Avoid warning and make local variable lower-case.

git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6000 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
cutealien
2019-12-12 16:32:41 +00:00
commit 8310a3fbad
1909 changed files with 607639 additions and 0 deletions

View File

@ -0,0 +1,56 @@
# Makefile for Irrlicht Examples
# It's usually sufficient to change just the target name and source file list
# and be sure that CXX is set to a valid compiler
# Name of the executable created (.exe will be added automatically if necessary)
Target := 21.Quake3Explorer
# List of source files, separated by spaces
Sources := main.cpp sound.cpp q3factory.cpp
# Path to Irrlicht directory, should contain include/ and lib/
IrrlichtHome := ../..
# Path for the executable. Note that Irrlicht.dll should usually also be there for win32 systems
BinPath = ../../bin/$(SYSTEM)
# general compiler settings (might need to be set when compiling the lib, too)
CPPFLAGS += -I$(IrrlichtHome)/include -I/usr/X11R6/include
ifndef NDEBUG
CXXFLAGS += -g -Wall
else
CXXFLAGS += -O3
endif
#default target is Linux
all: all_linux
# target specific settings
all_linux all_win32 static_win32: LDFLAGS += -L$(IrrlichtHome)/lib/$(SYSTEM) -lIrrlicht
all_linux: LDFLAGS += -L/usr/X11R6/lib$(LIBSELECT) -lGL -lXxf86vm -lXext -lX11 -lXcursor
all_linux clean_linux: SYSTEM=Linux
all_win32 clean_win32 static_win32: SYSTEM=Win32-gcc
all_win32 clean_win32 static_win32: SUF=.exe
static_win32: CPPFLAGS += -D_IRR_STATIC_LIB_
all_win32: LDFLAGS += -lopengl32 -lm
static_win32: LDFLAGS += -lgdi32 -lwinspool -lcomdlg32 -lole32 -loleaut32 -luuid -lodbc32 -lodbccp32 -lopengl32
# name of the binary - only valid for targets which set SYSTEM
DESTPATH = $(BinPath)/$(Target)$(SUF)
all_linux all_win32 static_win32:
$(warning Building...)
$(CXX) $(CPPFLAGS) $(CXXFLAGS) $(Sources) -o $(DESTPATH) $(LDFLAGS)
clean: clean_linux clean_win32
$(warning Cleaning...)
clean_linux clean_win32:
@$(RM) $(DESTPATH)
.PHONY: all all_win32 static_win32 clean clean_linux clean_win32
#multilib handling
ifeq ($(HOSTTYPE), x86_64)
LIBSELECT=64
endif
#solaris real-time features
ifeq ($(HOSTTYPE), sun4)
LDFLAGS += -lrt
endif

View File

@ -0,0 +1,59 @@
<?xml version="1.0" encoding="UTF-8" standalone="yes" ?>
<CodeBlocks_project_file>
<FileVersion major="1" minor="6" />
<Project>
<Option title="Irrlicht Example 21 Quake 3 Explorer" />
<Option pch_mode="0" />
<Option compiler="gcc" />
<Build>
<Target title="Linux">
<Option platforms="Unix;" />
<Option output="../../bin/Linux/Quake3Explorer" prefix_auto="0" extension_auto="0" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
<Add option="-D_IRR_STATIC_LIB_" />
</Compiler>
<Linker>
<Add library="Xxf86vm" />
<Add library="X11" />
<Add library="GL" />
<Add directory="../../lib/Linux" />
</Linker>
</Target>
<Target title="Windows">
<Option platforms="Windows;" />
<Option output="../../bin/Win32-gcc/Quake3Explorer" prefix_auto="0" extension_auto="1" />
<Option type="1" />
<Option compiler="gcc" />
<Compiler>
<Add option="-g" />
</Compiler>
<Linker>
<Add directory="../../lib/Win32-gcc" />
</Linker>
</Target>
</Build>
<VirtualTargets>
<Add alias="All" targets="Windows;Linux;" />
</VirtualTargets>
<Compiler>
<Add option="-g" />
<Add directory="../../include" />
</Compiler>
<Linker>
<Add library="Irrlicht" />
</Linker>
<Unit filename="main.cpp" />
<Unit filename="q3factory.cpp" />
<Unit filename="q3factory.h" />
<Unit filename="sound.cpp" />
<Unit filename="sound.h" />
<Extensions>
<code_completion />
<debugger />
<envvars />
</Extensions>
</Project>
</CodeBlocks_project_file>

View File

@ -0,0 +1,132 @@
<?xml version="1.0" encoding="Windows-1252"?>
<VisualStudioProject
ProjectType="Visual C++"
Version="7.10"
Name="21.Quake3Explorer"
ProjectGUID="{CDC4AAA9-72E1-4FFA-A04D-7EF59D8B97CD}"
Keyword="Win32Proj">
<Platforms>
<Platform
Name="Win32"/>
</Platforms>
<Configurations>
<Configuration
Name="Debug|Win32"
OutputDirectory="Debug"
IntermediateDirectory="Debug"
ConfigurationType="1"
CharacterSet="2">
<Tool
Name="VCCLCompilerTool"
Optimization="0"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;_DEBUG;_WINDOWS"
MinimalRebuild="TRUE"
BasicRuntimeChecks="3"
RuntimeLibrary="5"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="TRUE"
DebugInformationFormat="4"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile="..\..\bin\Win32-VisualStudio\21.Quake3MapExplorer.exe"
LinkIncremental="1"
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
GenerateDebugInformation="TRUE"
ProgramDatabaseFile="$(OutDir)/Quake3MapShader.pdb"
SubSystem="1"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
<Configuration
Name="Release|Win32"
OutputDirectory="Release"
IntermediateDirectory="Release"
ConfigurationType="1"
CharacterSet="2"
WholeProgramOptimization="TRUE">
<Tool
Name="VCCLCompilerTool"
AdditionalOptions="/QIfist /Oa"
Optimization="3"
GlobalOptimizations="TRUE"
InlineFunctionExpansion="2"
EnableIntrinsicFunctions="TRUE"
FavorSizeOrSpeed="1"
OmitFramePointers="TRUE"
AdditionalIncludeDirectories="..\..\include"
PreprocessorDefinitions="WIN32;NDEBUG;_WINDOWS"
RuntimeLibrary="4"
BufferSecurityCheck="FALSE"
UsePrecompiledHeader="0"
WarningLevel="3"
Detect64BitPortabilityProblems="TRUE"
DebugInformationFormat="0"
CallingConvention="1"/>
<Tool
Name="VCCustomBuildTool"/>
<Tool
Name="VCLinkerTool"
OutputFile="..\..\bin\Win32-VisualStudio\21.Quake3MapExplorer.exe"
LinkIncremental="1"
SuppressStartupBanner="TRUE"
AdditionalLibraryDirectories="..\..\lib\Win32-visualstudio"
GenerateDebugInformation="FALSE"
SubSystem="1"
OptimizeReferences="2"
EnableCOMDATFolding="2"
TargetMachine="1"/>
<Tool
Name="VCMIDLTool"/>
<Tool
Name="VCPostBuildEventTool"/>
<Tool
Name="VCPreBuildEventTool"/>
<Tool
Name="VCPreLinkEventTool"/>
<Tool
Name="VCResourceCompilerTool"/>
<Tool
Name="VCWebServiceProxyGeneratorTool"/>
<Tool
Name="VCXMLDataGeneratorTool"/>
<Tool
Name="VCWebDeploymentTool"/>
<Tool
Name="VCManagedWrapperGeneratorTool"/>
<Tool
Name="VCAuxiliaryManagedWrapperGeneratorTool"/>
</Configuration>
</Configurations>
<References>
</References>
<Files>
<File
RelativePath=".\main.cpp">
</File>
</Files>
<Globals>
</Globals>
</VisualStudioProject>

