Irrlicht 3D Engine: Tutorial 21: Quake3 Explorer

| Irrlicht 3D Engine |

Tutorial 21: Quake3 Explorer

This Tutorial shows how to load different Quake 3 maps.

Features:

- Load BSP Archives at Runtime from the menu
- Load a Map from the menu. Showing with Screenshot
- Set the VideoDriver at runtime from menu
- Adjust GammaLevel at runtime
- Create SceneNodes for the Shaders
- Load EntityList and create Entity SceneNodes
- Create Players with Weapons and with Collision Response
- Play music

You can download the Quake III Arena demo ( copyright id software ) at the following location: ftp://ftp.idsoftware.com/idstuff/quake3/win32/q3ademo.exe

Copyright 2006-2011 Burningwater, Thomas Alten

    #include "driverChoice.h"
    #include <irrlicht.h>
    #include "q3factory.h"
    #include "sound.h"

Game Data is used to hold Data which is needed to drive the game

    struct GameData
    {
        GameData ( const path &startupDir) :
            retVal(0), StartupDir(startupDir), createExDevice(0), Device(0)
        {
            setDefault ();
        }

        void setDefault ();
        s32 save ( const path &filename );
        s32 load ( const path &filename );

        s32 debugState;
        s32 gravityState;
        s32 flyTroughState;
        s32 wireFrame;
        s32 guiActive;
        s32 guiInputActive;
        f32 GammaValue;
        s32 retVal;
        s32 sound;

        path StartupDir;
        stringw CurrentMapName;
        array<path> CurrentArchiveList;

        vector3df PlayerPosition;
        vector3df PlayerRotation;

        tQ3EntityList Variable;

        Q3LevelLoadParameter loadParam;
        SIrrlichtCreationParameters deviceParam;
        funcptr_createDeviceEx createExDevice;
        IrrlichtDevice *Device;
    };

set default settings

    void GameData::setDefault ()
    {
        debugState = EDS_OFF;
        gravityState = 1;
        flyTroughState = 0;
        wireFrame = 0;
        guiActive = 1;
        guiInputActive = 0;
        GammaValue = 1.f;

        // default deviceParam;
    #if defined ( _IRR_WINDOWS_ )
        deviceParam.DriverType = EDT_DIRECT3D9;
    #else
        deviceParam.DriverType = EDT_OPENGL;
    #endif
        deviceParam.WindowSize.Width = 800;
        deviceParam.WindowSize.Height = 600;
        deviceParam.Fullscreen = false;
        deviceParam.Bits = 24;
        deviceParam.ZBufferBits = 16;
        deviceParam.Vsync = false;
        deviceParam.AntiAlias = false;

        // default Quake3 loadParam
        loadParam.defaultLightMapMaterial = EMT_LIGHTMAP;
        loadParam.defaultModulate = EMFN_MODULATE_1X;
        loadParam.defaultFilter = EMF_ANISOTROPIC_FILTER;
        loadParam.verbose = 2;
        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.alpharef = 1;

        sound = 0;

        CurrentMapName = "";
        CurrentArchiveList.clear ();

        // Explorer Media directory
        CurrentArchiveList.push_back ( StartupDir + "../../media/" );

        // Add the original quake3 files before you load your custom map
        // Most mods are using the original shaders, models&items&weapons
        CurrentArchiveList.push_back("/q/baseq3/");

        CurrentArchiveList.push_back(StartupDir + "../../media/map-20kdm2.pk3");
    }

Load the current game State from a typical quake3 cfg file

    s32 GameData::load ( const path &filename )
    {
        if (!Device)
            return 0;

        // the quake3 mesh loader can also handle *.shader and *.cfg file
        IQ3LevelMesh* mesh = (IQ3LevelMesh*) Device->getSceneManager()->getMesh ( filename );
        if (!mesh)
            return 0;

        tQ3EntityList &entityList = mesh->getEntityList ();

        stringc s;
        u32 pos;

        for ( u32 e = 0; e != entityList.size (); ++e )
        {
            //dumpShader ( s, &entityList[e], false );
            //printf ( s.c_str () );

            for ( u32 g = 0; g != entityList[e].getGroupSize (); ++g )
            {
                const SVarGroup *group = entityList[e].getGroup ( g );

                for ( u32 index = 0; index < group->Variable.size (); ++index )
                {
                    const SVariable &v = group->Variable[index];
                    pos = 0;
                    if ( v.name == "playerposition" )
                    {
                        PlayerPosition = getAsVector3df ( v.content, pos );
                    }
                    else
                    if ( v.name == "playerrotation" )
                    {
                        PlayerRotation = getAsVector3df ( v.content, pos );
                    }
                }
            }
        }

        return 1;
    }

Store the current game State in a quake3 configuration file

    s32 GameData::save ( const path &filename )
    {
        return 0;
        if (!Device)
            return 0;

        c8 buf[128];
        u32 i;

        // Store current Archive for restart
        CurrentArchiveList.clear();
        IFileSystem *fs = Device->getFileSystem();
        for ( i = 0; i != fs->getFileArchiveCount(); ++i )
        {
            CurrentArchiveList.push_back ( fs->getFileArchive(i)->getFileList()->getPath() );
        }

        // Store Player Position and Rotation
        ICameraSceneNode * camera = Device->getSceneManager()->getActiveCamera ();
        if ( camera )
        {
            PlayerPosition = camera->getPosition ();
            PlayerRotation = camera->getRotation ();
        }

        IWriteFile *file = fs->createAndWriteFile ( filename );
        if (!file)
            return 0;

        snprintf ( buf, 128, "playerposition %.f %.f %.f\nplayerrotation %.f %.f %.f\n",
                PlayerPosition.X, PlayerPosition.Z, PlayerPosition.Y,
                PlayerRotation.X, PlayerRotation.Z, PlayerRotation.Y);
        file->write ( buf, (s32) strlen ( buf ) );
        for ( i = 0; i != fs->getFileArchiveCount(); ++i )
        {
            snprintf ( buf, 128, "archive %s\n",stringc ( fs->getFileArchive(i)->getFileList()->getPath() ).c_str () );
            file->write ( buf, (s32) strlen ( buf ) );
        }

        file->drop ();
        return 1;
    }

Representing a player

    struct Q3Player : public IAnimationEndCallBack
    {
        Q3Player ()
        : Device(0), MapParent(0), Mesh(0), WeaponNode(0), StartPositionCurrent(0)
        {
            animation[0] = 0;
            memset(Anim, 0, sizeof(TimeFire)*4);
        }

        virtual void OnAnimationEnd(IAnimatedMeshSceneNode* node);

        void create (   IrrlichtDevice *device,
                        IQ3LevelMesh* mesh,
                        ISceneNode *mapNode,
                        IMetaTriangleSelector *meta
                    );
        void shutdown ();
        void setAnim ( const c8 *name );
        void respawn ();
        void setpos ( const vector3df &pos, const vector3df& rotation );

        ISceneNodeAnimatorCollisionResponse * cam() { return camCollisionResponse ( Device ); }

        IrrlichtDevice *Device;
        ISceneNode* MapParent;
        IQ3LevelMesh* Mesh;
        IAnimatedMeshSceneNode* WeaponNode;
        s32 StartPositionCurrent;
        TimeFire Anim[4];
        c8 animation[64];
        c8 buf[64];
    };

End player

    void Q3Player::shutdown ()
    {
        setAnim ( 0 );

        dropElement (WeaponNode);

        if ( Device )
        {
            ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
            dropElement ( camera );
            Device = 0;
        }

        MapParent = 0;
        Mesh = 0;
    }

create a new player

    void Q3Player::create ( IrrlichtDevice *device, IQ3LevelMesh* mesh, ISceneNode *mapNode, IMetaTriangleSelector *meta )
    {
        setTimeFire ( Anim + 0, 200, FIRED );
        setTimeFire ( Anim + 1, 5000 );

        if (!device)
            return;
        // load FPS weapon to Camera
        Device = device;
        Mesh = mesh;
        MapParent = mapNode;

        ISceneManager *smgr = device->getSceneManager ();
        IVideoDriver * driver = device->getVideoDriver();

        ICameraSceneNode* camera = 0;

        SKeyMap keyMap[10];
        keyMap[0].Action = EKA_MOVE_FORWARD;
        keyMap[0].KeyCode = KEY_UP;
        keyMap[1].Action = EKA_MOVE_FORWARD;
        keyMap[1].KeyCode = KEY_KEY_W;

        keyMap[2].Action = EKA_MOVE_BACKWARD;
        keyMap[2].KeyCode = KEY_DOWN;
        keyMap[3].Action = EKA_MOVE_BACKWARD;
        keyMap[3].KeyCode = KEY_KEY_S;

        keyMap[4].Action = EKA_STRAFE_LEFT;
        keyMap[4].KeyCode = KEY_LEFT;
        keyMap[5].Action = EKA_STRAFE_LEFT;
        keyMap[5].KeyCode = KEY_KEY_A;

        keyMap[6].Action = EKA_STRAFE_RIGHT;
        keyMap[6].KeyCode = KEY_RIGHT;
        keyMap[7].Action = EKA_STRAFE_RIGHT;
        keyMap[7].KeyCode = KEY_KEY_D;

        keyMap[8].Action = EKA_JUMP_UP;
        keyMap[8].KeyCode = KEY_KEY_J;

        keyMap[9].Action = EKA_CROUCH;
        keyMap[9].KeyCode = KEY_KEY_C;

        camera = smgr->addCameraSceneNodeFPS(0, 100.0f, 0.6f, -1, keyMap, 10, false, 0.6f);
        camera->setName ( "First Person Camera" );
        //camera->setFOV ( 100.f * core::DEGTORAD );
        camera->setFarValue( 20000.f );

