Changeset 8108 for code/trunk
- Timestamp:
- Mar 23, 2011, 9:57:54 PM (14 years ago)
- Location:
- code/trunk
- Files:
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- 21 edited
- 5 copied
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code/trunk
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/code/branches/tetris (added) merged: 8104-8107
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code/trunk/doc/api/Groups.dox
r7679 r8108 119 119 @defgroup Notifications Notifications 120 120 @ingroup Modules 121 122 @ref orxonox::Notification "Notifications" are short messages, that can be sent from anywhere in Orxonox and then are displayed on the screen to inform the user about some occurence he has to know about. Such an occurence could be, that he just shot and killed his Archnemesis Overlord3, that he just got a new Pickup or that he received a Quest and needs to have a look at the Quest-Menu.123 124 @section NotificationsUsage Usage125 Let's very briefly talk about what you have to do to either send @ref orxonox::Notification "Notifications" from some part of Orxonox or display Notifications on your screen.126 127 @subsection NotifictionsSending Sending notifications128 Sending a new @ref orxonox::Notification "Notification" from (almost) anywhere in Orxonox is fairly easy.129 You first have to decide on a message, it shouldn't be too long but be long enough to get your point accross.130 Then you have to decide on a sender. The sender is a string by which the different @ref orxonox::NotificationQueue "NotificationQueues" (the entities that display the @ref orxonox::Notification "Notifications") can decide whether they should display the @ref orxonox::Notification "Notification" or not. So the sender is some string that identifies a group of @ref orxonox::Notification "Notifications" that have something in common or some entity that is sending them. For example: All @ref orxonox::Notification "Notifications" sent by any part of the Questsystem have "questsystem" as sender and thus we could create a @ref orxonox::NotificationQueue "NotificationQueue" that only displays @ref orxonox::Notification "Notifications" from the Questsystem, but more to that later.131 And lastly you have to decide to whom you want to send this @ref orxonox::Notification "Notification". You have to get the clientId of the intended recipient (e.g. trough a @ref orxonox::PlayerInfo "PlayerInfo") or you only send the @ref orxonox::Notification "Notification" locally, either by setting the clientId to Host::getPlayerID() or by setting the variable 'isLocal' to true, and setting clientId to what ever you want, since it will be ignored.132 Once you have decided all that you can send the Notification by calling:133 @code134 NotificationManager::sendNotification(message, clientId, sender, isLocal); // isLocal = false can be ommitted since that is the default value.135 @endcode136 137 @subsection NotificationsDisplay Displaying notifications138 Displaying @ref orxonox::Notification "Notifications" is even easier, all you need to do is to load the NotificationLayer in the level, where you want @ref orxonox::Notification "Notifications" displayed. You can either do this manually by executing the following command in the console:139 @code140 showGUI NotificationLayer false true141 @endcode142 Or automatically, by adding a @ref orxonox::Script "Script" to the levelfile that does it for you:143 @code144 <Script code="showGUI NotificationLayer false true" needsGraphics="true" />145 @endcode146 147 If you want to change the way the @ref orxonox::Notification "Notifications" are displayed, you can enter the (at this point rather rudimentary) edit mode and add new @ref orxonox::NotificationQueue "NotificationQueues" or change position and properties of the existing ones, by executing the following command in the console:148 @code149 enterEditMode150 @endcode151 152 @section NotificationsTechincalDetails Technical details153 The Notifications module has three major parts that interact with each other. First there is the @ref orxonox::NotificationQueue "NotificationQueue", this is the entity that (logically, not effectively) displays @ref orxonox::Notification "Notifications" according to some rules, then there is the NotificationLayer, which is the GUI which (actually) displays @ref orxonox::Notification "Notifications" by visualizing the @ref orxonox::NotificationQueue "NotificationQueues" and as a result also the @ref orxonox::Notification "Notifications", that are displayed by the respective @ref orxonox::NotificationQueue "NotificationQueues" and lastly there is the @ref orxonox::NotificationManager "NotificationManager", which connects these two.154 155 @subsection NotificationQueue NotificationQueue156 The @ref orxonox::NotificationQueue "NotificationQueue" is the entity, that (as said earlier) logically displays @ref orxonox::Notification "Notifications". Furthermore a @ref orxonox::NotificationQueue "NotificationQueue" displays only a subset of all the @ref orxonox::Notification "Notifications". The parameters that reduce the range of displayed @ref orxonox::Notification "Notifications" are:157 - @b senders The senders, the set of targets of a @ref orxonox::NotificationQueue "NotificationQueue" is the set of senders a @ref orxonox::NotificationQueue "NotificationQueue" displays @ref orxonox::Notification "Notifications" from. E.g. If one would set the senders to "questsystem" then only @ref orxonox::Notification "Notifications" from the Questsystem would be displayed in that particular queue. If you set senders to "all" then all Notifications will be displayed. Different senders can be concatinated with commas.158 - @b size The size specifies how many @ref orxonox::Notification "Notifications" are displayed at the most, if there are more @ref orxonox::Notification "Notifications" that could be displayed, then only the most recent are displayed.159 - @b displayTime The display time specifies how long a @ref orxonox::Notification "Notification" is displayed at the most.160 161 @subsection NotificationLayer NotificationLayer162 The NotificationLayer is a GUI sheet, that displays all the @ref orxonox::NotificationQueue "NotificationQueues" and their @ref orxonox::Notification "Notifications". In its normal mode of operation it is transparent to input, meaning that it only functions as a means of displaying, however if switched to edit mode the NotificationLayer no longer is transparent to input and allows for the adding, removal and modification of @ref orxonox::NotificationQueue "NotificationQueues". For every @ref orxonox::NotificationQueue "NotificationQueue" there is the equivalent representation in the NotificationLayer. So @ref orxonox::NotificationQueue "NotificationQueues" are not each represented by a GUI sheet, but thely all belong to one and the same GUI sheet, the NotificationLayer.163 164 @subsection NotificationManager NotificationManager165 The @ref orxonox::NotificationManager "NotificationManager" is (hence the name) the managing entity in this setting. It is responsible for the registering and unregistering of @ref orxonox::NotificationListener "NotificationListeners" (which the @ref orxonox::NotificationQueue "NotificationQueue" is) and also informs them about changes related to @ref orxonox::Notification "Notifications". It is also responsible for the creation and destruction of @ref orxonox::NotificationQueue "NotificationQueues" through the NotificationLayer and is also the point of approach for the NotificationLayer to get information it needs to display the queues. Finally the @ref orxonox::NotificationManager "NotificationManager" is responsible for sending (and in the process creating) @ref orxonox::Notification "Notifications" and is a means for the @ref orxonox::NotificationQueue "NotificationQueues" to get the information they need about @ref orxonox::Notification "Notifications".166 167 @subsection Notification Notification168 The @ref orxonox::Notification "Notification" class is more or less a data structure that groups the notification message and the sender, and possibly other future parameters, together to form a comprehensive structure that we call Notification.169 170 Additionally there is another important class of objects belonging to the Notifications module. The @ref orxonox::NotificationDispatcher "NotificationDispatchers".171 172 @subsection NotificationDispatcher NotificationDispatcher173 @ref orxonox::NotificationDispatcher "NotificationDispatchers" are entities that are instantiated in a level file (through XML) and that dispatch (or send) a specific @ref orxonox::Notification "Notification" upon having received a triggering event.174 175 @defgroup NotificationDispatchers Dispatchers176 @ingroup Notifications177 178 @ref orxonox::NotificationDispatcher "NotificationDispatchers" are entities that are instantiated in a level file (through XML) and that dispatch (or send) a specific @ref orxonox::Notification "Notification" upon having received a triggering event.179 180 At this point there are two @ref orxonox::NotificationDispatcher "NotificationDispatchers", the @ref orxonox::SimpleNotification "SimpleNotification", which just displays a specified message, and the @ref orxonox::CommandNotification "CommandNotification" which displays a message with a binding for a specified command in it.181 121 */ 182 122 … … 193 133 @defgroup Triggers Triggers 194 134 @ingroup Objects 195 196 Triggers are objects which react to certain events. They can be combined and used as simple overlay logic in levels.197 198 @defgroup NormalTrigger Trigger199 @ingroup Triggers200 201 @defgroup MultiTrigger MultiTrigger202 @ingroup Triggers203 204 @ref orxonox::MultiTrigger "MultiTriggers" are (as they are @ref orxonox::TriggerBase "Triggers") objects which react to certain events. They offer all the functionality that the common @ref orxonox::Trigger "Triggers" do with one significant difference. The common @ref orxonox::Trigger "Trigger" has just one state, it can either be <em>triggered</em> or <em>not triggered</em>, it doesn't discriminate between who's triggering (or not triggering) it. A @ref orxonox::MultiTrigger "MultiTrigger", on the other hand, has a distinct state (<em>triggered</em> or <em>not triggered</em>) for each entity that is defined as being able to trigger said @ref orxonox::MultiTrigger "MultiTrigger".205 206 This difference becomes significant, when, for example, you want a @ref orxonox::DistanceTrigger "DistanceTrigger" to trigger a @ref orxonox::QuestEffectBeacon "QuestEffectBeacon" to hand out a @ref orxonox::Quest "Quest" to any @ref orxonox::Pawn "Pawn" that enters its range. With a simple @ref orxonox::DistanceTrigger "DistanceTrigger" (as opposed to the more complex @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger") the first @ref orxonox::Pawn "Pawn" to be in range would trigger it an receive the @ref orxonox::Quest "Quest", however if a second @ref orxonox::Pawn "Pawn" would enter the range, while the first @ref orxonox::Pawn "Pawn" still is in the range nothing would happen and even after the first @ref orxonox::Pawn "Pawn" left nothing would happen, since the whole time the @ref orxonox::DistanceTrigger "DistanceTrigger" would just be triggered. In contrast with a @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" the first @ref orxonox::Pawn "Pawn" would enter the range and the @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" would have the state <em>triggered</em> for this exact @ref orxonox::Pawn "Pawn" (but for none else) and thus the @ref orxonox::Pawn "Pawn" would receive the @ref orxonox::Quest "Quest" and when the second @ref orxonox::Pawn "Pawn" enters the range the state of the @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" for that second @ref orxonox::Pawn "Pawn" would change to <em>triggered</em> and it would receive the @ref orxonox::Quest "Quest" as well.207 208 @section WhenToUseMultiTriggers When to use MultiTriggers209 Consequentially you would use @ref orxonox::MultiTrigger "MultiTriggers" (instead of common @ref orxonox::Trigger "Triggers"), when it is important that the trigger has different states for each triggering entity and when that fact is essential in the concept of the object that reacts to the triggering. However you should not just use @ref orxonox::MultiTrigger "MultiTrigger" instead of @ref orxonox::Trigger "Trigger", when in doubt, because @ref orxonox::MultiTrigger "MultiTrigger" produces significantly more overhead than @ref orxonox::Trigger "Trigger" due to the added complexity.210 211 @section HowToUseMultiTriggers How to use MultiTriggers212 ...213 214 @section MultiTriggerTechnicalDetails Technical Details215 A common @ref orxonox::Trigger "Trigger" is an object that can either be <em>active</em> or <em>inactive</em>, with a specified behavior how to switch between the two. A @ref orxonox::MultiTrigger "MultiTrigger" generalizes that behavior for multiple objects triggering the trigger. A @ref orxonox::MultiTrigger "MultiTrigger" can be <em>active</em> or <em>inactive</em> for any object triggering it, with the state for each object being completely independent of the state for all other objects. Each time a switch occurs an @ref orxonox::Event "Event" is fired, with a @ref orxonox::MultiTriggerContainer "MultiTriggerContainer" as the originator, containing a pointer to the @ref orxonox::MultiTrigger "MultiTrigger" that caused the @ref orxonox::Event "Event" and a pointer to the object that caused the trigger to change it's activity. This way the entity that reacts to the @ref orxonox::MultiTrigger "MultiTrigger" triggering receives the information it needs about the entity that triggered the @ref orxonox::MultiTrigger "MultiTrigger".216 217 Also, just as with all triggers, @ref orxonox::MultiTrigger "MultiTriggers" can be nested (event with triggers other than @ref orxonox::MultiTrigger "MultiTriggers").218 @code219 <MultiTrigger switch="true" delay="2">220 <DistanceMultiTrigger position="100,0,0" distance="80" />221 <EventTrigger ... />222 </Trigger>223 @endcode224 225 @ref orxonox::MultiTrigger "MultiTriggers" also allow for additional complexity which can be added through the choice of the parameters (some of which are also present in the common @ref orxonox::Trigger "Trigger") explained (briefly) below.226 But first it is important to understand a small implementational detail. There