View File

@ -0,0 +1,302 @@
// !$*UTF8*$!
{
archiveVersion = 1;
classes = {
};
objectVersion = 46;
objects = {
/* Begin PBXBuildFile section */
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E34CC741B7F8EEF00F212E8 /* main.cpp */; };
5E3A0F831C1108A100545D10 /* q3factory.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E3A0F7F1C1108A100545D10 /* q3factory.cpp */; };
5E3A0F841C1108A100545D10 /* sound.cpp in Sources */ = {isa = PBXBuildFile; fileRef = 5E3A0F811C1108A100545D10 /* sound.cpp */; };
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B01B7F99F500B267D2 /* Cocoa.framework */; };
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B41B7F9A0700B267D2 /* IOKit.framework */; };
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E8570B21B7F99FE00B267D2 /* OpenGL.framework */; };
5E8570BF1B7F9D3A00B267D2 /* media in Resources */ = {isa = PBXBuildFile; fileRef = 5E8570BE1B7F9D3A00B267D2 /* media */; };
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */ = {isa = PBXBuildFile; fileRef = 5E34CC781B7F90A000F212E8 /* libIrrlicht.a */; };
/* End PBXBuildFile section */
/* Begin PBXFileReference section */
5E34CC511B7F8E6E00F212E8 /* 21.Quake3Explorer.app */ = {isa = PBXFileReference; explicitFileType = wrapper.application; includeInIndex = 0; path = 21.Quake3Explorer.app; sourceTree = BUILT_PRODUCTS_DIR; };
5E34CC741B7F8EEF00F212E8 /* main.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = main.cpp; sourceTree = "<group>"; };
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; name = libIrrlicht.a; path = ../../lib/OSX/libIrrlicht.a; sourceTree = "<group>"; };
5E3A0F7F1C1108A100545D10 /* q3factory.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = q3factory.cpp; sourceTree = "<group>"; };
5E3A0F801C1108A100545D10 /* q3factory.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = q3factory.h; sourceTree = "<group>"; };
5E3A0F811C1108A100545D10 /* sound.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = sound.cpp; sourceTree = "<group>"; };
5E3A0F821C1108A100545D10 /* sound.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = sound.h; sourceTree = "<group>"; };
5E8570B01B7F99F500B267D2 /* Cocoa.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = Cocoa.framework; path = System/Library/Frameworks/Cocoa.framework; sourceTree = SDKROOT; };
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = OpenGL.framework; path = System/Library/Frameworks/OpenGL.framework; sourceTree = SDKROOT; };
5E8570B41B7F9A0700B267D2 /* IOKit.framework */ = {isa = PBXFileReference; lastKnownFileType = wrapper.framework; name = IOKit.framework; path = System/Library/Frameworks/IOKit.framework; sourceTree = SDKROOT; };
5E8570BE1B7F9D3A00B267D2 /* media */ = {isa = PBXFileReference; lastKnownFileType = folder; name = media; path = ../../media; sourceTree = "<group>"; };
/* End PBXFileReference section */
/* Begin PBXFrameworksBuildPhase section */
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */ = {
isa = PBXFrameworksBuildPhase;
buildActionMask = 2147483647;
files = (
5E8570B61B7F9A3200B267D2 /* Cocoa.framework in Frameworks */,
5E8570B71B7F9A3200B267D2 /* IOKit.framework in Frameworks */,
5E8570B81B7F9A3200B267D2 /* OpenGL.framework in Frameworks */,
5E8571181B7FBE8D00B267D2 /* libIrrlicht.a in Frameworks */,
);
runOnlyForDeploymentPostprocessing = 0;
};
/* End PBXFrameworksBuildPhase section */
/* Begin PBXGroup section */
5E34C6D81B7F4A0C00F212E8 = {
isa = PBXGroup;
children = (
5E34CC741B7F8EEF00F212E8 /* main.cpp */,
5E3A0F7F1C1108A100545D10 /* q3factory.cpp */,
5E3A0F801C1108A100545D10 /* q3factory.h */,
5E3A0F811C1108A100545D10 /* sound.cpp */,
5E3A0F821C1108A100545D10 /* sound.h */,
5E34CC761B7F905600F212E8 /* Libraries */,
5E34CC521B7F8E6E00F212E8 /* Products */,
5E34CC771B7F906D00F212E8 /* Resources */,
);
sourceTree = "<group>";
};
5E34CC521B7F8E6E00F212E8 /* Products */ = {
isa = PBXGroup;
children = (
5E34CC511B7F8E6E00F212E8 /* 21.Quake3Explorer.app */,
);
name = Products;
sourceTree = "<group>";
};
5E34CC761B7F905600F212E8 /* Libraries */ = {
isa = PBXGroup;
children = (
5E8570B01B7F99F500B267D2 /* Cocoa.framework */,
5E8570B41B7F9A0700B267D2 /* IOKit.framework */,
5E8570B21B7F99FE00B267D2 /* OpenGL.framework */,
5E34CC781B7F90A000F212E8 /* libIrrlicht.a */,
);
name = Libraries;
sourceTree = "<group>";
};
5E34CC771B7F906D00F212E8 /* Resources */ = {
isa = PBXGroup;
children = (
5E8570BE1B7F9D3A00B267D2 /* media */,
);
name = Resources;
sourceTree = "<group>";
};
/* End PBXGroup section */
/* Begin PBXNativeTarget section */
5E34CC501B7F8E6E00F212E8 /* 21.Quake3Explorer */ = {
isa = PBXNativeTarget;
buildConfigurationList = 5E34CC701B7F8E6E00F212E8 /* Build configuration list for PBXNativeTarget "21.Quake3Explorer" */;
buildPhases = (
5E34CC4D1B7F8E6E00F212E8 /* Sources */,
5E34CC4E1B7F8E6E00F212E8 /* Frameworks */,
5E34CC4F1B7F8E6E00F212E8 /* Resources */,
);
buildRules = (
);
dependencies = (
);
name = 21.Quake3Explorer;
productName = 01.HelloWorld;
