Minor cleanup and comment fixes in example 21

Mostly spelling stuff. 
Only real code change is that Irrlicht has by now a function to fill images, so no more extra code for that needed.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6310 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien 2022-03-17 20:12:40 +00:00
parent 3035e27e67
commit 8254c0848c
3 changed files with 49 additions and 78 deletions

View File

@ -3,13 +3,13 @@
This tutorial shows how to load different Quake 3 maps. This tutorial shows how to load different Quake 3 maps.
Features: Features:
- Load BSP Archives at Runtime from the menu - Load BSP archives at runtime from the menu
- Load a Map from the menu. Showing with Screenshot - Load a map from the menu. Showing with screenshot
- Set the VideoDriver at runtime from menu - Set the VideoDriver at runtime from menu
- Adjust GammaLevel at runtime - Adjust GammaLevel at runtime
- Create SceneNodes for the Shaders - Create SceneNodes for the shaders
- Load EntityList and create Entity SceneNodes - Load EntityList and create entity SceneNodes
- Create Players with Weapons and with Collision Response - Create players with weapons and with collision response
- Play music - Play music
You can download the Quake III Arena demo ( copyright id software ) You can download the Quake III Arena demo ( copyright id software )
@ -26,7 +26,7 @@ Copyright 2006-2011 Burningwater, Thomas Alten
#include "sound.h" #include "sound.h"
/* /*
Game Data is used to hold Data which is needed to drive the game GameData is used to hold data which is needed to drive the game
*/ */
struct GameData struct GameData
{ {
@ -100,7 +100,7 @@ void GameData::setDefault ()
loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
loadParam.loadAllShaders = 1; // load all scripts in the script directory loadParam.loadAllShaders = 1; // load all scripts in the script directory
loadParam.loadSkyShader = 0; // load sky Shader loadParam.loadSkyShader = 0; // load sky shader
loadParam.alpharef = 1; loadParam.alpharef = 1;
sound = 0; sound = 0;
@ -168,18 +168,18 @@ s32 GameData::load ( const path &filename )
} }
/* /*
Store the current game State in a quake3 configuration file Store the current game state in a quake3 configuration file
*/ */
s32 GameData::save ( const path &filename ) s32 GameData::save ( const path &filename )
{ {
return 0; return 0; // TODO: Anyone knows why it just returns?
if (!Device) if (!Device)
return 0; return 0;
c8 buf[128]; c8 buf[128];
u32 i; u32 i;
// Store current Archive for restart // Store current archive for restart
CurrentArchiveList.clear(); CurrentArchiveList.clear();
IFileSystem *fs = Device->getFileSystem(); IFileSystem *fs = Device->getFileSystem();
for ( i = 0; i != fs->getFileArchiveCount(); ++i ) for ( i = 0; i != fs->getFileArchiveCount(); ++i )
@ -187,7 +187,7 @@ s32 GameData::save ( const path &filename )
CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() ); CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() );
} }
// Store Player Position and Rotation // Store player position and rotation
ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera (); ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
if ( camera ) if ( camera )
{ {
@ -279,7 +279,7 @@ void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *
if (!device) if (!device)
return; return;
// load FPS weapon to Camera // load FPS weapon to camera
Device = device; Device = device;
Mesh = mesh; Mesh = mesh;
MapParent = mapNode; MapParent = mapNode;
@ -377,8 +377,8 @@ void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *
/* /*
so we need a good starting Position in the level. 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" We can ask the Quake3 loader for all entities with class_name "info_player_deathmatch"
*/ */
void Q3Player::respawn () void Q3Player::respawn ()
{ {
@ -396,7 +396,7 @@ void Q3Player::respawn ()
} }
/* /*
set Player position from saved coordinates set player position from saved coordinates
*/ */
void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation ) void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
{ {
@ -414,7 +414,7 @@ void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
} }
} }
/* set the Animation of the player and weapon /* set the animation of the player and weapon
*/ */
void Q3Player::setAnim ( const c8 *name ) void Q3Player::setAnim ( const c8 *name )
{ {
@ -446,7 +446,7 @@ void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
/* GUI Elements /* GUI elements
*/ */
struct GUI struct GUI
{ {
@ -560,13 +560,13 @@ CQuake3EventHandler::CQuake3EventHandler( GameData *game )
BulletParent(0), FogParent(0), SkyNode(0), Meta(0) BulletParent(0), FogParent(0), SkyNode(0), Meta(0)
{ {
buf[0]=0; buf[0]=0;
// Also use 16 Bit Textures for 16 Bit RenderDevice // Also use 16 bit textures for 16 bit RenderDevice
if ( Game->deviceParam.Bits == 16 ) if ( Game->deviceParam.Bits == 16 )
{ {
game->Device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true); game->Device->getVideoDriver()->setTextureCreationFlag(ETCF_ALWAYS_16_BIT, true);
} }
// Quake3 Shader controls Z-Writing // Quake3 shader controls Z-writing