is a distinction between the @ref orxonox::MultiTrigger "MultiTrigger" being triggered (there is the state <em>triggered</em> for that) and the @ref orxonox::MultiTrigger "MultiTrigger" being active (for that is the state <em>activity</em>). From the outside only the <em>activity</em> is visible (and has above been referred to as <em>triggered</em> for the sake of comprehensibility). The state <em>triggered</em> tells us whether the trigger is actually triggered, but it could pretend (for some reason, some of which we will see shortly) to be <em>triggered</em> to the outside, while it in fact isn't (but it would then be <em>active</em>). The standard behavior is, that the <em>activity</em> changes, when the @ref orxonox::MultiTrigger "MultiTrigger" transits from being triggered to not being triggered or the other way around. So to the inside a @ref orxonox::MultiTrigger "MultiTrigger" being <em>active</em> is synonymous to the @ref orxonox::MultiTrigger "MultiTrigger" being <em>triggered</em> to the outside.227 228 The parameters of the @ref orxonox::MultiTrigger "MultiTrigger" are:229 - @b delay The delay is the time in seconds, that the trigger waits until it reacts (i.e. changes it's state) to the triggering condition being fulfilled. Internally this is handled by a state queue coupled with a counter, for each state that is delayed. The state becomes <em>active</em> when the counter runs out. This allows the @ref orxonox::MultiTrigger "MultiTrigger" to work even if the delay changes at runtime. However if the delay changes it only affects newly arriving states not the ones already in the queue. The default is <code>0</code>.230 - @b switch Switch is a boolean, if <code>true</code> the @ref orxonox::MultiTrigger "MultiTrigger" is in <em>switch-mode</em>, meaning, that the <em>activity</em> changes only when the trigger is triggered, not when it is un-triggered (Just like a light switch does). This means, that in <em>switch-mode</em> the <em>activity</em> only changes, when the trigger changes from not being triggered to being triggered but not the other way around. The default is <code>false</code>.231 - @b stayActive Stay active is also a boolean, if <code>true</code> the @ref orxonox::MultiTrigger "MultiTrigger" stays active after it has been activated as many times as specified by the parameter <em>activations</em>. In essence this means, that after the last time it is activated it cannot be deactivated. The default is <code>false</code>.232 - @b activations Activations is the number of times the @ref orxonox::MultiTrigger "MultiTrigger" can be activated until the trigger can't be triggered anymore. The default is <code>-1</code>, which denotes infinity.233 - @b invert Invert is a boolean, if <code>true</code> the @ref orxonox::MultiTrigger "MultiTrigger" is in <em>invert-mode</em>, meaning, that if the triggering condition is fulfilled the @ref orxonox::MultiTrigger "MultiTrigger" will have the state <em>not triggered</em> and and if the condition is not fulfilled it will have the state <em>triggered</em>. In short it inverts the behavior of the @ref orxonox::MultiTrigger "MultiTrigger". The default is <code>false</code>.234 - @b simultaneousTriggerers The number of simultaneous triggerers limits the number of objects that are allowed to trigger the @ref orxonox::MultiTrigger "MultiTrigger" at the same time. Or more precisely, the number of distinct objects the @ref orxonox::MultiTrigger "MultiTrigger" has positive <em>triggered</em> states for, at each point in time. The default is <code>-1</code>, which denotes infinity.235 - @b mode The mode describes how the @ref orxonox::MultiTrigger "MultiTrigger" acts in relation to all the triggers (its children), that are appended to it. There are 3 modes: <em>and</em>, meaning that the @ref orxonox::MultiTrigger "MultiTrigger" can only be triggered if all the appended triggers are active. <em>or</em>, meaning that the @ref orxonox::MultiTrigger "MultiTrigger" can only be triggered if at least one of the appended triggers is active. And <em>xor</em>, meaning that the @ref orxonox::MultiTrigger "MultiTrigger" can only be triggered if one and only one appended trigger is active. Note, that I wrote 'can only be active', that implies, that there is an additional condition to the <em>activity</em> of the @ref orxonox::MultiTrigger "MultiTrigger" and that is the fulfillment of the triggering condition (the @ref orxonox::MultiTrigger "MultiTrigger" class itself doesn't have one, but all derived classes should). Also bear in mind, that the <em>activity</em> of a @ref orxonox::MultiTrigger "MultiTrigger" is still coupled to the object that triggered it. The default is <em>and</em>.236 - @b broadcast Broadcast is a boolean, if <code>true</code> the @ref orxonox::MultiTrigger "MultiTrigger" is in <em>broadcast-mode</em>, meaning, that all trigger events that are caused by no originator (originator is <code>NULL</code>) are broadcast as having come from every possible originator, or more precisely as having come from all objects that are specified targets of this @ref orxonox::MultiTrigger "MultiTrigger". The default is <code>false</code>.237 - @b target The target describes the kind of objects that are allowed to trigger this @ref orxonox::MultiTrigger "MultiTrigger". The parameter has to be set to the class name of the class that is allowed to trigger the @ref orxonox::MultiTrigger "MultiTrigger". The default is <code>Pawn</code>.238 239 @subsection Sub-typesOfMultiTriggers Sub-types of MultiTriggers240 241 @subsubsection EventMultiTrigger EventMultiTrigger242 An @ref orxonox::EventMultiTrigger "EventMultiTrigger" can either be used to broadcast an @ref orxonox::Event "Event" that does not come from a @ref orxonox::MultiTrigger "MultiTrigger" to all entities that are targets of the @ref orxonox::EventMultiTrigger "EventMultiTrigger" or, more in line with its prototype the @ref orxonox::EventTrigger "EventTrigger", to be triggered for an entity when an @ref orxonox::Event "Event" that was caused by an entity of the same type is captured.243 244 A common usage could look like this:245 @code246 <EventMultiTrigger invert="true" delay="1">247 <events>248 <trigger>249 <MultiTrigger ... />250 <Trigger ... />251 </trigger>252 </events>253 </EventMultiTrigger>254 @endcode255 256 @subsubsection DistanceMultiTrigger DistanceMultiTrigger257 A @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" is the MultiTrigger equivalent of the @ref orxonox::DistanceTrigger "DistanceTrigger" and works just the same way. It triggers (now separately for each object triggering it, since it's a @ref orxonox::MultiTrigger "MultiTrigger") whenever an object that is a target of the @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" is in the specified range.258 259 Two additional parameters can be specified for the @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" are the <em>distance</em>, which defines the maximum distance at which an object still triggers the @ref orxonox:: "DistanceMultiTrigger", and the <em>targetname</em>. Setting the <em>targename</em> puts the @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" in <em>single-target mode</em>. In this mode the @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" can only be triggered by objects that have a @ref orxonox::DistanceTriggerBeacon "DistanceTriggerBeacon" with the name specified by <em>targetname</em> directly attached. For the <em>single-target mode</em> to work the target of the @ref orxonox::DistanceMultiTrigger "DistanceMultiTrigger" has to be set to <code>DistanceTriggerBeacon</code>.260 261 A common usage (without @ref orxonox::DistanceTriggerBeacon "DistanceTriggerBeacon") would look like this:262 @code263 <DistanceMultiTrigger position="0,0,0" switch="true" target="Pawn" distance="20" />264 @endcode265 266 With @ref orxonox::DistanceTriggerBeacon "DistanceTriggerBeacon" it would look like this:267 @code268 <DistanceMultiTrigger position="0,0,0" target="DistanceMultiTrigger" targetname="beacon1" distance="30" />269 @endcode270 135 */ 271 136 … … 278 143 @defgroup Pickup Pickup 279 144 @ingroup Modules 280 281 The Pickup module adds a special type of object to Orxonox, the so-called @ref orxonox::Pickupable "Pickupables". @ref orxonox::Pickupable "Pickupables" are objects that can be picked up (by virtually any entity, but commonly by the @ref orxonox::Pawn "Pawn") and have some kind of effect on the entity that picked the @ref orxonox::Pickupable "Pickupable" up.282 283 @section IncludingPickups Including pickups in a level284 @ref orxonox::Pickupable "Pickupables" are designed so that they can be included in levels fairly easily, while also ensuring, that the pickup itself (its game-logic component) and how it is represented (e.g. in the PickupInventory (the GUI that displays @ref orxonox::Pickupable "Pickupables") or in the game) are neatly seperated.285 To be able to use @ref orxonox::Pickupable "Pickupables" in a level one must understand some basic concepts.286 - @ref orxonox::Pickupable "Pickupables" are entities which (by itself) have no physical (or graphical) dimension. The simply represent the effect they will have on a @ref orxonox::PickupCarrier "PickupCarrier" (the entity that can pick up @ref orxonox::Pickupable "Pickupables", @ref orxonox::Pawn "Pawn" for example inherits from @ref orxonox::PickupSpawner "PickupSpawner" and thus is able to pick up and carry @ref orxonox::Pickupable "Pickupables"), when used and the mechanism that leads to that.287 - The physical (or graphical) dimension of a pickup is called a @ref orxonox::PickupRepresentation "PickupRepresentation".288 - The @ref orxonox::PickupRepresentation "PickupRepresentation" of a @ref orxonox::Pickupable "Pickupable" and the @ref orxonox::Pickupable "Pickupable" itself are linked to each other, in such a way that a @ref orxonox::PickupRepresentation "PickupRepresentation" can only represent one type of @ref orxonox::Pickupable "Pickupable".289 - A type of @ref orxonox::Pickupable "Pickupable" is a specific pickup class (inheriting from @ref orxonox::Pickupable "Pickupable") with specific values for all its relevant parameters. This means, that a pickup of the same class with the same values for all parameters except for one is a different type of pickup and will therefore have a different @ref orxonox::PickupRepresentation "PickupRepresentation". Which parameters are the ones relevant to destinguish between two types of pickups can be defined in the class description of the specific pickup.290 - The entity that actually gives a @ref orxonox::Pickupable "Pickupable" to a @ref orxonox::PickupCarrier "PickupCarrier" is called a @ref orxonox::PickupSpawner "PickupSpawner". A @ref orxonox::PickupSpawner "PickupSpawner" creates (based on some parameters) @ref orxonox::Pickupable "Pickupables" which then is picked up by the @ref orxonox::PickupCarrier "PickupCarrier", that caused the @ref orxonox::PickupSpawner "PickupSpawner" to spawn a new pickup. How the spawner looks in the game is defined by the @ref orxonox::PickupRepresentation "PickupRepresentation" of the @ref orxonox::Pickupable "Pickupable" it spawns.291 292 @subsection UsingPredifinedPickups Using predefined pickups293 There is a file called <code>pickupRepresentationTemplates.oxt</code> in <code>levels/templates</code>, which holds the templates for the @ref orxonox::PickupRepresentation "PickupRepresentations" and also templates for @ref orxonox::Pickupable "Pickupables". The templates for the @ref orxonox::PickupRepresentation "PickupRepresentations" define the @ref orxonox::StaticEntity "StaticEntities" that are attached to the @ref orxonox::PickupSpawner "PickupSpawners" to make them look like the @ref orxonox::Pickupable "Pickupable" they are spawning. The templates for the @ref orxonox::Pickupable "Pickupables" can be added just for ease of use.294 If you want to use pickups you will have to include this file in your level file, somewhere above the Level-tag.295 @code296 <?lua297 include("templates/pickupRepresentationTemplates.oxt")298 ?>299 ...300 <Level>301 ...302 @endcode303 There is another file called <code>pickups.oxi</code> in <code>level/includes</code> which creates all @ref orxonox::PickupRepresentation "PickupRepresentations" needed for the @ref orxonox::Pickupable "Pickupable" supplied by the <code>pickupRepresentationTemplates.oxt</code> file. This file will have to be included as well. It has to be somewhere after the opening Scene-tag and your first use of a pickup.304 @code305 <Scene>306 ...307 <?lua308 include("includes/pickups.oxi")309 ?