Planet
navi homePPSaboutscreenshotsdownloaddevelopmentforum

Ignore:
Timestamp:
Apr 6, 2011, 12:07:29 PM (14 years ago)
Author:
dafrick
Message:

Merging trunk into dockingsystem branch to be able to use the recent bugfix in MultiTrigger.

Location:
code/branches/dockingsystem
Files:
28 edited
4 copied

Legend:

Unmodified
Added
Removed
  • code/branches/dockingsystem

  • code/branches/dockingsystem/src/libraries/core/Loader.cc

    r8079 r8194  
    144144    @param verbose
    145145        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.
    146148    @return
    147149        Returns true if successful.
  • code/branches/dockingsystem/src/libraries/network/Host.cc

    r8079 r8194  
    7575  * @param packet Packet to be added
    7676  * @param clientID ID of the client the packet should be sent to
     77  * @param channelID ID of the channel.
    7778  * @return success?
    7879  */
  • code/branches/dockingsystem/src/libraries/network/MasterServerComm.h

    r7804 r8194  
    8989
    9090      /** \param callback The callback function to call with data received.
     91       *  \param delayms Delay in milliseconds.
    9192       * \return 0 for success, other for error
    9293       *
  • code/branches/dockingsystem/src/modules/designtools/ScreenshotManager.cc

    r8079 r8194  
    6161    @brief
    6262        Creates a screenshot with the given camera.
    63     @param camera
    64         Pointer to the camera "looking at" the scene of interest
    65     @param fileName
    66         the filename of the screenshot file.
    6763    */
    6864    void ScreenshotManager::makeScreenshot() const
  • code/branches/dockingsystem/src/modules/objects/triggers/MultiTrigger.cc

    r7601 r8194  
    116116        }
    117117
    118         // Check if the object is active (this is NOT MultiTrigger::isActive()!)
     118        // Check if the object is active (this is NOT MultiTrigger::isActive()!), it is whether the MultiTrigger actually does anything, ever.
    119119        if (!this->BaseObject::isActive())
    120120            return;
     
    205205                            {
    206206                                // If the MultiTrigger has not exceeded its remaining activations.
    207                                 if(this->remainingActivations_ > 0)
     207                                if(this->hasRemainingActivations())
    208208                                {
    209209                                    this->active_.insert(state->originator);
     
    218218                            {
    219219                                // If the MultiTrigger doesn't stay active or hasn't' exceeded its remaining activations.
    220                                 if(!this->getStayActive() || this->remainingActivations_ > 0)
     220                                if(!this->getStayActive() || this->hasRemainingActivations())
    221221                                    this->active_.erase(state->originator);
    222222                                else
  • code/branches/dockingsystem/src/modules/objects/triggers/TriggerBase.h

    r7652 r8194  
    185185            inline void setActivations(int activations)
    186186                { if(activations >= 0 || activations == INF_s) this->remainingActivations_ = activations; }
     187               
     188            inline bool hasRemainingActivations(void)
     189                { return this->remainingActivations_ == INF_s || this->remainingActivations_  > 0; }
    187190
    188191            /**
  • code/branches/dockingsystem/src/modules/overlays/hud/CMakeLists.txt

    r8079 r8194  
    1717  LastManStandingInfos.cc
    1818  PauseNotice.cc
     19  LastTeamStandingInfos.cc
    1920)
  • code/branches/dockingsystem/src/modules/overlays/hud/GametypeStatus.cc

    r7284 r8194  
    3636#include "worldentities/ControllableEntity.h"
    3737#include "worldentities/pawns/Spectator.h"
     38//#include "gametypes/Gametype.h"
    3839
    3940namespace orxonox
     
    5051        RegisterObject(GametypeStatus);
    5152
     53        //this->game_ = 0;
    5254        this->owner_ = 0;
    5355        this->bNoCaption_ = false;
     56        //this->bForcedSpawn_ = false;
    5457
    5558        ModifyConsoleCommand(__CC_GametypeStatus_name, __CC_displayCaption_name).setObject(this);
     
    6770        if (this->owner_ && this->owner_->getGametypeInfo() && this->owner_->getControllableEntity())
    6871        {
     72            //if (this->game_)
     73            //    this->bForcedSpawn_ = this->game_->getForceSpawn();
     74            //else
     75            //    this->bForcedSpawn_ = false;
     76
    6977            const GametypeInfo* gtinfo = this->owner_->getGametypeInfo();
    7078            ControllableEntity* ce = this->owner_->getControllableEntity();
     
    8795                if (gtinfo->isStartCountdownRunning())
    8896                    this->setCaption(multi_cast<std::string>(static_cast<int>(ceil(gtinfo->getStartCountdown()))));
    89                 else if (ce->isA(Class(Spectator)))
     97                else if (ce->isA(Class(Spectator))/*&&(!bForcedSpawn_)*/)
    9098                    this->setCaption("Press [Fire] to respawn");
    9199                else
     