game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true); game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);
// create internal textures // create internal textures
@ -599,21 +599,10 @@ void CQuake3EventHandler::createTextures()
video::IImage* image; video::IImage* image;
u32 i; u32 i;
u32 x;
u32 y;
u32 * data;
for ( i = 0; i != 8; ++i ) for ( i = 0; i != 8; ++i )
{ {
image = driver->createImage ( video::ECF_A8R8G8B8, dim); image = driver->createImage ( video::ECF_A8R8G8B8, dim);
data = (u32*) image->getData (); image->fill(SColor(0xFFFFFFFF));
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 ); snprintf_irr ( buf, 64, "smoke_%02d", i );
driver->addTexture( buf, image ); driver->addTexture( buf, image );
image->drop (); image->drop ();
@ -623,15 +612,7 @@ void CQuake3EventHandler::createTextures()
for ( i = 0; i != 1; ++i ) for ( i = 0; i != 1; ++i )
{ {
image = driver->createImage ( video::ECF_A8R8G8B8, dim); image = driver->createImage ( video::ECF_A8R8G8B8, dim);
data = (u32*) image->getData (); image->fill(SColor(0xFFFFFFFF));
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 ); snprintf_irr ( buf, 64, "fog_%02d", i );
driver->addTexture( buf, image ); driver->addTexture( buf, image );
image->drop (); image->drop ();
@ -644,7 +625,6 @@ void CQuake3EventHandler::createTextures()
*/ */
void CQuake3EventHandler::CreateGUI() void CQuake3EventHandler::CreateGUI()
{ {
IGUIEnvironment *env = Game->Device->getGUIEnvironment(); IGUIEnvironment *env = Game->Device->getGUIEnvironment();
IVideoDriver * driver = Game->Device->getVideoDriver(); IVideoDriver * driver = Game->Device->getVideoDriver();
@ -663,15 +643,6 @@ void CQuake3EventHandler::CreateGUI()
// minimal gui size 800x600 // minimal gui size 800x600
dimension2d<u32> dim ( 800, 600 ); dimension2d<u32> dim ( 800, 600 );
dimension2d<u32> vdim ( Game->Device->getVideoDriver()->getScreenSize() );
if ( vdim.Height >= dim.Height && vdim.Width >= dim.Width )
{
//dim = vdim;
}
else
{
}
gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), false, L"Quake3 Explorer" ); gui.Window = 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->setToolTipText ( L"Quake3Explorer. Loads and show various BSP File Format and Shaders." );
@ -860,7 +831,7 @@ void CQuake3EventHandler::AddArchive ( const path& archiveName )
} }
// store the current archives in game data // store the current archives in game data
// show the attached Archive in proper order // show the attached archive in proper order
if ( gui.ArchiveList ) if ( gui.ArchiveList )
{ {
gui.ArchiveList->clearRows(); gui.ArchiveList->clearRows();
@ -998,7 +969,7 @@ void CQuake3EventHandler::AddArchive ( const path& archiveName )
} }
/* /*
clears the Map in Memory clears the map in memory
*/ */
void CQuake3EventHandler::dropMap () void CQuake3EventHandler::dropMap ()
{ {
@ -1113,9 +1084,9 @@ void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
BulletParent->setName ( "Bullet Container" ); BulletParent->setName ( "Bullet Container" );
/* /*
now construct SceneNodes for each Shader now construct SceneNodes for each shader
The Objects are stored in the quake mesh E_Q3_MESH_ITEMS The objects are stored in the quake mesh E_Q3_MESH_ITEMS
and the Shader ID is stored in the MaterialParameters and the shader ID is stored in the MaterialParameters
mostly dark looking skulls and moving lava.. or green flashing tubes? 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_ITEMS,ShaderParent, Meta, false );
@ -1123,13 +1094,13 @@ void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true ); Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );
/* /*
Now construct Models from Entity List Now construct models from entity list
*/ */
Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false ); Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false );
} }
/* /*
Adds a SceneNode with an icon to the Scene Tree Adds a SceneNode with an icon to the scene tree
*/ */
void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent) void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent)
{ {
@ -1169,7 +1140,7 @@ void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNod
node = nodeParent->addChildBack( msg, 0, imageIndex ); node = nodeParent->addChildBack( msg, 0, imageIndex );
// Add all Animators // Add all animators
list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin(); list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
for (; ait != (*it)->getAnimators().end(); ++ait) for (; ait != (*it)->getAnimators().end(); ++ait)
{ {
@ -1753,7 +1724,7 @@ void CQuake3EventHandler::useItem( Q3Player * player)
} }
else else
{ {
// doesnt collide with wall // doesn't collide with wall
vector3df start = camera->getPosition(); vector3df start = camera->getPosition();
if ( player->WeaponNode ) if ( player->WeaponNode )
{ {
@ -2104,7 +2075,7 @@ void runGame ( GameData *game )
eventHandler->AddArchive ( game->CurrentArchiveList[i] ); eventHandler->AddArchive ( game->CurrentArchiveList[i] );
} }
// Load a Map or startup to the GUI // Load a map or startup to the GUI
if ( game->CurrentMapName.size () ) if ( game->CurrentMapName.size () )
{ {
eventHandler->LoadMap ( game->CurrentMapName, 1 ); eventHandler->LoadMap ( game->CurrentMapName, 1 );