>310 @endcode311 After that all the predefined pickups specified in those two files can be used just by creating a @ref orxonox::PickupSpawner "PickupSpawner" for them in the respective level.312 For example:313 @code314 <PickupSpawner position="-100,0,-100" respawnTime="30" maxSpawnedItems="10">315 <pickup>316 <HealthPickup317 health = 10318 healthType = "limited"319 activationType = "immediate"320 durationType = "once"321 />322 </pickup>323 </PickupSpawner>324 @endcode325 Please be aware, that the @ref orxonox::Pickupable "Pickupable" specified for the @ref orxonox::PickupSpawner "PickupSpawner", has to be exactly the same (including all parameters) to the one specified in the <code>pickups.oxi</code> file.326 To make things simpler, one could just use the templates specified in the <code>pickupRepresentationTemplates.oxt</code> file. Which, following the previous example, would look like this:327 @code328 <PickupSpawner position="-100,0,-100" respawnTime="30" maxSpawnedItems="10">329 <pickup>330 <HealthPickup template="smallhealthpickup" />331 </pickup>332 </PickupSpawner>333 @endcode334 335 @subsection UnsingNon-PredefinedPickups Using non-predefined pickups336 To include a type of pickup (which, as we remember, is the class of the @ref orxonox::Pickupable "Pickupable" with specific values for all the relevant parameters) in a level file, you can just create a new @ref orxonox::PickupSpawner "PickupSpawner" and specify the @ref orxonox::Pickupable "Pickupable".337 @code338 <PickupSpawner position="-100,0,-100" respawnTime="30" maxSpawnedItems="10">339 <pickup>340 <HealthPickup341 health = 33342 healthType = "limited"343 activationType = "immediate"344 durationType = "once"345 />346 </pickup>347 </PickupSpawner>348 @endcode349 As can be seen in the <code>pickupRepresentationTemplates.oxt</code> file and the <code>pickups.oxi</code> file there is no @ref orxonox::PickupRepresentation "PickupRepresentation" defined for this type of pickup. Thus the default representation will be used.350 351 To create an appropriate @ref orxonox::PickupRepresentation "PickupRepresentation" for the inserted pickup above, you can just create a @ref orxonox::PickupRepresentation "PickupRepresentation" within the scene (Within the Scene-tags).352 @code353 <PickupRepresentation354 name = "My new health pickup"355 description = "This is an awesome new health pickup."356 spawnerTemplate = "mediumhealthpickupRepresentation"357 inventoryRepresentation = "MediumHealth"358 >359 <pickup>360 <HealthPickup361 health = 33362 healthType = "limited"363 activationType = "immediate"364 durationType = "once"365 />366 </pickup>367 </PickupRepresentation>368 @endcode369 Notice, that the type of pickup specified for the @ref orxonox::PickupRepresentation "PickupRepresentation", naturally, needs to be the same (this is the way they can be connected). Also, we just used an existing <em>spawnerTemplate</em>, to make things simpler.370 371 The next step is to create a <em>spawnerRepresentation</em> uniquely for our new type of pickup. Lets call it <code>newhealthpickupRepresentation</code>. Thus the parameter <em>spawnerTemplate</em> of the @ref orxonox::PickupRepresentation "PickupRepresentation" has to be changed to that value.372 @code373 spawnerTemplate = "newhealthpickupRepresentation"374 @endcode375 The <em>spawnerTemplate</em> defines how the @ref orxonox::PickupSpawner "PickupSpawner" is displayed in a level.376 In our example case it could look like this:377 @code378 <Template name=newhealthpickupRepresentation>379 <PickupRepresentation>380 <spawner-representation>381 <StaticEntity>382 <attached>383 -- Here you can put all the objects which define the look of the spawner. --384 </attached>385 </StaticEntity>386 </spawner-representation>387 </PickupRepresentation>388 </Template>389 @endcode390 Please refer to the <code>pickupRepresentationTemplates.oxt</code> for more examples.391 392 The @ref orxonox::PickupRepresentation "PickupRepresentation" also needs another parameter the <em>inventoryRepresentation</em>. This parameter defined how the @ref orxonox::Pickupable "Pickupable" is displayed in the PickupInventory (a menu to browse the currently equipped pickups).393 @code394 inventoryRepresentation = "MediumHealth"395 @endcode396 This is the name of an image defined in the PickupInventory imageset (<code>PickupInventory.imageset</code>), which can be found in <code>data_extern/gui/imagesets</code>.397 398 This is all that has to be done. Now you have a new pickup type with an appropriate @ref orxonox::PickupRepresentation "PickupRepresentation" for your use. If you feel that your pickup is useful in general, please don't hesitate to create a template for the pickup and add your pickup to the <code>pickupRepresentationTemplates.oxt</code> file and the <code>pickups.oxi</code> file, so that anyone who wants to use it can do so quite easily.399 400 There is also an additional way to create new types of pickups to be used in a level (without having to do any coding). There is a @ref orxonox::Pickupable "Pickupable" called the @ref orxonox::PickupCollection "PickupCollection", which is just a collection (hence the name) of @ref orxonox::Pickupable "Pickupables" (more precisely of @ref orxonox::CollectiblePickup "CollectiblePickups"), behaving as if it was just one @ref orxonox::Pickupable "Pickupable".401 A @ref orxonox::PickupCollection "PickupCollection" can be created as follows:402 @code403 <PickupCollection>404 <pickupables>405 -- some pickups you want to have in your collection, e.g. --406 <HealthPickup template=smallhealthpickup />407 <HealthPickup health=50 healthRate=5 durationType=continuous activationType=immediate healthType=limited />408 </pickupables>409 </PickupCollection>410 @endcode411 Of which types of pickups a collection is made up is entirely up to the one creating the @ref orxonox::PickupCollection "PickupCollection", they can be mixed freely.412 413 @section CreatingAPickup Creating a new pickup414 Things have been fairly straightforward so far. Creating a @ref orxonox::Pickupable "Pickupable" form scratch isn't as easy. Therefore I'm just going to supply you with a recipe, or a set of steps you have to take, without which your pickup won't work and point out some common pitfalls.415 416 @subsection CreatingAPickupClass Creating the class417 For a new @ref orxonox::Pickupable "Pickupable" you need to create a new class in <code>>modules/pickup/items</code>. Your class needs to be derived from another pickup class, normally this would either be @ref orxonox::Pickupable "Pickupable", @ref orxonox::CollectiblePickup "CollectiblePickup" or @ref orxonox::Pickup "Pickup". @ref orxonox::Pickupable "Pickupable" is (as mentioned earlier) the base class of all things that can be picked up, thus of all pickups. @ref orxonox::CollectiblePickup "CollectiblePickup" is a (directly) derived class of @ref orxonox::Pickupable "Pickupable" and provides the additional functionality of enabling your pickup to be used in a @ref orxonox::PickupCollection "PickupCollection". However you are probably going to want to derive your class form @ref orxonox::Pickup "Pickup", because it is a @ref orxonox::CollectiblePickup "CollectiblePickup" and provides some useful methods. So have a look at @ref orxonox::Pickup "Pickup".418 Once you have created your new pickup class you have to insert it in the <code>PickupPrereqs.h</code> file in the <code>modules/pickup</code> folder and in the <code>CMakeList.txt</code> file in the <code>modules/pickup/items</code> folder. Also have a look at other pickups to make sure you include all the necessary files in your class.419 420 @subsection ChoosingTheCarriers Coosing the carriers421 You also have to choose the entities that are allowed to pick your pickup up. After you have chosen the entity that carries your pickup, you need to do the following.422 - The enity that carries your pickup needs to be derived from the @ref orxonox::PickupCarrier "PickupCarrier" interface. And you need to implement the @ref orxonox::PickupCarrier "PickupCarriers'" virtual functions <code>getCarrierChildren()</code> and <code>getCarrierParent()</code>. These tow methods are needed, because all pickups are initially picked up by a @ref orxonox::Pawn "Pawn" and then handed down to the entity that effectively carries them. With the above mentioned two function just that is accomplished. A hierarchical structure is established with one parent and a set of children, where the @ref orxonox::Pawn "Pawn" is the root node of this hierarchical structure, the only entity with no parent.423 - Once you have done that you will also want to specify in your pickup which carriers can pick it up, this is done via the <code>addTarget()</code> function. So you have to make sure the target is added whenever one of your pickups is created (so, most conveniently somewhere in the constructor), with the following command.424 @code425 this->addTarget(ClassIdentifier<MyCarrierClass>::getIdentifier());426 @endcode427 428 @subsection CreatingTheInnerWorkings Creating the inner workings of your pickup429 Now that we have the skeleton of a pickup and we have defined which carriers are allowed to pick our pickup up we are going to take a look at all the methods we can (or sometimes have to) overload from @ref orxonox::Pickupable "Pickupable", for our pickup to work properly. But first I will introduce some more concepts to make the need for these methods more obvious.430 - Since one pickup class can by itself be many pickup types, we need a way to find out whether a particular instance of a pickup is of the same type as another instance of a pickup. To that end the @ref orxonox::PickupIdentifier "PickupIdentifier" was created. The @ref orxonox::PickupIdentifier "PickupIdentifier" accounts for the type of class your pickup is of and also for the parameters (and their values) that distinguish different types of pickups of the same class. Much of the functionality of the pickup module relies on this identifier being correct, thus it is very important to initialize it correctly. (We will see, how that is done in a short while.)431 - Every @ref orxonox::Pickupable "Pickupable" has at least two states which are very important. The first is, whether the @ref orxonox::Pickupable "Pickupable" is currently in use or not and the second is whether the pickup is currently picked up or not.432 433 Let's have a look at the important methods.434 - <b>changedUsed()</b> The <code>changedUsed()</code> method is called whenever the state of the @ref orxonox::Pickupable "Pickupable" transits from being used to not being used or the other way around. Which means this method is probably the most important method you have at your fingertips, since it enables you to apply the effect of your pickup when it gets used and remove the effect as soon as it is no longer in use.435 - <b>changedPickedUp()</b> The <code>changedPickedUp()</code> method is called whenever the state of the @ref orxonox::Pickupable "Pickupable" changes from being picked up to not being picked up or the other way around. For example if you want your pickup to be used as soon as it is picked up, this is the method you have to overload to achieve that behavior (or just let your pickup be derived from @ref orxonox::Pickup "Pickup", which implements exactly that behavior, if the <em>activationType</em> is set to <em>immediate</em>). You don't have to concern yourself with destroying the pickup or creating a spawner when it changes to not picked up, since that is already implemented with the @ref orxonox::Pickupable "Pickupable" and @ref orxonox::PickupCarrier "PickupCarrier" classes. If you want a different behavior, however, once again, this is the method.436 - <b>changedCarrier()</b> The <code>changedCarrier()</code> method is called whenever the carrier of the @ref orxonox::Pickupable "Pickupable" changes. And by that I don't mean the class that is allowed to carry the pickup, but the object that actually carries (or carried) the pickup. Please do not overload this class to implement behavior for picked up -> not picked up transitions, use <code>changedPickedUp()</code> for that. For most pickup classes this method doesn't need to be overloaded. Where it is used, however is in the @ref orxonox::PickupCollection "PickupCollection" class, where the new carrier needed to be communicated to all pickups the collection consists of, whenever the carrier was changed.437 438 Please be aware, that these three methods are methods registered with @ref Super.h "Super", meaning, that whenever overloading them, don't forget to call <code>SUPER(MyClass, myMethod);</code>.439 Also when implementing the above methods you should think of what should happen in unexpected situations, e.g. when your pickup is unused manually and set to used again.440 Additionally you should use the <code>destroy()</code> method of Pickupable instead of the method provided by @ref orxonox::OrxonoxClass "OrxonoxClass", meaning <code>Pickupable::destroy()</code> instead of plain <code>destroy()</code>.441 442 - <b>clone()</b> The <code>clone()</code> method creates a new pickup of the same type as the pickup it is cloned from. So the cloned pickup is not exactly the same, as it doesn't necessarily completely reflect the status of the pickup it is cloned from, but it reflects all the parameters and their values, that distinguish different types of this pickup class. It needs to be implemented by every pickup class. And it is best if this is done in a very specific way. Below is shown how:443 @code444 void MyPickup::clone(OrxonoxClass*& item)445 {446 if(item == NULL)447 item = new MyPickup(this);448 449 SUPER(MyPickup, clone, item);450 451 MyPickup* pickup = dynamic_cast<MyPickup*>(item);452 // Here you should set all the important parameters (that distinguish the different types of this pickup), e.g.453 pickup->setSomeParameter(this->getSomeParameter());454 // You must also initialize the identifier of the new pickup, this is normally done in a member function called in455 pickup->initializeIdentifier();456 }457 @endcode458 - <b>initializeIdentifier()</b> The <code>initializeIdentifier()</code> method initializes (or more simply put, creates) the @ref orxonox::PickupIdentifier "PickupIdentifier" of the instance of your pickup. Since the important values of the parameters are not yet available in the constructor of your pickup this <code>initializeIdentifier()</code> method must be called as soon as they are available, which normally is in the <code>XMLPort()</code> method, and the <code>clone()</code> method, as seen above. In the <code>initializeIdentifier()</code> method you need to register each parameter that is important for the type of your pickup to its identifier, this is normally done as follows:459 @code460 void Pickup::initializeIdentifier(void)461 {462 // If the get method returns a string.463 std::string val1 = this->getSomeParameter();464 std::string type1 = "someParameter";465 this->pickupIdentifier_->addParameter(type1, val1);466 // If the get method doesn't return a string467 std::stringstream stream;468 stream << this->getSomeOtherParameter();469 std::string type2 = "someOtherParameter";470 std::string val2 = stream.str();471 this->pickupIdentifier_->addParameter(type2, val2);472 }473 @endcode474 475 Be aware, this only works for parameters that are simple enough, meaning with pointers for example it will, naturally, not work, and other ways must be found (this is for example done in @ref orxonox::PickupCollection "PickupCollection" with a derived class of the @ref orxonox::PickupIdentifier "PickupIdentifier", the @ref orxonox::PickupCollectionIdentifier "PickupCollectionIdentifier") or in the @ref orxonox::DronePickup "DronePickup" class by using a @ref orxonox::Template "Template".476 - <b>createSpawner()</b> The <code>createSpawner()</code> method needs to be implemented by any pickup directly inheriting from @ref orxonox::Pickupable "Pickupable" (or directly from @ref orxonox::CollectiblePickup "CollectiblePickup"), so if you inherit from @ref orxonox::Pickup "Pickup", you don't need to implement this. It is used to create a @ref orxonox::PickupSpawner "PickupSpawner", when the pickup is dropped. A standard implementation would look like this.477 @code478 bool MyPickup::createSpawner(void)479 {480 new DroppedPickup(this, this, this->getCarrier());481 return true;482 }483 @endcode484 485 @section PickupTechnicalDetails Technical details486 487 @image html pickupmodule.png488 489 @defgroup PickupItems Items490 @ingroup Pickup491 492 The actual pickups can be found here.493 145 */ 494 146 … … 496 148 @defgroup Pong Pong 497 149 @ingroup Modules 150 151 Pong is a minigame. 