productReference = 5E34CC511B7F8E6E00F212E8 /* 21.Quake3Explorer.app */;
productType = "com.apple.product-type.application";
};
/* End PBXNativeTarget section */
/* Begin PBXProject section */
5E34C6D91B7F4A0C00F212E8 /* Project object */ = {
isa = PBXProject;
attributes = {
LastUpgradeCheck = 0710;
TargetAttributes = {
5E34CC501B7F8E6E00F212E8 = {
CreatedOnToolsVersion = 6.1;
};
};
};
buildConfigurationList = 5E34C6DC1B7F4A0C00F212E8 /* Build configuration list for PBXProject "Quake3Explorer" */;
compatibilityVersion = "Xcode 3.2";
developmentRegion = English;
hasScannedForEncodings = 0;
knownRegions = (
en,
Base,
);
mainGroup = 5E34C6D81B7F4A0C00F212E8;
productRefGroup = 5E34CC521B7F8E6E00F212E8 /* Products */;
projectDirPath = "";
projectRoot = "";
targets = (
5E34CC501B7F8E6E00F212E8 /* 21.Quake3Explorer */,
);
};
/* End PBXProject section */
/* Begin PBXResourcesBuildPhase section */
5E34CC4F1B7F8E6E00F212E8 /* Resources */ = {
isa = PBXResourcesBuildPhase;
buildActionMask = 2147483647;
files = (
5E8570BF1B7F9D3A00B267D2 /* media in Resources */,
);
runOnlyForDeploymentPostprocessing = 0;
};
/* End PBXResourcesBuildPhase section */
/* Begin PBXSourcesBuildPhase section */
5E34CC4D1B7F8E6E00F212E8 /* Sources */ = {
isa = PBXSourcesBuildPhase;
buildActionMask = 2147483647;
files = (
5E3A0F831C1108A100545D10 /* q3factory.cpp in Sources */,
5E3A0F841C1108A100545D10 /* sound.cpp in Sources */,
5E34CC751B7F8EEF00F212E8 /* main.cpp in Sources */,
);
runOnlyForDeploymentPostprocessing = 0;
};
/* End PBXSourcesBuildPhase section */
/* Begin XCBuildConfiguration section */
5E34C6DD1B7F4A0C00F212E8 /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
ENABLE_TESTABILITY = YES;
MACOSX_DEPLOYMENT_TARGET = 10.7;
ONLY_ACTIVE_ARCH = YES;
};
name = Debug;
};
5E34C6DE1B7F4A0C00F212E8 /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
MACOSX_DEPLOYMENT_TARGET = 10.7;
};
name = Release;
};
5E34CC6C1B7F8E6E00F212E8 /* Debug */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
CODE_SIGN_IDENTITY = "-";
COMBINE_HIDPI_IMAGES = YES;
COPY_PHASE_STRIP = NO;
DEPLOYMENT_LOCATION = YES;
DSTROOT = "$(SRCROOT)/../../bin/OSX";
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_DYNAMIC_NO_PIC = NO;
GCC_OPTIMIZATION_LEVEL = 0;
GCC_PREPROCESSOR_DEFINITIONS = (
"DEBUG=1",
"$(inherited)",
);
GCC_SYMBOLS_PRIVATE_EXTERN = NO;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
HEADER_SEARCH_PATHS = (
"$(inherited)",
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include,
"$(SRCROOT)/../../include",
);
INFOPLIST_FILE = "$(SRCROOT)/../../media/info_osx.plist";
INSTALL_PATH = /;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = (
"$(SRCROOT)/../../lib/OSX",
);
MACOSX_DEPLOYMENT_TARGET = 10.7;
MTL_ENABLE_DEBUG_INFO = YES;
ONLY_ACTIVE_ARCH = YES;
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;
};
name = Debug;
};
5E34CC6D1B7F8E6E00F212E8 /* Release */ = {
isa = XCBuildConfiguration;
buildSettings = {
ALWAYS_SEARCH_USER_PATHS = NO;
CLANG_WARN_BOOL_CONVERSION = YES;
CLANG_WARN_CONSTANT_CONVERSION = YES;
CLANG_WARN_DIRECT_OBJC_ISA_USAGE = YES_ERROR;
CLANG_WARN_EMPTY_BODY = YES;
CLANG_WARN_ENUM_CONVERSION = YES;
CLANG_WARN_INT_CONVERSION = YES;
CLANG_WARN_OBJC_ROOT_CLASS = YES_ERROR;
CLANG_WARN_UNREACHABLE_CODE = YES;
CLANG_WARN__DUPLICATE_METHOD_MATCH = YES;
CODE_SIGN_IDENTITY = "-";
COMBINE_HIDPI_IMAGES = YES;
COPY_PHASE_STRIP = YES;
DEBUG_INFORMATION_FORMAT = "dwarf-with-dsym";
DEPLOYMENT_LOCATION = YES;
DSTROOT = "$(SRCROOT)/../../bin/OSX";
ENABLE_NS_ASSERTIONS = NO;
ENABLE_STRICT_OBJC_MSGSEND = YES;
GCC_WARN_64_TO_32_BIT_CONVERSION = YES;
GCC_WARN_ABOUT_RETURN_TYPE = YES_ERROR;
GCC_WARN_UNDECLARED_SELECTOR = YES;
GCC_WARN_UNINITIALIZED_AUTOS = YES_AGGRESSIVE;
GCC_WARN_UNUSED_FUNCTION = YES;
GCC_WARN_UNUSED_VARIABLE = YES;
HEADER_SEARCH_PATHS = (
"$(inherited)",
/Applications/Xcode.app/Contents/Developer/Toolchains/XcodeDefault.xctoolchain/usr/include,
"$(SRCROOT)/../../include",
);
INFOPLIST_FILE = "$(SRCROOT)/../../media/info_osx.plist";
INSTALL_PATH = /;
LD_RUNPATH_SEARCH_PATHS = "$(inherited) @executable_path/../Frameworks";
LIBRARY_SEARCH_PATHS = (
"$(SRCROOT)/../../lib/OSX",
);
MACOSX_DEPLOYMENT_TARGET = 10.7;
MTL_ENABLE_DEBUG_INFO = NO;
PRODUCT_NAME = "$(TARGET_NAME)";
SDKROOT = macosx;
};
name = Release;
};
/* End XCBuildConfiguration section */
/* Begin XCConfigurationList section */
5E34C6DC1B7F4A0C00F212E8 /* Build configuration list for PBXProject "Quake3Explorer" */ = {
isa = XCConfigurationList;
buildConfigurations = (
5E34C6DD1B7F4A0C00F212E8 /* Debug */,
5E34C6DE1B7F4A0C00F212E8 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
5E34CC701B7F8E6E00F212E8 /* Build configuration list for PBXNativeTarget "21.Quake3Explorer" */ = {
isa = XCConfigurationList;
buildConfigurations = (
5E34CC6C1B7F8E6E00F212E8 /* Debug */,
5E34CC6D1B7F8E6E00F212E8 /* Release */,
);
defaultConfigurationIsVisible = 0;
defaultConfigurationName = Release;
};
/* End XCConfigurationList section */
};
rootObject = 5E34C6D91B7F4A0C00F212E8 /* Project object */;
}

