/*!
\file track_manager.h
\brief manages all tracks defined in the world and the path the player takes
it is a container for all tracks and all track-nodes. it manages the movement of
the track helper-parent (that drives the player). it is responsable for calculating
smooth curves etc.
*/
#ifndef _TRACK_MANAGER_H
#define _TRACK_MANAGER_H
#include "stdincl.h"
#include "curve.h"
class PNode;
//! condition for choosing a certain Path. \todo implement a useful way.
struct PathCondition
{
};
//! A Graph-Element, that holds the curve-structure of a Level.
/**
A TrackElement is used, to define the structure of the Track itself.
It is a graph and not a tree, because paths can fork and join again.
*/
class TrackElement
{
public:
TrackElement(void);
~TrackElement(void);
TrackElement* findByID(unsigned int trackID);
bool isFresh; //!< If no Points where added until now
bool isHotPoint; //!< If the first node is a specialPoint;
bool isSavePoint; //!< If the first node is a savePoint
bool isFork; //!< If the first node is a Fork
bool isJoined; //!< If the End of the Curve is joined.
bool mainJoin; //!< If the End of the Curve is joined, and this is the one Curve the others join to.
PathCondition cond; //!< The Split Condition;
int ID; //!< The ID of this TrackElement
float startingTime; //!< The time at which this Track begins.
float duration; //!< The time used to cross this TrackElement (curve).
float endTime; //!< The time at which this Track ends.
float jumpTime; //!< The Time this Track has to jump to its preceding Track (only >0 if Track isJoined==true)
CurveType curveType; //!< The CurveType this will have.
int nodeCount; //!< The count of points this TrackElement has.
char* name; //!< A name for the Trac.
Curve* curve; //!< The Curve of this TrackElement
int childCount; //!< The number of Children This TrackElement has.
TrackElement** children; //!< A TrackElement can have a Tree of following TrackElements.
};
//! The TrackManager handles the flow of the Players through the game.
/**
The TrackManager works as followed: \n
\n
1. Initialize it, by setting up the Graph. You can do this by using the following Commands.
\li workOn(): changes the ID that will be altered through the changes.
\li setCurveType(): lets you set the CurveType of the Curve we are Working on. (default is BezierCurve, set this as early as possible, for this uses resources).
\li setDuration(): sets the length of the current path in seconds.
\li addPoint(): adds a point to the Curve.
\li addHotPoint(): adds save/splitpoint.\n
\li fork(): adds some interessting non-linear movments through the level (fork will force addHotPoint if not done then).
\li condition(): decides under what condition a certain Path will be chosen.
\li join(): joins some tracks together again. Join will set the localTime to the longest time a Path has to get to this Point)
\li setSavePoint(): Sets a HotPoint into a savePoint. A Savepoint can be used as a rollbackpoint if a Player gets shot.
HotPoints and Joins are at the beginning of a TrackElement. \n
SavePoints and Forks are at the end of a TrackElement \n
look out: SAVEPOINTS CAN NOT BE FORKS (but joins), because the condition is really hard to guess if you do not give some impuls. \n
\n
2. Runtime knows the following:
\li calcPos(): returns the current position on the track
\li calcDir(): returns the current Direction the track is flying on.
\li tick(): makes a Step on the Path. increases localTime by dt.
\li choosePath(): a Function that decides which Path we should follow.
TrackManager can be handled as a StateMachine.
\n\n
Names:
\li TrackManager: handles Tracks
\li Track: The Track that the ship can follow
\li Path: one way through the Level, that is dependent on conditionals.
\li Conditional: A decition making device, that chooses betwen different TrackElements for the Path.
\li TrackElement: A Part of A whole Track
*/
class TrackManager : public BaseObject
{
private:
TrackManager(void);
static TrackManager* singletonRef; //!< There may only be one TrackManager existing.
TrackElement* firstTrackElem; //!< The first TrackElement that exists.
TrackElement* currentTrackElem; //!< The TrackElement we are working on.
float localTime; //!< The time that has been passed since the traveling the Track.
float maxTime; //!< The maximal time the track has.
int trackElemCount; //!< The count of TrackElements that exist.
PNode* bindSlave;
void initChildren(unsigned int childCount);
TrackElement* findTrackElementByID(unsigned int trackID) const;
public:
~TrackManager(void);
static TrackManager* getInstance(void);
// Methods to change the Path (initialisation)
void workOn(unsigned int trackID);
inline void setCurveType(CurveType curveType) { this->setCurveType (curveType, this->currentTrackElem);}
void setCurveType(CurveType curveType, TrackElement* trackElem);
void setDuration(float time);
bool addPoint(Vector newPoint);
bool addPoint(Vector newPoint, TrackElement* trackElem);
int addHotPoint(Vector newPoint);
int setSavePoint(void);
void fork(unsigned int count, ...);
void forkV(unsigned int count, int* trackIDs);
void condition(unsigned int groupID, PathCondition cond); //!< \todo really do this!!
void join(unsigned int count, ...);
void joinV(unsigned int count, int* trackIDs);
void finalize(void);
// Methods to calculate the position on the Path (runtime)
Vector calcPos(void) const;
Vector calcDir(void) const;
void tick(float dt);
void jumpTo(float time);
void choosePath(int graphID);
void setBindSlave(PNode* bindSlave);
// DEBUG //
void drawGraph(float dt) const;
void debug(unsigned int level) const;
};
#endif /* _TRACK_MANAGER_H */