498 152 */ 499 153 … … 501 155 @defgroup Questsystem Questsystem 502 156 @ingroup Modules 503 504 The Questsystem is a module that enhances Orxonox with @ref orxonox::Quest "Quests". @ref orxonox::Quest "Quests" are objects that challenge the player that receives such an object to fulfill some specific task (e.g. Rescue a princess, fetch some rare metal alloy, destroy the evil pirates den, ...). Upon having fulfilled that task the player can be rewarded with some kind of reward. Quests can be hierarchically structured, meaning that to fulfill some @ref orxonox::Quest "Quest" you first have to fulfill all (or some, depending on the quest) sub-quests.505 506 @section QuestsystemTechnicalDetails Technical details507 The Questsystem essentially consists of the @ref orxonox::Quest "Quest" entity which is the quest itself (and sub- or helper-entities, such as @ref orxonox::QuestHint "QuestHint" (hints for quests) or @ref orxonox::QuestDescription "QuestDescription" (descriptions for quests and hints, to separate content from function)), the @ref orxonox::QuestEffect "QuestEffect" and @ref orxonox::QuestListener "QuestListener" entities which are the only tools for quests to have any influence on the game world. By enabling quests to have @ref orxonox::QuestEffect "QuestEffects" they are able to (for example) fail or complete other quests, activate hints, give rewards or even add a quest to a player. @ref orxonox::QuestListener "QuestListeners" on the other hand can be used by any object to react to a status change of a quest. The @ref orxonox::QuestEffectBeacon "QuestEffectBeacon" is the physical entity which finally makes quests available for the player in the game, by being able to invoke a @ref orxonox::QuestEffect "QuestEffect" on a player (under some conditions).508 @image html questsystem.png509 510 @section CreatingQuests Creating Quests511 512 @subsection CreatingTheQuestHierarchy Creating the Quest-Hierarchy513 To start you have to create a Quest-Hierarchy in the XML-Levelfile by hierarchically nesting your quests. There are two types of Quests you can use, the LocalQuest and the GlobalQuest.514 515 @subsubsection LocalQuest LocalQuest516 A @ref orxonox::LocalQuest "LocalQuest" is a @ref orxonox::Quest "Quest" which has different states for each player, that means each @ref orxonox::LocalQuest "LocalQuest" can be obtained and completed (or failed) by each player in parallel. A questId is some string that uniquely identifies the quest, this can either be a name or, to ensure uniqueness, you can use a GUID generator (<a href="http://www.google.com/search?q=guid+generator">google</a> or you can use this <a href="http://www.famkruithof.net/uuid/uuidgen">generator</a>). The advantage of GUID is, that you can be quite sure that your id is unique, the drawback is, that it provides less overview and can be quite confusing when looking at the level file. So make your own choice.517 518 Creating a @ref orxonox::LocalQuest "LocalQuest" in XML goes as follows:519 @code520 <LocalQuest id="questId">521 <QuestDescription title="Title" description="Description." /> //The description of the quest.522 <subquests>523 <Quest id ="questId1" /> //A list of n subquest, be aware, each of the <Quest /> tags must have a description and so on and so forth as well.524 ...525 <Quest id="questIdn" />526 </subquests>527 <hints>528 <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.529 ...530 <QuestHint id="hintIdn" />531 </hints>532 <fail-effects>533 <QuestEffect /> //A list of QuestEffects, invoked when the Quest is failed, see QuestEffect for the full XML representation.534 ...535 <QuestEffect />536 </fail-effects>537 <complete-effects>538 <QuestEffect /> //A list of QuestEffects, invoked when the Quest is completed, see QuestEffect for the full XML representation.539 ...540 <QuestEffect />541 </complete-effects>542 </LocalQuest>543 @endcode544 545 @subsubsection GlobalQuest GlobalQuest546 @ref orxonox::GlobalQuest "GlobalQuests" are different, they can be obtained by every player but the changes made to the @ref orxonox::Quest "Quest" (e.g. completion of the quest) affect all owners of the quest. A short example: There are 3 Players, A, B and C. Player A obtains the quest, a while later player B obtains the quest and completes it. Since it is a @ref orxonox::GlobalQuest "GlobalQuest" it is completed for all players having obtained the Quest which means it is also completed for player A. Player C though, never having obtained the quest, can now never complete it.547 548 Creating a @ref orxonox::GlobalQuest "GlobalQuest" in XML goes as follows:549 @code550 <GlobalQuest id="questId">551 <QuestDescription title="Title" description="Description." /> //The description of the quest.552 <subquests>553 <Quest id ="questId1" /> //A list of n subquest, be aware, each of the <Quest /> tags must have a description and so on and so forth as well.554 ...555 <Quest id="questIdn" />556 </subquests>557 <hints>558 <QuestHint id="hintId1" /> //A list of n QuestHints, see QuestHint for the full XML representation of those.559 ...560 <QuestHint id="hintIdn" />561 </hints>562 <fail-effects>563 <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is failed, see QuestEffect for the full XML representation.564 ...565 <QuestEffect />566 </fail-effects>567 <complete-effects>568 <QuestEffect /> //A list of QuestEffects, invoked on all players possessing this quest, when the Quest is completed, see QuestEffect for the full XML representation.569 ...570 <QuestEffect />571 </complete-effects>572 <reward-effects>573 <QuestEffect /> //A list of QuestEffects, invoked on the player completing this quest. See QuestEffect for the full XML representation.574 ...575 <QuestEffect />576 </reward-effects>577 </GlobalQuest>578 @endcode579 580 As you may see that another difference between a @ref orxonox::GlobalQuest "GlobalQuest" and a @ref orxonox::LocalQuest "LocalQuest" is, that with a @ref orxonox::GlobalQuest "GlobalQuest" having @ref orxonox::AddReward "RewardEffects", the RewardEffects are only executed on the player completing the quest. Additionally @ref orxonox::CompleteQuest "CompleteEffects" are executed on all players having obtained the quest before it was completed, when it is completed., while with a @ref orxonox::LocalQuest "LocalQuest" each player that completes a quest, completes it for himself alone, but also gets the reward, regardless whether another player completed the quest before him.581 582 @subsubsection QuestHint QuestHint583 @ref orxonox::QuestHint "QuestHints" can be used to give a player useful information for @ref orxonox::Quest "Quests" he is working on completing. @ref orxonox::QuestHint "QuestHints" cannot have any side effects, but also have an identifier which follows the same form as in the @ref orxonox::Quest "Quests".584 585 Creating a @ref orxonox::QuestHint "QuestHint" in XML goes as follows:586 @code587 <QuestHint id="hintId">588 <QuestDesctription title="" description="" />589 </QuestHint>590 @endcode591 592 @subsubsection QuestDescription QuestDescription593 Each @ref orxonox::Quest "Quest" (and also each @ref orxonox::QuestHint "QuestHint") must have a @ref orxonox::QuestDescription "QuestDescription" consisting of a title and description, and for @ref orxonox::Quest "Quests" also messages for the event the quest is either failed or completed. Of course these are (as is the title and the description) optional.594 595 Creating a @ref orxonox::QuestDescription "QuestDescription" in XML goes as follows:596 @code597 <QuestDescription title="Title" description="Description Text" failMessage="You fail." completeMessage="You win!" />598 @endcode599 600 @subsection CreatingSideEffects Creating side effects601 @ref orxonox::Quest "Quests" can have side effects, in fact that is mostly what they are about. This means that they can have an influence on the game world. @ref orxonox::Quest "Quests" do that through two distinct devices, @ref orxonox::QuestEffect "QuestEffects" (active) and @ref orxonox::QuestListener "QuestListeners" (passive).602 603 @subsubsection QuestEffect QuestEffect604 A @ref orxonox::QuestEffect "QuestEffect" is the first (and probably most important) device for @ref orxonox::Quest "Quests" to have side effects. There are two entities that can have @ref orxonox::QuestEffect "QuestEffects": @ref orxonox::Quest "Quests" and @ref orxonox::QuestEffectBeacon "QuestEffectBeacons" (which will be explained later on). @ref orxonox::QuestEffect "QuestEffects", for example, can start a @ref orxonox::Quest "Quest" for a player, complete/fail @ref orxonox::Quest "Quests" for a player, add a @ref orxonox::QuestHint "QuestHint" or a @ref orxonox::Rewardable "Reward" to a player, and potentially much, much more.605 606 These @ref orxonox::QuestEffect "QuestEffects" are implemented so far, but feel free to <a href="http://www.orxonox.net/wiki/DamianFrick">contact me</a> if you have suggestions for new @ref orxonox::QuestEffect "QuestEffects" or if you need help implementing a new one yourself.607 608 @paragraph AddQuest AddQuest609 This @ref orxonox::QuestEffect "QuestEffect" adds (respectively starts) a @ref orxonox::Quest "Quest" (identified by the given questId) to the player.610 @code611 <AddQuest questId="id" /> //Where id identifies the Quest that should be added.612 @endcode613 614 @paragraph FailQuest FailQuest615 This @ref orxonox::QuestEffect "QuestEffect" fails a @ref orxonox::Quest "Quest" (identified by the given questId) for the player.616 @code617 <FailQuest questId="id" /> //Where id identifies the Quest that should be added.618 @endcode619 620 @paragraph CompleteQuest CompleteQuest621 This @ref orxonox::QuestEffect "QuestEffect" completes a @ref orxonox::Quest "Quest" (identified by the given questId) for the player.622 @code623 <CompleteQuest questId="id" /> //Where id identifies the Quest that should be added.624 @endcode625 626 @paragraph AddQuestHint AddQuestHint627 This @ref orxonox::QuestEffect "QuestEffect" adds a @ref orxonox::QuestHint "QuestHint" to a @ref orxonox::Quest "Quest" (identified by the given questId) of a player.628 @code629 <AddQuestHint hintId="id" /> //Where id identifies the QuestHint that should be added.630 @endcode631 632 @paragraph AddReward AddReward633 This @ref orxonox::QuestEffect "QuestEffect" adds a @ref orxonox::Rewardable "Rewardable" (@ref orxonox::Rewardable "Rewardable" is an Interface which can be implemented by an object that its creator thinks should be able to be rewarded a player for completing (or failing for that matter) a @ref orxonox::Quest "Quest") to the player. @ref Pickup Pickups for example wold be good @ref orxonox::Rewardable "Rewardables".634 @code635 <AddReward>636 <Rewardable /> //A list of Rewardable objects to be rewarded the player, see the specific Rewardables for their respective XML representations.637 ...638 <Rewardable />639 </AddReward>640 @endcode641 642 @subsubsection QuestListener QuestListener643 The @ref orxonox::QuestListener "QuestListener" is the second device you can use to create side effects. As opposed to @ref orxonox::QuestEffect "QuestEffects" (that are executed (or invoked) either as a result of failing or completing a Quest or by a @ref orxonox::QuestEffectBeacon "QuestEffectBeacon"), @ref orxonox::QuestListener "QuestListeners" are passive, meaning that they relay information regarding status changes of @ref orxonox::Quest "Quests" rather than enforcing status changes. @ref orxonox::QuestListener "QuestListeners" have a certain mode (all, start, complete or fail) and a @ref orxonox::Quest "Quest" which they belong to (resp. to which they react). You then can use @ref orxonox::QuestListener "QuestListeners" to make basically any object aware of when the status of the given @ref orxonox::Quest "Quest" changes (the way you defined through the mode) and take any action you may think of.644 645 Here is an example of the usage of @ref orxonox::QuestListener "QuestListeners" in XML:646 @code647 <BaseObject> // The object that should react to the status change of a Quest.648 <events>649 <function> // Where function is the method of the object that schould be executed. Normally this would be visibility or activity.650 <QuestListener questId="someQuestId" mode="someMode" /> // Where someQuestId is the identifier for the Quest the QuestListener is reacting to, and someMode is the kind of status change the QUestListener reacts to (all, start, complete or fail).651 </function>652 </events>653 </BaseObject>654 @endcode655 656 I hope this example has made the usage of @ref orxonox::QuestListener "QuestListeners" a little clearer. The @ref orxonox::QuestListener "QuestListener" actually reacts exactly as any @ref orxonox::Trigger "Trigger" or @ref orxonox::EventListener "EventListener" would (although the @ref orxonox::QuestListener "QuestListener" is really neighter the one nor the other) which means you can use it in exactly the same way you would use one of the above, it just reacts to a different thing. Namely to the change in a @ref orxonox::Quest "Quests" status.657 658 @subsection PuttingTheQuestsInTheGameWorld Putting the Quests in the game world659 As of now we know how to create @ref orxonox::Quest "Quests" and @ref orxonox::QuestHint "QuestHints", we have a way for quests to add new quests, or even complete/fail other quests. We also have a way of reacting to a status change in a @ref orxonox::Quest "Quest". In short we know how quests can be created, how they can influence other quests and how we can react to changes in quests. But our @ref orxonox::Quest "Quests" have no ties (well, not really at least) to the game world as of yet, meaning, that the game world cannot influence quests. For this we have @ref orxonox::QuestEffectBeacon "QuestEffectBeacons".660 661 @subsubsection QuestEffectBeacon QuestEffectBeacon662 The @ref orxonox::QuestEffectBeacon "QuestEffectBeacon" is a @ref orxonox::StaticEntity "StaticEntity" and has the ability to (when triggered trough some circumstance) invoke a specified list of @ref orxonox::QuestEffect "QuestEffects" on the player triggering the @ref orxonox::QuestEffectBeacon "QuestEffectBeacon".663 664 Creating a @ref orxonox::QuestEffectBeacon "QuestEffectBeacon" in XML goes as follows:665 @code666 <QuestEffectBeacon times=n> //Where 'n' is either a number >= 0, which means the QuestEffectBeacon can be executed n times. Or n = -1, which means the QuestEffectBeacon can be executed an infinite number of times.667 <effects>668 <QuestEffect /> //A list of QuestEffects, invoked when the QuestEffectBeacon is executed, see QuestEffect for the full XML representation.669 ...670 <QuestEffect />671 </effects>672 <events>673 <execute>674 <EventListener event=eventIdString />675 </execute>676 </events>677 <attached>678 <PlayerTrigger name=eventIdString /> //A PlayerTrigger triggering the execution of the QuestEffectBeacon.679 </attached>680 </QuestEffectBeacon>681 @endcode682 683 The @ref orxonox::QuestEffectBeacon "QuestEffectBeacon" can only be executed a defined number of times (where -1 times stands for an infinite number of times) and the @ref orxonox::QuestEffect "QuestEffects" are invoked whenever the method 'execute' is called, which is (indirectly through an @ref orxonox::EventListener "EventListener", because I wanted to attach the @ref orxonox::PlayerTrigger "PlayerTrigger" so that its position is always relative to the @ref orxonox::QuestEffectBeacon "QuestEffectBeacons" position) done by the @ref orxonox::PlayerTrigger "PlayerTrigger".684 685 A @ref orxonox::PlayerTrigger "PlayerTrigger" is a special sort of @ref orxonox::Trigger "Trigger" that knows the player that triggered it and therefore can be asked who that was. This allows the @ref orxonox::QuestEffect "QuestEffects" to be executed on the right player.686 687 @section SampleQuest Sample quest688 To get your head around all of this and see some of the things mentioned here in action you might want to check out the "The Tale of Princess Aeryn"-Quest (Levelfile: princessAeryn.oxw) in the level-folder.689 */690 691 /**692 @defgroup QuestEffects Effects693 @ingroup Questsystem694 695 A @ref orxonox::QuestEffect "QuestEffect" is a device for @ref orxonox::Quest "Quests" to have side effects. There are two entities that can have @ref orxonox::QuestEffect "QuestEffects": @ref orxonox::Quest "Quests" and \ref orxonox::QuestEffectBeacon "QuestEffectBeacons". @ref orxonox::QuestEffect "QuestEffects", for example, can start a @ref orxonox::Quest "Quest" for a player, complete/fail @ref orxonox::Quest "Quests" for a player, add a @ref orxonox::QuestHint "QuestHint" or a @ref orxonox::Rewardable "Reward" to a player, and potentially much, much more.696 157 */ 697 158 -
code/trunk/src/libraries/core/Loader.cc
r8079 r8108 144 144 @param verbose 145 145 Whether the loader is verbose (prints its progress in a low output level) or not. 146 @param bRemoveLuaTags 147 If true lua tags are just ignored and removed. The default is false. 146 148 @return 147 149 Returns true if successful. -
code/trunk/src/libraries/network/Host.cc
r8079 r8108 75 75 * @param packet Packet to be added 76 76 * @param clientID ID of the client the packet should be sent to 77 * @param channelID ID of the channel. 77 78 * @return success? 78 79 */ -
code/trunk/src/libraries/network/MasterServerComm.h
r7804 r8108 89 89 90 90 /** \param callback The callback function to call with data received. 91 * \param delayms Delay in milliseconds. 91 92 * \return 0 for success, other for error 92 93 * -
code/trunk/src/modules/designtools/ScreenshotManager.cc
r8079 r8108 61 61 @brief 62 62 Creates a screenshot with the given camera. 63 @param camera64 Pointer to the camera "looking at" the scene of interest65 @param fileName66 the filename of the screenshot file.67 63 */ 68 64 void ScreenshotManager::makeScreenshot() const -
code/trunk/src/modules/pickup/Pickup.h
r7547 r8108 81 81 The Pickup class offers (useful) base functionality for a wide range of pickups. 82 82 83 Pickups in geriting from this class can choose an activation type and a duration type.83 Pickups inheriting from this class can choose an activation type and a duration type. 84 84 - The <b>activationType</b> deals with what happens to the Pickup as soon as it is picked up. It can either be set to <em>immediate</em>, which means that the Pickup is activated/used immediately upon being picked up. Or to <em>onUse</em>, which means, that the Pickup will be activated/used if some outside entity (most commonly the player through the PickupInventory) decides to use it. Default is <em>immediate</em>. 85 85 - The <b>durationType</b> deals with whether the Pickup has a continuous effect or whether its effect is focused on a singular instant. It can either be set to <em>once</em>, which means, that the Pickup just has an effect (at a singular instant in time) and is done once that effect has been applied. Or to <em>continuous</em>, which means that the effect of the Pickup unfolds over some timespan. Default is <em>once</em>. -
code/trunk/src/modules/pong/Pong.cc
r7911 r8108 27 27 */ 28 28 29 /** 30 @file Pong.cc 31 @brief Implementation of the Pong class. 32 */ 33 29 34 #include "Pong.h" 30 35 … … 32 37 #include "core/EventIncludes.h" 33 38 #include "core/command/Executor.h" 39 40 #include "gamestates/GSLevel.h" 41 34 42 #include "PongCenterpoint.h" 35 43 #include "PongBall.h" … … 40 48 namespace orxonox 41 49 { 50 // Events to allow to react to scoring of a player, in the level-file. 42 51 CreateEventName(PongCenterpoint, right); 43 52 CreateEventName(PongCenterpoint, left); … … 45 54 CreateUnloadableFactory(Pong); 46 55 56 /** 57 @brief 58 Constructor. Registers and initializes the object. 59 */ 47 60 Pong::Pong(BaseObject* creator) : Deathmatch(creator) 48 61 { … … 56 69 this->setHUDTemplate("PongHUD"); 57 70 71 // Pre-set the timer, but don't start it yet. 58 72 this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this))); 59 73 this->starttimer_.stopTimer(); 60 74 75 // Set the type of Bots for this particular Gametype. 61 76 this->botclass_ = Class(PongBot); 62 77 } 63 78 79 /** 80 @brief 81 Destructor. Cleans up, if initialized. 82 */ 64 83 Pong::~Pong() 65 84 { … … 68 87 } 69 88 89 /** 90 @brief 91 Cleans up the Gametype by destroying the ball and the bats. 92 */ 70 93 void Pong::cleanup() 71 94 { 72 if (this->ball_ )95 if (this->ball_ != NULL) // Destroy the ball, if present. 73 96 { 74 97 this->ball_->destroy(); … … 76 99 } 77 100 101 // Destroy both bats, if present. 78 102 for (size_t i = 0; i < 2; ++i) 79 103 { 80 if (this->bat_[0] )104 if (this->bat_[0] != NULL) 81 105 { 82 106 this->bat_[0]->destroy(); … … 86 110 } 87 111 112 /** 113 @brief 114 Starts the Pong minigame. 115 */ 88 116 void Pong::start() 89 117 { 90 if (this->center_ )91 { 92 if ( !this->ball_)118 if (this->center_ != NULL) // There needs to be a PongCenterpoint, i.e. the area the game takes place. 119 { 120 if (this->ball_ == NULL) // If there is no ball, create a new ball. 93 121 { 94 122 this->ball_ = new PongBall(this->center_); 123 // Apply the template for the ball specified by the centerpoint. 95 124 this->ball_->addTemplate(this->center_->getBalltemplate()); 96 125 } 97 126 127 // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to. 98 128 this->center_->attach(this->ball_); 99 129 this->ball_->setPosition(0, 0, 0); … … 103 133 this->ball_->setBatLength(this->center_->getBatLength()); 104 134 105 if (!this->bat_[0]) 135 // If one of the bats is missing, create it. Apply the template for the bats as specified in the centerpoint. 136 for (size_t i = 0; i < 2; ++i) 106 137 { 107 this->bat_[0] = new PongBat(this->center_); 108 this->bat_[0]->addTemplate(this->center_->getBattemplate()); 138 if (this->bat_[i] == NULL) 139 { 140 this->bat_[i] = new PongBat(this->center_); 141 this->bat_[i]->addTemplate(this->center_->getBattemplate()); 142 } 109 143 } 110 if (!this->bat_[1]) 111 { 112 this->bat_[1] = new PongBat(this->center_); 113 this->bat_[1]->addTemplate(this->center_->getBattemplate()); 114 } 115 144 145 // Attach the bats to the centerpoint and set the parameters as specified in the centerpoint, the bats are attached to. 116 146 this->center_->attach(this->bat_[0]); 117 147 this->center_->attach(this->bat_[1]); … … 127 157 this->bat_[1]->setLength(this->center_->getBatLength()); 128 158 159 // Set the bats for the ball. 129 160 this->ball_->setBats(this->bat_); 130 161 } 131 else 162 else // If no centerpoint was specified, an error is thrown and the level is exited. 132 163 { 133 164 COUT(1) << "Error: No Centerpoint specified." << std::endl; 134 } 135 165 GSLevel::startMainMenu(); 166 return; 167 } 168 169 // Start the timer. After it has expired the ball is started. 136 170 this->starttimer_.startTimer(); 137 171 138 172 // Set variable to temporarily force the player to spawn. 139 173 bool temp = this->bForceSpawn_; 140 174 this->bForceSpawn_ = true; 141 175 176 // Call start for the parent class. 142 177 Deathmatch::start(); 143 178 179 // Reset the variable. 144 180 this->bForceSpawn_ = temp; 145 181 } 146 182 183 /** 184 @brief 185 Ends the Pong minigame. 186 */ 147 187 void Pong::end() 148 188 { 149 189 this->cleanup(); 150 190 191 // Call end for the parent class. 151 192 Deathmatch::end(); 152 193 } 153 194 195 /** 196 @brief 197 Spawns players, and fills the rest up with bots. 198 */ 154 199 void Pong::spawnPlayersIfRequested() 155 200 { … … 164 209 } 165 210 211 /** 212 @brief 213 Spawns the input player. 214 @param player 215 The player to be spawned. 216 */ 166 217 void Pong::spawnPlayer(PlayerInfo* player) 167 218 { 168 if (!this->bat_[0]->getPlayer()) 219 assert(player); 220 221 // If the first (left) bat has no player. 222 if (this->bat_[0]->getPlayer() == NULL) 169 223 { 170 224 player->startControl(this->bat_[0]); 171 225 this->players_[player].state_ = PlayerState::Alive; 172 226 } 173 else if (!this->bat_[1]->getPlayer()) 227 // If the second (right) bat has no player. 228 else if (this->bat_[1]->getPlayer() == NULL) 174 229 { 175 230 player->startControl(this->bat_[1]); 176 231 this->players_[player].state_ = PlayerState::Alive; 177 232 } 233 // If both bats are taken. 178 234 else 179 235 return; 180 236 181 if (player && player->getController() && player->getController()->isA(Class(PongAI))) 237 // If the player is an AI, it receives a pointer to the ball. 238 if (player->getController() != NULL && player->getController()->isA(Class(PongAI))) 182 239 { 183 240 PongAI* ai = orxonox_cast<PongAI*>(player->getController()); … … 186 243 } 187 244 245 /** 246 @brief 247 Is called when the player scored. 248 */ 188 249 void Pong::playerScored(PlayerInfo* player) 189 250 { 190 251 Deathmatch::playerScored(player); 191 252 192 if (this->center_) 193 { 253 if (this->center_ != NULL) // If there is a centerpoint. 254 { 255 // Fire an event for the player that has scored, to be able to react to it in the level, e.g. by displaying fireworks. 194 256 if (player == this->getRightPlayer()) 195 257 this->center_->fireEvent(FireEventName(PongCenterpoint, right)); … … 197 259 this->center_->fireEvent(FireEventName(PongCenterpoint, left)); 198 260 199 if (player) 261 // Also announce, that the player has scored. 262 if (player != NULL) 200 263 this->gtinfo_->sendAnnounceMessage(player->getName() + " scored"); 201 264 } 202 265 203 if (this->ball_) 266 // If there is a ball present, reset its position, velocity and acceleration. 267 if (this->ball_ != NULL) 204 268 { 205 269 this->ball_->setPosition(Vector3::ZERO); … … 209 273 } 210 274 211 if (this->bat_[0] && this->bat_[1]) 275 // If there are bats reset them to the middle position. 276 if (this->bat_[0] != NULL && this->bat_[1] != NULL) 212 277 { 213 278 this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0); … … 215 280 } 216 281 282 // Restart the timer to start the ball. 217 283 this->starttimer_.startTimer(); 218 284 } 219 285 286 /** 287 @brief 288 Starts the ball with some default speed. 289 */ 220 290 void Pong::startBall() 221 291 { 222 if (this->ball_ && this->center_)292 if (this->ball_ != NULL && this->center_ != NULL) 223 293 this->ball_->setSpeed(this->center_->getBallSpeed()); 224 294 } 225 295 296 /** 297 @brief 298 Get the left player. 299 @return 300 Returns a pointer to the player playing on the left. If there is no left player, NULL is returned. 301 */ 226 302 PlayerInfo* Pong::getLeftPlayer() const 227 303 { 228 if (this->bat_ && this->bat_[0])304 if (this->bat_ != NULL && this->bat_[0] != NULL) 229 305 return this->bat_[0]->getPlayer(); 230 306 else … … 232 308 } 233 309 310 /** 311 @brief 312 Get the right player. 313 @return 314 Returns a pointer to the player playing on the right. If there is no right player, NULL is returned. 315 */ 234 316 PlayerInfo* Pong::getRightPlayer() const 235 317 { 236 if (this->bat_ && this->bat_[1])318 if (this->bat_ != NULL && this->bat_[1] != NULL) 237 319 return this->bat_[1]->getPlayer(); 238 320 else -
code/trunk/src/modules/pong/Pong.h