    101109    {
    102110        SUPER(GametypeStatus, changedOwner);
    103 
     111        //this->game_ = orxonox_cast<Gametype*>(this->getOwner());
    104112        this->owner_ = orxonox_cast<PlayerInfo*>(this->getOwner());
    105113    }
  • code/branches/dockingsystem/src/modules/overlays/hud/GametypeStatus.h

    r7284 r8194  
    4949
    5050        private:
     51            //Gametype* game_;
    5152            PlayerInfo* owner_;
    5253            bool bNoCaption_;
     54            //bool bForcedSpawn_;
    5355
    5456    };
  • code/branches/dockingsystem/src/modules/pickup/Pickup.h

    r7547 r8194  
    8181        The Pickup class offers (useful) base functionality for a wide range of pickups.
    8282
    83         Pickups ingeriting 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.
    8484        - 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>.
    8585        - 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/branches/dockingsystem/src/modules/pong/Pong.cc

    r7911 r8194  
    2727 */
    2828
     29/**
     30    @file Pong.cc
     31    @brief Implementation of the Pong class.
     32*/
     33
    2934#include "Pong.h"
    3035
     
    3237#include "core/EventIncludes.h"
    3338#include "core/command/Executor.h"
     39
     40#include "gamestates/GSLevel.h"
     41
    3442#include "PongCenterpoint.h"
    3543#include "PongBall.h"
     
    4048namespace orxonox
    4149{
     50    // Events to allow to react to scoring of a player, in the level-file.
    4251    CreateEventName(PongCenterpoint, right);
    4352    CreateEventName(PongCenterpoint, left);
     
    4554    CreateUnloadableFactory(Pong);
    4655
     56    /**
     57    @brief
     58        Constructor. Registers and initializes the object.
     59    */
    4760    Pong::Pong(BaseObject* creator) : Deathmatch(creator)
    4861    {
     
    5669        this->setHUDTemplate("PongHUD");
    5770
     71        // Pre-set the timer, but don't start it yet.
    5872        this->starttimer_.setTimer(1.0, false, createExecutor(createFunctor(&Pong::startBall, this)));
    5973        this->starttimer_.stopTimer();
    6074
     75        // Set the type of Bots for this particular Gametype.
    6176        this->botclass_ = Class(PongBot);
    6277    }
    6378
     79    /**
     80    @brief
     81        Destructor. Cleans up, if initialized.
     82    */
    6483    Pong::~Pong()
    6584    {
     
    6887    }
    6988
     89    /**
     90    @brief
     91        Cleans up the Gametype by destroying the ball and the bats.
     92    */
    7093    void Pong::cleanup()
    7194    {
    72         if (this->ball_)
     95        if (this->ball_ != NULL) // Destroy the ball, if present.
    7396        {
    7497            this->ball_->destroy();
     
    7699        }
    77100
     101        // Destroy both bats, if present.
    78102        for (size_t i = 0; i < 2; ++i)
    79103        {
    80             if (this->bat_[0])
     104            if (this->bat_[0] != NULL)
    81105            {
    82106                this->bat_[0]->destroy();
     
    86110    }
    87111
     112    /**
     113    @brief
     114        Starts the Pong minigame.
     115    */
    88116    void Pong::start()
    89117    {
    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.
    93121            {
    94122                this->ball_ = new PongBall(this->center_);
     123                // Apply the template for the ball specified by the centerpoint.
    95124                this->ball_->addTemplate(this->center_->getBalltemplate());
    96125            }
    97126
     127            // Attach the ball to the centerpoint and set the parameters as specified in the centerpoint, the ball is attached to.
    98128            this->center_->attach(this->ball_);
    99129            this->ball_->setPosition(0, 0, 0);
     
    103133            this->ball_->setBatLength(this->center_->getBatLength());
    104134
    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)
    106137            {
    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                }
    109143            }
    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.
    116146            this->center_->attach(this->bat_[0]);
    117147            this->center_->attach(this->bat_[1]);
     
    127157            this->bat_[1]->setLength(this->center_->getBatLength());
    128158
     159            // Set the bats for the ball.
    129160            this->ball_->setBats(this->bat_);
    130161        }
    131         else
     162        else // If no centerpoint was specified, an error is thrown and the level is exited.
    132163        {
    133164            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.
    136170        this->starttimer_.startTimer();
    137171
    138 
     172        // Set variable to temporarily force the player to spawn.
    139173        bool temp = this->bForceSpawn_;
    140174        this->bForceSpawn_ = true;
    141175
     176        // Call start for the parent class.
    142177        Deathmatch::start();
    143178
     179        // Reset the variable.
    144180        this->bForceSpawn_ = temp;
    145181    }
    146182
     183    /**
     184    @brief
     185        Ends the Pong minigame.
     186    */
    147187    void Pong::end()
    148188    {
    149189        this->cleanup();
    150190
     191        // Call end for the parent class.
    151192        Deathmatch::end();
    152193    }
    153194
     195    /**
     196    @brief
     197        Spawns players, and fills the rest up with bots.
     198    */
    154199    void Pong::spawnPlayersIfRequested()
    155200    {
     
    164209    }
    165210
     211    /**
     212    @brief
     213        Spawns the input player.
     214    @param player
     215        The player to be spawned.
     216    */
    166217    void Pong::spawnPlayer(PlayerInfo* player)
    167218    {
    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)
    169223        {
    170224            player->startControl(this->bat_[0]);
    171225            this->players_[player].state_ = PlayerState::Alive;
    172226        }
    173         else if (!this->bat_[1]->getPlayer())
     227        // If the second (right) bat has no player.
     228        else if (this->bat_[1]->getPlayer() == NULL)
    174229        {
    175230            player->startControl(this->bat_[1]);
    176231            this->players_[player].state_ = PlayerState::Alive;
    177232        }
     233        // If both bats are taken.
    178234        else
    179235            return;
    180236
    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)))
    182239        {
    183240            PongAI* ai = orxonox_cast<PongAI*>(player->getController());
     
