/*! \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 backLoopCheck(TrackElement* trackElem); 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 */