View File

@ -301,7 +301,7 @@ const SItemElement * getItemElement ( const stringc& key )
} }
/*! /*!
Quake3 Model Factory. Quake3 model factory.
Takes the mesh buffers and creates scenenodes for their associated shaders Takes the mesh buffers and creates scenenodes for their associated shaders
*/ */
void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam, void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
@ -399,7 +399,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
sceneNodeID += 1; sceneNodeID += 1;
} }
// show Debug Shader Name // show debug shader name
if ( showShaderName && node ) if ( showShaderName && node )
{ {
swprintf_irr ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() ); swprintf_irr ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() );
@ -413,7 +413,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
sceneNodeID += 1; sceneNodeID += 1;
} }
// create Portal Rendertargets // create portal rendertargets
if ( shader ) if ( shader )
{ {
const SVarGroup *group = shader->getGroup(1); const SVarGroup *group = shader->getGroup(1);
@ -496,7 +496,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
/*! /*!
create Items from Entity create items from entity
*/ */
void Q3ModelFactory ( Q3LevelLoadParameter &loadParam, void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
IrrlichtDevice *device, IrrlichtDevice *device,
@ -513,7 +513,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
char buf[128]; char buf[128];
const SVarGroup *group; const SVarGroup *group = 0;
IEntity search; IEntity search;
s32 index; s32 index;
s32 lastIndex; s32 lastIndex;
@ -531,12 +531,12 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
} }
fclose ( f ); fclose ( f );
*/ */
IAnimatedMeshMD3* model; IAnimatedMeshMD3* model = 0;
SMD3Mesh * mesh; SMD3Mesh * mesh = 0;
const SMD3MeshBuffer *meshBuffer; const SMD3MeshBuffer *meshBuffer = 0;
IMeshSceneNode* node; IMeshSceneNode* node = 0;
ISceneNodeAnimator* anim; ISceneNodeAnimator* anim = 0;
const IShader *shader; const IShader *shader = 0;
u32 pos; u32 pos;
vector3df p; vector3df p;
u32 nodeCount = 0; u32 nodeCount = 0;
@ -546,7 +546,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
if ( showShaderName ) if ( showShaderName )
font = device->getGUIEnvironment()->getFont("fontlucida.png"); font = device->getGUIEnvironment()->getFont("fontlucida.png");
const SItemElement *itemElement; const SItemElement *itemElement = 0;
// walk list // walk list
for ( index = 0; (u32) index < entity.size(); ++index ) for ( index = 0; (u32) index < entity.size(); ++index )
@ -706,7 +706,7 @@ s32 Q3StartPosition ( IQ3LevelMesh* mesh,
u32 parsepos; u32 parsepos;
const SVarGroup *group; const SVarGroup *group = 0;
group = entityList[ index ].getGroup(1); group = entityList[ index ].getGroup(1);
parsepos = 0; parsepos = 0;
@ -801,7 +801,7 @@ ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * devi
} }
//! internal Animation //! internal animation
void setTimeFire ( TimeFire *t, u32 delta, u32 flags ) void setTimeFire ( TimeFire *t, u32 delta, u32 flags )
{ {
t->flags = flags; t->flags = flags;

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@ -46,7 +46,7 @@ enum eItemSubGroup
CHAINGUN, CHAINGUN,
}; };
//! aplly a special effect to the shader //! apply a special effect to the shader
enum eItemSpecialEffect enum eItemSpecialEffect
{ {
SPECIAL_SFX_NONE = 0, SPECIAL_SFX_NONE = 0,
@ -55,7 +55,7 @@ enum eItemSpecialEffect
SPECIAL_SFX_ROTATE_1 = 4, SPECIAL_SFX_ROTATE_1 = 4,
}; };
// a List for defining a model // a list for defining a model
struct SItemElement struct SItemElement
{ {
const c8 *key; const c8 *key;
@ -124,11 +124,11 @@ funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename);
/* /*
get the current collision respone camera animator get the current collision response camera animator
*/ */
ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device ); ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device );
//! internal Animation //! internal animation
enum eTimeFireFlag enum eTimeFireFlag
{ {
FIRED = 1, FIRED = 1,