    186243    }
    187244
     245    /**
     246    @brief
     247        Is called when the player scored.
     248    */
    188249    void Pong::playerScored(PlayerInfo* player)
    189250    {
    190251        Deathmatch::playerScored(player);
    191252
    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.
    194256            if (player == this->getRightPlayer())
    195257                this->center_->fireEvent(FireEventName(PongCenterpoint, right));
     
    197259                this->center_->fireEvent(FireEventName(PongCenterpoint, left));
    198260
    199             if (player)
     261            // Also announce, that the player has scored.
     262            if (player != NULL)
    200263                this->gtinfo_->sendAnnounceMessage(player->getName() + " scored");
    201264        }
    202265
    203         if (this->ball_)
     266        // If there is a ball present, reset its position, velocity and acceleration.
     267        if (this->ball_ != NULL)
    204268        {
    205269            this->ball_->setPosition(Vector3::ZERO);
     
    209273        }
    210274
    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)
    212277        {
    213278            this->bat_[0]->setPosition(-this->center_->getFieldDimension().x / 2, 0, 0);
     
    215280        }
    216281
     282        // Restart the timer to start the ball.
    217283        this->starttimer_.startTimer();
    218284    }
    219285
     286    /**
     287    @brief
     288        Starts the ball with some default speed.
     289    */
    220290    void Pong::startBall()
    221291    {
    222         if (this->ball_ && this->center_)
     292        if (this->ball_ != NULL && this->center_ != NULL)
    223293            this->ball_->setSpeed(this->center_->getBallSpeed());
    224294    }
    225295
     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    */
    226302    PlayerInfo* Pong::getLeftPlayer() const
    227303    {
    228         if (this->bat_ && this->bat_[0])
     304        if (this->bat_ != NULL && this->bat_[0] != NULL)
    229305            return this->bat_[0]->getPlayer();
    230306        else
     
    232308    }
    233309
     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    */
    234316    PlayerInfo* Pong::getRightPlayer() const
    235317    {
    236         if (this->bat_ && this->bat_[1])
     318        if (this->bat_ != NULL && this->bat_[1] != NULL)
    237319            return this->bat_[1]->getPlayer();
    238320        else
  • code/branches/dockingsystem/src/modules/pong/Pong.h

    r7911 r8194  
    2727 */
    2828
     29/**
     30    @file Pong.h
     31    @brief Declaration of the Pong class.
     32    @ingroup Pong
     33*/
     34
    2935#ifndef _Pong_H__
    3036#define _Pong_H__
     
    3339
    3440#include "tools/Timer.h"
     41
    3542#include "gametypes/Deathmatch.h"
    3643
    3744namespace orxonox
    3845{
     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    */
    3963    class _PongExport Pong : public Deathmatch
    4064    {
    4165        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.
    4468
    45             virtual void start();
    46             virtual void end();
     69            virtual void start(); //!< Starts the Pong minigame.
     70            virtual void end(); ///!< Ends the Pong minigame.
    4771
    48             virtual void spawnPlayer(PlayerInfo* player);
     72            virtual void spawnPlayer(PlayerInfo* player); //!< Spawns the input player.
    4973
    50             virtual void playerScored(PlayerInfo* player);
     74            virtual void playerScored(PlayerInfo* player); //!< Is called when the player scored.
    5175
     76            /**
     77            @brief Set the PongCenterpoint (the playing field).
     78            @param center A pointer to the PongCenterpoint to be set.
     79            */
    5280            void setCenterpoint(PongCenterpoint* center)
    5381                { this->center_ = center; }
    5482
    55             PlayerInfo* getLeftPlayer() const;
    56             PlayerInfo* getRightPlayer() const;
     83            PlayerInfo* getLeftPlayer() const; //!< Get the left player.
     84            PlayerInfo* getRightPlayer() const; //!< Get the right player.
    5785
    5886        protected:
    59             virtual void spawnPlayersIfRequested();
     87            virtual void spawnPlayersIfRequested(); //!< Spawns players, and fills the rest up with bots.
    6088
    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.
    6391
    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.
    6896    };
    6997}
  • code/branches/dockingsystem/src/modules/pong/PongAI.cc

    r6417 r8194  
    2727 */
    2828
     29/**
     30    @file PongAI.cc
     31    @brief Implementation of the PongAI class.
     32*/
     33
    2934#include "PongAI.h"
    3035
     
    3237#include "core/ConfigValueIncludes.h"
    3338#include "tools/Timer.h"
     39
    3440#include "worldentities/ControllableEntity.h"
     41
    3542#include "PongBall.h"
    3643
     
    4148    const static float MAX_REACTION_TIME = 0.4f;
    4249
     50    /**
     51    @brief
     52        Constructor. Registers and initializes the object.
     53    */
    4354    PongAI::PongAI(BaseObject* creator) : Controller(creator)
    4455    {
     
    5970    }
    6071
     72    /**
     73    @brief
     74        Destructor. Cleans up the list fo reaction timers.
     75    */
    6176    PongAI::~PongAI()
    6277    {
     
    6580    }
    6681
     82    /**
     83    @brief
     84        Sets config values.
     85    */
    6786    void PongAI::setConfigValues()
    6887    {
     88        // Sets the strength of the PongAi as a config value.
    6989        SetConfigValue(strength_, 0.5).description("A value from 0 to 1 where 0 is weak and 1 is strong.");
    7090    }
    7191
     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    */
    7299    void PongAI::tick(float dt)
    73100    {
    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)
    75103            return;
    76104
     
