return;
wind_from_down_node = fgGetNode("/environment/wind-from-down-fps", true);
+ wind_from_east_node = fgGetNode("/environment/wind-from-east-fps",true);
+ wind_from_north_node = fgGetNode("/environment/wind-from-north-fps",true);
+
user_latitude_node = fgGetNode("/position/latitude-deg", true);
user_longitude_node = fgGetNode("/position/longitude-deg", true);
user_altitude_node = fgGetNode("/position/altitude-ft", true);
ai_ship->setAltitude(entity->altitude);
ai_ship->setLongitude(entity->longitude);
ai_ship->setLatitude(entity->latitude);
- ai_ship->setBank(entity->rudder);
+ ai_ship->setRudder(entity->rudder);
ai_ship->setName(entity->name);
if ( entity->fp ) {
ai_carrier->setAltitude(entity->altitude);
ai_carrier->setLongitude(entity->longitude);
ai_carrier->setLatitude(entity->latitude);
- ai_carrier->setBank(entity->rudder);
+ ai_carrier->setRudder(entity->rudder);
ai_carrier->setSolidObjects(entity->solid_objects);
ai_carrier->setWireObjects(entity->wire_objects);
ai_carrier->setCatapultObjects(entity->catapult_objects);
ai_carrier->setSign(entity->pennant_number);
ai_carrier->setName(entity->name);
ai_carrier->setFlolsOffset(entity->flols_offset);
+ ai_carrier->setWind_from_east(entity->wind_from_east);
+ ai_carrier->setWind_from_north(entity->wind_from_north);
+ ai_carrier->setTACANChannelID(entity->TACAN_channel_ID);
+ ai_carrier->setMaxLat(entity->max_lat);
+ ai_carrier->setMinLat(entity->min_lat);
+ ai_carrier->setMaxLong(entity->max_long);
+ ai_carrier->setMinLong(entity->min_long);
+
if ( entity->fp ) {
ai_carrier->setFlightPlan(entity->fp);
ai_storm->setAltitude(entity->altitude);
ai_storm->setDiameter(entity->diameter / 6076.11549);
ai_storm->setHeight(entity->height_msl);
- ai_storm->setStrengthNorm(entity->strength);
+ ai_storm->setStrengthNorm(entity->turb_strength);
ai_storm->setLongitude(entity->longitude);
ai_storm->setLatitude(entity->latitude);
ai_storm->init();
return ai_static;
}
-void FGAIManager::destroyObject( void* ID ) {
+void FGAIManager::destroyObject( int ID ) {
ai_list_iterator ai_list_itr = ai_list.begin();
while(ai_list_itr != ai_list.end()) {
if ((*ai_list_itr)->getID() == ID) {
user_pitch = user_pitch_node->getDoubleValue();
user_yaw = user_yaw_node->getDoubleValue();
user_speed = user_speed_node->getDoubleValue() * 0.592484;
+ wind_from_east = wind_from_east_node->getDoubleValue();
+ wind_from_north = wind_from_north_node->getDoubleValue();
+
+
}
void FGAIManager::processScenario( const string &filename ) {
FGAIScenario* s = new FGAIScenario( filename );
for (int i=0;i<s->nEntries();i++) {
- FGAIModelEntity* en = s->getNextEntry();
+ FGAIModelEntity* const en = s->getNextEntry();
if (en) {
if ( en->m_type == "aircraft") {
// This code keeps track of models that have already been loaded
// Eventually we'd prbably need to find a way to keep track of models
// that are unloaded again
-ssgBranch * FGAIManager::getModel(const string& path)
+ssgBranch * FGAIManager::getModel(const string& path) const
{
ModelVecIterator i = loadedModels.begin();
while (i != loadedModels.end())
void FGAIManager::setModel(const string& path, ssgBranch *model)
{
+ if (model)
+ model->ref();
loadedModels.push_back(FGModelID(path,model));
}
ai_carrier->setLatitude(en->latitude);
ai_carrier->setBank(en->rudder);
ai_carrier->setParkingPositions(en->ppositions);
+ ai_carrier->setWind_from_east(en->wind_from_east);
+ ai_carrier->setWind_from_north(en->wind_from_north);
+ //ai_carrier->setTACANFreq(en->TACAN_freq);
if (ai_carrier->getParkPosition(pid, geodPos, heading, uvw)) {
delete ai_carrier;