(Game->loadParam), L"levelparameter.cfg", false);
    
    smgr->getMesh( file );
    file->drop ();
    
    Mesh = (IQ3LevelMesh*) smgr->getMesh(mapName);
    if ( 0 == Mesh )
        return;
 add the geometry mesh to the Scene ( polygon & patches ) The Geometry mesh is optimised for faster drawing 
IMesh *geometry = Mesh->getMesh(E_Q3_MESH_GEOMETRY);
if ( 0 == geometry || geometry->getMeshBufferCount() == 0)
    return;
Game->CurrentMapName = mapName;
Meta = 0;
ITriangleSelector * selector = 0;
if (collision)
    Meta = smgr->createMetaTriangleSelector();
s32 minimalNodes = 2048;
MapParent = smgr->addOctreeSceneNode(geometry, 0, -1, minimalNodes);
MapParent->setName ( mapName );
if ( Meta )
{
    selector = smgr->createOctreeTriangleSelector( geometry,MapParent, minimalNodes);
    
    Meta->addTriangleSelector( selector);
    selector->drop ();
}
ItemParent = smgr->addEmptySceneNode();
if ( ItemParent )
    ItemParent->setName ( "Item Container" );
ShaderParent = smgr->addEmptySceneNode();
if ( ShaderParent )
    ShaderParent->setName ( "Shader Container" );
UnresolvedParent = smgr->addEmptySceneNode();
if ( UnresolvedParent )
    UnresolvedParent->setName ( "Unresolved Container" );
FogParent = smgr->addEmptySceneNode();
if ( FogParent )
    FogParent->setName ( "Fog Container" );
BulletParent = smgr->addEmptySceneNode();
if ( BulletParent )
    BulletParent->setName ( "Bullet Container" );
 now construct SceneNodes for each Shader The Objects are stored in the quake mesh E_Q3_MESH_ITEMS and the Shader ID is stored in the MaterialParameters mostly dark looking skulls and moving lava.. or green flashing tubes? 
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
 Now construct Models from Entity List 
    Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false );
}
 Adds a SceneNode with an icon to the Scene Tree 
void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent)
{
    IGUITreeViewNode* node;
    wchar_t msg[128];
    s32 imageIndex;
    list<ISceneNode*>::ConstIterator it = parent->getChildren().begin();
    for (; it != parent->getChildren().end(); ++it)
    {
        switch ( (*it)->getType () )
        {
            case ESNT_Q3SHADER_SCENE_NODE: imageIndex = 0; break;
            case ESNT_CAMERA: imageIndex = 1; break;
            case ESNT_EMPTY: imageIndex = 2; break;
            case ESNT_MESH: imageIndex = 3; break;
            case ESNT_OCTREE: imageIndex = 3; break;
            case ESNT_ANIMATED_MESH: imageIndex = 4; break;
            case ESNT_SKY_BOX: imageIndex = 5; break;
            case ESNT_BILLBOARD: imageIndex = 6; break;
            case ESNT_PARTICLE_SYSTEM: imageIndex = 7; break;
            case ESNT_TEXT: imageIndex = 8; break;
            default:imageIndex = -1; break;
        }
        if ( imageIndex < 0 )
        {
            swprintf_irr ( msg, 128, L"%hs,%hs",
                Game->Device->getSceneManager ()->getSceneNodeTypeName ( (*it)->getType () ),
                (*it)->getName()
                );
        }
        else
        {
            swprintf_irr ( msg, 128, L"%hs",(*it)->getName() );
        }
        node = nodeParent->addChildBack( msg, 0, imageIndex );
        
