/*!
\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 */