/*! \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" //! The TrackManager handles the flow of the Players through the game. /** \todo write the methodes 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 setType: 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 setLength(): 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. 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. */ class TrackManager : public BaseObject { private: //! condition for choosing a certain Path. \todo implement a useful way. struct PathCondition { }; //! A Graph, that holds the curve-structure of a Level. /** A CurveGraph 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. */ struct TrackElement { 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. PathCondition cond; //!< The Split Condition; int ID; //!< The ID of this TrackElement float length; //!< The time usedto cross this TrackElement (curve). CurveType curveType; //!< The CurveType this will have. int nodeCount; //!< The count of points this TrackElement has. Curve* curve; //!< The Curve of this TrackElement TrackElement** children; //!< A TrackElement can have a Tree of following TrackElements. }; TrackElement* firstGraph; //!< The first Graph-element we are on. TrackElement* currentGraph; //!< The Graph-element we are working on. float localTime; //!< The time that has been passed since the traveling the Track. int trackElementCount; //!< The count of TrackElements that exist. TrackElement findTrackElementByID(int trackID); public: TrackManager (); ~TrackManager (); // Methods to change the Path (initialisation) void workOn(int trackID); void setType(CurveType curveType); void setLength(float time); void addPoint(Vector newPoint); void addHotPoint(Vector newPoint); void setSavePoint(void); void fork(int count, ...); void forkV(int count, int* trackIDs); void condition(int groupID, PathCondition cond); //!< \todo really do this!! void join(int count, ...); void joinV(int count, int* trackIDs); // Methods to calculate the position on the Path (runtime) Vector calcPos(); Vector calcDir(); void tick(float dt); void choosePath(int graphID); }; #endif /* _TRACK_MANAGER_H */