View File

@ -0,0 +1,91 @@
<?xml version="1.0" encoding="UTF-8"?>
<Scheme
LastUpgradeVersion = "0710"
version = "1.3">
<BuildAction
parallelizeBuildables = "YES"
buildImplicitDependencies = "YES">
<BuildActionEntries>
<BuildActionEntry
buildForTesting = "YES"
buildForRunning = "YES"
buildForProfiling = "YES"
buildForArchiving = "YES"
buildForAnalyzing = "YES">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "5E34CC501B7F8E6E00F212E8"
BuildableName = "21.Quake3Explorer.app"
BlueprintName = "21.Quake3Explorer"
ReferencedContainer = "container:Quake3Explorer.xcodeproj">
</BuildableReference>
</BuildActionEntry>
</BuildActionEntries>
</BuildAction>
<TestAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
shouldUseLaunchSchemeArgsEnv = "YES">
<Testables>
</Testables>
<MacroExpansion>
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "5E34CC501B7F8E6E00F212E8"
BuildableName = "21.Quake3Explorer.app"
BlueprintName = "21.Quake3Explorer"
ReferencedContainer = "container:Quake3Explorer.xcodeproj">
</BuildableReference>
</MacroExpansion>
<AdditionalOptions>
</AdditionalOptions>
</TestAction>
<LaunchAction
buildConfiguration = "Debug"
selectedDebuggerIdentifier = "Xcode.DebuggerFoundation.Debugger.LLDB"
selectedLauncherIdentifier = "Xcode.DebuggerFoundation.Launcher.LLDB"
launchStyle = "0"
useCustomWorkingDirectory = "NO"
ignoresPersistentStateOnLaunch = "NO"
debugDocumentVersioning = "YES"
debugServiceExtension = "internal"
allowLocationSimulation = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "5E34CC501B7F8E6E00F212E8"
BuildableName = "21.Quake3Explorer.app"
BlueprintName = "21.Quake3Explorer"
ReferencedContainer = "container:Quake3Explorer.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
<AdditionalOptions>
</AdditionalOptions>
</LaunchAction>
<ProfileAction
buildConfiguration = "Release"
shouldUseLaunchSchemeArgsEnv = "YES"
savedToolIdentifier = ""
useCustomWorkingDirectory = "NO"
debugDocumentVersioning = "YES">
<BuildableProductRunnable
runnableDebuggingMode = "0">
<BuildableReference
BuildableIdentifier = "primary"
BlueprintIdentifier = "5E34CC501B7F8E6E00F212E8"
BuildableName = "21.Quake3Explorer.app"
BlueprintName = "21.Quake3Explorer"
ReferencedContainer = "container:Quake3Explorer.xcodeproj">
</BuildableReference>
</BuildableProductRunnable>
</ProfileAction>
<AnalyzeAction
buildConfiguration = "Debug">
</AnalyzeAction>
<ArchiveAction
buildConfiguration = "Release"
revealArchiveInOrganizer = "YES">
</ArchiveAction>
</Scheme>

View File

@ -0,0 +1,200 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>21.Quake3Explorer</ProjectName>
<ProjectGuid>{CDC4AAA9-72E1-4FFA-A04D-7EF59D8B97CD}</ProjectGuid>
<RootNamespace>21.Quake3Explorer</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>FastCall</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>Cdecl</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="q3factory.cpp" />
<ClCompile Include="sound.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="q3factory.h" />
<ClInclude Include="sound.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,200 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="4.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>21.Quake3Explorer</ProjectName>
<ProjectGuid>{CDC4AAA9-72E1-4FFA-A04D-7EF59D8B97CD}</ProjectGuid>
<RootNamespace>21.Quake3Explorer</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>Cdecl</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>FastCall</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="q3factory.cpp" />
<ClCompile Include="sound.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="q3factory.h" />
<ClInclude Include="sound.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,200 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="12.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>21.Quake3Explorer</ProjectName>
<ProjectGuid>{CDC4AAA9-72E1-4FFA-A04D-7EF59D8B97CD}</ProjectGuid>
<RootNamespace>21.Quake3Explorer</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>Windows7.1SDK</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>FastCall</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>Cdecl</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="q3factory.cpp" />
<ClCompile Include="sound.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="q3factory.h" />
<ClInclude Include="sound.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

View File

@ -0,0 +1,200 @@
<?xml version="1.0" encoding="utf-8"?>
<Project DefaultTargets="Build" ToolsVersion="14.0" xmlns="http://schemas.microsoft.com/developer/msbuild/2003">
<ItemGroup Label="ProjectConfigurations">
<ProjectConfiguration Include="Debug|Win32">
<Configuration>Debug</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Debug|x64">
<Configuration>Debug</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|Win32">
<Configuration>Release</Configuration>
<Platform>Win32</Platform>
</ProjectConfiguration>
<ProjectConfiguration Include="Release|x64">
<Configuration>Release</Configuration>
<Platform>x64</Platform>
</ProjectConfiguration>
</ItemGroup>
<PropertyGroup Label="Globals">
<ProjectName>21.Quake3Explorer</ProjectName>
<ProjectGuid>{CDC4AAA9-72E1-4FFA-A04D-7EF59D8B97CD}</ProjectGuid>
<RootNamespace>21.Quake3Explorer</RootNamespace>
<Keyword>Win32Proj</Keyword>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.Default.props" />
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="Configuration">
<ConfigurationType>Application</ConfigurationType>
<CharacterSet>MultiByte</CharacterSet>
<PlatformToolset>v140</PlatformToolset>
</PropertyGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.props" />
<ImportGroup Label="ExtensionSettings">
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<ImportGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" Label="PropertySheets">
<Import Project="$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props" Condition="exists('$(UserRootDir)\Microsoft.Cpp.$(Platform).user.props')" Label="LocalAppDataPlatform" />
<Import Project="$(VCTargetsPath)Microsoft.CPP.UpgradeFromVC71.props" />
</ImportGroup>
<PropertyGroup Label="UserMacros" />
<PropertyGroup>
<_ProjectFileVersion>10.0.30319.1</_ProjectFileVersion>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">true</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">true</LinkIncremental>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">..\..\bin\Win32-VisualStudio\</OutDir>
<OutDir Condition="'$(Configuration)|$(Platform)'=='Release|x64'">..\..\bin\Win64-VisualStudio\</OutDir>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">false</LinkIncremental>
<LinkIncremental Condition="'$(Configuration)|$(Platform)'=='Release|x64'">false</LinkIncremental>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Debug|x64'" />
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRuleSet Condition="'$(Configuration)|$(Platform)'=='Release|x64'">AllRules.ruleset</CodeAnalysisRuleSet>
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRules Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|Win32'" />
<CodeAnalysisRuleAssemblies Condition="'$(Configuration)|$(Platform)'=='Release|x64'" />
</PropertyGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<MinimalRebuild>true</MinimalRebuild>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>EditAndContinue</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Debug|x64'">
<ClCompile>
<Optimization>Disabled</Optimization>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;_DEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<BasicRuntimeChecks>EnableFastChecks</BasicRuntimeChecks>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>ProgramDatabase</DebugInformationFormat>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>true</GenerateDebugInformation>
<ProgramDatabaseFile>$(OutDir)Quake3MapShader.pdb</ProgramDatabaseFile>
<SubSystem>Console</SubSystem>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|Win32'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>FastCall</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win32-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win32-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemDefinitionGroup Condition="'$(Configuration)|$(Platform)'=='Release|x64'">
<ClCompile>
<IntrinsicFunctions>true</IntrinsicFunctions>
<FavorSizeOrSpeed>Speed</FavorSizeOrSpeed>
<AdditionalIncludeDirectories>..\..\include;%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<PreprocessorDefinitions>WIN32;WIN64;NDEBUG;_WINDOWS;%(PreprocessorDefinitions)</PreprocessorDefinitions>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<BufferSecurityCheck>false</BufferSecurityCheck>
<PrecompiledHeader>
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<DebugInformationFormat>
</DebugInformationFormat>
<CallingConvention>FastCall</CallingConvention>
</ClCompile>
<Link>
<OutputFile>..\..\bin\Win64-VisualStudio\21.Quake3Explorer.exe</OutputFile>
<AdditionalLibraryDirectories>..\..\lib\Win64-visualstudio;%(AdditionalLibraryDirectories)</AdditionalLibraryDirectories>
<GenerateDebugInformation>false</GenerateDebugInformation>
<SubSystem>Console</SubSystem>
<OptimizeReferences>true</OptimizeReferences>
<EnableCOMDATFolding>true</EnableCOMDATFolding>
<DataExecutionPrevention>
</DataExecutionPrevention>
</Link>
</ItemDefinitionGroup>
<ItemGroup>
<ClCompile Include="main.cpp" />
<ClCompile Include="q3factory.cpp" />
<ClCompile Include="sound.cpp" />
</ItemGroup>
<ItemGroup>
<ClInclude Include="q3factory.h" />
<ClInclude Include="sound.h" />
</ItemGroup>
<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
<ImportGroup Label="ExtensionTargets">
</ImportGroup>
</Project>