        list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
        for (; ait != (*it)->getAnimators().end(); ++ait)
        {
            imageIndex = -1;
            swprintf_irr ( msg, 128, L"%hs",
                Game->Device->getSceneManager ()->getAnimatorTypeName ( (*ait)->getType () )
                );
            switch ( (*ait)->getType () )
            {
                case ESNAT_FLY_CIRCLE:
                case ESNAT_FLY_STRAIGHT:
                case ESNAT_FOLLOW_SPLINE:
                case ESNAT_ROTATION:
                case ESNAT_TEXTURE:
                case ESNAT_DELETION:
                case ESNAT_COLLISION_RESPONSE:
                case ESNAT_CAMERA_FPS:
                case ESNAT_CAMERA_MAYA:
                default:
                    break;
            }
            node->addChildBack( msg, 0, imageIndex );
        }
        addSceneTreeItem ( *it, node );
    }
}
void CQuake3EventHandler::CreatePlayers()
{
    Player[0].create ( Game->Device, Mesh, MapParent, Meta );
}
void CQuake3EventHandler::AddSky( u32 dome, const c8 *texture)
{
    ISceneManager *smgr = Game->Device->getSceneManager ();
    IVideoDriver * driver = Game->Device->getVideoDriver();
    bool oldMipMapState = driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
    driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);
    if ( 0 == dome )
    {
        
        
        
        static const c8*p[] = { "ft", "rt", "bk", "lf", "up", "dn" };
        u32 i = 0;
        snprintf_irr ( buf, 64, "%s_%s.jpg", texture, p[i] );
        SkyNode = smgr->addSkyBoxSceneNode( driver->getTexture ( buf ), 0, 0, 0, 0, 0 );
        if (SkyNode)
        {
            for ( i = 0; i < 6; ++i )
            {
                snprintf_irr ( buf, 64, "%s_%s.jpg", texture, p[i] );
                SkyNode->getMaterial(i).setTexture ( 0, driver->getTexture ( buf ) );
            }
        }
    }
    else
    if ( 1 == dome )
    {
        snprintf_irr ( buf, 64, "%s.jpg", texture );
        SkyNode = smgr->addSkyDomeSceneNode(
                driver->getTexture( buf ), 32,32,
                1.f, 1.f, 1000.f, 0, 11);
    }
    else
    if ( 2 == dome )
    {
        snprintf_irr ( buf, 64, "%s.jpg", texture );
        SkyNode = smgr->addSkyDomeSceneNode(
                driver->getTexture( buf ), 16,8,
                0.95f, 2.f, 1000.f, 0, 11);
    }
    if (SkyNode)
        SkyNode->setName("Skydome");
    
    driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
}
void CQuake3EventHandler::SetGUIActive( s32 command)
{
    bool inputState = false;
    ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
    switch ( command )
    {
        case 0: Game->guiActive = 0; inputState = !Game->guiActive; break;
        case 1: Game->guiActive = 1; inputState = !Game->guiActive;;break;
        case 2: Game->guiActive ^= 1; inputState = !Game->guiActive;break;
        case 3:
            if ( camera )
                inputState = !camera->isInputReceiverEnabled();
            break;
    }
    if ( camera )
    {
        camera->setInputReceiverEnabled ( inputState );
        Game->Device->getCursorControl()->setVisible( !inputState );
    }
    if ( gui.Window )
    {
        gui.Window->setVisible ( Game->guiActive != 0 );
    }
    if ( Game->guiActive &&
            gui.SceneTree && Game->Device->getGUIEnvironment()->getFocus() != gui.SceneTree
        )
    {
        gui.SceneTree->getRoot()->clearChildren();
        addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
    }
    Game->Device->getGUIEnvironment()->setFocus ( Game->guiActive ? gui.Window: 0 );
}
 Handle game input 
bool CQuake3EventHandler::OnEvent(const SEvent& eve)
{
    if ( eve.EventType == EET_LOG_TEXT_EVENT )
    {
        return false;
    }
    if ( Game->guiActive && eve.EventType == EET_GUI_EVENT )
    {
        if ( eve.GUIEvent.Caller == gui.MapList && eve.GUIEvent.EventType == gui::EGET_LISTBOX_SELECTED_AGAIN )
        {
            s32 selected = gui.MapList->getSelected();
            if ( selected >= 0 )
            {
                stringw loadMap = gui.MapList->getListItem ( selected );
                if ( 0 == MapParent || loadMap != Game->CurrentMapName )
                {
                    printf ( "Loading map %ls\n", loadMap.c_str() );
                    LoadMap ( loadMap , 1 );
                    if ( 0 == Game->loadParam.loadSkyShader )
                    {
                        AddSky ( 1, "skydome2" );
                    }
                    CreatePlayers ();
                    CreateGUI ();
                    SetGUIActive ( 0 );
                    return true;
                }
            }
        }
        else
        if ( eve.GUIEvent.Caller == gui.ArchiveRemove && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
        {
            Game->Device->getFileSystem()->removeFileArchive( gui.ArchiveList->getSelected() );
            Game->CurrentMapName = "";
            AddArchive ( "" );
        }
        else
        if ( eve.GUIEvent.Caller == gui.ArchiveAdd && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
        {
            if ( 0 == gui.ArchiveFileOpen )
            {
                Game->Device->getFileSystem()->setFileListSystem ( FILESYSTEM_NATIVE );
                gui.ArchiveFileOpen = Game->Device->getGUIEnvironment()->addFileOpenDialog ( L"Add Game Archive" , false,gui.Window  );
            }
        }
        else
        if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_SELECTED )
        {
            AddArchive ( gui.ArchiveFileOpen->getFileNameP() );
            gui.ArchiveFileOpen = 0;
        }
        else
        if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_DIRECTORY_SELECTED )
        {
            AddArchive ( gui.ArchiveFileOpen->getDirectoryName() );
        }
        else
        if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_CHOOSE_DIALOG_CANCELLED )
        {
            gui.ArchiveFileOpen = 0;
        }
        else
        if ( ( eve.GUIEvent.Caller == gui.ArchiveUp || eve.GUIEvent.Caller == gui.ArchiveDown ) &&
            eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
        {
            s32 rel = eve.GUIEvent.Caller == gui.ArchiveUp ? -1 : 1;
            if ( Game->Device->getFileSystem()->moveFileArchive ( gui.ArchiveList->getSelected (), rel ) )
            {
                s32 newIndex = core::s32_clamp ( gui.ArchiveList->getSelected() + rel, 0, gui.ArchiveList->getRowCount() - 1 );
                AddArchive ( "" );
                gui.ArchiveList->setSelected ( newIndex );
                Game->CurrentMapName = "";
            }
        }
        else
        if ( eve.GUIEvent.Caller == gui.VideoDriver && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
        {
            Game->deviceParam.DriverType = (E_DRIVER_TYPE) gui.VideoDriver->getItemData ( gui.VideoDriver->getSelected() );
        }
        else
        if ( eve.GUIEvent.Caller == gui.VideoMode && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
        {
            u32 val = gui.VideoMode->getItemData ( gui.VideoMode->getSelected() );
            Game->deviceParam.WindowSize.Width = val >> 16;
            Game->deviceParam.WindowSize.Height = val & 0xFFFF;
        }
        else
        if ( eve.GUIEvent.Caller == gui.FullScreen && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
        {
            Game->deviceParam.Fullscreen = gui.FullScreen->isChecked();
        }
        else
        if ( eve.GUIEvent.Caller == gui.Bit32 && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
        {
            Game->deviceParam.Bits = gui.Bit32->isChecked() ? 32 : 16;
        }
        else
        if ( eve.GUIEvent.Caller == gui.MultiSample && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
        {
            Game->deviceParam.AntiAlias = gui.MultiSample->getPos();
        }
        else
        if ( eve.GUIEvent.Caller == gui.Tesselation && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
        {
            Game->loadParam.patchTesselation = gui.Tesselation->getPos ();
        }
        else
        if ( eve.GUIEvent.Caller == gui.Gamma && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
        {
            Game->GammaValue = gui.Gamma->getPos () * 0.01f;
            Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
        }
        else
        if ( eve.GUIEvent.Caller == gui.SetVideoMode && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
        {
            Game->retVal = 2;
            Game->Device->closeDevice();
        }
        else
        if ( eve.GUIEvent.Caller == gui.Window && eve.GUIEvent.EventType == gui::EGET_ELEMENT_CLOSED )
        {
            Game->Device->closeDevice();
        }
        else
        if ( eve.GUIEvent.Caller == gui.Collision && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
        {
            
