mirror of
https://github.com/minetest/irrlicht.git
synced 2024-11-17 15:58:21 +01:00
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:
parent
3035e27e67
commit
8254c0848c
@ -3,13 +3,13 @@
|
||||
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
|
||||
- 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
|
||||
- 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 )
|
||||
@ -26,7 +26,7 @@ Copyright 2006-2011 Burningwater, Thomas Alten
|
||||
#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
|
||||
{
|
||||
@ -100,7 +100,7 @@ void GameData::setDefault ()
|
||||
loadParam.mergeShaderBuffer = 1; // merge meshbuffers with same material
|
||||
loadParam.cleanUnResolvedMeshes = 1; // should unresolved meshes be cleaned. otherwise blue texture
|
||||
loadParam.loadAllShaders = 1; // load all scripts in the script directory
|
||||
loadParam.loadSkyShader = 0; // load sky Shader
|
||||
loadParam.loadSkyShader = 0; // load sky shader
|
||||
loadParam.alpharef = 1;
|
||||
|
||||
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 )
|
||||
{
|
||||
return 0;
|
||||
return 0; // TODO: Anyone knows why it just returns?
|
||||
if (!Device)
|
||||
return 0;
|
||||
|
||||
c8 buf[128];
|
||||
u32 i;
|
||||
|
||||
// Store current Archive for restart
|
||||
// Store current archive for restart
|
||||
CurrentArchiveList.clear();
|
||||
IFileSystem *fs = Device->getFileSystem();
|
||||
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() );
|
||||
}
|
||||
|
||||
// Store Player Position and Rotation
|
||||
// Store player position and rotation
|
||||
ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
|
||||
if ( camera )
|
||||
{
|
||||
@ -279,7 +279,7 @@ void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *
|
||||
|
||||
if (!device)
|
||||
return;
|
||||
// load FPS weapon to Camera
|
||||
// load FPS weapon to camera
|
||||
Device = device;
|
||||
Mesh = mesh;
|
||||
MapParent = mapNode;
|
||||
@ -377,8 +377,8 @@ void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *
|
||||
|
||||
|
||||
/*
|
||||
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"
|
||||
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 ()
|
||||
{
|
||||
@ -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 )
|
||||
{
|
||||
@ -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 )
|
||||
{
|
||||
@ -446,7 +446,7 @@ void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
|
||||
|
||||
|
||||
|
||||
/* GUI Elements
|
||||
/* GUI elements
|
||||
*/
|
||||
struct GUI
|
||||
{
|
||||
@ -560,13 +560,13 @@ CQuake3EventHandler::CQuake3EventHandler( GameData *game )
|
||||
BulletParent(0), FogParent(0), SkyNode(0), Meta(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 )
|
||||
{
|
||||
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);
|
||||
|
||||
// create internal textures
|
||||
@ -599,21 +599,10 @@ void CQuake3EventHandler::createTextures()
|
||||
|
||||
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() );
|
||||
}
|
||||
image->fill(SColor(0xFFFFFFFF));
|
||||
snprintf_irr ( buf, 64, "smoke_%02d", i );
|
||||
driver->addTexture( buf, image );
|
||||
image->drop ();
|
||||
@ -623,15 +612,7 @@ void CQuake3EventHandler::createTextures()
|
||||
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() );
|
||||
}
|
||||
image->fill(SColor(0xFFFFFFFF));
|
||||
snprintf_irr ( buf, 64, "fog_%02d", i );
|
||||
driver->addTexture( buf, image );
|
||||
image->drop ();
|
||||
@ -644,7 +625,6 @@ void CQuake3EventHandler::createTextures()
|
||||
*/
|
||||
void CQuake3EventHandler::CreateGUI()
|
||||
{
|
||||
|
||||
IGUIEnvironment *env = Game->Device->getGUIEnvironment();
|
||||
IVideoDriver * driver = Game->Device->getVideoDriver();
|
||||
|
||||
@ -663,15 +643,6 @@ void CQuake3EventHandler::CreateGUI()
|
||||
|
||||
// minimal gui size 800x600
|
||||
dimension2d<u32> dim ( 800, 600 );
|
||||
dimension2d<u32> vdim ( Game->Device->getVideoDriver()->getScreenSize() );
|
||||
|
||||
if ( vdim.Height >= dim.Height && vdim.Width >= dim.Width )
|
||||
{
|
||||
//dim = vdim;
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
|
||||
gui.Window = env->addWindow ( rect<s32> ( 0, 0, dim.Width, dim.Height ), false, L"Quake3 Explorer" );
|
||||
gui.Window->setToolTipText ( L"Quake3Explorer. Loads and show various BSP File Format and Shaders." );
|
||||
@ -860,7 +831,7 @@ void CQuake3EventHandler::AddArchive ( const path& archiveName )
|
||||
}
|
||||
|
||||
// store the current archives in game data
|
||||
// show the attached Archive in proper order
|
||||
// show the attached archive in proper order