        IAnimatedMeshMD2* weaponMesh = (IAnimatedMeshMD2*) smgr->getMesh("gun.md2");
        if ( 0 == weaponMesh )
            return;

        if ( weaponMesh->getMeshType() == EAMT_MD2 )
        {
            s32 count = weaponMesh->getAnimationCount();
            for ( s32 i = 0; i != count; ++i )
            {
                snprintf ( buf, 64, "Animation: %s", weaponMesh->getAnimationName(i) );
                device->getLogger()->log(buf, ELL_INFORMATION);
            }
        }

        WeaponNode = smgr->addAnimatedMeshSceneNode(
                            weaponMesh,
                            smgr->getActiveCamera(),
                            10,
                            vector3df( 0, 0, 0),
                            vector3df(-90,-90,90)
                            );
        WeaponNode->setMaterialFlag(EMF_LIGHTING, false);
        WeaponNode->setMaterialTexture(0, driver->getTexture( "gun.jpg"));
        WeaponNode->setLoopMode ( false );
        WeaponNode->setName ( "tommi the gun man" );

        //create a collision auto response animator
        ISceneNodeAnimator* anim =
            smgr->createCollisionResponseAnimator( meta, camera,
                vector3df(30,45,30),
                getGravity ( "earth" ),
                vector3df(0,40,0),
                0.0005f
            );

        camera->addAnimator( anim );
        anim->drop();

        if ( meta )
        {
            meta->drop ();
        }

        respawn ();
        setAnim ( "idle" );
    }

so we need a good starting Position in the level. we can ask the Quake3 Loader for all entities with class_name "info_player_deathmatch"

    void Q3Player::respawn ()
    {
        if (!Device)
            return;
        ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();

        Device->getLogger()->log( "respawn" );

        if ( StartPositionCurrent >= Q3StartPosition (
                Mesh, camera,StartPositionCurrent++,
                cam ()->getEllipsoidTranslation() )
            )
        {
            StartPositionCurrent = 0;
        }
    }

set Player position from saved coordinates

    void Q3Player::setpos ( const vector3df &pos, const vector3df &rotation )
    {
        if (!Device)
            return;
        Device->getLogger()->log( "setpos" );

        ICameraSceneNode* camera = Device->getSceneManager()->getActiveCamera();
        if ( camera )
        {
            camera->setPosition ( pos );
            camera->setRotation ( rotation );
            camera->OnAnimate ( 0 );
        }
    }

set the Animation of the player and weapon

    void Q3Player::setAnim ( const c8 *name )
    {
        if ( name )
        {
            snprintf ( animation, 64, "%s", name );
            if ( WeaponNode )
            {
                WeaponNode->setAnimationEndCallback ( this );
                WeaponNode->setMD2Animation ( animation );
            }
        }
        else
        {
            animation[0] = 0;
            if ( WeaponNode )
            {
                WeaponNode->setAnimationEndCallback ( 0 );
            }
        }
    }

    // Callback
    void Q3Player::OnAnimationEnd(IAnimatedMeshSceneNode* node)
    {
        setAnim ( 0 );
    }

GUI Elements

    struct GUI
    {
        GUI ()
        {
            memset ( this, 0, sizeof ( *this ) );
        }

        void drop()
        {
            dropElement ( Window );
            dropElement ( Logo );
        }

        IGUIComboBox* VideoDriver;
        IGUIComboBox* VideoMode;
        IGUICheckBox* FullScreen;
        IGUICheckBox* Bit32;
        IGUIScrollBar* MultiSample;
        IGUIButton* SetVideoMode;

        IGUIScrollBar* Tesselation;
        IGUIScrollBar* Gamma;
        IGUICheckBox* Collision;
        IGUICheckBox* Visible_Map;
        IGUICheckBox* Visible_Shader;
        IGUICheckBox* Visible_Fog;
        IGUICheckBox* Visible_Unresolved;
        IGUICheckBox* Visible_Skydome;
        IGUIButton* Respawn;

        IGUITable* ArchiveList;
        IGUIButton* ArchiveAdd;
        IGUIButton* ArchiveRemove;
        IGUIFileOpenDialog* ArchiveFileOpen;
        IGUIButton* ArchiveUp;
        IGUIButton* ArchiveDown;

        IGUIListBox* MapList;
        IGUITreeView* SceneTree;
        IGUIStaticText* StatusLine;
        IGUIImage* Logo;
        IGUIWindow* Window;
    };

CQuake3EventHandler controls the game

    class CQuake3EventHandler : public IEventReceiver
    {
    public:

        CQuake3EventHandler( GameData *gameData );
        virtual ~CQuake3EventHandler ();

        void Animate();
        void Render();

        void AddArchive ( const path& archiveName );
        void LoadMap ( const stringw& mapName, s32 collision );
        void CreatePlayers();
        void AddSky( u32 dome, const c8 *texture );
        Q3Player *GetPlayer ( u32 index ) { return &Player[index]; }

        void CreateGUI();
        void SetGUIActive( s32 command);

        bool OnEvent(const SEvent& eve);

    private:

        GameData *Game;

        IQ3LevelMesh* Mesh;
        ISceneNode* MapParent;
        ISceneNode* ShaderParent;
        ISceneNode* ItemParent;
        ISceneNode* UnresolvedParent;
        ISceneNode* BulletParent;
        ISceneNode* FogParent;
        ISceneNode * SkyNode;
        IMetaTriangleSelector *Meta;

        c8 buf[256];

        Q3Player Player[2];

        struct SParticleImpact
        {
            u32 when;
            vector3df pos;
            vector3df outVector;
        };
        array<SParticleImpact> Impacts;
        void useItem( Q3Player * player);
        void createParticleImpacts( u32 now );

        void createTextures ();
        void addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent);

        GUI gui;
        void dropMap ();
    };

Constructor

    CQuake3EventHandler::CQuake3EventHandler( GameData *game )
    : Game(game), Mesh(0), MapParent(0), ShaderParent(0), ItemParent(0), UnresolvedParent(0),
        BulletParent(0), FogParent(0), SkyNode(0), Meta(0)
    {
        buf[0]=0;
        // 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
        game->Device->getSceneManager()->getParameters()->setAttribute(scene::ALLOW_ZWRITE_ON_TRANSPARENT, true);

        // create internal textures
        createTextures ();

        sound_init ( game->Device );

        Game->Device->setEventReceiver ( this );
    }

    // destructor
    CQuake3EventHandler::~CQuake3EventHandler ()
    {
        Player[0].shutdown ();
        sound_shutdown ();

        Game->save( "explorer.cfg" );

        Game->Device->drop();
    }

    // create runtime textures smog, fog
    void CQuake3EventHandler::createTextures()
    {
        IVideoDriver * driver = Game->Device->getVideoDriver();

        dimension2du dim(64, 64);

        video::IImage* image;
        u32 i;
        u32 x;
        u32 y;
        u32 * data;
        for ( i = 0; i != 8; ++i )
        {
            image = driver->createImage ( video::ECF_A8R8G8B8, dim);
            data = (u32*) image->lock ();
            for ( y = 0; y != dim.Height; ++y )
            {
                for ( x = 0; x != dim.Width; ++x )
                {
                    data [x] = 0xFFFFFFFF;
                }
                data = (u32*) ( (u8*) data + image->getPitch() );
            }
            image->unlock();
            snprintf ( buf, 64, "smoke_%02d", i );
            driver->addTexture( buf, image );
            image->drop ();
        }

        // fog
        for ( i = 0; i != 1; ++i )
        {
            image = driver->createImage ( video::ECF_A8R8G8B8, dim);
            data = (u32*) image->lock ();
            for ( y = 0; y != dim.Height; ++y )
            {
                for ( x = 0; x != dim.Width; ++x )
                {
                    data [x] = 0xFFFFFFFF;
                }
                data = (u32*) ( (u8*) data + image->getPitch() );
            }
            image->unlock();
            snprintf ( buf, 64, "fog_%02d", i );
            driver->addTexture( buf, image );
            image->drop ();
        }
    }

create the GUI

    void CQuake3EventHandler::CreateGUI()
    {

        IGUIEnvironment *env = Game->Device->getGUIEnvironment();
        IVideoDriver * driver = Game->Device->getVideoDriver();

        gui.drop();

        // set skin font
        IGUIFont* font = env->getFont("fontlucida.png");
        if (font)
            env->getSkin()->setFont(font);
        env->getSkin()->setColor ( EGDC_BUTTON_TEXT, video::SColor(240,0xAA,0xAA,0xAA) );
        env->getSkin()->setColor ( EGDC_3D_HIGH_LIGHT, video::SColor(240,0x22,0x22,0x22) );
        env->getSkin()->setColor ( EGDC_3D_FACE, video::SColor(240,0x44,0x44,0x44) );
        env->getSkin()->setColor ( EGDC_EDITABLE, video::SColor(240,0x44,0x44,0x44) );
        env->getSkin()->setColor ( EGDC_FOCUSED_EDITABLE, video::SColor(240,0x54,0x54,0x54) );
        env->getSkin()->setColor ( EGDC_WINDOW, video::SColor(240,0x66,0x66,0x66) );