File diff suppressed because it is too large Load Diff

View File

@ -0,0 +1,824 @@
/*!
Model Factory.
create the additional scenenodes for ( bullets, health... )
Defines the Entities for Quake3
*/
#include <irrlicht.h>
#include "q3factory.h"
#include "sound.h"
using namespace irr;
using namespace scene;
using namespace gui;
using namespace video;
using namespace core;
using namespace quake3;
//! This list is based on the original quake3.
static const SItemElement Quake3ItemElement [] = {
{ "item_health",
{"models/powerups/health/medium_cross.md3",
"models/powerups/health/medium_sphere.md3"},
"sound/items/n_health.wav",
"icons/iconh_yellow",
"25 Health",
25,
HEALTH,
SUB_NONE,
SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
},
{ "item_health_large",
"models/powerups/health/large_cross.md3",
"models/powerups/health/large_sphere.md3",
"sound/items/l_health.wav",
"icons/iconh_red",
"50 Health",
50,
HEALTH,
SUB_NONE,
SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
},
{
"item_health_mega",
"models/powerups/health/mega_cross.md3",
"models/powerups/health/mega_sphere.md3",
"sound/items/m_health.wav",
"icons/iconh_mega",
"Mega Health",
100,
HEALTH,
SUB_NONE,
SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
},
{
"item_health_small",
"models/powerups/health/small_cross.md3",
"models/powerups/health/small_sphere.md3",
"sound/items/s_health.wav",
"icons/iconh_green",
"5 Health",
5,
HEALTH,
SUB_NONE,
SPECIAL_SFX_BOUNCE | SPECIAL_SFX_ROTATE_1
},
{ "ammo_bullets",
"models/powerups/ammo/machinegunam.md3",
"",
"sound/misc/am_pkup.wav",
"icons/icona_machinegun",
"Bullets",
50,
AMMO,
MACHINEGUN,
SPECIAL_SFX_BOUNCE,
},
{
"ammo_cells",
"models/powerups/ammo/plasmaam.md3",
"",
"sound/misc/am_pkup.wav",
"icons/icona_plasma",
"Cells",
30,
AMMO,
PLASMAGUN,
SPECIAL_SFX_BOUNCE
},
{ "ammo_rockets",
"models/powerups/ammo/rocketam.md3",
"",
"",
"icons/icona_rocket",
"Rockets",
5,
AMMO,
ROCKET_LAUNCHER,
SPECIAL_SFX_ROTATE
},
{
"ammo_shells",
"models/powerups/ammo/shotgunam.md3",
"",
"sound/misc/am_pkup.wav",
"icons/icona_shotgun",
"Shells",
10,
AMMO,
SHOTGUN,
SPECIAL_SFX_ROTATE
},
{
"ammo_slugs",
"models/powerups/ammo/railgunam.md3",
"",
"sound/misc/am_pkup.wav",
"icons/icona_railgun",
"Slugs",
10,
AMMO,
RAILGUN,
SPECIAL_SFX_ROTATE
},
{
"item_armor_body",
"models/powerups/armor/armor_red.md3",
"",
"sound/misc/ar2_pkup.wav",
"icons/iconr_red",
"Heavy Armor",
100,
ARMOR,
SUB_NONE,
SPECIAL_SFX_ROTATE
},
{
"item_armor_combat",
"models/powerups/armor/armor_yel.md3",
"",
"sound/misc/ar2_pkup.wav",
"icons/iconr_yellow",
"Armor",
50,
ARMOR,
SUB_NONE,
SPECIAL_SFX_ROTATE
},
{
"item_armor_shard",
"models/powerups/armor/shard.md3",
"",
"sound/misc/ar1_pkup.wav",
"icons/iconr_shard",
"Armor Shared",
5,
ARMOR,
SUB_NONE,
SPECIAL_SFX_ROTATE
},
{
"weapon_gauntlet",
"models/weapons2/gauntlet/gauntlet.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_gauntlet",
"Gauntlet",
0,
WEAPON,
GAUNTLET,
SPECIAL_SFX_ROTATE
},
{
"weapon_shotgun",
"models/weapons2/shotgun/shotgun.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_shotgun",
"Shotgun",
10,
WEAPON,
SHOTGUN,
SPECIAL_SFX_ROTATE
},
{
"weapon_machinegun",
"models/weapons2/machinegun/machinegun.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_machinegun",
"Machinegun",
40,
WEAPON,
MACHINEGUN,
SPECIAL_SFX_ROTATE
},
{
"weapon_grenadelauncher",
"models/weapons2/grenadel/grenadel.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_grenade",
"Grenade Launcher",
10,
WEAPON,
GRENADE_LAUNCHER,
SPECIAL_SFX_ROTATE
},
{
"weapon_rocketlauncher",
"models/weapons2/rocketl/rocketl.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_rocket",
"Rocket Launcher",
10,
WEAPON,
ROCKET_LAUNCHER,
SPECIAL_SFX_ROTATE
},
{
"weapon_lightning",
"models/weapons2/lightning/lightning.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_lightning",
"Lightning Gun",
100,
WEAPON,
LIGHTNING,
SPECIAL_SFX_ROTATE
},
{
"weapon_railgun",
"models/weapons2/railgun/railgun.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_railgun",
"Railgun",
10,
WEAPON,
RAILGUN,
SPECIAL_SFX_ROTATE
},
{
"weapon_plasmagun",
"models/weapons2/plasma/plasma.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_plasma",
"Plasma Gun",
50,
WEAPON,
PLASMAGUN,
SPECIAL_SFX_ROTATE
},
{
"weapon_bfg",
"models/weapons2/bfg/bfg.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_bfg",
"BFG10K",
20,
WEAPON,
BFG,
SPECIAL_SFX_ROTATE
},
{
"weapon_grapplinghook",
"models/weapons2/grapple/grapple.md3",
"",
"sound/misc/w_pkup.wav",
"icons/iconw_grapple",
"Grappling Hook",
0,
WEAPON,
GRAPPLING_HOOK,
SPECIAL_SFX_ROTATE
},
{
0
}
};
/*!
*/
const SItemElement * getItemElement ( const stringc& key )
{
const SItemElement *item = Quake3ItemElement;
while ( item->key )
{
if ( 0 == strcmp ( key.c_str(), item->key ) )
return item;
item += 1;
}
return 0;
}
/*!
Quake3 Model Factory.
Takes the mesh buffers and creates scenenodes for their associated shaders
*/
void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
IrrlichtDevice *device,
IQ3LevelMesh* mesh,
eQ3MeshIndex meshIndex,
ISceneNode *parent,
IMetaTriangleSelector *meta,
bool showShaderName )
{
if ( 0 == mesh || 0 == device )
return;
IMeshSceneNode* node = 0;
ISceneManager* smgr = device->getSceneManager();
ITriangleSelector * selector = 0;
// the additional mesh can be quite huge and is unoptimized
// Save to cast to SMesh
SMesh * additional_mesh = (SMesh*) mesh->getMesh ( meshIndex );