            Game->flyTroughState ^= 1;
            Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
            printf ( "collision %d\n", Game->flyTroughState == 0 );
        }
        else
        if ( eve.GUIEvent.Caller == gui.Visible_Map && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
        {
            bool v = gui.Visible_Map->isChecked();
            if ( MapParent )
            {
                printf ( "static node set visible %d\n",v );
                MapParent->setVisible ( v );
            }
        }
        else
        if ( eve.GUIEvent.Caller == gui.Visible_Shader && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
        {
            bool v = gui.Visible_Shader->isChecked();
            if ( ShaderParent )
            {
                printf ( "shader node set visible %d\n",v );
                ShaderParent->setVisible ( v );
            }
        }
        else
        if ( eve.GUIEvent.Caller == gui.Visible_Skydome && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
        {
            if ( SkyNode )
            {
                bool v = !SkyNode->isVisible();
                printf ( "skynode set visible %d\n",v );
                SkyNode->setVisible ( v );
            }
        }
        else
        if ( eve.GUIEvent.Caller == gui.Respawn && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
        {
            Player[0].respawn ();
        }
        return false;
    }
    
    if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_SPACE &&
        eve.KeyInput.PressedDown == false) ||
        (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
        )
    {
        ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
        if ( camera && camera->isInputReceiverEnabled () )
        {
            useItem( Player + 0 );
        }
    }
    
    if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_F1 &&
        eve.KeyInput.PressedDown == false) ||
        (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
        )
    {
        SetGUIActive ( 2 );
    }
    
    if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.PressedDown == false)
    {
        
        if ( eve.KeyInput.Key == irr::KEY_ESCAPE )
        {
            SetGUIActive ( 3 );
        }
        else
        if (eve.KeyInput.Key == KEY_F11)
        {
            
            IImage* image = Game->Device->getVideoDriver()->createScreenShot();
            if (image)
            {
                core::vector3df pos;
                core::vector3df rot;
                ICameraSceneNode * cam = Game->Device->getSceneManager()->getActiveCamera ();
                if ( cam )
                {
                    pos = cam->getPosition ();
                    rot = cam->getRotation ();
                }
                snprintf_irr(buf, 256, "%s_%ls_%.0f_%.0f_%.0f_%.0f_%.0f_%.0f.jpg",
                        DRIVER_TYPE_NAMES_SHORT[Game->Device->getVideoDriver()->getDriverType()],
                        Game->CurrentMapName.c_str(),
                        pos.X, pos.Y, pos.Z,
                        rot.X, rot.Y, rot.Z
                        );
                path filename ( buf );
                filename.replace ( '/', '_' );
                printf ( "screenshot : %s\n", filename.c_str() );
                Game->Device->getVideoDriver()->writeImageToFile(image, filename, 100 );
                image->drop();
            }
        }
        else
        if (eve.KeyInput.Key == KEY_F9)
        {
            s32 value = EDS_OFF;
            Game->debugState = ( Game->debugState + 1 ) & 3;
            switch ( Game->debugState )
            {
                case 1: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL; break;
                case 2: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_SKELETON; break;
            }
 set debug map data on/off debugState = debugState == EDS_OFF ? EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL: EDS_OFF; 
            if ( ItemParent )
            {
                list<ISceneNode*>::ConstIterator it = ItemParent->getChildren().begin();
                for (; it != ItemParent->getChildren().end(); ++it)
                {
                    (*it)->setDebugDataVisible ( value );
                }
            }
            if ( ShaderParent )
            {
                list<ISceneNode*>::ConstIterator it = ShaderParent->getChildren().begin();
                for (; it != ShaderParent->getChildren().end(); ++it)
                {
                    (*it)->setDebugDataVisible ( value );
                }
            }
            if ( UnresolvedParent )
            {
                list<ISceneNode*>::ConstIterator it = UnresolvedParent->getChildren().begin();
                for (; it != UnresolvedParent->getChildren().end(); ++it)
                {
                    (*it)->setDebugDataVisible ( value );
                }
            }
            if ( FogParent )
            {
                list<ISceneNode*>::ConstIterator it = FogParent->getChildren().begin();
                for (; it != FogParent->getChildren().end(); ++it)
                {
                    (*it)->setDebugDataVisible ( value );
                }
            }
            if ( SkyNode )
            {
                SkyNode->setDebugDataVisible ( value );
            }
        }
        else
        if (eve.KeyInput.Key == KEY_F8)
        {
            
