/*! \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 "curve.h" #include "base_object.h" // Forward Definition class PNode; class Text; template class tAnimation; template class tList; // Static Definitions //! The Default Curve-Type to set for the whole path (if not chosen otherwise). #define TMAN_DEFAULT_CURVETYPE CURVE_BEZIER #define TMAN_DEFAULT_DURATION 10 #define TMAN_DEFAULT_WIDTH 10 //! 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); TrackElement* findByName(const char* trackName); bool backLoopCheck(const TrackElement* trackElem, unsigned int depth = 0) const; TrackElement* getChild(int childNumber) const; void setName(const char* name); const char* getName(void) const; // atributes 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. 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) float width; //!< Th width of the Path. This tells the Player(s), how far he(they) can go to the left/right. int nodeCount; //!< The count of points this TrackElement has. Curve* curve; //!< The Curve of this TrackElement int childCount; //!< The number of Children This TrackElement has. tList* children; //!< A TrackElement can have a Tree of following TrackElements. // runtime TrackElement* history; //!< a pointer to the last TrackElement we were on. This is if you want to walk the path backwards again. void debug(void) const; // CONDITION FUNCTIONS and STUFF void* subject; //!< The Subject the Condition should act upon. int (TrackElement::*condFunc)(const void*) const; //!< Pointer to the condition function int lowest(const void* nothing) const; int highest(const void* nothing) const; int random(const void* nothing) const; int leftRight(const void* node) const; int nearest(const void* node) const; // todo int enemyKilled(void* entity); private: char* name; //!< A name for the Trac. }; //! the Condition to choose between the different ways of the game. enum CONDITION {LOWEST, HIGHEST, RANDOM, LEFTRIGHT, NEAREST, ENEMYKILLED}; //! 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. TrackElement* firstTrackElem; //!< The first TrackElement that exists. TrackElement* currentTrackElem; //!< The TrackElement we are working on. CurveType curveType; //!< The CurveType the entire TrackSystem will have. 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. // external PNode* bindSlave; //!< The node that is slave to the TrackManager. This node will be moved while update the TrackManager, and must NOT move itself. PNode* trackNode; //!< The main TrackNode of this Track. Text* trackText; //!< The text to display when switching between Worlds. tAnimation* textAnimation; //!< An Animation for the Text. void initChildren(unsigned int childCount, TrackElement* trackElem = NULL); public: virtual ~TrackManager(void); static TrackManager* getInstance(void); bool load(TiXmlElement* root); // Methods to change the Path (initialisation) void workOn(unsigned int trackID); void workOn(const char* trackName); /** \see setCurveType(CurveType curveType, TrackElement* trackElem); \param curveType the type of the Curve */ inline void setCurveType(CurveType curveType) { this->setCurveType (curveType, this->currentTrackElem);}; void setCurveType(CurveType curveType, TrackElement* trackElem); void setDuration(float duration, TrackElement* trackElem = NULL); bool addPoint(Vector newPoint, TrackElement* trackElem = NULL); int addHotPoint(Vector newPoint, TrackElement* trackElem = NULL); int setSavePoint(TrackElement* trackElem = NULL); void fork(unsigned int count, ...); void forkS(unsigned int count, ...); void forkS(const char* forkString); void forkV(unsigned int count, int* trackIDs, char** trackNames, TrackElement* trackElem = NULL); void condition(unsigned int trackID, CONDITION cond, void* subject); void condition(CONDITION cond, void* subject, TrackElement* trackElem = NULL); void join(unsigned int count, ...); void joinS(const char* joinString); void joinS(unsigned int cound, ...); void joinV(unsigned int count, int* trackIDs); void finalize(void); // Methods to calculate the position on the Path (runtime) inline Vector calcPos(void) const; inline Vector calcDir(void) const; float getWidth(void) const; void tick(float dt); void jumpTo(float time); inline int choosePath(TrackElement* trackElem); void setBindSlave(PNode* bindSlave); PNode* getTrackNode(void); // DEBUG // void drawGraph(float dt) const; void debug(unsigned int level) const; }; #endif /* _TRACK_MANAGER_H */