if ( 0 == additional_mesh || additional_mesh->getMeshBufferCount() == 0)
return;
char buf[128];
if ( loadParam.verbose > 0 )
{
loadParam.startTime = device->getTimer()->getRealTime();
if ( loadParam.verbose > 1 )
{
snprintf_irr(buf, 128, "q3shaderfactory start" );
device->getLogger()->log( buf, ELL_INFORMATION);
}
}
IGUIFont *font = 0;
if ( showShaderName )
font = device->getGUIEnvironment()->getFont("fontlucida.png");
IVideoDriver *driver = device->getVideoDriver();
// create helper textures
if ( 1 )
{
tTexArray tex;
u32 pos = 0;
getTextures ( tex, "$redimage $blueimage $whiteimage $checkerimage", pos,
device->getFileSystem(), driver );
}
s32 sceneNodeID = 0;
for ( u32 i = 0; i!= additional_mesh->getMeshBufferCount (); ++i )
{
IMeshBuffer *meshBuffer = additional_mesh->getMeshBuffer ( i );
const SMaterial &material = meshBuffer->getMaterial();
//! The ShaderIndex is stored in the second material parameter
s32 shaderIndex = (s32) material.MaterialTypeParam2;
// the meshbuffer can be rendered without additional support, or it has no shader
IShader *shader = (IShader *) mesh->getShader ( shaderIndex );
// no shader, or mapped to existing material
if ( 0 == shader )
{
#if 1
// clone mesh
SMesh * m = new SMesh ();
m->addMeshBuffer ( meshBuffer );
SMaterial &mat = m->getMeshBuffer( 0 )->getMaterial();
if ( mat.getTexture( 0 ) == 0 )
mat.setTexture ( 0, driver->getTexture ( "$blueimage" ) );
if ( mat.getTexture( 1 ) == 0 )
mat.setTexture ( 1, driver->getTexture ( "$redimage" ) );
IMesh * store = smgr->getMeshManipulator ()->createMeshWith2TCoords ( m );
m->drop();
node = smgr->addMeshSceneNode ( store, parent, sceneNodeID );
node->setAutomaticCulling ( scene::EAC_OFF );
store->drop ();
sceneNodeID += 1;
#endif
}
else if ( 1 )
{
/*
stringc s;
dumpShader ( s, shader );
printf ( s.c_str () );
*/
// create sceneNode
node = smgr->addQuake3SceneNode ( meshBuffer, shader, parent, sceneNodeID );
node->setAutomaticCulling ( scene::EAC_FRUSTUM_BOX );
sceneNodeID += 1;
}
// show Debug Shader Name
if ( showShaderName && node )
{
swprintf_irr ( (wchar_t*) buf, 64, L"%hs:%d", node->getName(),node->getID() );
smgr->addBillboardTextSceneNode(
font,
(wchar_t*) buf,
node,
dimension2d<f32>(80.0f, 8.0f),
vector3df(0, 10, 0),
sceneNodeID);
sceneNodeID += 1;
}
// create Portal Rendertargets
if ( shader )
{
const SVarGroup *group = shader->getGroup(1);
if ( group->isDefined( "surfaceparm", "portal" ) )
{
}
}
// add collision
// find out if shader is marked as nonsolid
u8 doCreate = meta !=0 ;
if ( shader )
{
const SVarGroup *group = shader->getGroup(1);
if ( group->isDefined( "surfaceparm", "trans" )
// || group->isDefined( "surfaceparm", "sky" )
// || group->isDefined( "surfaceparm", "nonsolid" )
)
{
if ( !group->isDefined( "surfaceparm", "metalsteps" ) )
{
doCreate = 0;
}
}
}
if ( doCreate )
{
IMesh *m = 0;
//! controls if triangles are modified by the scenenode during runtime
bool takeOriginal = true;
if ( takeOriginal )
{
m = new SMesh ();
((SMesh*) m )->addMeshBuffer (meshBuffer);
}
else
{
m = node->getMesh();
}
//selector = smgr->createOctreeTriangleSelector ( m, 0, 128 );
selector = smgr->createTriangleSelector ( m, 0 );
meta->addTriangleSelector ( selector );
selector->drop ();
if ( takeOriginal )
{
delete m;
}
}
}
#if 0
if ( meta )
{
selector = smgr->createOctreeTriangleSelector ( additional_mesh, 0 );
meta->addTriangleSelector ( selector );
selector->drop ();
}
#endif
if ( loadParam.verbose > 0 )
{
loadParam.endTime = device->getTimer()->getRealTime ();
snprintf_irr(buf, 128, "q3shaderfactory needed %04d ms to create %d shader nodes",
loadParam.endTime - loadParam.startTime,
sceneNodeID
);
device->getLogger()->log(buf, ELL_INFORMATION);
}
}
/*!
create Items from Entity
*/
void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
IrrlichtDevice *device,
IQ3LevelMesh* masterMesh,
ISceneNode *parent,
bool showShaderName
)
{
if ( 0 == masterMesh )
return;
tQ3EntityList &entity = masterMesh->getEntityList ();
ISceneManager* smgr = device->getSceneManager();
char buf[128];
const SVarGroup *group;
IEntity search;
s32 index;
s32 lastIndex;
/*
stringc s;
FILE *f = 0;
f = fopen ( "entity.txt", "wb" );
for ( index = 0; (u32) index < entityList.size (); ++index )
{
const IEntity *entity = &entityList[ index ];
s = entity->name;
dumpShader ( s, entity );
fwrite ( s.c_str(), 1, s.size(), f );
}
fclose ( f );
*/
IAnimatedMeshMD3* model;
SMD3Mesh * mesh;
const SMD3MeshBuffer *meshBuffer;
IMeshSceneNode* node;
ISceneNodeAnimator* anim;
const IShader *shader;
u32 pos;
vector3df p;
u32 nodeCount = 0;
tTexArray textureArray;
IGUIFont *font = 0;
if ( showShaderName )
font = device->getGUIEnvironment()->getFont("fontlucida.png");
const SItemElement *itemElement;
// walk list
for ( index = 0; (u32) index < entity.size(); ++index )
{
itemElement = getItemElement ( entity[index].name );
if ( 0 == itemElement )
continue;
pos = 0;
p = getAsVector3df ( entity[index].getGroup(1)->get ( "origin" ), pos );
nodeCount += 1;
for ( u32 g = 0; g < 2; ++g )
{
if ( 0 == itemElement->model[g] || itemElement->model[g][0] == 0 )
continue;
model = (IAnimatedMeshMD3*) smgr->getMesh( itemElement->model[g] );
if ( 0 == model )
continue;
mesh = model->getOriginalMesh();
for ( u32 j = 0; j != mesh->Buffer.size (); ++j )
{
meshBuffer = mesh->Buffer[j];
if ( 0 == meshBuffer )
continue;
shader = masterMesh->getShader ( meshBuffer->Shader.c_str(), false );
