Changeset 11099 for code/trunk/src/orxonox
- Timestamp:
- Jan 27, 2016, 6:50:51 PM (9 years ago)
- Location:
- code/trunk/src/orxonox
- Files:
-
- 25 edited
Legend:
- Unmodified
- Added
- Removed
-
code/trunk/src/orxonox/LevelInfo.cc
r11071 r11099 115 115 @brief 116 116 Set the starting ship models of the level 117 @param tags117 @param ships 118 118 A comma-seperated string of all the allowed ship models for the shipselection. 119 119 */ … … 244 244 RegisterClass(LevelInfo); 245 245 246 /**247 @brief248 249 @param creator250 The creator of this object.251 */252 246 LevelInfo::LevelInfo(Context* context) : BaseObject(context) 253 247 { -
code/trunk/src/orxonox/LevelInfo.h
r11071 r11099 197 197 @author 198 198 Damian 'Mozork' Frick 199 @edit200 199 Matthias Hutter 201 200 @ingroup Orxonox … … 247 246 /** 248 247 @brief Set the starting ship models of the level 249 @param A comma-seperated string of all the allowed ship models for the shipselection.248 @param ships A comma-seperated string of all the allowed ship models for the shipselection. 250 249 */ 251 250 inline void setStartingShips(const std::string& ships) -
code/trunk/src/orxonox/chat/ChatHistory.h
r11071 r11099 80 80 * 81 81 * \param message The incoming message 82 * \param senderID Identification numberof the sender82 * \param name Name of the sender 83 83 */ 84 84 virtual void incomingChat(const std::string& message, const std::string& name) override; -
code/trunk/src/orxonox/chat/ChatInputHandler.h
r11071 r11099 120 120 121 121 /** \param message the message text 122 * \param senderID IDof the player who sent the message122 * \param name Name of the player who sent the message 123 123 * 124 124 * Deal with incoming chat (which means in our case: Add it to the -
code/trunk/src/orxonox/controllers/ActionpointController.h
r11071 r11099 94 94 @brief 95 95 XML method, example XML usage: 96 97 @code 96 98 <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="ss2"> 97 99 <templates> … … 110 112 </controller> 111 113 </SpaceShip> 114 @endcode 112 115 113 116 Full description: … … 116 119 If any WorldEntity that is not Actionpoint or its child being sent to actionpoints through XML, 117 120 action would be assumed to be Action::FLY and target position to be position of the entity. Also, if not Actionpoint 118 is passed, it is assumed to be in a loop. How it works is: in <actionpoints> first all Actionpoints between121 is passed, it is assumed to be in a loop. How it works is: in \<actionpoints\> first all Actionpoints between 119 122 first Actionpoint with loopStart=true and first following Actionpoint with loopEnd=true are included in a single loop. 120 123 If they are adjacent (in the input array) with WorldEntity, then WorldEntity is also in a loop. … … 122 125 123 126 Loop example: 127 128 @code 124 129 <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="ss1"> 125 130 <templates> … … 137 142 </controller> 138 143 </SpaceShip> 144 @endcode 139 145 140 146 other loop example: 147 148 @code 141 149 <SpaceShip position="-1500, -1500, -1500" lookat="0,0,0" team=0 name="ss1"> 142 150 <templates> … … 153 161 </DivisionController> 154 162 </controller> 155 </SpaceShip> 163 </SpaceShip> 164 @endcode 156 165 157 166 @note 158 Don't use several loops, and don't use WorldEntities as input to <actionpoints> as I didn't test it well, but you167 Don't use several loops, and don't use WorldEntities as input to \<actionpoints\> as I didn't test it well, but you 159 168 can try if feeling lucky. 160 169 */ -
code/trunk/src/orxonox/controllers/ArtificialController.cc
r11071 r11099 255 255 @brief Adds first waypoint of type name to the waypoint stack, which is within the searchDistance 256 256 @param name object-name of a point of interest (e.g. "PickupSpawner", "ForceField") 257 @param searchDistance The maximum distance to search 257 258 */ 258 259 void ArtificialController::updatePointsOfInterest(std::string name, float searchDistance) -
code/trunk/src/orxonox/controllers/MasterController.h
r11071 r11099 44 44 If no MasterController is initialized, none of ActionpointControllers will work. 45 45 Example: 46 47 @code 46 48 <Pawn position = "100000, 100000, 100000"> 47 49 <controller> … … 50 52 </controller> 51 53 </Pawn> 54 @endcode 52 55 */ 53 56 class _OrxonoxExport MasterController : public Controller, public Tickable -
code/trunk/src/orxonox/gametypes/Dynamicmatch.cc