        // 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." );
        gui.Window->getCloseButton()->setToolTipText ( L"Quit Quake3 Explorer" );

        // add a status line help text
        gui.StatusLine = env->addStaticText( 0, rect<s32>( 5,dim.Height - 30,dim.Width - 5,dim.Height - 10),
                                    false, false, gui.Window, -1, true
                                );

        env->addStaticText ( L"VideoDriver:", rect<s32>( dim.Width - 400, 24, dim.Width - 310, 40 ),false, false, gui.Window, -1, false );
        gui.VideoDriver = env->addComboBox(rect<s32>( dim.Width - 300, 24, dim.Width - 10, 40 ),gui.Window);
        gui.VideoDriver->addItem(L"Direct3D 9.0c", EDT_DIRECT3D9 );
        gui.VideoDriver->addItem(L"Direct3D 8.1", EDT_DIRECT3D8 );
        gui.VideoDriver->addItem(L"OpenGL 1.5", EDT_OPENGL);
        gui.VideoDriver->addItem(L"Software Renderer", EDT_SOFTWARE);
        gui.VideoDriver->addItem(L"Burning's Video (TM) Thomas Alten", EDT_BURNINGSVIDEO);
        gui.VideoDriver->setSelected ( gui.VideoDriver->getIndexForItemData ( Game->deviceParam.DriverType ) );
        gui.VideoDriver->setToolTipText ( L"Use a VideoDriver" );

        env->addStaticText ( L"VideoMode:", rect<s32>( dim.Width - 400, 44, dim.Width - 310, 60 ),false, false, gui.Window, -1, false );
        gui.VideoMode = env->addComboBox(rect<s32>( dim.Width - 300, 44, dim.Width - 10, 60 ),gui.Window);
        gui.VideoMode->setToolTipText ( L"Supported Screenmodes" );
        IVideoModeList *modeList = Game->Device->getVideoModeList();
        if ( modeList )
        {
            s32 i;
            for ( i = 0; i != modeList->getVideoModeCount (); ++i )
            {
                u16 d = modeList->getVideoModeDepth ( i );
                if ( d < 16 )
                    continue;

                u16 w = modeList->getVideoModeResolution ( i ).Width;
                u16 h = modeList->getVideoModeResolution ( i ).Height;
                u32 val = w << 16 | h;

                if ( gui.VideoMode->getIndexForItemData ( val ) >= 0 )
                    continue;

                f32 aspect = (f32) w / (f32) h;
                const c8 *a = "";
                if ( core::equals ( aspect, 1.3333333333f ) ) a = "4:3";
                else if ( core::equals ( aspect, 1.6666666f ) ) a = "15:9 widescreen";
                else if ( core::equals ( aspect, 1.7777777f ) ) a = "16:9 widescreen";
                else if ( core::equals ( aspect, 1.6f ) ) a = "16:10 widescreen";
                else if ( core::equals ( aspect, 2.133333f ) ) a = "20:9 widescreen";

                snprintf ( buf, sizeof ( buf ), "%d x %d, %s",w, h, a );
                gui.VideoMode->addItem ( stringw ( buf ).c_str(), val );
            }
        }
        gui.VideoMode->setSelected ( gui.VideoMode->getIndexForItemData (
                                        Game->deviceParam.WindowSize.Width << 16 |
                                        Game->deviceParam.WindowSize.Height ) );

        gui.FullScreen = env->addCheckBox ( Game->deviceParam.Fullscreen, rect<s32>( dim.Width - 400, 64, dim.Width - 300, 80 ), gui.Window,-1, L"Fullscreen" );
        gui.FullScreen->setToolTipText ( L"Set Fullscreen or Window Mode" );

        gui.Bit32 = env->addCheckBox ( Game->deviceParam.Bits == 32, rect<s32>( dim.Width - 300, 64, dim.Width - 240, 80 ), gui.Window,-1, L"32Bit" );
        gui.Bit32->setToolTipText ( L"Use 16 or 32 Bit" );

        env->addStaticText ( L"MultiSample:", rect<s32>( dim.Width - 235, 64, dim.Width - 150, 80 ),false, false, gui.Window, -1, false );
        gui.MultiSample = env->addScrollBar( true, rect<s32>( dim.Width - 150, 64, dim.Width - 70, 80 ), gui.Window,-1 );
        gui.MultiSample->setMin ( 0 );
        gui.MultiSample->setMax ( 8 );
        gui.MultiSample->setSmallStep ( 1 );
        gui.MultiSample->setLargeStep ( 1 );
        gui.MultiSample->setPos ( Game->deviceParam.AntiAlias );
        gui.MultiSample->setToolTipText ( L"Set the MultiSample (disable, 1x, 2x, 4x, 8x )" );

        gui.SetVideoMode = env->addButton (rect<s32>( dim.Width - 60, 64, dim.Width - 10, 80 ), gui.Window, -1,L"set" );
        gui.SetVideoMode->setToolTipText ( L"Set Video Mode with current values" );

        env->addStaticText ( L"Gamma:", rect<s32>( dim.Width - 400, 104, dim.Width - 310, 120 ),false, false, gui.Window, -1, false );
        gui.Gamma = env->addScrollBar( true, rect<s32>( dim.Width - 300, 104, dim.Width - 10, 120 ), gui.Window,-1 );
        gui.Gamma->setMin ( 50 );
        gui.Gamma->setMax ( 350 );
        gui.Gamma->setSmallStep ( 1 );
        gui.Gamma->setLargeStep ( 10 );
        gui.Gamma->setPos ( core::floor32 ( Game->GammaValue * 100.f ) );
        gui.Gamma->setToolTipText ( L"Adjust Gamma Ramp ( 0.5 - 3.5)" );
        Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );

        env->addStaticText ( L"Tesselation:", rect<s32>( dim.Width - 400, 124, dim.Width - 310, 140 ),false, false, gui.Window, -1, false );
        gui.Tesselation = env->addScrollBar( true, rect<s32>( dim.Width - 300, 124, dim.Width - 10, 140 ), gui.Window,-1 );
        gui.Tesselation->setMin ( 2 );
        gui.Tesselation->setMax ( 12 );
        gui.Tesselation->setSmallStep ( 1 );
        gui.Tesselation->setLargeStep ( 1 );
        gui.Tesselation->setPos ( Game->loadParam.patchTesselation );
        gui.Tesselation->setToolTipText ( L"How smooth should curved surfaces be rendered" );

        gui.Collision = env->addCheckBox ( true, rect<s32>( dim.Width - 400, 150, dim.Width - 300, 166 ), gui.Window,-1, L"Collision" );
        gui.Collision->setToolTipText ( L"Set collision on or off ( flythrough ). \nPress F7 on your Keyboard" );
        gui.Visible_Map = env->addCheckBox ( true, rect<s32>( dim.Width - 300, 150, dim.Width - 240, 166 ), gui.Window,-1, L"Map" );
        gui.Visible_Map->setToolTipText ( L"Show or not show the static part the Level. \nPress F3 on your Keyboard" );
        gui.Visible_Shader = env->addCheckBox ( true, rect<s32>( dim.Width - 240, 150, dim.Width - 170, 166 ), gui.Window,-1, L"Shader" );
        gui.Visible_Shader->setToolTipText ( L"Show or not show the Shader Nodes. \nPress F4 on your Keyboard" );
        gui.Visible_Fog = env->addCheckBox ( true, rect<s32>( dim.Width - 170, 150, dim.Width - 110, 166 ), gui.Window,-1, L"Fog" );
        gui.Visible_Fog->setToolTipText ( L"Show or not show the Fog Nodes. \nPress F5 on your Keyboard" );
        gui.Visible_Unresolved = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 150, dim.Width - 10, 166 ), gui.Window,-1, L"Unresolved" );
        gui.Visible_Unresolved->setToolTipText ( L"Show the or not show the Nodes the Engine can't handle. \nPress F6 on your Keyboard" );
        gui.Visible_Skydome = env->addCheckBox ( true, rect<s32>( dim.Width - 110, 180, dim.Width - 10, 196 ), gui.Window,-1, L"Skydome" );
        gui.Visible_Skydome->setToolTipText ( L"Show the or not show the Skydome." );