    109137            if (this->ballDirection_.x != 1)
    110138            {
    111                 // The ball just startet to approach, initialize all values
     139                // The ball just started to approach, initialize all values
    112140                this->ballDirection_.x = 1;
    113141                this->ballDirection_.y = sgn(ballvel.z);
     
    158186            {
    159187                // We had to correct our position because we moved too far
    160                 // (and delay ist false, 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)
    161189                if (fabs(mypos.z - this->ballEndPosition_) < 0.5 * this->ball_->getBatLength() * this->ball_->getFieldDimension().y)
    162190                {
     
    173201    }
    174202
     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    */
    175209    void PongAI::calculateRandomOffset()
    176210    {
     
    184218                                          // exp < 1 -> position is more likely a large number
    185219
    186         // The position shouln'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)
    187221        position *= 0.48f;
    188222
     
    194228    }
    195229
     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    */
    196235    void PongAI::calculateBallEndPosition()
    197236    {
     
    295334    }
    296335
     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    */
    297345    void PongAI::move(char direction, bool bUseDelay)
    298346    {
     
    321369    }
    322370
     371    /**
     372    @brief
     373        Is called, when a delayed move takes effect.
     374    */
    323375    void PongAI::delayedMove()
    324376    {
  • code/branches/dockingsystem/src/modules/pong/PongAI.h

    r5929 r8194  
    2727 */
    2828
     29/**
     30    @file PongAI.h
     31    @brief Declaration of the PongAI class.
     32    @ingroup Pong
     33*/
     34
    2935#ifndef _PongAI_H__
    3036#define _PongAI_H__
     
    3339
    3440#include <list>
     41
    3542#include "util/Math.h"
    3643#include "tools/interfaces/Tickable.h"
     44
    3745#include "controllers/Controller.h"
    3846
    3947namespace orxonox
    4048{
     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    */
    4159    class _PongExport PongAI : public Controller, public Tickable
    4260    {
    4361        public:
    44             PongAI(BaseObject* creator);
     62            PongAI(BaseObject* creator); //!< Constructor. Registers and initializes the object.
    4563            virtual ~PongAI();
    4664
    4765            void setConfigValues();
    4866
    49             virtual void tick(float dt);
     67            virtual void tick(float dt); //!< Implements the behavior of the PongAI (i.e. its intelligence).
    5068
     69            /**
     70            @brief Set the ball for the AI.
     71            @param ball A pointer to the ball.
     72            */
    5173            void setPongBall(PongBall* ball)
    5274                { this->ball_ = ball; }
    5375
    5476        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.
    5981
    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.
    6789
    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.
    7294    };
    7395}
  • code/branches/dockingsystem/src/modules/pong/PongBall.cc

    r7886 r8194  
    2727 */
    2828
     29/**
     30    @file PongBall.cc
     31    @brief Implementation of the PongBall class.
     32*/
     33
    2934#include "PongBall.h"
    3035
    3136#include "core/CoreIncludes.h"
    3237#include "core/GameMode.h"
     38
    3339#include "gametypes/Gametype.h"
     40
    3441#include "PongBat.h"
    3542
     
    4047    const float PongBall::MAX_REL_Z_VELOCITY = 1.5;
    4148
     49    /**
     50    @brief
     51        Constructor. Registers and initializes the object.
     52    */
    4253    PongBall::PongBall(BaseObject* creator)
    4354        : MovableEntity(creator)
     
    5768    }
    5869
     70    /**
     71    @brief
     72        Destructor.
     73    */
    5974    PongBall::~PongBall()
    6075    {
     
    6883    }
    6984
     85    /**
     86    @brief
     87        Register variables to synchronize over the network.
     88    */
    7089    void PongBall::registerVariables()
    7190    {
     
    7998    }
    8099
     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    */
    81107    void PongBall::tick(float dt)
    82108    {
    83109        SUPER(PongBall, tick, dt);
    84110
     111        // Get the current position, velocity and acceleration of the ball.
    85112        Vector3 position = this->getPosition();
    86113        Vector3 velocity = this->getVelocity();
    87114        Vector3 acceleration = this->getAcceleration();
    88115
     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).
    89117        if (position.z > this->fieldHeight_ / 2 || position.z < -this->fieldHeight_ / 2)
    90118        {
     119            // Its velocity in z-direction is inverted (i.e. it bounces off).
    91120            velocity.z = -velocity.z;
     121            // And its position is set as to not overstep the boundary it has just crossed.
    92122            if (position.z > this->fieldHeight_ / 2)
    93123                position.z = this->fieldHeight_ / 2;
     
    98128        }
    99129
     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).
    100131        if (position.x > this->fieldWidth_ / 2 || position.x < -this->fieldWidth_ / 2)
    101132        {
    102133            float distance = 0;
    103134
    104             if (this->bat_)
     135            if (this->bat_ != NULL) // If there are bats.
    105136            {
    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)
    107139                {
     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%)
    108141                    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.
    111145                        position.x = this->fieldWidth_ / 2;
     146                        // Invert its velocity in x-direction (i.e. it bounces off).
    112147                        velocity.x = -velocity.x;
     148                        // Adjust the velocity in the z-direction, depending on where the ball hit the bat.
    113149                        velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_;
    114150                        acceleration = this->bat_[1]->getVelocity() * this->accelerationFactor_ * -1;
     