r11071 r11099 26 26 * 27 27 */ 28 //TODO: 29 //pig punkte vergeben pro Zeit! 30 //killerfarbe schwarz; evtl. eigenes Raumfahrzeug; 31 //Low; Codeoptimierung und Dokumentation 32 33 /** 34 @brief 35 Short Gaming Manual: 36 There are three different parties a player can belong to: victim, chaser or killer 37 Every player starts as chaser. As long as there are not enough victims and killers, you can change your and other player's parties by shooting them. 38 In order to win you have to earn as much points as possible: 39 - as victim by escaping the chasers 40 - as chaser by shooting the victim 41 - as killer by killing the chasers 42 43 44 What you shouldn't do is shooting at players of your own party. By doing so your score will decrease. 45 P.S: If you don't want to be a victim: Get rid of your part by shooting a chaser. 46 */ 28 47 29 #include "Dynamicmatch.h" 48 30 -
code/trunk/src/orxonox/gametypes/Dynamicmatch.h
r11071 r11099 42 42 namespace orxonox 43 43 { 44 /** 45 @brief 46 Short Gaming Manual: 47 There are three different parties a player can belong to: victim, chaser or killer 48 Every player starts as chaser. As long as there are not enough victims and killers, you can change your and other player's parties by shooting them. 49 In order to win you have to earn as much points as possible: 50 - as victim by escaping the chasers 51 - as chaser by shooting the victim 52 - as killer by killing the chasers 53 54 55 What you shouldn't do is shooting at players of your own party. By doing so your score will decrease. 56 P.S: If you don't want to be a victim: Get rid of your part by shooting a chaser. 57 58 @todo: 59 pig punkte vergeben pro Zeit! 60 killerfarbe schwarz; evtl. eigenes Raumfahrzeug; 61 Low; Codeoptimierung und Dokumentation 62 */ 44 63 class _OrxonoxExport Dynamicmatch : public Gametype 45 64 { -
code/trunk/src/orxonox/infos/GametypeInfo.cc
r11071 r11099 378 378 @param player 379 379 The player that has changed its spawned status. 380 @param ready380 @param spawned 381 381 The new spawned status. 382 382 */ -
code/trunk/src/orxonox/interfaces/NotificationListener.cc
r11071 r11099 102 102 @param isCommand 103 103 Whether the message is a command or a notification. 104 @param messageType104 @param type 105 105 The type of the notification. 106 106 */ -
code/trunk/src/orxonox/interfaces/PlayerTrigger.h
r10624 r11099 82 82 /** 83 83 @brief Set the player that triggered the PlayerTrigger. This is normally done by classes inheriting vom PlayerTrigger. 84 @param p layerA pointer to the Pawn that triggered the PlayerTrigger.84 @param pawn A pointer to the Pawn that triggered the PlayerTrigger. 85 85 */ 86 86 void setTriggeringPawn(Pawn* pawn); -
code/trunk/src/orxonox/items/Engine.h
r11071 r11099 45 45 There are many parameters that can be specified: 46 46 - The <b>relativePosition</b>, specifies the position relative to the center of the SpaceShip the Engine is mounted on. 47 - The <b>maximal speed</b>, there are four maximal speeds that can be specified: The <b>speedfront</b>, the maximal forward speed. The <b>speedback >, the maximal backward speed. The <b>speedleftright</b>, the maximal speed in y-direction of the SpaceShip coordinate frame. The <b>speedupdown</b>, the maximal speed in z-direction of the SpaceShip coordinate frame. All maximal speeds (naturally) have to be non-negative.47 - The <b>maximal speed</b>, there are four maximal speeds that can be specified: The <b>speedfront</b>, the maximal forward speed. The <b>speedback</b>, the maximal backward speed. The <b>speedleftright</b>, the maximal speed in y-direction of the SpaceShip coordinate frame. The <b>speedupdown</b>, the maximal speed in z-direction of the SpaceShip coordinate frame. All maximal speeds (naturally) have to be non-negative. 48 48 - The <b>acceleration</b>, there are five types of acceleration that can be specified: The <b>accelerationfront</b>, the forward acceleration. The <b>accelerationbrake</b>, the braking acceleration. The <b>accelerationback</b>, the backward acceleration. The <b>accelerationleftright</b>, the acceleration in y-direction. The <b>accelerationupdown</b>, the acceleration in z-direction. All accelerations have to be non-negative. 49 49 - The <b>boostfactor</b>, specifies the factor by which boosting increases the speed. This has to be non-negative, as well. Beware that maximal speeds can be overcome through boosting. … … 213 213 /** 214 214 @brief Add to the additional forward speed factor. 215 @param factorThe speed that is added to the additional forward speed. Must be non-negative.215 @param speed The speed that is added to the additional forward speed. Must be non-negative. 216 216 */ 217 217 inline void addSpeedAdd(float speed) -