IMeshBuffer *final = model->getMesh(0)->getMeshBuffer(j);
if ( shader )
{
//!TODO: Hack don't modify the vertexbuffer. make it better;-)
final->getMaterial().ColorMask = 0;
node = smgr->addQuake3SceneNode ( final, shader, parent );
final->getMaterial().ColorMask = 15;
}
else
{
// clone mesh
SMesh * m = new SMesh ();
m->addMeshBuffer ( final );
node = smgr->addMeshSceneNode ( m, parent );
m->drop();
}
if ( 0 == node )
{
snprintf_irr ( buf, 128, "q3ModelFactory shader %s failed", meshBuffer->Shader.c_str() );
device->getLogger()->log ( buf );
continue;
}
// node was maybe centered by shaderscenenode
node->setPosition ( p );
node->setName ( meshBuffer->Shader );
node->setAutomaticCulling ( scene::EAC_BOX );
// add special effects to node
if ( itemElement->special & SPECIAL_SFX_ROTATE ||
(g == 0 && itemElement->special & SPECIAL_SFX_ROTATE_1)
)
{
anim = smgr->createRotationAnimator ( vector3df ( 0.f,
2.f, 0.f ) );
node->addAnimator ( anim );
anim->drop ();
}
if ( itemElement->special & SPECIAL_SFX_BOUNCE )
{
//anim = smgr->createFlyStraightAnimator (
// p, p + vector3df ( 0.f, 60.f, 0.f ), 1000, true, true );
anim = smgr->createFlyCircleAnimator (
p + vector3df( 0.f, 20.f, 0.f ),
20.f,
0.005f,
vector3df ( 1.f, 0.f, 0.f ),
core::fract ( nodeCount * 0.05f ),
1.f
);
node->addAnimator ( anim );
anim->drop ();
}
}
}
// show name
if ( showShaderName )
{
swprintf_irr ( (wchar_t*) buf, sizeof(buf) / 2, L"%hs", itemElement->key );
smgr->addBillboardTextSceneNode(
font,
(wchar_t*) buf,
parent,
dimension2d<f32>(80.0f, 8.0f),
p + vector3df(0, 30, 0),
0);
}
}
// music
search.name = "worldspawn";
index = entity.binary_search_multi ( search, lastIndex );
if ( index >= 0 )
{
group = entity[ index ].getGroup(1);
background_music ( group->get ( "music" ).c_str () );
}
// music
search.name = "worldspawn";
index = entity.binary_search_multi ( search, lastIndex );
if ( index >= 0 )
{
group = entity[ index ].getGroup(1);
background_music ( group->get ( "music" ).c_str () );
}
//IAnimatedMesh* mesh = smgr->getMesh("../../media/sydney.md2");
//IAnimatedMeshSceneNode* node = smgr->addAnimatedMeshSceneNode( mesh );
}
/*!
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"
*/
s32 Q3StartPosition ( IQ3LevelMesh* mesh,
ICameraSceneNode* camera,
s32 startposIndex,
const vector3df &translation
)
{
if ( 0 == mesh )
return 0;
tQ3EntityList &entityList = mesh->getEntityList ();
IEntity search;
search.name = "info_player_start"; // "info_player_deathmatch";
// find all entities in the multi-list
s32 lastIndex;
s32 index = entityList.binary_search_multi ( search, lastIndex );
if ( index < 0 )
{
search.name = "info_player_deathmatch";
index = entityList.binary_search_multi ( search, lastIndex );
}
if ( index < 0 )
return 0;
index += core::clamp ( startposIndex, 0, lastIndex - index );
u32 parsepos;
const SVarGroup *group;
group = entityList[ index ].getGroup(1);
parsepos = 0;
vector3df pos = getAsVector3df ( group->get ( "origin" ), parsepos );
pos += translation;
parsepos = 0;
f32 angle = getAsFloat ( group->get ( "angle"), parsepos );
vector3df target ( 0.f, 0.f, 1.f );
target.rotateXZBy ( angle - 90.f, vector3df () );
if ( camera )
{
camera->setPosition ( pos );
camera->setTarget ( pos + target );
//! New. FPSCamera and animators catches reset on animate 0
camera->OnAnimate ( 0 );
}
return lastIndex - index + 1;
}
/*!
gets a accumulated force on a given surface
*/
vector3df getGravity ( const c8 * surface )
{
if ( 0 == strcmp ( surface, "earth" ) ) return vector3df ( 0.f, -900.f, 0.f );
if ( 0 == strcmp ( surface, "moon" ) ) return vector3df ( 0.f, -6.f , 0.f );
if ( 0 == strcmp ( surface, "water" ) ) return vector3df ( 0.1f, -2.f, 0.f );
if ( 0 == strcmp ( surface, "ice" ) ) return vector3df ( 0.2f, -9.f, 0.3f );
return vector3df ( 0.f, 0.f, 0.f );
}
/*
Dynamically load the Irrlicht Library
*/
#if defined(_IRR_WINDOWS_API_)
#ifdef _MSC_VER
#pragma comment(lib, "Irrlicht.lib")
#endif
#include <windows.h>
funcptr_createDevice load_createDevice ( const c8 * filename)
{
return (funcptr_createDevice) GetProcAddress ( LoadLibrary ( filename ), "createDevice" );
}
funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename)
{
return (funcptr_createDeviceEx) GetProcAddress ( LoadLibrary ( filename ), "createDeviceEx" );
}
#else
// TODO: Dynamic Loading for other os
funcptr_createDevice load_createDevice ( const c8 * filename)
{
return createDevice;
}
funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename)
{
return createDeviceEx;
}
#endif
/*
get the current collision response camera animator
*/
ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device )
{
ICameraSceneNode *camera = device->getSceneManager()->getActiveCamera();
ISceneNodeAnimatorCollisionResponse *a = 0;
list<ISceneNodeAnimator*>::ConstIterator it = camera->getAnimators().begin();
for (; it != camera->getAnimators().end(); ++it)
{
a = (ISceneNodeAnimatorCollisionResponse*) (*it);
if ( a->getType() == ESNAT_COLLISION_RESPONSE )
return a;
}
return 0;
}
//! internal Animation
void setTimeFire ( TimeFire *t, u32 delta, u32 flags )
{
t->flags = flags;
t->next = 0;
t->delta = delta;
}
void checkTimeFire ( TimeFire *t, u32 listSize, u32 now )
{
u32 i;
for ( i = 0; i < listSize; ++i )
{
if ( now < t[i].next )
continue;
t[i].next = core::max_ ( now + t[i].delta, t[i].next + t[i].delta );
t[i].flags |= FIRED;
}
}

