ai_list_type ai_list;
ai_list_iterator ai_list_itr;
- // array of already-assigned ID's
- typedef vector <int> id_vector_type;
- id_vector_type ids;
- id_vector_type::iterator id_itr;
-
public:
FGAIManager();
void unbind();
void update(double dt);
- int assignID();
- void freeID(int ID);
-
- int createBallistic( FGAIModelEntity *entity );
- int createAircraft( FGAIModelEntity *entity );
- int createThermal( FGAIModelEntity *entity );
- int createStorm( FGAIModelEntity *entity );
- int createShip( FGAIModelEntity *entity );
+ void* createBallistic( FGAIModelEntity *entity );
+ void* createAircraft( FGAIModelEntity *entity );
+ void* createThermal( FGAIModelEntity *entity );
+ void* createStorm( FGAIModelEntity *entity );
+ void* createShip( FGAIModelEntity *entity );
- void destroyObject( int ID );
+ void destroyObject( void* ID );
inline double get_user_latitude() { return user_latitude; }
inline double get_user_longitude() { return user_longitude; }
inline double get_user_yaw() { return user_yaw; }
inline double get_user_speed() {return user_speed; }
+ inline int getNum( FGAIBase::object_type ot ) { return numObjects[ot]; }
+
void processScenario( string filename );
- int getNum( FGAIBase::object_type ot);
private:
bool initDone;
bool enabled;
- int numObjects;
+ int numObjects[FGAIBase::MAX_OBJECTS];
SGPropertyNode* root;
SGPropertyNode* wind_from_down_node;
string scenario_filename;