    116152                        this->fireEvent();
    117153                    }
     154                    // If the left player scores.
    118155                    else if (GameMode::isMaster() && position.x > this->fieldWidth_ / 2 * (1 + this->relMercyOffset_))
    119156                    {
     
    125162                    }
    126163                }
    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)
    128166                {
     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%)
    129168                    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.
    132172                        position.x = -this->fieldWidth_ / 2;
     173                        // Invert its velocity in x-direction (i.e. it bounces off).
    133174                        velocity.x = -velocity.x;
     175                        // Adjust the velocity in the z-direction, depending on where the ball hit the bat.
    134176                        velocity.z = distance * distance * sgn(distance) * PongBall::MAX_REL_Z_VELOCITY * this->speed_;
    135177                        acceleration = this->bat_[0]->getVelocity() * this->accelerationFactor_ * -1;
     
    137179                        this->fireEvent();
    138180                    }
     181                    // If the right player scores.
    139182                    else if (GameMode::isMaster() && position.x < -this->fieldWidth_ / 2 * (1 + this->relMercyOffset_))
    140183                    {
     
    149192        }
    150193
     194        // Set the position, velocity and acceleration of the ball, if they have changed.
    151195        if (acceleration != this->getAcceleration())
    152196            this->setAcceleration(acceleration);
     
    157201    }
    158202
     203    /**
     204    @brief
     205        Set the speed of the ball (in x-direction).
     206    @param speed
     207        The speed to be set.
     208    */
    159209    void PongBall::setSpeed(float speed)
    160210    {
    161         if (speed != this->speed_)
     211        if (speed != this->speed_) // If the speed changes
    162212        {
    163213            this->speed_ = speed;
    164214
     215            // Set the speed in the direction of the balls current velocity.
    165216            Vector3 velocity = this->getVelocity();
    166217            if (velocity.x != 0)
    167218                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.
    169220                velocity.x = this->speed_ * sgn(rnd(-1,1));
    170221
     
    173224    }
    174225
     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    */
    175232    void PongBall::setBats(WeakPtr<PongBat>* bats)
    176233    {
    177         if (this->bDeleteBats_)
     234        if (this->bDeleteBats_) // If there are already some bats, delete them.
    178235        {
    179236            delete[] this->bat_;
     
    182239
    183240        this->bat_ = bats;
     241        // Also store their object IDs, for synchronization.
    184242        this->batID_[0] = this->bat_[0]->getObjectID();
    185243        this->batID_[1] = this->bat_[1]->getObjectID();
    186244    }
    187245
     246    /**
     247    @brief
     248        Get the bats over the network.
     249    */
    188250    void PongBall::applyBats()
    189251    {
    190         if (!this->bat_)
     252        // Make space for the bats, if they don't exist, yet.
     253        if (this->bat_ == NULL)
    191254        {
    192255            this->bat_ = new WeakPtr<PongBat>[2];
  • code/branches/dockingsystem/src/modules/pong/PongBall.h

    r7885 r8194  
    2727 */
    2828
     29/**
     30    @file PongBall.h
     31    @brief Declaration of the PongBall class.
     32    @ingroup Pong
     33*/
     34
    2935#ifndef _PongBall_H__
    3036#define _PongBall_H__
     
    3339
    3440#include "util/Math.h"
     41
    3542#include "worldentities/MovableEntity.h"
    3643
    3744namespace orxonox
    3845{
     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    */
    3958    class _PongExport PongBall : public MovableEntity
    4059    {
     
    4564            virtual void tick(float dt);
    4665
     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            */
    4771            void setFieldDimension(float width, float height)
    4872                { 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            */
    4977            void setFieldDimension(const Vector2& dimension)
    5078                { 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            */
    5183            Vector2 getFieldDimension() const
    5284                { return Vector2(this->fieldWidth_, this->fieldHeight_); }
    5385
    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            */
    5591            float getSpeed() const
    5692                { return this->speed_; }
    5793
     94            /**
     95            @brief Set the acceleration factor of the ball.
     96            @param factor The factor the acceleration of the ball is set to.
     97            */
    5898            void setAccelerationFactor(float factor)
    5999                { this->accelerationFactor_ = factor; }
     100            /**
     101            @brief Get the acceleration factor of the ball.
     102            @return Returns the acceleration factor of the ball.
     103            */
    60104            float getAccelerationFactor() const
    61105                { return this->accelerationFactor_; }
    62106
     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            */
    63111            void setBatLength(float batlength)
    64112                { 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            */
    65117            float getBatLength() const
    66118                { return this->batlength_; }
    67119
    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.
    70122
    71123            static const float MAX_REL_Z_VELOCITY;
     
    74126            void registerVariables();
    75127
    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.
    85137    };
    86138}
  • code/branches/dockingsystem/src/modules/pong/PongBat.cc

    r5781 r8194  
    2727 */
    2828
     29/**
     30    @file PongBat.cc
     31    @brief Implementation of the PongBat class.
     32*/
     33
    2934#include "PongBat.h"
    3035
     
    3641    CreateFactory(PongBat);
    3742
     43    /**
     44    @brief
     45        Constructor. Registers and initializes the object.
     46    */
    3847    PongBat::PongBat(BaseObject* creator) : ControllableEntity(creator)
    3948    {
     
    5059    }
    5160
     61    /**
     62    @brief
     63        Registers variables to be synchronized over the network.
     64    */
    5265    void PongBat::registerVariables()
    5366    {
     