            Game->gravityState ^= 1;
            Player[0].cam()->setGravity ( getGravity ( Game->gravityState ? "earth" : "none" ) );
            printf ( "gravity %s\n", Game->gravityState ? "earth" : "none" );
        }
        else
        if (eve.KeyInput.Key == KEY_F7)
        {
            
            Game->flyTroughState ^= 1;
            Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
            if ( gui.Collision )
                gui.Collision->setChecked ( Game->flyTroughState == 0 );
            printf ( "collision %d\n", Game->flyTroughState == 0 );
        }
        else
        if (eve.KeyInput.Key == KEY_F2)
        {
            Player[0].respawn ();
        }
        else
        if (eve.KeyInput.Key == KEY_F3)
        {
            if ( MapParent )
            {
                bool v = !MapParent->isVisible ();
                printf ( "static node set visible %d\n",v );
                MapParent->setVisible ( v );
                if ( gui.Visible_Map )
                    gui.Visible_Map->setChecked ( v );
            }
        }
        else
        if (eve.KeyInput.Key == KEY_F4)
        {
            if ( ShaderParent )
            {
                bool v = !ShaderParent->isVisible ();
                printf ( "shader node set visible %d\n",v );
                ShaderParent->setVisible ( v );
                if ( gui.Visible_Shader )
                    gui.Visible_Shader->setChecked ( v );
            }
        }
        else
        if (eve.KeyInput.Key == KEY_F5)
        {
            if ( FogParent )
            {
                bool v = !FogParent->isVisible ();
                printf ( "fog node set visible %d\n",v );
                FogParent->setVisible ( v );
                if ( gui.Visible_Fog )
                    gui.Visible_Fog->setChecked ( v );
            }
        }
        else
        if (eve.KeyInput.Key == KEY_F6)
        {
            if ( UnresolvedParent )
            {
                bool v = !UnresolvedParent->isVisible ();
                printf ( "unresolved node set visible %d\n",v );
                UnresolvedParent->setVisible ( v );
                if ( gui.Visible_Unresolved )
                    gui.Visible_Unresolved->setChecked ( v );
            }
        }
    }
    
    if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_KEY_C )
    {
        
        ISceneNodeAnimatorCollisionResponse *anim = Player[0].cam ();
        if ( anim && 0 == Game->flyTroughState )
        {
            if ( false == eve.KeyInput.PressedDown )
            {
                
                anim->setEllipsoidRadius (  vector3df(30,45,30) );
                anim->setEllipsoidTranslation ( vector3df(0,40,0));
            }
            else
            {
                
                anim->setEllipsoidRadius (  vector3df(30,20,30) );
                anim->setEllipsoidTranslation ( vector3df(0,20,0));
            }
            return true;
        }
    }
    return false;
}
 useItem 
void CQuake3EventHandler::useItem( Q3Player * player)
{
    ISceneManager* smgr = Game->Device->getSceneManager();
    ICameraSceneNode* camera = smgr->getActiveCamera();
    if (!camera)
        return;
    SParticleImpact imp;
    imp.when = 0;
    
    vector3df start = camera->getPosition();
    if ( player->WeaponNode )
    {
        start.X += 0.f;
        start.Y += 0.f;
        start.Z += 0.f;
    }
    vector3df end = (camera->getTarget() - start);
    end.normalize();
    start += end*20.0f;
    end = start + (end * camera->getFarValue());
    triangle3df triangle;
    line3d<f32> line(start, end);
    
    scene::ISceneNode* hitNode;
    if (smgr->getSceneCollisionManager()->getCollisionPoint(
        line, Meta, end, triangle,hitNode))
    {
        
        vector3df out = triangle.getNormal();
        out.setLength(0.03f);
        imp.when = 1;
        imp.outVector = out;
        imp.pos = end;
        player->setAnim ( "pow" );
        player->Anim[1].next += player->Anim[1].delta;
    }
    else
    {
        
        vector3df start = camera->getPosition();
        if ( player->WeaponNode )
        {
            
            
            