        //Respawn = env->addButton ( rect<s32>( dim.Width - 260, 90, dim.Width - 10, 106 ), 0,-1, L"Respawn" );

        env->addStaticText ( L"Archives:", rect<s32>( 5, dim.Height - 530, dim.Width - 600,dim.Height - 514 ),false, false, gui.Window, -1, false );

        gui.ArchiveAdd = env->addButton ( rect<s32>( dim.Width - 725, dim.Height - 530, dim.Width - 665, dim.Height - 514 ), gui.Window,-1, L"add" );
        gui.ArchiveAdd->setToolTipText ( L"Add an archive, usually packed zip-archives (*.pk3) to the Filesystem" );
        gui.ArchiveRemove = env->addButton ( rect<s32>( dim.Width - 660, dim.Height - 530, dim.Width - 600, dim.Height - 514 ), gui.Window,-1, L"del" );
        gui.ArchiveRemove->setToolTipText ( L"Remove the selected archive from the FileSystem." );
        gui.ArchiveUp = env->addButton ( rect<s32>( dim.Width - 575, dim.Height - 530, dim.Width - 515, dim.Height - 514 ), gui.Window,-1, L"up" );
        gui.ArchiveUp->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive up" );
        gui.ArchiveDown = env->addButton ( rect<s32>( dim.Width - 510, dim.Height - 530, dim.Width - 440, dim.Height - 514 ), gui.Window,-1, L"down" );
        gui.ArchiveDown->setToolTipText ( L"Arrange Archive Look-up Hirachy. Move the selected Archive down" );

        gui.ArchiveList = env->addTable ( rect<s32>( 5,dim.Height - 510, dim.Width - 450,dim.Height - 410 ), gui.Window  );
        gui.ArchiveList->addColumn ( L"Type", 0 );
        gui.ArchiveList->addColumn ( L"Real File Path", 1 );
        gui.ArchiveList->setColumnWidth ( 0, 60 );
        gui.ArchiveList->setColumnWidth ( 1, 284 );
        gui.ArchiveList->setToolTipText ( L"Show the attached Archives" );

        env->addStaticText ( L"Maps:", rect<s32>( 5, dim.Height - 400, dim.Width - 450,dim.Height - 380 ),false, false, gui.Window, -1, false );
        gui.MapList = env->addListBox ( rect<s32>( 5,dim.Height - 380, dim.Width - 450,dim.Height - 40  ), gui.Window, -1, true  );
        gui.MapList->setToolTipText ( L"Show the current Maps in all Archives.\n Double-Click the Map to start the level" );

        // create a visible Scene Tree
        env->addStaticText ( L"Scenegraph:", rect<s32>( dim.Width - 400, dim.Height - 400, dim.Width - 5,dim.Height - 380 ),false, false, gui.Window, -1, false );
        gui.SceneTree = env->addTreeView(   rect<s32>( dim.Width - 400, dim.Height - 380, dim.Width - 5, dim.Height - 40 ),
                                        gui.Window, -1, true, true, false );
        gui.SceneTree->setToolTipText ( L"Show the current Scenegraph" );
        gui.SceneTree->getRoot()->clearChildren();
        addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );

        IGUIImageList* imageList = env->createImageList(    driver->getTexture ( "iconlist.png" ),
                                            dimension2di( 32, 32 ), true );

        if ( imageList )
        {
            gui.SceneTree->setImageList( imageList );
            imageList->drop ();
        }

        // load the engine logo
        gui.Logo = env->addImage( driver->getTexture("irrlichtlogo3.png"), position2d<s32>(5, 16 ), true, 0 );
        gui.Logo->setToolTipText ( L"The great Irrlicht Engine" );

        AddArchive ( "" );
    }

Add an Archive to the FileSystems and updates the GUI

    void CQuake3EventHandler::AddArchive ( const path& archiveName )
    {
        IFileSystem *fs = Game->Device->getFileSystem();
        u32 i;

        if ( archiveName.size () )
        {
            bool exists = false;
            for ( i = 0; i != fs->getFileArchiveCount(); ++i )
            {
                if ( fs->getFileArchive(i)->getFileList()->getPath() == archiveName )
                {
                    exists = true;
                    break;
                }
            }

            if (!exists)
            {
                fs->addFileArchive(archiveName, true, false);
            }
        }

        // store the current archives in game data
        // show the attached Archive in proper order
        if ( gui.ArchiveList )
        {
            gui.ArchiveList->clearRows();

            for ( i = 0; i != fs->getFileArchiveCount(); ++i )
            {
                IFileArchive * archive = fs->getFileArchive ( i );

                u32 index = gui.ArchiveList->addRow(i);

                core::stringw typeName;
                switch(archive->getType())
                {
                case io::EFAT_ZIP:
                    typeName = "ZIP";
                    break;
                case io::EFAT_GZIP:
                    typeName = "gzip";
                    break;
                case io::EFAT_FOLDER:
                    typeName = "Mount";
                    break;
                case io::EFAT_PAK:
                    typeName = "PAK";
                    break;
                case io::EFAT_TAR:
                    typeName = "TAR";
                    break;
                default:
                    typeName = "archive";
                }

                gui.ArchiveList->setCellText ( index, 0, typeName );
                gui.ArchiveList->setCellText ( index, 1, archive->getFileList()->getPath() );
            }
        }

        // browse the archives for maps
        if ( gui.MapList )
        {
            gui.MapList->clear();

            IGUISpriteBank *bank = Game->Device->getGUIEnvironment()->getSpriteBank("sprite_q3map");
            if ( 0 == bank )
                bank = Game->Device->getGUIEnvironment()->addEmptySpriteBank("sprite_q3map");

            SGUISprite sprite;
            SGUISpriteFrame frame;
            core::rect<s32> r;

            bank->getSprites().clear();
            bank->getPositions().clear ();
            gui.MapList->setSpriteBank ( bank );

            u32 g = 0;
            core::stringw s;

            // browse the attached file system
            fs->setFileListSystem ( FILESYSTEM_VIRTUAL );
            fs->changeWorkingDirectoryTo ( "/maps/" );
            IFileList *fileList = fs->createFileList ();
            fs->setFileListSystem ( FILESYSTEM_NATIVE );

            for ( i=0; i< fileList->getFileCount(); ++i)
            {
                s = fileList->getFullFileName(i);
                if ( s.find ( ".bsp" ) >= 0 )
                {
                    // get level screenshot. reformat texture to 128x128
                    path c ( s );
                    deletePathFromFilename ( c );
                    cutFilenameExtension ( c, c );
                    c = path ( "levelshots/" ) + c;

                    dimension2du dim ( 128, 128 );
                    IVideoDriver * driver = Game->Device->getVideoDriver();
                    IImage* image = 0;
                    ITexture *tex = 0;
                    path filename;

                    filename = c + ".jpg";
                    if ( fs->existFile ( filename ) )
                        image = driver->createImageFromFile( filename );
                    if ( 0 == image )
                    {
                        filename = c + ".tga";
                        if ( fs->existFile ( filename ) )
                            image = driver->createImageFromFile( filename );
                    }

                    if ( image )
                    {
                        IImage* filter = driver->createImage ( video::ECF_R8G8B8, dim );
                        image->copyToScalingBoxFilter ( filter, 0 );
                        image->drop ();
                        image = filter;
                    }

                    if ( image )
                    {
                        tex = driver->addTexture ( filename, image );
                        image->drop ();
                    }

                    bank->setTexture ( g, tex );

                    r.LowerRightCorner.X = dim.Width;
                    r.LowerRightCorner.Y = dim.Height;
                    gui.MapList->setItemHeight ( r.LowerRightCorner.Y + 4 );
                    frame.rectNumber = bank->getPositions().size();
                    frame.textureNumber = g;

                    bank->getPositions().push_back(r);

                    sprite.Frames.set_used ( 0 );
                    sprite.Frames.push_back(frame);
                    sprite.frameTime = 0;
                    bank->getSprites().push_back(sprite);

                    gui.MapList->addItem ( s.c_str (), g );
                    g += 1;
                }
            }
            fileList->drop ();

            gui.MapList->setSelected ( -1 );
            IGUIScrollBar * bar = (IGUIScrollBar*)gui.MapList->getElementFromId( 0 );
            if ( bar )
                bar->setPos ( 0 );

        }

    }

clears the Map in Memory

    void CQuake3EventHandler::dropMap ()
    {
        IVideoDriver * driver = Game->Device->getVideoDriver();

        driver->removeAllHardwareBuffers ();
        driver->removeAllTextures ();

        Player[0].shutdown ();

        dropElement ( ItemParent );
        dropElement ( ShaderParent );
        dropElement ( UnresolvedParent );
        dropElement ( FogParent );
        dropElement ( BulletParent );

        Impacts.clear();

        if ( Meta )
        {
            Meta = 0;
        }

        dropElement ( MapParent );
        dropElement ( SkyNode );

        // clean out meshes, because textures are invalid
        // TODO: better texture handling;-)
        IMeshCache *cache = Game->Device->getSceneManager ()->getMeshCache();
        cache->clear ();
        Mesh = 0;
    }

Load new map

    void CQuake3EventHandler::LoadMap ( const stringw &mapName, s32 collision )
    {
        if ( 0 == mapName.size() )
            return;

        dropMap ();

        IFileSystem *fs = Game->Device->getFileSystem();
        ISceneManager *smgr = Game->Device->getSceneManager ();

        IReadFile* file = fs->createMemoryReadFile(&Game->loadParam,
                    sizeof(Game->loadParam), L"levelparameter.cfg", false);

        // load cfg file
        smgr->getMesh( file );
        file->drop ();

        // load the actual map
        Mesh = (IQ3LevelMesh*) smgr->getMesh(mapName);
        if ( 0 == Mesh )
            return;

add the geometry mesh to the Scene ( polygon & patches ) The Geometry mesh is optimised for faster drawing