|
||||
if ( gui.ArchiveList )
|
||||
{
|
||||
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 ()
|
||||
{
|
||||
@ -1113,9 +1084,9 @@ void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
|
||||
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
|
||||
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 );
|
||||
@ -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 );
|
||||
|
||||
/*
|
||||
Now construct Models from Entity List
|
||||
Now construct models from entity list
|
||||
*/
|
||||
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)
|
||||
{
|
||||
@ -1169,7 +1140,7 @@ void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNod
|
||||
|
||||
node = nodeParent->addChildBack( msg, 0, imageIndex );
|
||||
|
||||
// Add all Animators
|
||||
// Add all animators
|
||||
list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
|
||||
for (; ait != (*it)->getAnimators().end(); ++ait)
|
||||
{
|
||||
@ -1753,7 +1724,7 @@ void CQuake3EventHandler::useItem( Q3Player * player)
|
||||
}
|
||||
else
|
||||
{
|
||||
// doesnt collide with wall
|
||||
// doesn't collide with wall
|
||||
vector3df start = camera->getPosition();
|
||||
if ( player->WeaponNode )
|
||||
{
|
||||
@ -2104,7 +2075,7 @@ void runGame ( GameData *game )
|
||||
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 () )
|
||||
{
|
||||
eventHandler->LoadMap ( game->CurrentMapName, 1 );
|
||||
|
@ -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
|
||||
*/
|
||||
void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
|
||||
@ -399,7 +399,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
|
||||
sceneNodeID += 1;
|
||||
}
|
||||
|
||||
// show Debug Shader Name
|
||||
// show debug shader name
|
||||
if ( showShaderName && node )
|
||||
{
|
||||
swprintf_irr ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() );
|
||||
@ -413,7 +413,7 @@ void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
|
||||
sceneNodeID += 1;
|
||||
}
|
||||
|
||||
// create Portal Rendertargets
|
||||
// create portal rendertargets
|
||||
if ( shader )
|
||||
{
|
||||
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,
|
||||
IrrlichtDevice *device,
|
||||
@ -513,7 +513,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
|
||||
|
||||
|
||||
char buf[128];
|
||||
const SVarGroup *group;
|
||||
const SVarGroup *group = 0;
|
||||
IEntity search;
|
||||
s32 index;
|
||||
s32 lastIndex;
|
||||
@ -531,12 +531,12 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
|
||||
}
|
||||
fclose ( f );
|
||||
*/
|
||||
IAnimatedMeshMD3* model;
|
||||
SMD3Mesh * mesh;
|
||||
const SMD3MeshBuffer *meshBuffer;
|
||||
IMeshSceneNode* node;
|
||||
ISceneNodeAnimator* anim;
|
||||
const IShader *shader;
|
||||
IAnimatedMeshMD3* model = 0;
|
||||
SMD3Mesh * mesh = 0;
|
||||
const SMD3MeshBuffer *meshBuffer = 0;
|
||||
IMeshSceneNode* node = 0;
|
||||
ISceneNodeAnimator* anim = 0;
|
||||
const IShader *shader = 0;
|
||||
u32 pos;
|
||||
vector3df p;
|
||||
u32 nodeCount = 0;
|
||||
@ -546,7 +546,7 @@ void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
|
||||
if ( showShaderName )
|
||||
font = device->getGUIEnvironment()->getFont("fontlucida.png");
|
||||
|
||||
const SItemElement *itemElement;
|
||||
const SItemElement *itemElement = 0;
|
||||
|
||||
// walk list
|
||||
for ( index = 0; (u32) index < entity.size(); ++index )
|
||||
@ -706,7 +706,7 @@ s32 Q3StartPosition ( IQ3LevelMesh* mesh,
|
||||
|
||||
u32 parsepos;
|
||||
|
||||
const SVarGroup *group;
|
||||
const SVarGroup *group = 0;
|
||||
group = entityList[ index ].getGroup(1);
|
||||
|
||||
parsepos = 0;
|
||||
@ -801,7 +801,7 @@ ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * devi
|
||||
}
|
||||
|
||||
|
||||
//! internal Animation
|
||||
//! internal animation
|
||||
void setTimeFire ( TimeFire *t, u32 delta, u32 flags )
|
||||
{
|
||||
t->flags = flags;
|
||||
|
@ -46,7 +46,7 @@ enum eItemSubGroup
|
||||
CHAINGUN,
|
||||
};
|
||||
|
||||
//! aplly a special effect to the shader
|
||||
//! apply a special effect to the shader
|
||||
enum eItemSpecialEffect
|
||||
{
|
||||
SPECIAL_SFX_NONE = 0,
|
||||
@ -55,7 +55,7 @@ enum eItemSpecialEffect
|
||||
SPECIAL_SFX_ROTATE_1 = 4,
|
||||
};
|
||||
|
||||
// a List for defining a model
|
||||
// a list for defining a model
|
||||
struct SItemElement
|
||||
{
|
||||
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 );
|
||||
|
||||
//! internal Animation
|
||||
//! internal animation
|
||||
enum eTimeFireFlag
|
||||
{
|
||||
FIRED = 1,
|
||||
|
Loading…
Reference in New Issue
Block a user