        }
        vector3df end = (camera->getTarget() - start);
        end.normalize();
        start += end*20.0f;
        end = start + (end * camera->getFarValue());
    }
    
    ISceneNode* node = 0;
    node = smgr->addBillboardSceneNode( BulletParent,dimension2d<f32>(10,10), start);
    node->setMaterialFlag(EMF_LIGHTING, false);
    node->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture("fireball.bmp"));
    node->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
    node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
    f32 length = (f32)(end - start).getLength();
    const f32 speed = 5.8f;
    u32 time = (u32)(length / speed);
    ISceneNodeAnimator* anim = 0;
    
    anim = smgr->createFlyStraightAnimator(start, end, time);
    node->addAnimator(anim);
    anim->drop();
    snprintf_irr ( buf, 64, "bullet: %s on %.1f,%1.f,%1.f",
                imp.when ? "hit" : "nohit", end.X, end.Y, end.Z );
    node->setName ( buf );
    anim = smgr->createDeleteAnimator(time);
    node->addAnimator(anim);
    anim->drop();
    if (imp.when)
    {
        
        imp.when = Game->Device->getTimer()->getTime() +
            (time + (s32) ( ( 1.f + Noiser::get() ) * 250.f ));
        Impacts.push_back(imp);
    }
    
}
void CQuake3EventHandler::createParticleImpacts( u32 now )
{
    ISceneManager* sm = Game->Device->getSceneManager();
    struct smokeLayer
    {
        const c8 * texture;
        f32 scale;
        f32 minparticleSize;
        f32 maxparticleSize;
        f32 boxSize;
        u32 minParticle;
        u32 maxParticle;
        u32 fadeout;
        u32 lifetime;
    };
    smokeLayer smoke[] =
    {
        { "smoke2.jpg", 0.4f, 1.5f, 18.f, 20.f, 20, 50, 2000, 10000 },
        { "smoke3.jpg", 0.2f, 1.2f, 15.f, 20.f, 10, 30, 1000, 12000 }
    };
    u32 i;
    u32 g;
    s32 factor = 1;
    for ( g = 0; g != 2; ++g )
    {
        smoke[g].minParticle *= factor;
        smoke[g].maxParticle *= factor;
        smoke[g].lifetime *= factor;
        smoke[g].boxSize *= Noiser::get() * 0.5f;
    }
    for ( i=0; i < Impacts.size(); ++i)
    {
        if (now < Impacts[i].when)
            continue;
        
        IParticleSystemSceneNode* pas = 0;
        for ( g = 0; g != 2; ++g )
        {
            pas = sm->addParticleSystemSceneNode(false, BulletParent, -1, Impacts[i].pos);
            snprintf_irr ( buf, 64, "bullet impact smoke at %.1f,%.1f,%1.f",
                Impacts[i].pos.X,Impacts[i].pos.Y,Impacts[i].pos.Z);
            pas->setName ( buf );
            
            vector3df direction = Impacts[i].outVector;
            direction *= smoke[g].scale;
            IParticleEmitter* em = pas->createBoxEmitter(
                aabbox3d<f32>(-4.f,0.f,-4.f,20.f,smoke[g].minparticleSize,20.f),
                direction,smoke[g].minParticle, smoke[g].maxParticle,
                video::SColor(0,0,0,0),video::SColor(0,128,128,128),
                250,4000, 60);
            em->setMinStartSize (dimension2d<f32>( smoke[g].minparticleSize, smoke[g].minparticleSize));
            em->setMaxStartSize (dimension2d<f32>( smoke[g].maxparticleSize, smoke[g].maxparticleSize));
            pas->setEmitter(em);
            em->drop();
            
            IParticleAffector* paf = pas->createFadeOutParticleAffector(
                video::SColor ( 0, 0, 0, 0 ), smoke[g].fadeout);
            pas->addAffector(paf);
            paf->drop();
            
            ISceneNodeAnimator* anim = sm->createDeleteAnimator( smoke[g].lifetime);
            pas->addAnimator(anim);
            anim->drop();
            pas->setMaterialFlag(video::EMF_LIGHTING, false);
            pas->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
            pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
            pas->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture( smoke[g].texture ));
        }
        