        IMesh *geometry = Mesh->getMesh(E_Q3_MESH_GEOMETRY);
        if ( 0 == geometry || geometry->getMeshBufferCount() == 0)
            return;

        Game->CurrentMapName = mapName;

        //create a collision list
        Meta = 0;

        ITriangleSelector * selector = 0;
        if (collision)
            Meta = smgr->createMetaTriangleSelector();

        //IMeshBuffer *b0 = geometry->getMeshBuffer(0);
        //s32 minimalNodes = b0 ? core::s32_max ( 2048, b0->getVertexCount() / 32 ) : 2048;
        s32 minimalNodes = 2048;

        MapParent = smgr->addOctreeSceneNode(geometry, 0, -1, minimalNodes);
        MapParent->setName ( mapName );
        if ( Meta )
        {
            selector = smgr->createOctreeTriangleSelector( geometry,MapParent, minimalNodes);
            //selector = smgr->createTriangleSelector ( geometry, MapParent );
            Meta->addTriangleSelector( selector);
            selector->drop ();
        }

        // logical parent for the items
        ItemParent = smgr->addEmptySceneNode();
        if ( ItemParent )
            ItemParent->setName ( "Item Container" );

        ShaderParent = smgr->addEmptySceneNode();
        if ( ShaderParent )
            ShaderParent->setName ( "Shader Container" );

        UnresolvedParent = smgr->addEmptySceneNode();
        if ( UnresolvedParent )
            UnresolvedParent->setName ( "Unresolved Container" );

        FogParent = smgr->addEmptySceneNode();
        if ( FogParent )
            FogParent->setName ( "Fog Container" );

        // logical parent for the bullets
        BulletParent = smgr->addEmptySceneNode();
        if ( BulletParent )
            BulletParent->setName ( "Bullet Container" );

now construct SceneNodes for each Shader The Objects are stored in the quake mesh E_Q3_MESH_ITEMS and the Shader ID is stored in the MaterialParameters mostly dark looking skulls and moving lava.. or green flashing tubes?

        Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_ITEMS,ShaderParent, Meta, false );
        Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_FOG,FogParent, 0, false );
        Q3ShaderFactory ( Game->loadParam, Game->Device, Mesh, E_Q3_MESH_UNRESOLVED,UnresolvedParent, Meta, true );

Now construct Models from Entity List

        Q3ModelFactory ( Game->loadParam, Game->Device, Mesh, ItemParent, false );
    }

Adds a SceneNode with an icon to the Scene Tree

    void CQuake3EventHandler::addSceneTreeItem( ISceneNode * parent, IGUITreeViewNode* nodeParent)
    {
        IGUITreeViewNode* node;
        wchar_t msg[128];

        s32 imageIndex;
        list<ISceneNode*>::ConstIterator it = parent->getChildren().begin();
        for (; it != parent->getChildren().end(); ++it)
        {
            switch ( (*it)->getType () )
            {
                case ESNT_Q3SHADER_SCENE_NODE: imageIndex = 0; break;
                case ESNT_CAMERA: imageIndex = 1; break;
                case ESNT_EMPTY: imageIndex = 2; break;
                case ESNT_MESH: imageIndex = 3; break;
                case ESNT_OCTREE: imageIndex = 3; break;
                case ESNT_ANIMATED_MESH: imageIndex = 4; break;
                case ESNT_SKY_BOX: imageIndex = 5; break;
                case ESNT_BILLBOARD: imageIndex = 6; break;
                case ESNT_PARTICLE_SYSTEM: imageIndex = 7; break;
                case ESNT_TEXT: imageIndex = 8; break;
                default:imageIndex = -1; break;
            }

            if ( imageIndex < 0 )
            {
                swprintf ( msg, 128, L"%hs,%hs",
                    Game->Device->getSceneManager ()->getSceneNodeTypeName ( (*it)->getType () ),
                    (*it)->getName()
                    );
            }
            else
            {
                swprintf ( msg, 128, L"%hs",(*it)->getName() );
            }

            node = nodeParent->addChildBack( msg, 0, imageIndex );

            // Add all Animators
            list<ISceneNodeAnimator*>::ConstIterator ait = (*it)->getAnimators().begin();
            for (; ait != (*it)->getAnimators().end(); ++ait)
            {
                imageIndex = -1;
                swprintf ( msg, 128, L"%hs",
                    Game->Device->getSceneManager ()->getAnimatorTypeName ( (*ait)->getType () )
                    );

                switch ( (*ait)->getType () )
                {
                    case ESNAT_FLY_CIRCLE:
                    case ESNAT_FLY_STRAIGHT:
                    case ESNAT_FOLLOW_SPLINE:
                    case ESNAT_ROTATION:
                    case ESNAT_TEXTURE:
                    case ESNAT_DELETION:
                    case ESNAT_COLLISION_RESPONSE:
                    case ESNAT_CAMERA_FPS:
                    case ESNAT_CAMERA_MAYA:
                    default:
                        break;
                }
                node->addChildBack( msg, 0, imageIndex );
            }

            addSceneTreeItem ( *it, node );
        }
    }

    // Adds life!
    void CQuake3EventHandler::CreatePlayers()
    {
        Player[0].create ( Game->Device, Mesh, MapParent, Meta );
    }

    // Adds a skydome to the scene
    void CQuake3EventHandler::AddSky( u32 dome, const c8 *texture)
    {
        ISceneManager *smgr = Game->Device->getSceneManager ();
        IVideoDriver * driver = Game->Device->getVideoDriver();

        bool oldMipMapState = driver->getTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS);
        driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, false);

        if ( 0 == dome )
        {
            // irrlicht order
            //static const c8*p[] = { "ft", "lf", "bk", "rt", "up", "dn" };
            // quake3 order
            static const c8*p[] = { "ft", "rt", "bk", "lf", "up", "dn" };

            u32 i = 0;
            snprintf ( buf, 64, "%s_%s.jpg", texture, p[i] );
            SkyNode = smgr->addSkyBoxSceneNode( driver->getTexture ( buf ), 0, 0, 0, 0, 0 );

            if (SkyNode)
            {
                for ( i = 0; i < 6; ++i )
                {
                    snprintf ( buf, 64, "%s_%s.jpg", texture, p[i] );
                    SkyNode->getMaterial(i).setTexture ( 0, driver->getTexture ( buf ) );
                }
            }
        }
        else
        if ( 1 == dome )
        {
            snprintf ( buf, 64, "%s.jpg", texture );
            SkyNode = smgr->addSkyDomeSceneNode(
                    driver->getTexture( buf ), 32,32,
                    1.f, 1.f, 1000.f, 0, 11);
        }
        else
        if ( 2 == dome )
        {
            snprintf ( buf, 64, "%s.jpg", texture );
            SkyNode = smgr->addSkyDomeSceneNode(
                    driver->getTexture( buf ), 16,8,
                    0.95f, 2.f, 1000.f, 0, 11);
        }

        if (SkyNode)
            SkyNode->setName("Skydome");
        //SkyNode->getMaterial(0).ZBuffer = video::EMDF_DEPTH_LESS_EQUAL;

        driver->setTextureCreationFlag(video::ETCF_CREATE_MIP_MAPS, oldMipMapState);
    }

    // enable GUI elements
    void CQuake3EventHandler::SetGUIActive( s32 command)
    {
        bool inputState = false;

        ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();

        switch ( command )
        {
            case 0: Game->guiActive = 0; inputState = !Game->guiActive; break;
            case 1: Game->guiActive = 1; inputState = !Game->guiActive;;break;
            case 2: Game->guiActive ^= 1; inputState = !Game->guiActive;break;
            case 3:
                if ( camera )
                    inputState = !camera->isInputReceiverEnabled();
                break;
        }

        if ( camera )
        {
            camera->setInputReceiverEnabled ( inputState );
            Game->Device->getCursorControl()->setVisible( !inputState );
        }

        if ( gui.Window )
        {
            gui.Window->setVisible ( Game->guiActive != 0 );
        }

        if ( Game->guiActive &&
                gui.SceneTree && Game->Device->getGUIEnvironment()->getFocus() != gui.SceneTree
            )
        {
            gui.SceneTree->getRoot()->clearChildren();
            addSceneTreeItem ( Game->Device->getSceneManager()->getRootSceneNode(), gui.SceneTree->getRoot() );
        }

        Game->Device->getGUIEnvironment()->setFocus ( Game->guiActive ? gui.Window: 0 );
    }