r7911 r8108 27 27 */ 28 28 29 /** 30 @file Pong.h 31 @brief Declaration of the Pong class. 32 @ingroup Pong 33 */ 34 29 35 #ifndef _Pong_H__ 30 36 #define _Pong_H__ … … 33 39 34 40 #include "tools/Timer.h" 41 35 42 #include "gametypes/Deathmatch.h" 36 43 37 44 namespace orxonox 38 45 { 46 47 /** 48 @brief 49 Implements a Pong minigame (<a href="http://en.wikipedia.org/wiki/Pong">Wikipedia::Pong</a>). 50 It connects the different entities present in a game of Pong. 51 52 - The @ref orxonox::PongCenterpoint "PongCenterpoint" is the playing field for the Pong minigame, it allows for configuration of the minigame, e.g. by setting the size of the playing field, or the length of the @ref orxonox::PongBat "PongBats". The playing field is always in the x,y-plane, the x-axis being the horizontal and the z-axis being the vertical axis.<br /> 53 The Pong class redistributes the important parameters defined in @ref orxonox::PongCenterpoint "PongCenterpoint" to the other entities, that need to know them, e.g. the @ref orxonox::PongBall "PongBall" and the @ref orxonox::PongBat "PongBats".<br /> 54 The @ref orxonox::PongCenterpoint "PongCenterpoint" needs to exist in a level with the @ref orxonox::Gametype "Gametype" <em>Pong</em>. 55 - The @ref orxonox::PongBall "PongBall" is the ball both players play with. The @ref orxonox::PongBall "PongBall" both implements the movement of the ball, as well as the influence of the boundaries and consequently, also the bouncing (off the upper and lower delimiters, and as off the @ref orxonox::PongBat "PongBats") of the ball and the effects of the failure of a player to catch the ball (i.e. the scoring of the other player). 56 - The two @ref orxonox::PongBat "PongBats" are the entities through which the players can actively participate in the game, by controlling them. The @ref orxonox::PongBat "PongBat" class manages the movement (and restrictions thereof) and the influence of the players on the bats. 57 58 @author 59 Fabian 'x3n' Landau 60 61 @ingroup Pong 62 */ 39 63 class _PongExport Pong : public Deathmatch 40 64 { 41 65 public: 42 Pong(BaseObject* creator); 43 virtual ~Pong(); 66 Pong(BaseObject* creator); //!< Constructor. Registers and initializes the object. 67 virtual ~Pong(); //!< Destructor. Cleans up, if initialized. 44 68 45 virtual void start(); 46 virtual void end(); 69 virtual void start(); //!< Starts the Pong minigame. 70 virtual void end(); ///!< Ends the Pong minigame. 47 71 48 virtual void spawnPlayer(PlayerInfo* player); 72 virtual void spawnPlayer(PlayerInfo* player); //!< Spawns the input player. 49 73 50 virtual void playerScored(PlayerInfo* player); 74 virtual void playerScored(PlayerInfo* player); //!< Is called when the player scored. 51 75 76 /** 77 @brief Set the PongCenterpoint (the playing field). 78 @param center A pointer to the PongCenterpoint to be set. 79 */ 52 80 void setCenterpoint(PongCenterpoint* center) 53 81 { this->center_ = center; } 54 82 55 PlayerInfo* getLeftPlayer() const; 56 PlayerInfo* getRightPlayer() const; 83 PlayerInfo* getLeftPlayer() const; //!< Get the left player. 84 PlayerInfo* getRightPlayer() const; //!< Get the right player. 57 85 58 86 protected: 59 virtual void spawnPlayersIfRequested(); 87 virtual void spawnPlayersIfRequested(); //!< Spawns players, and fills the rest up with bots. 60 88 61 void startBall(); 62 void cleanup(); 89 void startBall(); //!< Starts the ball with some default speed. 90 void cleanup(); //!< Cleans up the Gametype by destroying the ball and the bats. 63 91 64 WeakPtr<PongCenterpoint> center_; 65 WeakPtr<PongBall> ball_; 66 WeakPtr<PongBat> bat_[2]; 67 Timer starttimer_; 92 WeakPtr<PongCenterpoint> center_; //!< The playing field. 93 WeakPtr<PongBall> ball_; //!< The Pong ball. 94 WeakPtr<PongBat> bat_[2]; //!< The two bats. 95 Timer starttimer_; //!< A timer to delay the start of the game. 68 96 }; 69 97 } -
code/trunk/src/modules/pong/PongAI.cc
r6417 r8108 27 27 */ 28 28 29 /** 30 @file PongAI.cc 31 @brief Implementation of the PongAI class. 32 */ 33 29 34 #include "PongAI.h" 30 35 … … 32 37 #include "core/ConfigValueIncludes.h" 33 38 #include "tools/Timer.h" 39 34 40 #include "worldentities/ControllableEntity.h" 41 35 42 #include "PongBall.h" 36 43 … … 41 48 const static float MAX_REACTION_TIME = 0.4f; 42 49 50 /** 51 @brief 52 Constructor. Registers and initializes the object. 53 */ 43 54 PongAI::PongAI(BaseObject* creator) : Controller(creator) 44 55 { … … 59 70 } 60 71 72 /** 73 @brief 74 Destructor. Cleans up the list fo reaction timers. 75 */ 61 76 PongAI::~PongAI() 62 77 { … … 65 80 } 66 81 82 /** 83 @brief 84 Sets config values. 85 */ 67 86 void PongAI::setConfigValues() 68 87 { 88 // Sets the strength of the PongAi as a config value. 69 89 SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong."); 70 90 } 71 91 92 /** 93 @brief 94 Is called each tick. 95 Implements the behavior of the PongAI (i.e. its intelligence). 96 @param dt 97 The time that has elapsed since the last tick. 98 */ 72 99 void PongAI::tick(float dt) 73 100 { 74 if (!this->ball_ || !this->getControllableEntity()) 101 // If either the ball, or the controllable entity (i.e. the bat) don't exist (or aren't set). 102 if (this->ball_ == NULL || this->getControllableEntity() == NULL) 75 103 return; 76 104 … … 109 137 if (this->ballDirection_.x != 1) 110 138 { 111 // The ball just starte tto approach, initialize all values139 // The ball just started to approach, initialize all values 112 140 this->ballDirection_.x = 1; 113 141 this->ballDirection_.y = sgn(ballvel.z); … … 158 186 { 159 187 // We had to correct our position because we moved too far 160 // (and delay is tfalse, so we're not in the wrong place because of a new end-position prediction)188 // (and delay is false, so we're not in the wrong place because of a new end-position prediction) 161 189 if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y) 162 190 { … … 173 201 } 174 202 203 /** 204 @brief 205 Calculates the random offset, that accounts for random errors the AI makes in order to be beatable. 206 The higher the strength of the AI, the smaller the (expected value of the) error. 207 The result of this method is stored in this->randomOffset_. 208 */ 175 209 void PongAI::calculateRandomOffset() 176 210 { … … 184 218 // exp < 1 -> position is more likely a large number 185 219 186 // The position shoul n't be larger than 0.5 (50% of the bat-length from the middle is the end)220 // The position shouldn't be larger than 0.5 (50% of the bat-length from the middle is the end) 187 221 position *= 0.48f; 188 222 … … 194 228 } 195 229 230 /** 231 @brief 232 Calculate the end position the ball will be in. 233 The result of this calculation is stored in this->ballEndPosition_. 234 */ 196 235 void PongAI::calculateBallEndPosition() 197 236 { … … 295 334 } 296 335 336 /** 337 @brief 338 Determine the movement the AI will undertake. (Either -1, 0 or 1) 339 The result of this calculation is stored in this->movement_; 340 @param direction 341 The current direction of movement. 342 @param bUseDelay 343 The time by which this move is delayed. (Again, to make the AI less efficient) 344 */ 297 345 void PongAI::move(char direction, bool bUseDelay) 298 346 { … … 321 369 } 322 370 371 /** 372 @brief 373 Is called, when a delayed move takes effect. 374 */ 323 375 void PongAI::delayedMove() 324 376 { -
code/trunk/src/modules/pong/PongAI.h
r5929 r8108 27 27 */ 28 28 29 /** 30 @file PongAI.h 31 @brief Declaration of the PongAI class. 32 @ingroup Pong 33 */ 34 29 35 #ifndef _PongAI_H__ 30 36 #define _PongAI_H__ … … 33 39 34 40 #include <list> 41 35 42 #include "util/Math.h" 36 43 #include "tools/interfaces/Tickable.h" 44 37 45 #include "controllers/Controller.h" 38 46 39 47 namespace orxonox 40 48 { 49 50 /** 51 @brief 52 The PongAI is an artificial intelligence for the @ref orxonox::Pong "Pong" gametype. 53 54 @author 55 Fabian 'x3n' Landau 56 57 @ingroup Pong 58 */ 41 59 class _PongExport PongAI : public Controller, public Tickable 42 60 { 43 61 public: 44 PongAI(BaseObject* creator); 62 PongAI(BaseObject* creator); //!< Constructor. Registers and initializes the object. 45 63 virtual ~PongAI(); 46 64 47 65 void setConfigValues(); 48 66 49 virtual void tick(float dt); 67 virtual void tick(float dt); //!< Implements the behavior of the PongAI (i.e. its intelligence). 50 68 69 /** 70 @brief Set the ball for the AI. 71 @param ball A pointer to the ball. 72 */ 51 73 void setPongBall(PongBall* ball) 52 74 { this->ball_ = ball; } 53 75 54 76 protected: 55 void calculateRandomOffset(); 56 void calculateBallEndPosition(); 57 void move(char direction, bool bUseDelay); 58 void delayedMove(); 77 void calculateRandomOffset(); //!< Calculates the random offset, that accounts for random errors the AI makes in order to be beatable. 78 void calculateBallEndPosition(); //!< Calculate the end position the ball will be in. 79 void move(char direction, bool bUseDelay); //!< Determine the movement the AI will undertake. 80 void delayedMove(); //!< Is called, when a delayed move takes effect. 59 81 60 PongBall* ball_; 61 Vector2 ballDirection_; 62 float ballEndPosition_; 63 float randomOffset_; 64 bool bChangedRandomOffset_; 65 float relHysteresisOffset_; 66 float strength_; 82 PongBall* ball_; //!< A pointer to the ball. 83 Vector2 ballDirection_; //!< Vector to store the (x,z) direction in which the ball is flying. 84 float ballEndPosition_; //!< The calculated end position of the ball. 85 float randomOffset_; //!< A random offset to introduce random errors (weighted by the strength of the AI) into the AI's behavior. 86 bool bChangedRandomOffset_; //!< Helper boolean, to change the random offset more often. 87 float relHysteresisOffset_; //!< A hysteresis offset. 88 float strength_; //!< The strength of the AI. Ranging from 0 to 1. 67 89 68 std::list<std::pair<Timer*, char> > reactionTimers_; 69 char movement_; 70 char oldMove_; 71 bool bOscillationAvoidanceActive_; 90 std::list<std::pair<Timer*, char> > reactionTimers_; //!< A list of reaction timers and the directions that take effect when their timer expires. 91 char movement_; //!< The planned movement. 92 char oldMove_; //!< The previous movement. 93 bool bOscillationAvoidanceActive_; //!< Boolean, to avoid oscillations. 72 94 }; 73 95 } -
code/trunk/src/modules/pong/PongBall.cc
r7886 r8108 27 27 */ 28 28 29 /** 30 @file PongBall.cc 31 @brief Implementation of the PongBall class. 32 */ 33 29 34 #include "PongBall.h" 30 35 31 36 #include "core/CoreIncludes.h" 32 37 #include "core/GameMode.h" 38 33 39 #include "gametypes/Gametype.h" 40 34 41 #include "PongBat.h" 35 42 … … 40 47 const float PongBall::MAX_REL_Z_VELOCITY = 1.5; 41 48 49 /** 50 @brief 51 Constructor. Registers and initializes the object. 52 */ 42 53 PongBall::PongBall(BaseObject* creator) 43 54 : MovableEntity(creator) … … 57 68 } 58 69 70 /** 71 @brief 72 Destructor. 73 */ 59 74 PongBall::~PongBall() 60 75 { … … 68 83 } 69 84 85 /** 86 @brief 87 Register variables to synchronize over the network. 88 */ 70 89 void PongBall::registerVariables() 71 90 { … … 79 98 } 80 99 100 /** 101 @brief 102 Is called every tick. 103 Handles the movement of the ball and its interaction with the boundaries and bats. 104 @param dt 105 The time since the last tick. 106 */ 81 107 void PongBall::tick(float dt) 82 108 { 83 109 SUPER(PongBall, tick, dt); 84 110 111 // Get the current position, velocity and acceleration of the ball. 85 112 Vector3 position = this->getPosition(); 86 113 Vector3 velocity = this->getVelocity(); 87 114 Vector3 acceleration = this->getAcceleration(); 88 115 116 // If the ball has gone over the top or bottom boundary of the playing field (i.e. the ball has hit the top or bottom delimiters). 89 117 if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2) 90 118 { 119 // Its velocity in z-direction is inverted (i.e. it bounces off). 91 120 velocity.z = -velocity.z; 121 // And its position is set as to not overstep the boundary it has just crossed. 92 122 if (position.z > this->fieldHeight_ / 2) 93 123 position.z = this->fieldHeight_ / 2; … … 98 128 } 99 129 130 // If the ball has crossed the left or right boundary of the playing field (i.e. a player has just scored, if the bat isn't there to parry). 100 131 if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2) 101 132 { 102 133 float distance = 0; 103 134 104 if (this->bat_ )135 if (this->bat_ != NULL) // If there are bats. 105 136 { 106 if (position.x > this->fieldWidth_ / 2 && this->bat_[1]) 137 // If the right boundary has been crossed. 138 if (position.x > this->fieldWidth_ / 2 && this->bat_[1] != NULL) 107 139 { 140 // Calculate the distance (in z-direction) between the ball and the center of the bat, weighted by half of the effective length of the bat (with additional 10%) 108 141 distance = (position.z - this->bat_[1]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); 109 if (fabs(distance) <= 1) 110 { 142 if (fabs(distance) <= 1) // If the bat is there to parry. 143 { 144 // Set the ball to be exactly at the boundary. 111 145 position.x = this->fieldWidth_ / 2; 146 // Invert its velocity in x-direction (i.e. it bounces off). 112 147 velocity.x = -velocity.x; 148 // Adjust the velocity in the z-direction, depending on where the ball hit the bat. 113 149 velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_; 114 150 acceleration = this->bat_[1]->getVelocity() * this->accelerationFactor_ * -1; … … 116 152 this->fireEvent(); 117 153 } 154 // If the left player scores. 118 155 else if (GameMode::isMaster() && position.x > this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) 119 156 { … … 125 162 } 126 163 } 127 if (position.x < -this->fieldWidth_ / 2 && this->bat_[0]) 164 // If the left boundary has been crossed. 165 else if (position.x < -this->fieldWidth_ / 2 && this->bat_[0] != NULL) 128 166 { 167 // Calculate the distance (in z-direction) between the ball and the center of the bat, weighted by half of the effective length of the bat (with additional 10%) 129 168 distance = (position.z - this->bat_[0]->getPosition().z) / (this->fieldHeight_ * (this->batlength_ * 1.10f) / 2); 130 if (fabs(distance) <= 1) 131 { 169 if (fabs(distance) <= 1) // If the bat is there to parry. 170 { 171 // Set the ball to be exactly at the boundary. 132 172 position.x = -this->fieldWidth_ / 2; 173 // Invert its velocity in x-direction (i.e. it bounces off). 133 174 velocity.x = -velocity.x; 175 // Adjust the velocity in the z-direction, depending on where the ball hit the bat. 134 176 velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_; 135 177 acceleration = this->bat_[0]->getVelocity() * this->accelerationFactor_ * -1; … … 137 179 this->fireEvent(); 138 180 } 181 // If the right player scores. 139 182 else if (GameMode::isMaster() && position.x < -this->fieldWidth_ / 2 * (1 + this->relMercyOffset_)) 140 183 { … … 149 192 } 150 193 194 // Set the position, velocity and acceleration of the ball, if they have changed. 151 195 if (acceleration != this->getAcceleration()) 152 196 this->setAcceleration(acceleration); … … 157 201 } 158 202 203 /** 204 @brief 205 Set the speed of the ball (in x-direction). 206 @param speed 207 The speed to be set. 208 */ 159 209 void PongBall::setSpeed(float speed) 160 210 { 161 if (speed != this->speed_) 211 if (speed != this->speed_) // If the speed changes 162 212 { 163 213 this->speed_ = speed; 164 214 215 // Set the speed in the direction of the balls current velocity. 165 216 Vector3 velocity = this->getVelocity(); 166 217 if (velocity.x != 0) 167 218 velocity.x = sgn(velocity.x) * this->speed_; 168 else 219 else // If the balls current velocity is zero, the speed is set in a random direction. 169 220 velocity.x = this->speed_ * sgn(rnd(-1,1)); 170 221 … … 173 224 } 174 225 226 /** 227 @brief 228 Set the bats for the ball. 229 @param bats 230 An array (of size 2) of weak pointers, to be set as the new bats. 231 */ 175 232 void PongBall::setBats(WeakPtr<PongBat>* bats) 176 233 { 177 if (this->bDeleteBats_) 234 if (this->bDeleteBats_) // If there are already some bats, delete them. 178 235 { 179 236 delete[] this->bat_; … … 182 239 183 240 this->bat_ = bats; 241 // Also store their object IDs, for synchronization. 184 242 this->batID_[0] = this->bat_[0]->getObjectID(); 185 243 this->batID_[1] = this->bat_[1]->getObjectID(); 186 244 } 187 245 246 /** 247 @brief 248 Get the bats over the network. 249 */ 188 250 void PongBall::applyBats() 189 251 { 190 if (!this->bat_) 252 // Make space for the bats, if they don't exist, yet. 253 if (this->bat_ == NULL) 191 254 { 192 255 this->bat_ = new WeakPtr<PongBat>[2]; -