View File

@ -0,0 +1,149 @@
/*!
Model Factory.
create the additional scenenodes for ( bullets, health... )
Defines the Entities for Quake3
*/
#ifndef __QUAKE3_FACTORY__H_INCLUDED__
#define __QUAKE3_FACTORY__H_INCLUDED__
using namespace irr;
using namespace scene;
using namespace gui;
using namespace video;
using namespace core;
using namespace quake3;
using namespace io;
//! Defines to which group the entities belong
enum eItemGroup
{
WEAPON,
AMMO,
ARMOR,
HEALTH,
POWERUP
};
//! define a supgroup for the item. for e.q the Weapons
enum eItemSubGroup
{
SUB_NONE = 0,
GAUNTLET,
MACHINEGUN,
SHOTGUN,
GRENADE_LAUNCHER,
ROCKET_LAUNCHER,
LIGHTNING,
RAILGUN,
PLASMAGUN,
BFG,
GRAPPLING_HOOK,
NAILGUN,
PROX_LAUNCHER,
CHAINGUN,
};
//! aplly a special effect to the shader
enum eItemSpecialEffect
{
SPECIAL_SFX_NONE = 0,
SPECIAL_SFX_ROTATE = 1,
SPECIAL_SFX_BOUNCE = 2,
SPECIAL_SFX_ROTATE_1 = 4,
};
// a List for defining a model
struct SItemElement
{
const c8 *key;
const c8 *model[2];
const c8 *sound;
const c8 *icon;
const c8 *pickup;
s32 value;
eItemGroup group;
eItemSubGroup sub;
u32 special;
};
//! Get's an entity based on it's key
const SItemElement * getItemElement ( const stringc& key );
/*!
Quake3 Model Factory.
Takes the mesh buffers and creates scenenodes for their associated shaders
*/
void Q3ShaderFactory ( Q3LevelLoadParameter &loadParam,
IrrlichtDevice *device,
IQ3LevelMesh* mesh,
eQ3MeshIndex meshIndex,
ISceneNode *parent,
IMetaTriangleSelector *meta,
bool showShaderName
);
/*!
Creates Model based on the entity list
*/
void Q3ModelFactory ( Q3LevelLoadParameter &loadParam,
IrrlichtDevice *device,
IQ3LevelMesh* masterMesh,
ISceneNode *parent,
bool showShaderName
);
/*!
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"
*/
s32 Q3StartPosition ( IQ3LevelMesh* mesh,
ICameraSceneNode* camera,
s32 startposIndex,
const vector3df &translation
);
/*!
gets a accumulated force on a given surface
*/
vector3df getGravity ( const c8 * surface );
/*
Dynamically load the Irrlicht Library
*/
funcptr_createDevice load_createDevice ( const c8 * filename);
funcptr_createDeviceEx load_createDeviceEx ( const c8 * filename);
//! Macro for save Dropping an Element
#define dropElement(x) if (x) { x->remove(); x = 0; }
/*
get the current collision respone camera animator
*/
ISceneNodeAnimatorCollisionResponse* camCollisionResponse( IrrlichtDevice * device );
//! internal Animation
enum eTimeFireFlag
{
FIRED = 1,
};
struct TimeFire
{
u32 flags;
u32 next;
u32 delta;
};
void setTimeFire ( TimeFire *t, u32 delta, u32 flags = 0 );
void checkTimeFire ( TimeFire *t, u32 listSize, u32 now );
#endif // __QUAKE3_FACTORY__H_INCLUDED__

View File

@ -0,0 +1,98 @@
/*!
Sound Factory.
provides a sound interface
*/
#include "sound.h"
//#define USE_IRRKLANG
#ifdef USE_IRRKLANG
#include <irrKlang.h>
#ifdef _MSC_VER
#pragma comment (lib, "irrKlang.lib")
#endif
using namespace irrklang;
struct soundfile: public IFileReader
{
soundfile ( io::IReadFile* f ): file (f ) {}
virtual ~soundfile () { file->drop (); }
virtual ik_s32 read(void* buffer, ik_u32 sizeToRead) { return file->read ( buffer, sizeToRead ); }
virtual bool seek(ik_s32 finalPos, bool relativeMovement = false) { return file->seek ( finalPos, relativeMovement ); }
virtual ik_s32 getSize(){ return file->getSize (); }
virtual ik_s32 getPos() {return file->getPos (); }
virtual const ik_c8* getFileName() { return file->getFileName().c_str(); }
io::IReadFile* file;
};
struct klangFactory : public irrklang::IFileFactory
{
klangFactory ( IrrlichtDevice *device ) { Device = device; }
virtual irrklang::IFileReader* createFileReader(const ik_c8* filename)
{
io::IReadFile* file = Device->getFileSystem()->createAndOpenFile(filename);
if ( 0 == file )
return 0;
return new soundfile ( file );
}
IrrlichtDevice *Device;
};
ISoundEngine *engine = 0;
ISound *backMusic = 0;
void sound_init ( IrrlichtDevice *device )
{
engine = createIrrKlangDevice ();
if ( 0 == engine )
return;
klangFactory *f = new klangFactory ( device );
engine->addFileFactory ( f );
}
void sound_shutdown ()
{
if ( backMusic )
backMusic->drop ();
if ( engine )
engine->drop ();
}
void background_music ( const c8 * file )
{
if ( 0 == engine )
return;
if ( backMusic )
{
backMusic->stop ();
backMusic->drop ();
}
backMusic = engine->play2D ( file, true, false, true );
if ( backMusic )
{
backMusic->setVolume ( 0.5f );
}
}
#else
void sound_init ( IrrlichtDevice *device ) {}
void sound_shutdown () {}
void background_music ( const c8 * file ) {}
#endif

View File

@ -0,0 +1,18 @@
/*!
Sound Factory.
provides a sound interface
*/
#ifndef __QUAKE3_SOUND__H_INCLUDED__
#define __QUAKE3_SOUND__H_INCLUDED__
#include <irrlicht.h>
using namespace irr;
void sound_init ( IrrlichtDevice *device );
void sound_shutdown ();
void background_music ( const c8 * file );
#endif // __QUAKE3_SOUND__H_INCLUDED__