Handle game input

    bool CQuake3EventHandler::OnEvent(const SEvent& eve)
    {
        if ( eve.EventType == EET_LOG_TEXT_EVENT )
        {
            return false;
        }

        if ( Game->guiActive && eve.EventType == EET_GUI_EVENT )
        {
            if ( eve.GUIEvent.Caller == gui.MapList && eve.GUIEvent.EventType == gui::EGET_LISTBOX_SELECTED_AGAIN )
            {
                s32 selected = gui.MapList->getSelected();
                if ( selected >= 0 )
                {
                    stringw loadMap = gui.MapList->getListItem ( selected );
                    if ( 0 == MapParent || loadMap != Game->CurrentMapName )
                    {
                        printf ( "Loading map %ls\n", loadMap.c_str() );
                        LoadMap ( loadMap , 1 );
                        if ( 0 == Game->loadParam.loadSkyShader )
                        {
                            AddSky ( 1, "skydome2" );
                        }
                        CreatePlayers ();
                        CreateGUI ();
                        SetGUIActive ( 0 );
                        return true;
                    }
                }
            }
            else
            if ( eve.GUIEvent.Caller == gui.ArchiveRemove && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
            {
                Game->Device->getFileSystem()->removeFileArchive( gui.ArchiveList->getSelected() );
                Game->CurrentMapName = "";
                AddArchive ( "" );
            }
            else
            if ( eve.GUIEvent.Caller == gui.ArchiveAdd && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
            {
                if ( 0 == gui.ArchiveFileOpen )
                {
                    Game->Device->getFileSystem()->setFileListSystem ( FILESYSTEM_NATIVE );
                    gui.ArchiveFileOpen = Game->Device->getGUIEnvironment()->addFileOpenDialog ( L"Add Game Archive" , false,gui.Window  );
                }
            }
            else
            if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_SELECTED )
            {
                AddArchive ( gui.ArchiveFileOpen->getFileName() );
                gui.ArchiveFileOpen = 0;
            }
            else
            if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_DIRECTORY_SELECTED )
            {
                AddArchive ( gui.ArchiveFileOpen->getDirectoryName() );
            }
            else
            if ( eve.GUIEvent.Caller == gui.ArchiveFileOpen && eve.GUIEvent.EventType == gui::EGET_FILE_CHOOSE_DIALOG_CANCELLED )
            {
                gui.ArchiveFileOpen = 0;
            }
            else
            if ( ( eve.GUIEvent.Caller == gui.ArchiveUp || eve.GUIEvent.Caller == gui.ArchiveDown ) &&
                eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
            {
                s32 rel = eve.GUIEvent.Caller == gui.ArchiveUp ? -1 : 1;
                if ( Game->Device->getFileSystem()->moveFileArchive ( gui.ArchiveList->getSelected (), rel ) )
                {
                    s32 newIndex = core::s32_clamp ( gui.ArchiveList->getSelected() + rel, 0, gui.ArchiveList->getRowCount() - 1 );
                    AddArchive ( "" );
                    gui.ArchiveList->setSelected ( newIndex );
                    Game->CurrentMapName = "";
                }
            }
            else
            if ( eve.GUIEvent.Caller == gui.VideoDriver && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
            {
                Game->deviceParam.DriverType = (E_DRIVER_TYPE) gui.VideoDriver->getItemData ( gui.VideoDriver->getSelected() );
            }
            else
            if ( eve.GUIEvent.Caller == gui.VideoMode && eve.GUIEvent.EventType == gui::EGET_COMBO_BOX_CHANGED )
            {
                u32 val = gui.VideoMode->getItemData ( gui.VideoMode->getSelected() );
                Game->deviceParam.WindowSize.Width = val >> 16;
                Game->deviceParam.WindowSize.Height = val & 0xFFFF;
            }
            else
            if ( eve.GUIEvent.Caller == gui.FullScreen && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
            {
                Game->deviceParam.Fullscreen = gui.FullScreen->isChecked();
            }
            else
            if ( eve.GUIEvent.Caller == gui.Bit32 && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
            {
                Game->deviceParam.Bits = gui.Bit32->isChecked() ? 32 : 16;
            }
            else
            if ( eve.GUIEvent.Caller == gui.MultiSample && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
            {
                Game->deviceParam.AntiAlias = gui.MultiSample->getPos();
            }
            else
            if ( eve.GUIEvent.Caller == gui.Tesselation && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
            {
                Game->loadParam.patchTesselation = gui.Tesselation->getPos ();
            }
            else
            if ( eve.GUIEvent.Caller == gui.Gamma && eve.GUIEvent.EventType == gui::EGET_SCROLL_BAR_CHANGED )
            {
                Game->GammaValue = gui.Gamma->getPos () * 0.01f;
                Game->Device->setGammaRamp ( Game->GammaValue, Game->GammaValue, Game->GammaValue, 0.f, 0.f );
            }
            else
            if ( eve.GUIEvent.Caller == gui.SetVideoMode && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
            {
                Game->retVal = 2;
                Game->Device->closeDevice();
            }
            else
            if ( eve.GUIEvent.Caller == gui.Window && eve.GUIEvent.EventType == gui::EGET_ELEMENT_CLOSED )
            {
                Game->Device->closeDevice();
            }
            else
            if ( eve.GUIEvent.Caller == gui.Collision && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
            {
                // set fly through active
                Game->flyTroughState ^= 1;
                Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );

                printf ( "collision %d\n", Game->flyTroughState == 0 );
            }
            else
            if ( eve.GUIEvent.Caller == gui.Visible_Map && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
            {
                bool v = gui.Visible_Map->isChecked();

                if ( MapParent )
                {
                    printf ( "static node set visible %d\n",v );
                    MapParent->setVisible ( v );
                }
            }
            else
            if ( eve.GUIEvent.Caller == gui.Visible_Shader && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
            {
                bool v = gui.Visible_Shader->isChecked();

                if ( ShaderParent )
                {
                    printf ( "shader node set visible %d\n",v );
                    ShaderParent->setVisible ( v );
                }
            }
            else
            if ( eve.GUIEvent.Caller == gui.Visible_Skydome && eve.GUIEvent.EventType == gui::EGET_CHECKBOX_CHANGED )
            {
                if ( SkyNode )
                {
                    bool v = !SkyNode->isVisible();
                    printf ( "skynode set visible %d\n",v );
                    SkyNode->setVisible ( v );
                }
            }
            else
            if ( eve.GUIEvent.Caller == gui.Respawn && eve.GUIEvent.EventType == gui::EGET_BUTTON_CLICKED )
            {
                Player[0].respawn ();
            }

            return false;
        }

        // fire
        if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_SPACE &&
            eve.KeyInput.PressedDown == false) ||
            (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_LMOUSE_LEFT_UP)
            )
        {
            ICameraSceneNode * camera = Game->Device->getSceneManager()->getActiveCamera ();
            if ( camera && camera->isInputReceiverEnabled () )
            {
                useItem( Player + 0 );
            }
        }

        // gui active
        if ((eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_F1 &&
            eve.KeyInput.PressedDown == false) ||
            (eve.EventType == EET_MOUSE_INPUT_EVENT && eve.MouseInput.Event == EMIE_RMOUSE_LEFT_UP)
            )
        {
            SetGUIActive ( 2 );
        }

        // check if user presses the key
        if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.PressedDown == false)
        {
            // Escape toggles camera Input
            if ( eve.KeyInput.Key == irr::KEY_ESCAPE )
            {
                SetGUIActive ( 3 );
            }
            else
            if (eve.KeyInput.Key == KEY_F11)
            {
                // screenshot are taken without gamma!
                IImage* image = Game->Device->getVideoDriver()->createScreenShot();
                if (image)
                {
                    core::vector3df pos;
                    core::vector3df rot;
                    ICameraSceneNode * cam = Game->Device->getSceneManager()->getActiveCamera ();
                    if ( cam )
                    {
                        pos = cam->getPosition ();
                        rot = cam->getRotation ();
                    }

                    static const c8 *dName[] = { "null", "software", "burning",
                        "d3d8", "d3d9", "opengl" };

                    snprintf(buf, 256, "%s_%ls_%.0f_%.0f_%.0f_%.0f_%.0f_%.0f.jpg",
                            dName[Game->Device->getVideoDriver()->getDriverType()],
                            Game->CurrentMapName.c_str(),
                            pos.X, pos.Y, pos.Z,
                            rot.X, rot.Y, rot.Z
                            );
                    path filename ( buf );
                    filename.replace ( '/', '_' );
                    printf ( "screenshot : %s\n", filename.c_str() );
                    Game->Device->getVideoDriver()->writeImageToFile(image, filename, 100 );
                    image->drop();
                }
            }
            else
            if (eve.KeyInput.Key == KEY_F9)
            {
                s32 value = EDS_OFF;

                Game->debugState = ( Game->debugState + 1 ) & 3;

                switch ( Game->debugState )
                {
                    case 1: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL; break;
                    case 2: value = EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_SKELETON; break;
                }

set debug map data on/off debugState = debugState == EDS_OFF ? EDS_NORMALS | EDS_MESH_WIRE_OVERLAY | EDS_BBOX_ALL: EDS_OFF;

                if ( ItemParent )
                {
                    list<ISceneNode*>::ConstIterator it = ItemParent->getChildren().begin();
                    for (; it != ItemParent->getChildren().end(); ++it)
                    {
                        (*it)->setDebugDataVisible ( value );
                    }
                }

                if ( ShaderParent )
                {
                    list<ISceneNode*>::ConstIterator it = ShaderParent->getChildren().begin();
                    for (; it != ShaderParent->getChildren().end(); ++it)
                    {
                        (*it)->setDebugDataVisible ( value );
                    }
                }

                if ( UnresolvedParent )
                {
                    list<ISceneNode*>::ConstIterator it = UnresolvedParent->getChildren().begin();
                    for (; it != UnresolvedParent->getChildren().end(); ++it)
                    {
                        (*it)->setDebugDataVisible ( value );
                    }
                }

                if ( FogParent )
                {
                    list<ISceneNode*>::ConstIterator it = FogParent->getChildren().begin();
                    for (; it != FogParent->getChildren().end(); ++it)
                    {
                        (*it)->setDebugDataVisible ( value );
                    }
                }

                if ( SkyNode )
                {
                    SkyNode->setDebugDataVisible ( value );
                }