        #ifdef USE_IRRKLANG
 if (irrKlang) { audio::ISound* sound = irrKlang->play3D(impactSound, Impacts[i].pos, false, false, true);
if (sound) { adjust max value a bit to make to sound of an impact louder sound->setMinDistance(400); sound->drop(); } } 
        #endif
        
        Impacts.erase(i);
        i--;
    }
}
 render 
void CQuake3EventHandler::Render()
{
    IVideoDriver * driver = Game->Device->getVideoDriver();
    if ( 0 == driver )
        return;
    
    const bool anaglyph=false;
    if (anaglyph)
    {
        scene::ICameraSceneNode* cameraOld = Game->Device->getSceneManager()->getActiveCamera();
        driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,0,0,0));
        driver->getOverrideMaterial().Material.ColorMask = ECP_NONE;
        driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
        driver->getOverrideMaterial().EnablePasses = ESNRP_SKY_BOX +
                                                     ESNRP_SOLID +
                                                     ESNRP_TRANSPARENT +
                                                     ESNRP_TRANSPARENT_EFFECT +
                                                     ESNRP_SHADOW;
        Game->Device->getSceneManager()->drawAll();
        driver->clearBuffers(video::ECBF_DEPTH, video::SColor(255,0,0,0));
        const vector3df oldPosition = cameraOld->getPosition();
        const vector3df oldTarget   = cameraOld->getTarget();
        const matrix4 startMatrix   = cameraOld->getAbsoluteTransformation();
        const vector3df focusPoint  = (oldTarget -
                cameraOld->getAbsolutePosition()).setLength(10000) +
                cameraOld->getAbsolutePosition() ;
        scene::ICameraSceneNode* camera = cameraOld;
        
        vector3df pos;
        matrix4   move;
        move.setTranslation( vector3df(-1.5f,0.0f,0.0f) );
        pos=(startMatrix*move).getTranslation();
        driver->getOverrideMaterial().Material.ColorMask = ECP_RED;
        driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
        driver->getOverrideMaterial().EnablePasses =
                ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
                ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
        camera->setPosition(pos);
        camera->setTarget(focusPoint);
        Game->Device->getSceneManager()->drawAll();
        driver->clearBuffers(video::ECBF_DEPTH, video::SColor(255, 0, 0, 0));
        
        move.setTranslation( vector3df(1.5f,0.0f,0.0f) );
        pos=(startMatrix*move).getTranslation();
        driver->getOverrideMaterial().Material.ColorMask = ECP_GREEN + ECP_BLUE;
        driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
        driver->getOverrideMaterial().EnablePasses =
                ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
                ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;
        camera->setPosition(pos);
        camera->setTarget(focusPoint);
        Game->Device->getSceneManager()->drawAll();
        driver->getOverrideMaterial().Material.ColorMask=ECP_ALL;
        driver->getOverrideMaterial().EnableFlags=0;
        driver->getOverrideMaterial().EnablePasses=0;
        if (camera != cameraOld)
        {
            Game->Device->getSceneManager()->setActiveCamera(cameraOld);
            camera->remove();
        }
        else
        {
            camera->setPosition(oldPosition);
            camera->setTarget(oldTarget);
        }
    }
    else
    {
        driver->beginScene(video::ECBF_COLOR | video::ECBF_DEPTH, SColor(0,0,0,0));
        Game->Device->getSceneManager()->drawAll();
    }
    Game->Device->getGUIEnvironment()->drawAll();
    driver->endScene();
}
 update the generic scene node 
void CQuake3EventHandler::Animate()
{
    u32 now = Game->Device->getTimer()->getTime();
    Q3Player * player = Player + 0;
    checkTimeFire ( player->Anim, 4, now );
    
