// AIManager.cxx Based on David Luff's AIMgr:
-// - a global management class for AI objects
+// - a global management type for AI objects
//
// Written by David Culp, started October 2003.
// - davidculp2@comcast.net
FGAIManager::FGAIManager() {
initDone = false;
- numObjects = 0;
+ for (int i=0; i < FGAIBase::MAX_OBJECTS; i++)
+ numObjects[i] = 0;
_dt = 0.0;
dt_count = 9;
scenario_filename = "";
+ ai_list.clear();
}
FGAIManager::~FGAIManager() {
ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
++ai_list_itr;
}
ai_list.clear();
- ids.clear();
}
if (!enabled)
return;
- wind_from_down = fgGetNode("/environment/wind-from-down-fps", true);
+ wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
scenario_filename = root->getNode("scenario", true)->getStringValue();
-
if (scenario_filename != "") processScenario( scenario_filename );
+
initDone = true;
}
void FGAIManager::bind() {
root = globals->get_props()->getNode("ai/models", true);
- root->tie("count", SGRawValuePointer<int>(&numObjects));
+ root->tie("count", SGRawValuePointer<int>(&numObjects[0]));
}
if (!enabled)
return;
- _dt = dt;
+ _dt = dt;
ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getDie()) {
- freeID((*ai_list_itr)->getID());
+ --numObjects[(*ai_list_itr)->getType()];
+ --numObjects[0];
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
- --numObjects;
if ( ai_list_itr == ai_list.begin() ) {
ai_list.erase(ai_list_itr);
ai_list_itr = ai_list.begin();
}
++ai_list_itr;
}
- wind_from_down->setDoubleValue( strength );
-
-}
-
+ wind_from_down_node->setDoubleValue( strength );
-// This function returns the next available ID
-int FGAIManager::assignID() {
- int maxint = 30000;
- int x;
- bool used;
- for (x=1; x<maxint; x++) {
- used = false;
- id_itr = ids.begin();
- while( id_itr != ids.end() ) {
- if ((*id_itr) == x) used = true;
- ++id_itr;
- }
- if (!used) {
- ids.push_back(x);
- return x;
- }
- }
- return -1; // no available ID's
}
-// This function removes an ID from the ID array, making it
-// available for assignment to another AI object
-void FGAIManager::freeID( int ID ) {
- id_itr = ids.begin();
- while( id_itr != ids.end() ) {
- if (*id_itr == ID) {
- ids.erase( id_itr );
- return;
- }
- ++id_itr;
- }
-}
-
-int FGAIManager::createAircraft( string model_class, string path,
- double latitude, double longitude, double altitude,
- double heading, double speed, double roll ) {
+void*
+FGAIManager::createAircraft( FGAIModelEntity *entity ) {
FGAIAircraft* ai_plane = new FGAIAircraft(this);
ai_list.push_back(ai_plane);
- ai_plane->setID( assignID() );
- ++numObjects;
- if (model_class == "light") {
+ ++numObjects[0];
+ ++numObjects[FGAIBase::otAircraft];
+ if (entity->m_class == "light") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
- } else if (model_class == "ww2_fighter") {
+ } else if (entity->m_class == "ww2_fighter") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
- } else if (model_class == "jet_transport") {
+ } else if (entity->m_class == "jet_transport") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
- } else if (model_class == "jet_fighter") {
+ } else if (entity->m_class == "jet_fighter") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
- } else if (model_class == "tanker") {
+ } else if (entity->m_class == "tanker") {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
ai_plane->SetTanker(true);
} else {
ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
}
- ai_plane->setHeading(heading);
- ai_plane->setSpeed(speed);
- ai_plane->setPath(path.c_str());
- ai_plane->setAltitude(altitude);
- ai_plane->setLongitude(longitude);
- ai_plane->setLatitude(latitude);
- ai_plane->setBank(roll);
- ai_plane->init();
- ai_plane->bind();
- return ai_plane->getID();
-}
-
-
-int FGAIManager::createAircraft( string model_class, string path,
- FGAIFlightPlan* flightplan ) {
-
- FGAIAircraft* ai_plane = new FGAIAircraft(this);
- ai_list.push_back(ai_plane);
- ai_plane->setID( assignID() );
- ++numObjects;
- if (model_class == "light") {
- ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]);
- } else if (model_class == "ww2_fighter") {
- ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]);
- } else if (model_class == "jet_transport") {
- ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
- } else if (model_class == "jet_fighter") {
- ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]);
- } else if (model_class == "tanker") {
- ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
- ai_plane->SetTanker(true);
- } else {
- ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]);
+ ai_plane->setHeading(entity->heading);
+ ai_plane->setSpeed(entity->speed);
+ ai_plane->setPath(entity->path.c_str());
+ ai_plane->setAltitude(entity->altitude);
+ ai_plane->setLongitude(entity->longitude);
+ ai_plane->setLatitude(entity->latitude);
+ ai_plane->setBank(entity->roll);
+
+ if ( entity->fp ) {
+ ai_plane->SetFlightPlan(entity->fp);
}
- ai_plane->setPath(path.c_str());
- ai_plane->SetFlightPlan(flightplan);
+
ai_plane->init();
ai_plane->bind();
- return ai_plane->getID();
+ return ai_plane;
}
-
-int FGAIManager::createShip( string path, double latitude, double longitude,
- double altitude, double heading, double speed,
- double rudder ) {
+void*
+FGAIManager::createShip( FGAIModelEntity *entity ) {
FGAIShip* ai_ship = new FGAIShip(this);
ai_list.push_back(ai_ship);
- ai_ship->setID( assignID() );
- ++numObjects;
- ai_ship->setHeading(heading);
- ai_ship->setSpeed(speed);
- ai_ship->setPath(path.c_str());
- ai_ship->setAltitude(altitude);
- ai_ship->setLongitude(longitude);
- ai_ship->setLatitude(latitude);
- ai_ship->setBank(rudder);
- ai_ship->init();
- ai_ship->bind();
- return ai_ship->getID();
-}
-
-int FGAIManager::createShip( string path, FGAIFlightPlan* flightplan ) {
+ ++numObjects[0];
+ ++numObjects[FGAIBase::otShip];
+ ai_ship->setHeading(entity->heading);
+ ai_ship->setSpeed(entity->speed);
+ ai_ship->setPath(entity->path.c_str());
+ ai_ship->setAltitude(entity->altitude);
+ ai_ship->setLongitude(entity->longitude);
+ ai_ship->setLatitude(entity->latitude);
+ ai_ship->setBank(entity->rudder);
+
+ if ( entity->fp ) {
+ ai_ship->setFlightPlan(entity->fp);
+ }
- FGAIShip* ai_ship = new FGAIShip(this);
- ai_list.push_back(ai_ship);
- ai_ship->setID( assignID() );
- ++numObjects;
- ai_ship->setPath(path.c_str());
- ai_ship->setFlightPlan(flightplan);
ai_ship->init();
ai_ship->bind();
- return ai_ship->getID();
+ return ai_ship;
}
-
-int FGAIManager::createBallistic( string path, double latitude, double longitude,
- double altitude, double azimuth, double elevation,
- double speed, double eda ) {
+void*
+FGAIManager::createBallistic( FGAIModelEntity *entity ) {
FGAIBallistic* ai_ballistic = new FGAIBallistic(this);
ai_list.push_back(ai_ballistic);
- ai_ballistic->setID( assignID() );
- ++numObjects;
- ai_ballistic->setAzimuth(azimuth);
- ai_ballistic->setElevation(elevation);
- ai_ballistic->setSpeed(speed);
- ai_ballistic->setPath(path.c_str());
- ai_ballistic->setAltitude(altitude);
- ai_ballistic->setLongitude(longitude);
- ai_ballistic->setLatitude(latitude);
- ai_ballistic->setDragArea(eda);
+ ++numObjects[0];
+ ++numObjects[FGAIBase::otBallistic];
+ ai_ballistic->setAzimuth(entity->azimuth);
+ ai_ballistic->setElevation(entity->elevation);
+ ai_ballistic->setSpeed(entity->speed);
+ ai_ballistic->setPath(entity->path.c_str());
+ ai_ballistic->setAltitude(entity->altitude);
+ ai_ballistic->setLongitude(entity->longitude);
+ ai_ballistic->setLatitude(entity->latitude);
+ ai_ballistic->setDragArea(entity->eda);
+ ai_ballistic->setLife(entity->life);
+ ai_ballistic->setBuoyancy(entity->buoyancy);
+ ai_ballistic->setWind_from_east(entity->wind_from_east);
+ ai_ballistic->setWind_from_north(entity->wind_from_north);
+ ai_ballistic->setWind(entity->wind);
+ ai_ballistic->setRoll(entity->roll);
+ ai_ballistic->setCd(entity->cd);
+ ai_ballistic->setMass(entity->mass);
ai_ballistic->init();
ai_ballistic->bind();
- return ai_ballistic->getID();
+ return ai_ballistic;
}
-int FGAIManager::createStorm( string path, double latitude, double longitude,