            }
            else
            if (eve.KeyInput.Key == KEY_F8)
            {
                // set gravity on/off
                Game->gravityState ^= 1;
                Player[0].cam()->setGravity ( getGravity ( Game->gravityState ? "earth" : "none" ) );
                printf ( "gravity %s\n", Game->gravityState ? "earth" : "none" );
            }
            else
            if (eve.KeyInput.Key == KEY_F7)
            {
                // set fly through active
                Game->flyTroughState ^= 1;
                Player[0].cam()->setAnimateTarget ( Game->flyTroughState == 0 );
                if ( gui.Collision )
                    gui.Collision->setChecked ( Game->flyTroughState == 0 );

                printf ( "collision %d\n", Game->flyTroughState == 0 );
            }
            else
            if (eve.KeyInput.Key == KEY_F2)
            {
                Player[0].respawn ();
            }
            else
            if (eve.KeyInput.Key == KEY_F3)
            {
                if ( MapParent )
                {
                    bool v = !MapParent->isVisible ();
                    printf ( "static node set visible %d\n",v );
                    MapParent->setVisible ( v );
                    if ( gui.Visible_Map )
                        gui.Visible_Map->setChecked ( v );
                }
            }
            else
            if (eve.KeyInput.Key == KEY_F4)
            {
                if ( ShaderParent )
                {
                    bool v = !ShaderParent->isVisible ();
                    printf ( "shader node set visible %d\n",v );
                    ShaderParent->setVisible ( v );
                    if ( gui.Visible_Shader )
                        gui.Visible_Shader->setChecked ( v );
                }
            }
            else
            if (eve.KeyInput.Key == KEY_F5)
            {
                if ( FogParent )
                {
                    bool v = !FogParent->isVisible ();
                    printf ( "fog node set visible %d\n",v );
                    FogParent->setVisible ( v );
                    if ( gui.Visible_Fog )
                        gui.Visible_Fog->setChecked ( v );
                }

            }
            else
            if (eve.KeyInput.Key == KEY_F6)
            {
                if ( UnresolvedParent )
                {
                    bool v = !UnresolvedParent->isVisible ();
                    printf ( "unresolved node set visible %d\n",v );
                    UnresolvedParent->setVisible ( v );
                    if ( gui.Visible_Unresolved )
                        gui.Visible_Unresolved->setChecked ( v );
                }
            }
        }

        // check if user presses the key C ( for crouch)
        if ( eve.EventType == EET_KEY_INPUT_EVENT && eve.KeyInput.Key == KEY_KEY_C )
        {
            // crouch
            ISceneNodeAnimatorCollisionResponse *anim = Player[0].cam ();
            if ( anim && 0 == Game->flyTroughState )
            {
                if ( false == eve.KeyInput.PressedDown )
                {
                    // stand up
                    anim->setEllipsoidRadius (  vector3df(30,45,30) );
                    anim->setEllipsoidTranslation ( vector3df(0,40,0));

                }
                else
                {
                    // on your knees
                    anim->setEllipsoidRadius (  vector3df(30,20,30) );
                    anim->setEllipsoidTranslation ( vector3df(0,20,0));
                }
                return true;
            }
        }
        return false;
    }

useItem

    void CQuake3EventHandler::useItem( Q3Player * player)
    {
        ISceneManager* smgr = Game->Device->getSceneManager();
        ICameraSceneNode* camera = smgr->getActiveCamera();

        if (!camera)
            return;

        SParticleImpact imp;
        imp.when = 0;

        // get line of camera

        vector3df start = camera->getPosition();

        if ( player->WeaponNode )
        {
            start.X += 0.f;
            start.Y += 0.f;
            start.Z += 0.f;
        }

        vector3df end = (camera->getTarget() - start);
        end.normalize();
        start += end*20.0f;

        end = start + (end * camera->getFarValue());

        triangle3df triangle;
        line3d<f32> line(start, end);

        // get intersection point with map
        scene::ISceneNode* hitNode;
        if (smgr->getSceneCollisionManager()->getCollisionPoint(
            line, Meta, end, triangle,hitNode))
        {
            // collides with wall
            vector3df out = triangle.getNormal();
            out.setLength(0.03f);

            imp.when = 1;
            imp.outVector = out;
            imp.pos = end;

            player->setAnim ( "pow" );
            player->Anim[1].next += player->Anim[1].delta;
        }
        else
        {
            // doesnt collide with wall
            vector3df start = camera->getPosition();
            if ( player->WeaponNode )
            {
                //start.X += 10.f;
                //start.Y += -5.f;
                //start.Z += 1.f;
            }

            vector3df end = (camera->getTarget() - start);
            end.normalize();
            start += end*20.0f;
            end = start + (end * camera->getFarValue());
        }

        // create fire ball
        ISceneNode* node = 0;
        node = smgr->addBillboardSceneNode( BulletParent,dimension2d<f32>(10,10), start);

        node->setMaterialFlag(EMF_LIGHTING, false);
        node->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture("fireball.bmp"));
        node->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
        node->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);

        f32 length = (f32)(end - start).getLength();
        const f32 speed = 5.8f;
        u32 time = (u32)(length / speed);

        ISceneNodeAnimator* anim = 0;

        // set flight line

        anim = smgr->createFlyStraightAnimator(start, end, time);
        node->addAnimator(anim);
        anim->drop();

        snprintf ( buf, 64, "bullet: %s on %.1f,%1.f,%1.f",
                    imp.when ? "hit" : "nohit", end.X, end.Y, end.Z );
        node->setName ( buf );

        anim = smgr->createDeleteAnimator(time);
        node->addAnimator(anim);
        anim->drop();

        if (imp.when)
        {
            // create impact note
            imp.when = Game->Device->getTimer()->getTime() +
                (time + (s32) ( ( 1.f + Noiser::get() ) * 250.f ));
            Impacts.push_back(imp);
        }

        // play sound
    }

    // rendered when bullets hit something
    void CQuake3EventHandler::createParticleImpacts( u32 now )
    {
        ISceneManager* sm = Game->Device->getSceneManager();

        struct smokeLayer
        {
            const c8 * texture;
            f32 scale;
            f32 minparticleSize;
            f32 maxparticleSize;
            f32 boxSize;
            u32 minParticle;
            u32 maxParticle;
            u32 fadeout;
            u32 lifetime;
        };

        smokeLayer smoke[] =
        {
            { "smoke2.jpg", 0.4f, 1.5f, 18.f, 20.f, 20, 50, 2000, 10000 },
            { "smoke3.jpg", 0.2f, 1.2f, 15.f, 20.f, 10, 30, 1000, 12000 }
        };

        u32 i;
        u32 g;
        s32 factor = 1;
        for ( g = 0; g != 2; ++g )
        {
            smoke[g].minParticle *= factor;
            smoke[g].maxParticle *= factor;
            smoke[g].lifetime *= factor;
            smoke[g].boxSize *= Noiser::get() * 0.5f;
        }

        for ( i=0; i < Impacts.size(); ++i)
        {
            if (now < Impacts[i].when)
                continue;

            // create smoke particle system
            IParticleSystemSceneNode* pas = 0;

            for ( g = 0; g != 2; ++g )
            {
                pas = sm->addParticleSystemSceneNode(false, BulletParent, -1, Impacts[i].pos);

                snprintf ( buf, 64, "bullet impact smoke at %.1f,%.1f,%1.f",
                    Impacts[i].pos.X,Impacts[i].pos.Y,Impacts[i].pos.Z);
                pas->setName ( buf );

                // create a flat smoke
                vector3df direction = Impacts[i].outVector;
                direction *= smoke[g].scale;
                IParticleEmitter* em = pas->createBoxEmitter(
                    aabbox3d<f32>(-4.f,0.f,-4.f,20.f,smoke[g].minparticleSize,20.f),
                    direction,smoke[g].minParticle, smoke[g].maxParticle,
                    video::SColor(0,0,0,0),video::SColor(0,128,128,128),
                    250,4000, 60);

                em->setMinStartSize (dimension2d<f32>( smoke[g].minparticleSize, smoke[g].minparticleSize));
                em->setMaxStartSize (dimension2d<f32>( smoke[g].maxparticleSize, smoke[g].maxparticleSize));

                pas->setEmitter(em);
                em->drop();

                // particles get invisible
                IParticleAffector* paf = pas->createFadeOutParticleAffector(
                    video::SColor ( 0, 0, 0, 0 ), smoke[g].fadeout);
                pas->addAffector(paf);
                paf->drop();

                // particle system life time
                ISceneNodeAnimator* anim = sm->createDeleteAnimator( smoke[g].lifetime);
                pas->addAnimator(anim);
                anim->drop();

                pas->setMaterialFlag(video::EMF_LIGHTING, false);
                pas->setMaterialFlag(video::EMF_ZWRITE_ENABLE, false);
                pas->setMaterialType(video::EMT_TRANSPARENT_ADD_COLOR );
                pas->setMaterialTexture(0, Game->Device->getVideoDriver()->getTexture( smoke[g].texture ));
            }