    5770    }
    5871
     72    /**
     73    @brief
     74        Is called each tick.
     75        Moves the bat.
     76    @param dt
     77        The time since last tick.
     78    */
    5979    void PongBat::tick(float dt)
    6080    {
     81        // If the bat is controlled (but not over the network).
    6182        if (this->hasLocalController())
    6283        {
    6384            if (this->movement_ != 0)
    6485            {
     86                // The absolute value of the movement is restricted to be lesser or equal than the speed of the bat.
    6587                this->movement_ = clamp(this->movement_, -1.0f, 1.0f) * this->speed_;
    6688
     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.
    6790                if (this->bMoveLocal_)
    6891                    this->setVelocity(this->getOrientation() * Vector3(this->movement_, 0, 0));
     
    7396                this->bSteadiedPosition_ = false;
    7497            }
     98            // If there is no movement but the position has not been steadied, the velocity is set to zero and the position is reaffirmed.
    7599            else if (!this->bSteadiedPosition_)
    76100            {
     
    84108        SUPER(PongBat, tick, dt);
    85109
     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.
    86111        Vector3 position = this->getPosition();
    87112        if (position.z > this->fieldHeight_ / 2 - this->fieldHeight_ * this->length_ / 2)
     
    96121    }
    97122
     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    */
    98129    void PongBat::moveFrontBack(const Vector2& value)
    99130    {
     
    102133    }
    103134
     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    */
    104141    void PongBat::moveRightLeft(const Vector2& value)
    105142    {
     
    108145    }
    109146
     147    /**
     148    @brief
     149        Is called when the player changed.
     150    */
    110151    void PongBat::changedPlayer()
    111152    {
  • code/branches/dockingsystem/src/modules/pong/PongBat.h

    r7163 r8194  
    2727 */
    2828
     29/**
     30    @file PongBat.h
     31    @brief Declaration of the PongBat class.
     32    @ingroup Pong
     33*/
     34
    2935#ifndef _PongBat_H__
    3036#define _PongBat_H__
    3137
    3238#include "pong/PongPrereqs.h"
     39
    3340#include "worldentities/ControllableEntity.h"
    3441
    3542namespace orxonox
    3643{
     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    */
    3756    class _PongExport PongBat : public ControllableEntity
    3857    {
    3958        public:
    40             PongBat(BaseObject* creator);
     59            PongBat(BaseObject* creator); //!< Constructor. Registers and initializes the object.
    4160            virtual ~PongBat() {}
    4261
    4362            virtual void tick(float dt);
    4463
    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.
    4766
    48             virtual void changedPlayer();
     67            virtual void changedPlayer(); //!< Is called when the player changed.
    4968
     69            /**
     70            @brief Set the speed of the bat.
     71            @param speed The speed to be set.
     72            */
    5073            void setSpeed(float speed)
    5174                { this->speed_ = speed; }
     75            /**
     76            @brief Get the speed of the bat.
     77            @return Returns the speed of the bat.
     78            */
    5279            float getSpeed() const
    5380                { return this->speed_; }
    5481
     82            /**
     83            @brief Set the height of the playing field.
     84            @param height The height of the playing field.
     85            */
    5586            void setFieldHeight(float height)
    5687                { this->fieldHeight_ = height; }
     88            /**
     89            @brief Get the height of the playing field.
     90            @return Returns the height of the playing field.
     91            */
    5792            float getFieldHeight() const
    5893                { return this->fieldHeight_; }
    5994
     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            */
    6099            void setLength(float length)
    61100                { 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            */
    62105            float getLength() const
    63106                { return this->length_; }
    64107
    65108        private:
    66             void registerVariables();
     109            void registerVariables(); //!< Registers variables to be synchronized over the network.
    67110
    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.
    74117    };
    75118}
  • code/branches/dockingsystem/src/modules/pong/PongBot.cc

    r5781 r8194  
    2727 */
    2828
     29/**
     30    @file PongBot.cc
     31    @brief Implementation of the PongBot class.
     32*/
     33
    2934#include "PongBot.h"
    3035
     
    3641    CreateFactory(PongBot);
    3742
     43    /**
     44    @brief
     45        Constructor. Registers the object and creates a PongAI controller.
     46    */
    3847    PongBot::PongBot(BaseObject* creator) : Bot(creator)
    3948    {
  • code/branches/dockingsystem/src/modules/pong/PongBot.h

    r5781 r8194  
    2727 */
    2828
     29/**
     30    @file PongBot.h
     31    @brief Declaration of the PongBot class.
     32    @ingroup Pong
     33*/
     34
    2935#ifndef _PongBot_H__
    3036#define _PongBot_H__
     
    3541namespace orxonox
    3642{
     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    */
    3755    class _PongExport PongBot : public Bot
    3856    {
  • code/branches/dockingsystem/src/modules/pong/PongCenterpoint.cc

    r5929 r8194  
    2727 */
    2828
     29/**
     30    @file PongCenterpoint.cc
     31    @brief Implementation of the PongCenterpoint class.
     32*/
     33
    2934#include "PongCenterpoint.h"
    3035
    3136#include "core/CoreIncludes.h"
    3237#include "core/XMLPort.h"
     38
    3339#include "Pong.h"
    3440
     
    3743    CreateFactory(PongCenterpoint);
    3844
     45    /**
     46    @brief
     47        Constructor. Registers and initializes the object and checks whether the gametype is actually Pong.
     48    */
    3949    PongCenterpoint::PongCenterpoint(BaseObject* creator) : StaticEntity(creator)
    4050    {
     