- double altitude, double heading, double speed ) {
+void*
+FGAIManager::createStorm( FGAIModelEntity *entity ) {
FGAIStorm* ai_storm = new FGAIStorm(this);
- ai_list.push_back(ai_storm);
- ai_storm->setID( assignID() );
- ++numObjects;
- ai_storm->setHeading(heading);
- ai_storm->setSpeed(speed);
- ai_storm->setPath(path.c_str());
- ai_storm->setAltitude(altitude);
- ai_storm->setLongitude(longitude);
- ai_storm->setLatitude(latitude);
+ ++numObjects[0];
+ ++numObjects[FGAIBase::otStorm];
+ ai_storm->setHeading(entity->heading);
+ ai_storm->setSpeed(entity->speed);
+ ai_storm->setPath(entity->path.c_str());
+ ai_storm->setAltitude(entity->altitude);
+ ai_storm->setLongitude(entity->longitude);
+ ai_storm->setLatitude(entity->latitude);
ai_storm->init();
ai_storm->bind();
- return ai_storm->getID();
+ ai_list.push_back(ai_storm);
+ return ai_storm;
}
-int FGAIManager::createThermal( double latitude, double longitude,
- double strength, double diameter ) {
+void*
+FGAIManager::createThermal( FGAIModelEntity *entity ) {
FGAIThermal* ai_thermal = new FGAIThermal(this);
- ai_list.push_back(ai_thermal);
- ai_thermal->setID( assignID() );
- ++numObjects;
- ai_thermal->setLongitude(longitude);
- ai_thermal->setLatitude(latitude);
- ai_thermal->setMaxStrength(strength);
- ai_thermal->setDiameter(diameter / 6076.11549);
+ ++numObjects[0];
+ ++numObjects[FGAIBase::otThermal];
+ ai_thermal->setLongitude(entity->longitude);
+ ai_thermal->setLatitude(entity->latitude);
+ ai_thermal->setMaxStrength(entity->strength);
+ ai_thermal->setDiameter(entity->diameter / 6076.11549);
ai_thermal->init();
ai_thermal->bind();
- return ai_thermal->getID();
+ ai_list.push_back(ai_thermal);
+ return ai_thermal;
}
-void FGAIManager::destroyObject( int ID ) {
+void FGAIManager::destroyObject( void* ID ) {
ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getID() == ID) {
- freeID( ID );
+ --numObjects[0];
+ --numObjects[(*ai_list_itr)->getType()];
+ (*ai_list_itr)->unbind();
delete (*ai_list_itr);
ai_list.erase(ai_list_itr);
- --ai_list_itr;
- --numObjects;
- return;
+
+ break;
}
++ai_list_itr;
}
}
-void FGAIManager::processScenario( string filename ) {
+void FGAIManager::processScenario( string &filename ) {
FGAIScenario* s = new FGAIScenario( filename );
- FGAIFlightPlan* f;
-
for (int i=0;i<s->nEntries();i++) {
- FGAIScenario::entry* en = s->getNextEntry();
- f = 0;
+ FGAIModelEntity* en = s->getNextEntry();
+
if (en) {
- if (en->flightplan != ""){
- f = new FGAIFlightPlan( en->flightplan );
- }
- if (en->aitype == "aircraft"){
- if (f){
- createAircraft( en->aircraft_class, en->model_path, f );
- } else {
- createAircraft( en->aircraft_class, en->model_path, en->latitude,
- en->longitude, en->altitude, en->heading,
- en->speed, en->roll );
- }
- } else if (en->aitype == "ship"){
- if (f){
- createShip( en->model_path, f );
- } else {
- createShip( en->model_path, en->latitude,
- en->longitude, en->altitude, en->heading,
- en->speed, en->rudder );
- }
-
- } else if (en->aitype == "storm"){
- createStorm( en->model_path, en->latitude, en->longitude,
- en->altitude, en->heading, en->speed );
- } else if (en->aitype == "thermal"){
- createThermal( en->latitude, en->longitude, en->strength,
- en->diameter );
- } else if (en->aitype == "ballistic"){
- createBallistic( en->model_path, en->latitude, en->longitude,
- en->altitude, en->azimuth, en->elevation, en->speed,
- en->eda );
+ if ( en->m_type == "aircraft") {
+ createAircraft( en );
+
+ } else if ( en->m_type == "ship") {
+ createShip( en );
+
+ } else if ( en->m_type == "thunderstorm") {
+ createStorm( en );
+
+ } else if ( en->m_type == "thermal") {
+ createThermal( en );
+
+ } else if ( en->m_type == "ballistic") {
+ createBallistic( en );
}
}
}
delete s;
}
-int FGAIManager::getNum( FGAIBase::object_type ot ) {
- ai_list_iterator itr = ai_list.begin();
- int count = 0;
- while(itr != ai_list.end()) {
- if ((*itr)->getType() == ot) {
- ++count;
- }
- ++itr;
- }
- return count;
-}
-
+//end AIManager.cxx