code/trunk/src/orxonox/items/PartDestructionEvent.cc
r11071 r11099 164 164 @brief 165 165 Set type of the target 166 @param param166 @param type 167 167 The desired target-type as string. Valid target-types: ship engine weapon 168 168 */ … … 197 197 Set the operation to be applied. 198 198 @param param 199 The desired parameter as string. Valid parameters: c.f. @ref orxnox::PartDestructionEvent::TargetParam199 The desired parameter as string. Valid parameters: c.f. @ref TargetParam 200 200 */ 201 201 void PartDestructionEvent::setTargetParam(std::string param) -
code/trunk/src/orxonox/items/PartDestructionEvent.h
r11071 r11099 81 81 @brief 82 82 List of all allowed parameters. 83 83 */ 84 84 enum class TargetParam 85 85 { -
code/trunk/src/orxonox/items/ShipPart.cc
r11071 r11099 116 116 @brief 117 117 Add a StaticEntity to the ShipPart. 118 @param en gine118 @param entity 119 119 A pointer to the StaticEntity to be added. 120 120 */ … … 158 158 @brief 159 159 Add a PartDestructionEvent to the ShipPart. 160 @param e ngine160 @param event 161 161 A pointer to the PartDestructionEvent to be added. 162 162 */ -
code/trunk/src/orxonox/overlays/OrxonoxOverlay.cc
r11071 r11099 126 126 This has to be called before usage, otherwise strange behaviour is 127 127 guaranteed! (there should be no segfaults however). 128 @copydoc 129 BaseObject::XMLPort() 128 @copydoc BaseObject::XMLPort() 130 129 */ 131 130 void OrxonoxOverlay::XMLPort(Element& xmlelement, XMLPort::Mode mode) -
code/trunk/src/orxonox/overlays/OverlayGroup.cc
r11071 r11099 85 85 @brief 86 86 Loads the group and all its children OrxonoxOverlays. 87 @copydoc 88 BaseObject::XMLPort() 87 @copydoc BaseObject::XMLPort() 89 88 */ 90 89 void OverlayGroup::XMLPort(Element& xmlelement, XMLPort::Mode mode) -
code/trunk/src/orxonox/weaponsystem/WeaponSlot.h
r11071 r11099 48 48 <WeaponSlot position=" 0, 0,0" /> 49 49 </weaponslots> 50 @endcode 50 51 51 52 A WeaponSlot can be attached to a @ref orxonox::Pawn because WeaponSlot inherits from @ref orxonox::StaticEntity. -
code/trunk/src/orxonox/weaponsystem/WeaponSystem.cc
r11071 r11099 285 285 /** 286 286 @brief 287 Fires the @ref Orxonox::WeaponSet with the specified firemode.287 Fires the @ref orxonox::WeaponSet with the specified firemode. 288 288 */ 289 289 void WeaponSystem::fire(unsigned int firemode) -
code/trunk/src/orxonox/worldentities/Actionpoint.h
r11071 r11099 49 49 Example XML code: 50 50 51 @code 51 52 <SpaceShip position="-2000, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> 52 53 <templates> … … 65 66 </controller> 66 67 </SpaceShip> 67 68 @endcode 69 68 70 Example with loops: 69 71 72 @code 70 73 <SpaceShip position="-1500, 1500, -1000" lookat="0,0,0" team=0 name="thisShipName"> 71 74 <templates> … … 83 86 </controller> 84 87 </SpaceShip> 88 @endcode 85 89 86 90 One can also use other Worldentities instead of Actionpoints just like Waypoints, but those points -
code/trunk/src/orxonox/worldentities/WorldEntity.h
r11071 r11099 400 400 @param otherObject 401 401 The object this one has collided into. 402 @param ownCollisionShape 403 The collision shape of the other object 402 404 @param contactPoint 403 405 Contact point provided by Bullet. Holds more information and can me modified. See return value. -
code/trunk/src/orxonox/worldentities/pawns/ModularSpaceShip.cc
r11071 r11099 207 207 @brief 208 208 Add a ShipPart to the SpaceShip. 209 @param engine209 @param part 210 210 A pointer to the ShipPart to be added. 211 211 */ -
code/trunk/src/orxonox/worldentities/pawns/ModularSpaceShip.h
r11071 r11099 58 58 59 59 As mentioned @ref orxonox::Engine Engines can be mounted on the ModularSpaceShip. 60 In order to assign attached entities to a ShipPart, a ShipPart with the same name as the corresponding entity needs to be created in the <parts> tag.60 In order to assign attached entities to a ShipPart, a ShipPart with the same name as the corresponding entity needs to be created in the \<parts\> tag. 61 61 Here is a (primitive) example of a ModularSpaceShip defined in XML: 62 62 @code -
code/trunk/src/orxonox/worldentities/pawns/Pawn.cc
r11071 r11099 425 425 /** 426 426 @brief 427 Check whether the Pawn has a @ref Orxonox::WeaponSystem and fire it with the specified firemode if it has one.427 Check whether the Pawn has a @ref orxonox::WeaponSystem and fire it with the specified firemode if it has one. 428 428 */ 429 429
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