    5161    }
    5262
     63    /**
     64    @brief
     65        Method to create a PongCenterpoint through XML.
     66    */
    5367    void PongCenterpoint::XMLPort(Element& xmlelement, XMLPort::Mode mode)
    5468    {
     
    6478    }
    6579
     80    /**
     81    @brief
     82        Is called when the gametype has changed.
     83    */
    6684    void PongCenterpoint::changedGametype()
    6785    {
    6886        SUPER(PongCenterpoint, changedGametype);
    6987
     88        // Check, whether it's still Pong.
    7089        this->checkGametype();
    7190    }
    7291
     92    /**
     93    @brief
     94        Checks whether the gametype is Pong and if it is, sets its centerpoint.
     95    */
    7396    void PongCenterpoint::checkGametype()
    7497    {
    75         if (this->getGametype() && this->getGametype()->isA(Class(Pong)))
     98        if (this->getGametype() != NULL && this->getGametype()->isA(Class(Pong)))
    7699        {
    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);
    79102        }
    80103    }
  • code/branches/dockingsystem/src/modules/pong/PongCenterpoint.h

    r5929 r8194  
    2727 */
    2828
     29/**
     30    @file PongCenterpoint.h
     31    @brief Declaration of the PongCenterpoint class.
     32    @ingroup Pong
     33*/
     34
    2935#ifndef _PongCenterpoint_H__
    3036#define _PongCenterpoint_H__
     
    3339
    3440#include <string>
     41
    3542#include <util/Math.h>
     43
    3644#include "worldentities/StaticEntity.h"
    3745
    3846namespace orxonox
    3947{
     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    */
    40120    class _PongExport PongCenterpoint : public StaticEntity
    41121    {
    42122        public:
    43             PongCenterpoint(BaseObject* creator);
     123            PongCenterpoint(BaseObject* creator); //!< Constructor. Registers and initializes the object and checks whether the gametype is actually Pong.
    44124            virtual ~PongCenterpoint() {}
    45125
    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            */
    50134            void setBalltemplate(const std::string& balltemplate)
    51135                { this->balltemplate_ = balltemplate; }
     136            /**
     137            @brief Get the template of the ball.
     138            @return Returns the name of the template of the ball.
     139            */
    52140            const std::string& getBalltemplate() const
    53141                { return this->balltemplate_; }
    54142
     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            */
    55147            void setBattemplate(const std::string& battemplate)
    56148                { this->battemplate_ = battemplate; }
     149            /**
     150            @brief Get the template of the bats.
     151            @return Returns the name of the template of the bats.
     152            */
    57153            const std::string& getBattemplate() const
    58154                { return this->battemplate_; }
    59155
     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            */
    60160            void setFieldDimension(const Vector2& dimension)
    61161                { 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            */
    62166            Vector2 getFieldDimension() const
    63167                { return Vector2(this->width_, this->height_); }
    64168
     169            /**
     170            @brief Set the speed of the ball.
     171            @param ballspeed The speed of the ball.
     172            */
    65173            void setBallSpeed(float ballspeed)
    66174                { this->ballspeed_ = ballspeed; }
     175            /**
     176            @brief Get the speed of the ball.
     177            @return Returns the speed of the ball.
     178            */
    67179            float getBallSpeed() const
    68180                { return this->ballspeed_; }
    69181
     182            /**
     183            @brief Set the ball's acceleration factor.
     184            @param ballaccfactor The ball's acceleration factor.
     185            */
    70186            void setBallAccelerationFactor(float ballaccfactor)
    71187                { this->ballaccfactor_ = ballaccfactor; }
     188            /**
     189            @brief Get the ball's acceleration factor
     190            @return Returns the ball's acceleration factor.
     191            */
    72192            float getBallAccelerationFactor() const
    73193                { return this->ballaccfactor_; }
    74194
     195            /**
     196            @brief Set the speed of the bats.
     197            @param batspeed The speed of the bats.
     198            */
    75199            void setBatSpeed(float batspeed)
    76200                { this->batspeed_ = batspeed; }
     201            /**
     202            @brief Get the speed of the bats.
     203            @return Returns the speed of the bats.
     204            */
    77205            float getBatSpeed() const
    78206                { return this->batspeed_; }
    79207
     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            */
    80212            void setBatLength(float batlength)
    81213                { 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            */
    82218            float getBatLength() const
    83219                { return this->batlength_; }
    84220
    85221        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.
    98234    };
    99235}
  • code/branches/dockingsystem/src/modules/pong/PongScore.cc

    r6417 r8194  
    2727 */
    2828
     29/**
     30    @file PongScore.cc
     31    @brief Implementation of the PongScore class.
     32*/
     33
    2934#include "PongScore.h"
    3035
    31 #include "util/Convert.h"
    3236#include "core/CoreIncludes.h"
    3337#include "core/XMLPort.h"
     38#include "util/Convert.h"
     39
     40#include "infos/PlayerInfo.h"
     41
    3442#include "Pong.h"
    35 #include "infos/PlayerInfo.h"
    3643
    3744namespace orxonox
     
    3946    CreateFactory(PongScore);
    4047
     48    /**
     49    @brief
     50        Constructor. Registers and initializes the object.
     51    */
    4152    PongScore::PongScore(BaseObject* creator) : OverlayText(creator)
    4253    {
     
    5162    }
    5263
     64    /**
     65    @brief
     66        Destructor.
     67    */
    5368    PongScore::~PongScore()
    5469    {
    5570    }
    5671
     72    /**
     73    @brief
     74        Method to create a PongScore through XML.
     75    */
    5776    void PongScore::XMLPort(Element& xmlelement, XMLPort::Mode mode)
    5877    {
     