    if ( player->Anim[0].flags & FIRED )
    {
        wchar_t msg[128];
        IVideoDriver * driver = Game->Device->getVideoDriver();
#ifdef _IRR_SCENEMANAGER_DEBUG
        IAttributes * attr = Game->Device->getSceneManager()->getParameters();
        swprintf_irr ( msg, 128,
            L"Q3 %s [%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)",
            Game->CurrentMapName.c_str(),
            driver->getName(),
            driver->getFPS (),
            (f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ),
            attr->getAttributeAsInt ( "culled" ),
            attr->getAttributeAsInt ( "calls" ),
            attr->getAttributeAsInt ( "drawn_solid" ),
            attr->getAttributeAsInt ( "drawn_transparent" ),
            attr->getAttributeAsInt ( "drawn_transparent_effect" )
            );
#else
swprintf_irr ( msg, 128,
            L"Q3 %s [%ls], FPS:%03d Tri:%.03fm",
            Game->CurrentMapName.c_str(),
            driver->getName(),
            driver->getFPS (),
            (f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f )
            );
#endif
        Game->Device->setWindowCaption( msg );
        swprintf_irr ( msg, 128,
                    L"%03d fps, F1 GUI on/off, F2 respawn, F3-F6 toggle Nodes, F7 Collision on/off"
                    L", F8 Gravity on/off, Right Mouse Toggle GUI",
                    Game->Device->getVideoDriver()->getFPS ()
                );
        if ( gui.StatusLine )
            gui.StatusLine->setText ( msg );
        player->Anim[0].flags &= ~FIRED;
    }
    
    if ( player->Anim[1].flags & FIRED )
    {
        if ( strcmp ( player->animation, "idle" ) )
            player->setAnim ( "idle" );
        player->Anim[1].flags &= ~FIRED;
    }
    createParticleImpacts ( now );
}
 The main game states 
void runGame ( GameData *game )
{
    if ( game->retVal >= 3 )
        return;
    game->Device = (*game->createExDevice) ( game->deviceParam );
    if ( 0 == game->Device)
    {
        
        game->retVal = 0;
        return;
    }
    
    CQuake3EventHandler *eventHandler = new CQuake3EventHandler( game );
    
    game->load ( "explorer.cfg" );
    
    for ( u32 i = 0; i < game->CurrentArchiveList.size(); ++i )
    {
        eventHandler->AddArchive ( game->CurrentArchiveList[i] );
    }
    
    if ( game->CurrentMapName.size () )
    {
        eventHandler->LoadMap ( game->CurrentMapName, 1 );
        if ( 0 == game->loadParam.loadSkyShader )
            eventHandler->AddSky ( 1, "skydome2" );
        eventHandler->CreatePlayers ();
        eventHandler->CreateGUI ();
        eventHandler->SetGUIActive ( 0 );
        
        if ( game->retVal == 2 )
        {
            eventHandler->GetPlayer( 0 )->setpos ( game->PlayerPosition, game->PlayerRotation );
        }
    }
    else
    {
        
        eventHandler->AddSky ( 1, "skydome2" );
        eventHandler->CreatePlayers ();
        eventHandler->CreateGUI ();
        eventHandler->SetGUIActive ( 1 );
        background_music ( "IrrlichtTheme.ogg" );
    }
    game->retVal = 3;
    while( game->Device->run() )
    {
        eventHandler->Animate ();
        eventHandler->Render ();
        
            game->Device->yield();
    }
    game->Device->setGammaRamp ( 1.f, 1.f, 1.f, 0.f, 0.f );
    delete eventHandler;
}
#if defined (_IRR_WINDOWS_) && 0
    #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
#endif
 The main routine, doing all setup 
int IRRCALLCONV main(int argc, char* argv[])
{
    path prgname(argv[0]);
    GameData game ( deletePathFromPath ( prgname, 1 ) );
    
    const c8 * dllName = argc > 1 ? argv[1] : "irrlicht.dll";
    game.createExDevice = load_createDeviceEx ( dllName );
    if ( 0 == game.createExDevice )
    {
        game.retVal = 3;
        printf ( "Could not load %s.\n", dllName );
        return game.retVal; 
    }
    
    game.retVal = 1;
    do
    {
        
        if ( game.retVal == 0 )
        {
            game.setDefault ();
            
            game.deviceParam.DriverType=driverChoiceConsole();
            if (game.deviceParam.DriverType==video::EDT_COUNT)
                game.retVal = 3;
        }
        runGame ( &game );
    } while ( game.retVal < 3 );
    return game.retVal;
}