code/trunk/src/modules/pong/PongBall.h
r7885 r8108 27 27 */ 28 28 29 /** 30 @file PongBall.h 31 @brief Declaration of the PongBall class. 32 @ingroup Pong 33 */ 34 29 35 #ifndef _PongBall_H__ 30 36 #define _PongBall_H__ … … 33 39 34 40 #include "util/Math.h" 41 35 42 #include "worldentities/MovableEntity.h" 36 43 37 44 namespace orxonox 38 45 { 46 47 /** 48 @brief 49 This class manages the ball for @ref orxonox::Pong "Pong". 50 51 It is responsible for both the movement of the ball in the x,z-plane as well as its interaction with the boundaries of the playing field (defined by the @ref orxonox::PongCenterpoint "PongCenterpoint") and the @ref orxonox::PongBat "PongBats". Or more precisely, it makes the ball bounce off then upper and lower delimiters of the playing field, it makes the ball bounce off the bats and also detects when a player scores and takes appropriate measures. 52 53 @author 54 Fabian 'x3n' Landau 55 56 @ingroup Pong 57 */ 39 58 class _PongExport PongBall : public MovableEntity 40 59 { … … 45 64 virtual void tick(float dt); 46 65 66 /** 67 @brief Set the dimensions of the playing field. 68 @param width The width of the playing field. 69 @param height The height of the playing field. 70 */ 47 71 void setFieldDimension(float width, float height) 48 72 { this->fieldWidth_ = width; this->fieldHeight_ = height; } 73 /** 74 @brief Get the dimensions of the playing field. 75 @param dimension A vector with the width as the first and height as the second component. 76 */ 49 77 void setFieldDimension(const Vector2& dimension) 50 78 { this->setFieldDimension(dimension.x, dimension.y); } 79 /** 80 @brief Get the dimensions of the playing field. 81 @return Returns a vector with the width as the first and height as the second component. 82 */ 51 83 Vector2 getFieldDimension() const 52 84 { return Vector2(this->fieldWidth_, this->fieldHeight_); } 53 85 54 void setSpeed(float speed); 86 void setSpeed(float speed); //!< Set the speed of the ball (in x-direction). 87 /** 88 @brief Get the speed of the ball (in x-direction). 89 @return Returns the speed of the ball (in x-direction). 90 */ 55 91 float getSpeed() const 56 92 { return this->speed_; } 57 93 94 /** 95 @brief Set the acceleration factor of the ball. 96 @param factor The factor the acceleration of the ball is set to. 97 */ 58 98 void setAccelerationFactor(float factor) 59 99 { this->accelerationFactor_ = factor; } 100 /** 101 @brief Get the acceleration factor of the ball. 102 @return Returns the acceleration factor of the ball. 103 */ 60 104 float getAccelerationFactor() const 61 105 { return this->accelerationFactor_; } 62 106 107 /** 108 @brief Set the length of the bats. 109 @param batlength The length of the bats (in z-direction) as percentage of the height of the playing field. 110 */ 63 111 void setBatLength(float batlength) 64 112 { this->batlength_ = batlength; } 113 /** 114 @brief Get the length of the bats. 115 @return Returns the length of the bats (in z-direction) as percentage of the height of the playing field. 116 */ 65 117 float getBatLength() const 66 118 { return this->batlength_; } 67 119 68 void setBats(WeakPtr<PongBat>* bats); 69 void applyBats(); 120 void setBats(WeakPtr<PongBat>* bats); //!< Set the bats for the ball. 121 void applyBats(); //!< Get the bats over the network. 70 122 71 123 static const float MAX_REL_Z_VELOCITY; … … 74 126 void registerVariables(); 75 127 76 float fieldWidth_; 77 float fieldHeight_; 78 float speed_; 79 float accelerationFactor_; 80 float batlength_; 81 WeakPtr<PongBat>* bat_; 82 bool bDeleteBats_; 83 unsigned int* batID_; 84 float relMercyOffset_; 128 float fieldWidth_; //!< The width of the playing field. 129 float fieldHeight_; //!< The height of the playing field. 130 float speed_; //!< The speed (in x-direction) of the ball. 131 float accelerationFactor_; //!< The acceleration factor of the ball. 132 float batlength_; //!< The length of the bats (in z-direction) as percentage of the height of the playing field. 133 WeakPtr<PongBat>* bat_; //!< An array with the two bats. 134 bool bDeleteBats_; //!< Bool, to keep track, of whether this->bat_ exists or not. 135 unsigned int* batID_; //!< The object IDs of the bats, to be able to synchronize them over the network. 136 float relMercyOffset_; //!< Offset, that makes the player not loose, when, in all fairness, he would have. 85 137 }; 86 138 } -
code/trunk/src/modules/pong/PongBat.cc
r5781 r8108 27 27 */ 28 28 29 /** 30 @file PongBat.cc 31 @brief Implementation of the PongBat class. 32 */ 33 29 34 #include "PongBat.h" 30 35 … … 36 41 CreateFactory(PongBat); 37 42 43 /** 44 @brief 45 Constructor. Registers and initializes the object. 46 */ 38 47 PongBat::PongBat(BaseObject* creator) : ControllableEntity(creator) 39 48 { … … 50 59 } 51 60 61 /** 62 @brief 63 Registers variables to be synchronized over the network. 64 */ 52 65 void PongBat::registerVariables() 53 66 { … … 57 70 } 58 71 72 /** 73 @brief 74 Is called each tick. 75 Moves the bat. 76 @param dt 77 The time since last tick. 78 */ 59 79 void PongBat::tick(float dt) 60 80 { 81 // If the bat is controlled (but not over the network). 61 82 if (this->hasLocalController()) 62 83 { 63 84 if (this->movement_ != 0) 64 85 { 86 // The absolute value of the movement is restricted to be lesser or equal than the speed of the bat. 65 87 this->movement_ = clamp(this->movement_, -1.0f, 1.0f) * this->speed_; 66 88 89 // If moveRightLeft() is used the movement is dependento on wehther it is the right or the left bat, so, it is i.e. dependent on the orientation of the bat. 67 90 if (this->bMoveLocal_) 68 91 this->setVelocity(this->getOrientation() * Vector3(this->movement_, 0, 0)); … … 73 96 this->bSteadiedPosition_ = false; 74 97 } 98 // If there is no movement but the position has not been steadied, the velocity is set to zero and the position is reaffirmed. 75 99 else if (!this->bSteadiedPosition_) 76 100 { … … 84 108 SUPER(PongBat, tick, dt); 85 109 110 // Restrict the position of the bats, for them to always be between the upper and lower delimiters. i.e. the bats stall if they reach the upper or lower boundary. 86 111 Vector3 position = this->getPosition(); 87 112 if (position.z > this->fieldHeight_ / 2 - this->fieldHeight_ * this->length_ / 2) … … 96 121 } 97 122 123 /** 124 @brief 125 Overloaded the function to steer the bat up and down. 126 @param value 127 A vector whose first component is the inverse direction in which we want to steer the bat. 128 */ 98 129 void PongBat::moveFrontBack(const Vector2& value) 99 130 { … … 102 133 } 103 134 135 /** 136 @brief 137 Overloaded the function to steer the bat up and down. 138 @param value 139 A vector whose first component is the direction in which we wnat to steer the bat. 140 */ 104 141 void PongBat::moveRightLeft(const Vector2& value) 105 142 { … … 108 145 } 109 146 147 /** 148 @brief 149 Is called when the player changed. 150 */ 110 151 void PongBat::changedPlayer() 111 152 { -
code/trunk/src/modules/pong/PongBat.h
r7163 r8108 27 27 */ 28 28 29 /** 30 @file PongBat.h 31 @brief Declaration of the PongBat class. 32 @ingroup Pong 33 */ 34 29 35 #ifndef _PongBat_H__ 30 36 #define _PongBat_H__ 31 37 32 38 #include "pong/PongPrereqs.h" 39 33 40 #include "worldentities/ControllableEntity.h" 34 41 35 42 namespace orxonox 36 43 { 44 45 /** 46 @brief 47 The PongBat class manages the bats for @ref orxonox::Pong "Pong", which are the elements controlled by the players. 48 49 It is responsible for the movement (controlled by the players) of the bat. 50 51 @author 52 Fabian 'x3n' Landau 53 54 @ingroup Pong 55 */ 37 56 class _PongExport PongBat : public ControllableEntity 38 57 { 39 58 public: 40 PongBat(BaseObject* creator); 59 PongBat(BaseObject* creator); //!< Constructor. Registers and initializes the object. 41 60 virtual ~PongBat() {} 42 61 43 62 virtual void tick(float dt); 44 63 45 virtual void moveFrontBack(const Vector2& value); 46 virtual void moveRightLeft(const Vector2& value); 64 virtual void moveFrontBack(const Vector2& value); //!< Overloaded the function to steer the bat up and down. 65 virtual void moveRightLeft(const Vector2& value); //!< Overloaded the function to steer the bat up and down. 47 66 48 virtual void changedPlayer(); 67 virtual void changedPlayer(); //!< Is called when the player changed. 49 68 69 /** 70 @brief Set the speed of the bat. 71 @param speed The speed to be set. 72 */ 50 73 void setSpeed(float speed) 51 74 { this->speed_ = speed; } 75 /** 76 @brief Get the speed of the bat. 77 @return Returns the speed of the bat. 78 */ 52 79 float getSpeed() const 53 80 { return this->speed_; } 54 81 82 /** 83 @brief Set the height of the playing field. 84 @param height The height of the playing field. 85 */ 55 86 void setFieldHeight(float height) 56 87 { this->fieldHeight_ = height; } 88 /** 89 @brief Get the height of the playing field. 90 @return Returns the height of the playing field. 91 */ 57 92 float getFieldHeight() const 58 93 { return this->fieldHeight_; } 59 94 95 /** 96 @brief Set the length of the bat. 97 @param length The length of the bat (in z-direction) as percentage of the height of the playing field. 98 */ 60 99 void setLength(float length) 61 100 { this->length_ = length; } 101 /** 102 @brief get the length of the bat. 103 @return Returns the length of the bat (in z-direction) as percentage of the height of the playing field. 104 */ 62 105 float getLength() const 63 106 { return this->length_; } 64 107 65 108 private: 66 void registerVariables(); 109 void registerVariables(); //!< Registers variables to be synchronized over the network. 67 110 68 float movement_; 69 bool bMoveLocal_; 70 float speed_; 71 float length_; 72 float fieldHeight_; 73 bool bSteadiedPosition_; 111 float movement_; //!< The amount (and direction), in z-direction, of movement of the bat. 112 bool bMoveLocal_; //!< Helper to know whether the movement is caused by moveFrontBack() or moveRightLeft(). 113 float speed_; //!< The movement speed of the bat. 114 float length_; //!< The length of the bat (in z-direction) as percentage of the height of the playing field. 115 float fieldHeight_; //!< The height of the playing field. 116 bool bSteadiedPosition_; //!< Helper boolean, to keep track of when to steady the position, to ensure network synchronicity. 74 117 }; 75 118 } -
code/trunk/src/modules/pong/PongBot.cc
r5781 r8108 27 27 */ 28 28 29 /** 30 @file PongBot.cc 31 @brief Implementation of the PongBot class. 32 */ 33 29 34 #include "PongBot.h" 30 35 … … 36 41 CreateFactory(PongBot); 37 42 43 /** 44 @brief 45 Constructor. Registers the object and creates a PongAI controller. 46 */ 38 47 PongBot::PongBot(BaseObject* creator) : Bot(creator) 39 48 { -
code/trunk/src/modules/pong/PongBot.h
r5781 r8108 27 27 */ 28 28 29 /** 30 @file PongBot.h 31 @brief Declaration of the PongBot class. 32 @ingroup Pong 33 */ 34 29 35 #ifndef _PongBot_H__ 30 36 #define _PongBot_H__ … … 35 41 namespace orxonox 36 42 { 43 44 /** 45 @brief 46 A bot especially for @ref orxonox::Pong "Pong". 47 48 Uses the @ref orxonox::PongAI "PongAI". 49 50 @author 51 Fabian 'x3n' Landau 52 53 @ingroup Pong 54 */ 37 55 class _PongExport PongBot : public Bot 38 56 { -
code/trunk/src/modules/pong/PongCenterpoint.cc
r5929 r8108 27 27 */ 28 28 29 /** 30 @file PongCenterpoint.cc 31 @brief Implementation of the PongCenterpoint class. 32 */ 33 29 34 #include "PongCenterpoint.h" 30 35 31 36 #include "core/CoreIncludes.h" 32 37 #include "core/XMLPort.h" 38 33 39 #include "Pong.h" 34 40 … … 37 43 CreateFactory(PongCenterpoint); 38 44 45 /** 46 @brief 47 Constructor. Registers and initializes the object and checks whether the gametype is actually Pong. 48 */ 39 49 PongCenterpoint::PongCenterpoint(BaseObject* creator) : StaticEntity(creator) 40 50 { … … 51 61 } 52 62 63 /** 64 @brief 65 Method to create a PongCenterpoint through XML. 66 */ 53 67 void PongCenterpoint::XMLPort(Element& xmlelement, XMLPort::Mode mode) 54 68 { … … 64 78 } 65 79 80 /** 81 @brief 82 Is called when the gametype has changed. 83 */ 66 84 void PongCenterpoint::changedGametype() 67 85 { 68 86 SUPER(PongCenterpoint, changedGametype); 69 87 88 // Check, whether it's still Pong. 70 89 this->checkGametype(); 71 90 } 72 91 92 /** 93 @brief 94 Checks whether the gametype is Pong and if it is, sets its centerpoint. 95 */ 73 96 void PongCenterpoint::checkGametype() 74 97 { 75 if (this->getGametype() && this->getGametype()->isA(Class(Pong)))98 if (this->getGametype() != NULL && this->getGametype()->isA(Class(Pong))) 76 99 { 77 Pong* pong _gametype = orxonox_cast<Pong*>(this->getGametype().get());78 pong _gametype->setCenterpoint(this);100 Pong* pongGametype = orxonox_cast<Pong*>(this->getGametype().get()); 101 pongGametype->setCenterpoint(this); 79 102 } 80 103 } -
code/trunk/src/modules/pong/PongCenterpoint.h