    6584    }
    6685
     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    */
    6793    void PongScore::tick(float dt)
    6894    {
    6995        SUPER(PongScore, tick, dt);
    7096
    71         if (this->owner_)
     97        // If the owner is set. The owner being a Pong game.
     98        if (this->owner_ != NULL)
    7299        {
     100            // Get the two players.
    73101            PlayerInfo* player1 = this->owner_->getLeftPlayer();
    74102            PlayerInfo* player2 = this->owner_->getRightPlayer();
     
    80108            std::string score2("0");
    81109
    82             if (player1)
     110            // Save the name and score of each player as a string.
     111            if (player1 != NULL)
    83112            {
    84113                name1 = player1->getName();
    85114                score1 = multi_cast<std::string>(this->owner_->getScore(player1));
    86115            }
    87 
    88             if (player2)
     116            if (player2 != NULL)
    89117            {
    90118                name2 = player2->getName();
     
    92120            }
    93121
     122            // Assemble the strings, depending on what should all be displayed.
    94123            std::string output1;
    95124            if (this->bShowLeftPlayer_)
    96125            {
    97                 if (this->bShowName_ && this->bShowScore_ && player1)
     126                if (this->bShowName_ && this->bShowScore_ && player1 != NULL)
    98127                    output1 = name1 + " - " + score1;
    99128                else if (this->bShowScore_)
     
    106135            if (this->bShowRightPlayer_)
    107136            {
    108                 if (this->bShowName_ && this->bShowScore_ && player2)
     137                if (this->bShowName_ && this->bShowScore_ && player2 != NULL)
    109138                    output2 = score2 + " - " + name2;
    110139                else if (this->bShowScore_)
     
    127156    }
    128157
    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    */
    130163    void PongScore::changedOwner()
    131164    {
    132165        SUPER(PongScore, changedOwner);
    133166
    134         if (this->getOwner() && this->getOwner()->getGametype())
     167        if (this->getOwner() != NULL && this->getOwner()->getGametype())
    135168            this->owner_ = orxonox_cast<Pong*>(this->getOwner()->getGametype().get());
    136169        else
  • code/branches/dockingsystem/src/modules/pong/PongScore.h

    r5781 r8194  
    2727 */
    2828
     29/**
     30    @file PongScore.h
     31    @brief Declaration of the PongScore class.
     32    @ingroup Pong
     33*/
     34
    2935#ifndef _PongScore_H__
    3036#define _PongScore_H__
     
    3339
    3440#include "tools/interfaces/Tickable.h"
     41
    3542#include "overlays/OverlayText.h"
    3643
    3744namespace orxonox
    3845{
     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    */
    3956    class _PongExport PongScore : public OverlayText, public Tickable
    4057    {
     
    4360            virtual ~PongScore();
    4461
    45             virtual void tick(float dt);
     62            virtual void tick(float dt); //!< Creates and sets the caption to be displayed by the PongScore.
    4663            virtual void XMLPort(Element& xmlelement, XMLPort::Mode mode);
    47             virtual void changedOwner();
     64            virtual void changedOwner(); //!< Is called when the owner changes.
    4865
     66            /**
     67            @brief Set whether the PongScore displays the players' names.
     68            @param value If true the players' names are displayed.
     69            */
    4970            inline void setShowName(bool value)
    5071                { 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            */
    5176            inline bool getShowName() const
    5277                { return this->bShowName_; }
    5378
     79            /**
     80            @brief Set whether the PongScore displays the players' scores.
     81            @param value If true the players' scores are displayed.
     82            */
    5483            inline void setShowScore(bool value)
    5584                { 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            */
    5689            inline bool getShowScore() const
    5790                { return this->bShowScore_; }
    5891
     92            /**
     93            @brief Set whether the PongScore displays the left player.
     94            @param value If true the left player is displayed.
     95            */
    5996            inline void setShowLeftPlayer(bool value)
    6097                { 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            */
    61102            inline bool getShowLeftPlayer() const
    62103                { return this->bShowLeftPlayer_; }
    63104
     105            /**
     106            @brief Set whether the PongScore displays the right player.
     107            @param value If true the right player is displayed.
     108            */
    64109            inline void setShowRightPlayer(bool value)
    65110                { 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            */
    66115            inline bool getShowRightPlayer() const
    67116                { return this->bShowRightPlayer_; }
    68117
    69118        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.
    75124    };
    76125}
  • code/branches/dockingsystem/src/orxonox/OrxonoxPrereqs.h

    r7854 r8194  
    9696    class Gametype;
    9797    class LastManStanding;
     98    class LastTeamStanding;
    9899    class TeamBaseMatch;
    99100    class TeamDeathmatch;
  • code/branches/dockingsystem/src/orxonox/gametypes/CMakeLists.txt

    r7655 r8194  
    88  Dynamicmatch.cc
    99  LastManStanding.cc
     10  LastTeamStanding.cc
    1011)
  • code/branches/dockingsystem/src/orxonox/gametypes/Gametype.h

    r7801 r8194  
    150150              { this->timeLimit_ = t; }
    151151
     152            //inline bool getForceSpawn()
     153            //  { return this->bForceSpawn_; }       
     154
    152155            virtual void resetTimer();
    153156            virtual void resetTimer(float t);
Note: See TracChangeset for help on using the changeset viewer.