            // play impact sound
            #ifdef USE_IRRKLANG

if (irrKlang) { audio::ISound* sound = irrKlang->play3D(impactSound, Impacts[i].pos, false, false, true);

if (sound) { adjust max value a bit to make to sound of an impact louder sound->setMinDistance(400); sound->drop(); } }

            #endif

            // delete entry
            Impacts.erase(i);
            i--;
        }
    }

render

    void CQuake3EventHandler::Render()
    {
        IVideoDriver * driver = Game->Device->getVideoDriver();
        if ( 0 == driver )
            return;

        // TODO: This does not work, yet.
        const bool anaglyph=false;
        if (anaglyph)
        {
            scene::ICameraSceneNode* cameraOld = Game->Device->getSceneManager()->getActiveCamera();
            driver->beginScene(true, true, SColor(0,0,0,0));
            driver->getOverrideMaterial().Material.ColorMask = ECP_NONE;
            driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
            driver->getOverrideMaterial().EnablePasses = ESNRP_SKY_BOX +
                                                         ESNRP_SOLID +
                                                         ESNRP_TRANSPARENT +
                                                         ESNRP_TRANSPARENT_EFFECT +
                                                         ESNRP_SHADOW;
            Game->Device->getSceneManager()->drawAll();
            driver->clearZBuffer();

            const vector3df oldPosition = cameraOld->getPosition();
            const vector3df oldTarget   = cameraOld->getTarget();
            const matrix4 startMatrix   = cameraOld->getAbsoluteTransformation();
            const vector3df focusPoint  = (oldTarget -
                    cameraOld->getAbsolutePosition()).setLength(10000) +
                    cameraOld->getAbsolutePosition() ;

            scene::ICameraSceneNode* camera = cameraOld;//Game->Device->getSceneManager()->addCameraSceneNode();

            //Left eye...
            vector3df pos;
            matrix4   move;

            move.setTranslation( vector3df(-1.5f,0.0f,0.0f) );
            pos=(startMatrix*move).getTranslation();

            driver->getOverrideMaterial().Material.ColorMask = ECP_RED;
            driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
            driver->getOverrideMaterial().EnablePasses =
                    ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
                    ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;

            camera->setPosition(pos);
            camera->setTarget(focusPoint);

            Game->Device->getSceneManager()->drawAll();
            driver->clearZBuffer();

            //Right eye...
            move.setTranslation( vector3df(1.5f,0.0f,0.0f) );
            pos=(startMatrix*move).getTranslation();

            driver->getOverrideMaterial().Material.ColorMask = ECP_GREEN + ECP_BLUE;
            driver->getOverrideMaterial().EnableFlags  = EMF_COLOR_MASK;
            driver->getOverrideMaterial().EnablePasses =
                    ESNRP_SKY_BOX|ESNRP_SOLID|ESNRP_TRANSPARENT|
                    ESNRP_TRANSPARENT_EFFECT|ESNRP_SHADOW;

            camera->setPosition(pos);
            camera->setTarget(focusPoint);

            Game->Device->getSceneManager()->drawAll();

            driver->getOverrideMaterial().Material.ColorMask=ECP_ALL;
            driver->getOverrideMaterial().EnableFlags=0;
            driver->getOverrideMaterial().EnablePasses=0;

            if (camera != cameraOld)
            {
                Game->Device->getSceneManager()->setActiveCamera(cameraOld);
                camera->remove();
            }
            else
            {
                camera->setPosition(oldPosition);
                camera->setTarget(oldTarget);
            }
        }
        else
        {
            driver->beginScene(true, true, SColor(0,0,0,0));
            Game->Device->getSceneManager()->drawAll();
        }
        Game->Device->getGUIEnvironment()->drawAll();
        driver->endScene();
    }

update the generic scene node

    void CQuake3EventHandler::Animate()
    {
        u32 now = Game->Device->getTimer()->getTime();

        Q3Player * player = Player + 0;

        checkTimeFire ( player->Anim, 4, now );

        // Query Scene Manager attributes
        if ( player->Anim[0].flags & FIRED )
        {
            ISceneManager *smgr = Game->Device->getSceneManager ();
            wchar_t msg[128];
            IVideoDriver * driver = Game->Device->getVideoDriver();

            IAttributes * attr = smgr->getParameters();
    #ifdef _IRR_SCENEMANAGER_DEBUG
            swprintf ( msg, 128,
                L"Q3 %s [%ls], FPS:%03d Tri:%.03fm Cull %d/%d nodes (%d,%d,%d)",
                Game->CurrentMapName.c_str(),
                driver->getName(),
                driver->getFPS (),
                (f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f ),
                attr->getAttributeAsInt ( "culled" ),
                attr->getAttributeAsInt ( "calls" ),
                attr->getAttributeAsInt ( "drawn_solid" ),
                attr->getAttributeAsInt ( "drawn_transparent" ),
                attr->getAttributeAsInt ( "drawn_transparent_effect" )
                );
    #else
    swprintf ( msg, 128,
                L"Q3 %s [%ls], FPS:%03d Tri:%.03fm",
                Game->CurrentMapName.c_str(),
                driver->getName(),
                driver->getFPS (),
                (f32) driver->getPrimitiveCountDrawn( 0 ) * ( 1.f / 1000000.f )
                );
    #endif
            Game->Device->setWindowCaption( msg );

            swprintf ( msg, 128,
                        L"%03d fps, F1 GUI on/off, F2 respawn, F3-F6 toggle Nodes, F7 Collision on/off"
                        L", F8 Gravity on/off, Right Mouse Toggle GUI",
                        Game->Device->getVideoDriver()->getFPS ()
                    );
            if ( gui.StatusLine )
                gui.StatusLine->setText ( msg );
            player->Anim[0].flags &= ~FIRED;
        }

        // idle..
        if ( player->Anim[1].flags & FIRED )
        {
            if ( strcmp ( player->animation, "idle" ) )
                player->setAnim ( "idle" );

            player->Anim[1].flags &= ~FIRED;
        }

        createParticleImpacts ( now );

    }

The main game states

    void runGame ( GameData *game )
    {
        if ( game->retVal >= 3 )
            return;

        game->Device = (*game->createExDevice) ( game->deviceParam );
        if ( 0 == game->Device)
        {
            // could not create selected driver.
            game->retVal = 0;
            return;
        }

        // create an event receiver based on current game data
        CQuake3EventHandler *eventHandler = new CQuake3EventHandler( game );

        // load stored config
        game->load ( "explorer.cfg" );

        // add our media directory and archive to the file system
        for ( u32 i = 0; i < game->CurrentArchiveList.size(); ++i )
        {
            eventHandler->AddArchive ( game->CurrentArchiveList[i] );
        }

        // Load a Map or startup to the GUI
        if ( game->CurrentMapName.size () )
        {
            eventHandler->LoadMap ( game->CurrentMapName, 1 );
            if ( 0 == game->loadParam.loadSkyShader )
                eventHandler->AddSky ( 1, "skydome2" );
            eventHandler->CreatePlayers ();
            eventHandler->CreateGUI ();
            eventHandler->SetGUIActive ( 0 );

            // set player to last position on restart
            if ( game->retVal == 2 )
            {
                eventHandler->GetPlayer( 0 )->setpos ( game->PlayerPosition, game->PlayerRotation );
            }
        }
        else
        {
            // start up empty
            eventHandler->AddSky ( 1, "skydome2" );
            eventHandler->CreatePlayers ();
            eventHandler->CreateGUI ();
            eventHandler->SetGUIActive ( 1 );
            background_music ( "IrrlichtTheme.ogg" );
        }

        game->retVal = 3;
        while( game->Device->run() )
        {
            eventHandler->Animate ();
            eventHandler->Render ();
            //if ( !game->Device->isWindowActive() )
                game->Device->yield();
        }

        game->Device->setGammaRamp ( 1.f, 1.f, 1.f, 0.f, 0.f );
        delete eventHandler;
    }

    #if defined (_IRR_WINDOWS_) && 0
        #pragma comment(linker, "/subsystem:windows /ENTRY:mainCRTStartup")
    #endif

The main routine, doing all setup

    int IRRCALLCONV main(int argc, char* argv[])
    {
        path prgname(argv[0]);
        GameData game ( deletePathFromPath ( prgname, 1 ) );

        // dynamically load irrlicht
        const c8 * dllName = argc > 1 ? argv[1] : "irrlicht.dll";
        game.createExDevice = load_createDeviceEx ( dllName );
        if ( 0 == game.createExDevice )
        {
            game.retVal = 3;
            printf ( "Could not load %s.\n", dllName );
            return game.retVal; // could not load dll
        }

        // start without asking for driver
        game.retVal = 1;
        do
        {
            // if driver could not created, ask for another driver
            if ( game.retVal == 0 )
            {
                game.setDefault ();
                // ask user for driver
                game.deviceParam.DriverType=driverChoiceConsole();
                if (game.deviceParam.DriverType==video::EDT_COUNT)
                    game.retVal = 3;
            }
            runGame ( &game );
        } while ( game.retVal < 3 );

        return game.retVal;
    }