r5929 r8108 27 27 */ 28 28 29 /** 30 @file PongCenterpoint.h 31 @brief Declaration of the PongCenterpoint class. 32 @ingroup Pong 33 */ 34 29 35 #ifndef _PongCenterpoint_H__ 30 36 #define _PongCenterpoint_H__ … … 33 39 34 40 #include <string> 41 35 42 #include <util/Math.h> 43 36 44 #include "worldentities/StaticEntity.h" 37 45 38 46 namespace orxonox 39 47 { 48 49 /** 50 @brief 51 The PongCenterpoint implements the playing field @ref orxonox::Pong "Pong" takes place in and allows for many parameters of the minigame to be set. 52 The playing field resides in the x,z-plane, with the x-axis being the horizontal axis and the z-axis being the vertical axis. 53 54 Various parameters can be set: 55 - The <b>dimension</b> is a vector, that defines the width and height of the playing field. The default is <em>(200, 120)</em>. 56 - The <b>balltemplate</b> is a template that is applied to the @ref orxonox::PongBall "PongBall", it can be used to attach different things to it, e.g. its @ref orxonox::Model "Model". See below for a usage example. 57 - The <b>battemplate</b> is a template that is applied to the @ref orxonox::PongBall "PongBat", it can be used to attach different things to it, e.g. its @ref orxonox::Model "Model". See below for a usage example. 58 - The <b>ballspeed</b> is the speed with which the @ref orxonox::PongBall "PongBall" moves. The default is <em>100</em>. 59 - The <b>ballaccfactor</b> is the acceleration factor for the @ref orxonox::PongBall "PongBall". The default is <em>1.0</em>. 60 - The <b>batspeed</b> is the speed with which the @ref orxonox::PongBat "PongBats" move. The default is <em>60</em>. 61 - The <b>batlength</b> is the length of the @ref orxonox::PongBat "PongBats" as the percentage of the height of the playing field. The default is <em>0.25</em>. 62 63 An example in XML of the PongCenterpoint would be: 64 65 First the needed templates: 66 The template for the @ref orxonox::PongBall "PongBall". 67 @code 68 <Template name="pongball"> 69 <PongBall> 70 <attached> 71 <Model mesh="sphere.mesh" scale="2" /> 72 <ParticleSpawner name="hiteffect" position="0,0,0" source="Orxonox/sparks2" lifetime="0.01" autostart="0" mainstate="spawn" /> 73 </attached> 74 <eventlisteners> 75 <EventTarget target="hiteffect" /> 76 </eventlisteners> 77 </PongBall> 78 </Template> 79 @endcode 80 As can be seen, a sphere is attached as the @ref orxonox::Model "Model" for the @ref orxonox::PongBall "PongBall", and also an @ref orxonox::EventListener "EventListener" that triggers a @ref orxonox::ParticleSpawner "ParticleSpawner", whenever the ball hits the boundaries is attached. 81 82 Additionally the template for the @ref orxonox::PongBat "PongBat". 83 @code 84 <Template name="pongbatcameras" defaults="0"> 85 <PongBat> 86 <camerapositions> 87 <CameraPosition position="0,200,0" pitch="-90" absolute="true" /> 88 </camerapositions> 89 </PongBat> 90 </Template> 91 92 <Template name="pongbat"> 93 <PongBat camerapositiontemplate=pongbatcameras> 94 <attached> 95 <Model position="0,0,3" mesh="cube.mesh" scale3D="14,2,2" /> 96 </attached> 97 </PongBat> 98 </Template> 99 @endcode 100 As can be seen, there are actually two templates. The first template is needed to set the camera for the @ref orxonox::PongBat "PongBat". The second template ist the actual template for the @ref orxonox::PongBat "PongBat", the template for the camera position is added and a @ref orxonox::Model "Model" for the @ref orxonox::PongBat "PongBat" is attached. 101 102 Finally the PongCenterpoint is created. 103 @code 104 <PongCenterpoint name="pongcenter" dimension="200,120" balltemplate="pongball" battemplate="pongbat" ballspeed="200" ballaccfactor="1.0" batspeed="130" batlength="0.25"> 105 <attached> 106 <Model position="0,0,60" mesh="cube.mesh" scale3D="105,1,1" /> 107 <Model position="0,0,-60" mesh="cube.mesh" scale3D="105,1,1" /> 108 </attached> 109 </PongCenterpoint> 110 @endcode 111 All parameters are specified. And also two @ref orxonox::Model "Models" (for the upper and lower boundary) are attached. 112 113 For a more elaborate example, have a look at the <code>pong.oxw</code> level file. 114 115 @author 116 Fabian 'x3n' Landau 117 118 @ingroup Pong 119 */ 40 120 class _PongExport PongCenterpoint : public StaticEntity 41 121 { 42 122 public: 43 PongCenterpoint(BaseObject* creator); 123 PongCenterpoint(BaseObject* creator); //!< Constructor. Registers and initializes the object and checks whether the gametype is actually Pong. 44 124 virtual ~PongCenterpoint() {} 45 125 46 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 47 48 virtual void changedGametype(); 49 126 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); //!< Method to create a PongCenterpoint through XML. 127 128 virtual void changedGametype(); //!< Is called when the gametype has changed. 129 130 /** 131 @brief Set the template for the ball. (e.g. to attach the model of the ball, but also to attach an EventListener to it to detect, when it hits the boundaries, and e.g. display some ParticleEffets, when it does.) 132 @param balltemplate The name of the template to be set. 133 */ 50 134 void setBalltemplate(const std::string& balltemplate) 51 135 { this->balltemplate_ = balltemplate; } 136 /** 137 @brief Get the template of the ball. 138 @return Returns the name of the template of the ball. 139 */ 52 140 const std::string& getBalltemplate() const 53 141 { return this->balltemplate_; } 54 142 143 /** 144 @brief Set the template for the bats. (e.g. to attach the model of the bat, but also to attach CameraPositions to it, to be able to view the game from the bats perspective) 145 @param battemplate The name of the template to be set. 146 */ 55 147 void setBattemplate(const std::string& battemplate) 56 148 { this->battemplate_ = battemplate; } 149 /** 150 @brief Get the template of the bats. 151 @return Returns the name of the template of the bats. 152 */ 57 153 const std::string& getBattemplate() const 58 154 { return this->battemplate_; } 59 155 156 /** 157 @brief Set the dimensions of the playing field. 158 @param dimension A vector with the width of the playing field as first component and the height as second. 159 */ 60 160 void setFieldDimension(const Vector2& dimension) 61 161 { this->width_ = dimension.x; this->height_ = dimension.y; } 162 /** 163 @brief Get the dimensions of the playing field. 164 @return Returns a vector with the width of the playing field as first component and the height as second. 165 */ 62 166 Vector2 getFieldDimension() const 63 167 { return Vector2(this->width_, this->height_); } 64 168 169 /** 170 @brief Set the speed of the ball. 171 @param ballspeed The speed of the ball. 172 */ 65 173 void setBallSpeed(float ballspeed) 66 174 { this->ballspeed_ = ballspeed; } 175 /** 176 @brief Get the speed of the ball. 177 @return Returns the speed of the ball. 178 */ 67 179 float getBallSpeed() const 68 180 { return this->ballspeed_; } 69 181 182 /** 183 @brief Set the ball's acceleration factor. 184 @param ballaccfactor The ball's acceleration factor. 185 */ 70 186 void setBallAccelerationFactor(float ballaccfactor) 71 187 { this->ballaccfactor_ = ballaccfactor; } 188 /** 189 @brief Get the ball's acceleration factor 190 @return Returns the ball's acceleration factor. 191 */ 72 192 float getBallAccelerationFactor() const 73 193 { return this->ballaccfactor_; } 74 194 195 /** 196 @brief Set the speed of the bats. 197 @param batspeed The speed of the bats. 198 */ 75 199 void setBatSpeed(float batspeed) 76 200 { this->batspeed_ = batspeed; } 201 /** 202 @brief Get the speed of the bats. 203 @return Returns the speed of the bats. 204 */ 77 205 float getBatSpeed() const 78 206 { return this->batspeed_; } 79 207 208 /** 209 @brief Set the length of the bats. 210 @param batlength The length of the bats (in z-direction) as a percentage of the height of the playing field. 211 */ 80 212 void setBatLength(float batlength) 81 213 { this->batlength_ = batlength; } 214 /** 215 @brief Get the length of the bats. 216 @return Returns the length of the bats (in z-direction) as a percentage of the height of the playing field. 217 */ 82 218 float getBatLength() const 83 219 { return this->batlength_; } 84 220 85 221 private: 86 void checkGametype(); 87 88 std::string balltemplate_; 89 std::string battemplate_; 90 91 float ballspeed_; 92 float ballaccfactor_; 93 float batspeed_; 94 float batlength_; 95 96 float width_; 97 float height_; 222 void checkGametype(); //!< Checks whether the gametype is Pong and if it is, sets its centerpoint. 223 224 std::string balltemplate_; //!< The template for the ball. 225 std::string battemplate_; //!< The template for the bats. 226 227 float ballspeed_; //!< The speed of then ball. 228 float ballaccfactor_; //!< The acceleration factor of the ball. 229 float batspeed_; //!< The speed of the bat. 230 float batlength_; //!< The length of the bat (in z-direction) as a percentage of the height of the playing field. 231 232 float width_; //!< The height of the playing field. 233 float height_; //!< The width of the playing field. 98 234 }; 99 235 } -
code/trunk/src/modules/pong/PongScore.cc
r6417 r8108 27 27 */ 28 28 29 /** 30 @file PongScore.cc 31 @brief Implementation of the PongScore class. 32 */ 33 29 34 #include "PongScore.h" 30 35 31 #include "util/Convert.h"32 36 #include "core/CoreIncludes.h" 33 37 #include "core/XMLPort.h" 38 #include "util/Convert.h" 39 40 #include "infos/PlayerInfo.h" 41 34 42 #include "Pong.h" 35 #include "infos/PlayerInfo.h"36 43 37 44 namespace orxonox … … 39 46 CreateFactory(PongScore); 40 47 48 /** 49 @brief 50 Constructor. Registers and initializes the object. 51 */ 41 52 PongScore::PongScore(BaseObject* creator) : OverlayText(creator) 42 53 { … … 51 62 } 52 63 64 /** 65 @brief 66 Destructor. 67 */ 53 68 PongScore::~PongScore() 54 69 { 55 70 } 56 71 72 /** 73 @brief 74 Method to create a PongScore through XML. 75 */ 57 76 void PongScore::XMLPort(Element& xmlelement, XMLPort::Mode mode) 58 77 { … … 65 84 } 66 85 86 /** 87 @brief 88 Is called each tick. 89 Creates and sets the caption to be displayed by the PongScore. 90 @param dt 91 The time that has elapsed since the last tick. 92 */ 67 93 void PongScore::tick(float dt) 68 94 { 69 95 SUPER(PongScore, tick, dt); 70 96 71 if (this->owner_) 97 // If the owner is set. The owner being a Pong game. 98 if (this->owner_ != NULL) 72 99 { 100 // Get the two players. 73 101 PlayerInfo* player1 = this->owner_->getLeftPlayer(); 74 102 PlayerInfo* player2 = this->owner_->getRightPlayer(); … … 80 108 std::string score2("0"); 81 109 82 if (player1) 110 // Save the name and score of each player as a string. 111 if (player1 != NULL) 83 112 { 84 113 name1 = player1->getName(); 85 114 score1 = multi_cast<std::string>(this->owner_->getScore(player1)); 86 115 } 87 88 if (player2) 116 if (player2 != NULL) 89 117 { 90 118 name2 = player2->getName(); … … 92 120 } 93 121 122 // Assemble the strings, depending on what should all be displayed. 94 123 std::string output1; 95 124 if (this->bShowLeftPlayer_) 96 125 { 97 if (this->bShowName_ && this->bShowScore_ && player1 )126 if (this->bShowName_ && this->bShowScore_ && player1 != NULL) 98 127 output1 = name1 + " - " + score1; 99 128 else if (this->bShowScore_) … … 106 135 if (this->bShowRightPlayer_) 107 136 { 108 if (this->bShowName_ && this->bShowScore_ && player2 )137 if (this->bShowName_ && this->bShowScore_ && player2 != NULL) 109 138 output2 = score2 + " - " + name2; 110 139 else if (this->bShowScore_) … … 127 156 } 128 157 129 158 /** 159 @brief 160 Is called when the owner changes. 161 Sets the owner to NULL, if it is not a pointer to a Pong game. 162 */ 130 163 void PongScore::changedOwner() 131 164 { 132 165 SUPER(PongScore, changedOwner); 133 166 134 if (this->getOwner() && this->getOwner()->getGametype())167 if (this->getOwner() != NULL && this->getOwner()->getGametype()) 135 168 this->owner_ = orxonox_cast<Pong*>(this->getOwner()->getGametype().get()); 136 169 else -
code/trunk/src/modules/pong/PongScore.h
r5781 r8108 27 27 */ 28 28 29 /** 30 @file PongScore.h 31 @brief Declaration of the PongScore class. 32 @ingroup Pong 33 */ 34 29 35 #ifndef _PongScore_H__ 30 36 #define _PongScore_H__ … … 33 39 34 40 #include "tools/interfaces/Tickable.h" 41 35 42 #include "overlays/OverlayText.h" 36 43 37 44 namespace orxonox 38 45 { 46 47 /** 48 @brief 49 The PongScore class displays the score for a game of @ref orxonox::Pong "Pong". 50 51 @author 52 Fabian 'x3n' Landau 53 54 @ingroup Pong 55 */ 39 56 class _PongExport PongScore : public OverlayText, public Tickable 40 57 { … … 43 60 virtual ~PongScore(); 44 61 45 virtual void tick(float dt); 62 virtual void tick(float dt); //!< Creates and sets the caption to be displayed by the PongScore. 46 63 virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode); 47 virtual void changedOwner(); 64 virtual void changedOwner(); //!< Is called when the owner changes. 48 65 66 /** 67 @brief Set whether the PongScore displays the players' names. 68 @param value If true the players' names are displayed. 69 */ 49 70 inline void setShowName(bool value) 50 71 { this->bShowName_ = value; } 72 /** 73 @brief Get whether the PongScore displays the players' names. 74 @return Returns true if the players' names are displayed, false otherwise. 75 */ 51 76 inline bool getShowName() const 52 77 { return this->bShowName_; } 53 78 79 /** 80 @brief Set whether the PongScore displays the players' scores. 81 @param value If true the players' scores are displayed. 82 */ 54 83 inline void setShowScore(bool value) 55 84 { this->bShowScore_ = value; } 85 /** 86 @brief Get whether the PongScore displays the players' scores. 87 @return Returns true if the players' scores are displayed, false otherwise. 88 */ 56 89 inline bool getShowScore() const 57 90 { return this->bShowScore_; } 58 91 92 /** 93 @brief Set whether the PongScore displays the left player. 94 @param value If true the left player is displayed. 95 */ 59 96 inline void setShowLeftPlayer(bool value) 60 97 { this->bShowLeftPlayer_ = value; } 98 /** 99 @brief Get whether the PongScore displays the left player. 100 @return Returns true if the left player is displayed, false otherwise. 101 */ 61 102 inline bool getShowLeftPlayer() const 62 103 { return this->bShowLeftPlayer_; } 63 104 105 /** 106 @brief Set whether the PongScore displays the right player. 107 @param value If true the right player is displayed. 108 */ 64 109 inline void setShowRightPlayer(bool value) 65 110 { this->bShowRightPlayer_ = value; } 111 /** 112 @brief Get whether the PongScore displays the right player. 113 @return Returns true if the right player is displayed, false otherwise. 114 */ 66 115 inline bool getShowRightPlayer() const 67 116 { return this->bShowRightPlayer_; } 68 117 69 118 private: 70 Pong* owner_; 71 bool bShowName_; 72 bool bShowScore_; 73 bool bShowLeftPlayer_; 74 bool bShowRightPlayer_; 119 Pong* owner_; //!< The Pong game that owns this PongScore. 120 bool bShowName_; //!< Whether the names of the players are shown. 121 bool bShowScore_; //!< Whether the score of the players is shown. 122 bool bShowLeftPlayer_; //!< Whether the left player is shown. 123 bool bShowRightPlayer_; //!< Whether the right player is shown. 75 124 }; 76 125 }
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