+ delete renderer;
+// The AIModels manager performs a number of actions upon
+ // Shutdown that implicitly assume that other subsystems
+ // are still operational (Due to the dynamic allocation and
+ // deallocation of AIModel objects. To ensure we can safely
+ // shut down all subsystems, make sure we take down the
+ // AIModels system first.
+ subsystem_mgr->get_group(SGSubsystemMgr::GENERAL)->remove_subsystem("ai_model");
+ delete subsystem_mgr;
+ delete event_mgr;
+ delete time_params;
+ delete ephem;
+ delete mag;
+ delete matlib;
+ delete route_mgr;
+ delete current_panel;
+ delete soundmgr;
+
+ delete ATC_mgr;
+ delete AI_mgr;
+ delete controls;
+ delete viewmgr;
+
+// delete commands;
+ delete acmodel;
+ delete model_mgr;
+ delete channel_options_list;
+ delete initial_waypoints;
+ delete tile_mgr;
+ delete scenery;
+ delete io;
+ delete fontcache;
+
+ delete navlist;
+ delete loclist;
+ delete gslist;
+ delete dmelist;
+ delete tacanlist;
+ delete carrierlist;
+ delete channellist;
+ delete airwaynet;
+ delete multiplayer_mgr;
+}
+
+
+// set the fg_root path
+void FGGlobals::set_fg_root (const string &root) {
+ fg_root = root;
+
+ // append /data to root if it exists
+ SGPath tmp( fg_root );
+ tmp.append( "data" );
+ tmp.append( "version" );
+ if ( ulFileExists( tmp.c_str() ) ) {
+ fg_root += "/data";
+ SG_LOG(SG_GENERAL, SG_WARN, "Warning: changing bad FG_ROOT/--fg-root to '"
+ << fg_root << '\'');
+ }
+
+ // remove /sim/fg-root before writing to prevent hijacking
+ SGPropertyNode *n = fgGetNode("/sim", true);
+ n->removeChild("fg-root", 0, false);
+ n = n->getChild("fg-root", 0, true);
+ n->setStringValue(fg_root.c_str());
+ n->setAttribute(SGPropertyNode::WRITE, false);
+}
+
+void FGGlobals::set_fg_scenery (const string &scenery) {
+ SGPath s;
+ if (scenery.empty()) {
+ s.set( fg_root );
+ s.append( "Scenery" );
+ } else
+ s.set( scenery );
+
+ string_list path_list = sgPathSplit( s.str() );
+ fg_scenery.clear();
+
+ for (unsigned i = 0; i < path_list.size(); i++) {
+
+ ulDir *d = ulOpenDir( path_list[i].c_str() );
+ if (d == NULL)
+ continue;
+ ulCloseDir( d );
+
+ SGPath pt( path_list[i] ), po( path_list[i] );
+ pt.append("Terrain");
+ po.append("Objects");
+
+ ulDir *td = ulOpenDir( pt.c_str() );
+ ulDir *od = ulOpenDir( po.c_str() );
+
+ if (td == NULL && od == NULL)
+ fg_scenery.push_back( path_list[i] );
+ else {
+ if (td != NULL) {
+ fg_scenery.push_back( pt.str() );
+ ulCloseDir( td );
+ }
+ if (od != NULL) {
+ fg_scenery.push_back( po.str() );
+ ulCloseDir( od );
+ }
+ }
+ // insert a marker for FGTileEntry::load(), so that
+ // FG_SCENERY=A:B becomes list ["A/Terrain", "A/Objects", "",
+ // "B/Terrain", "B/Objects", ""]
+ fg_scenery.push_back("");
+ }