It's usually not a good idea to assign a const char* to a node of a temporary property tree, use string instead.
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2 changed files with 15 additions and 15 deletions
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@ -38,10 +38,10 @@ typedef struct {
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string callsign;
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// can be aircraft, ship, storm, thermal or ballistic
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const char* m_type;
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const char* m_class;
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const char* path;
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const char* flightplan;
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string m_type;
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string m_class;
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string path;
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string flightplan;
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FGAIFlightPlan *fp;
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@ -145,7 +145,7 @@ FGAIManager::createAircraft( FGAIModelEntity *entity ) {
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}
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ai_plane->setHeading(entity->heading);
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ai_plane->setSpeed(entity->speed);
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ai_plane->setPath(entity->path);
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ai_plane->setPath(entity->path.c_str());
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ai_plane->setAltitude(entity->altitude);
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ai_plane->setLongitude(entity->longitude);
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ai_plane->setLatitude(entity->latitude);
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@ -169,7 +169,7 @@ FGAIManager::createShip( FGAIModelEntity *entity ) {
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++numObjects[FGAIBase::otShip];
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ai_ship->setHeading(entity->heading);
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ai_ship->setSpeed(entity->speed);
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ai_ship->setPath(entity->path);
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ai_ship->setPath(entity->path.c_str());
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ai_ship->setAltitude(entity->altitude);
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ai_ship->setLongitude(entity->longitude);
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ai_ship->setLatitude(entity->latitude);
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@ -194,7 +194,7 @@ FGAIManager::createBallistic( FGAIModelEntity *entity ) {
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ai_ballistic->setAzimuth(entity->azimuth);
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ai_ballistic->setElevation(entity->elevation);
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ai_ballistic->setSpeed(entity->speed);
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ai_ballistic->setPath(entity->path);
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ai_ballistic->setPath(entity->path.c_str());
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ai_ballistic->setAltitude(entity->altitude);
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ai_ballistic->setLongitude(entity->longitude);
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ai_ballistic->setLatitude(entity->latitude);
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@ -220,7 +220,7 @@ FGAIManager::createStorm( FGAIModelEntity *entity ) {
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++numObjects[FGAIBase::otStorm];
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ai_storm->setHeading(entity->heading);
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ai_storm->setSpeed(entity->speed);
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ai_storm->setPath(entity->path);
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ai_storm->setPath(entity->path.c_str());
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ai_storm->setAltitude(entity->altitude);
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ai_storm->setLongitude(entity->longitude);
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ai_storm->setLatitude(entity->latitude);
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@ -294,19 +294,19 @@ void FGAIManager::processScenario( string &filename ) {
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FGAIModelEntity* en = s->getNextEntry();
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if (en) {
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if ( !strcmp(en->m_type, "aircraft")) {
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createAircraft( en );
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if ( en->m_type == "aircraft") {
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createAircraft( en );
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} else if ( !strcmp(en->m_type, "ship")) {
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createShip( en );
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} else if ( en->m_type == "ship") {
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createShip( en );
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} else if ( !strcmp(en->m_type, "thunderstorm")) {
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} else if ( en->m_type == "thunderstorm") {
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createStorm( en );
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} else if ( !strcmp(en->m_type, "thermal")) {
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} else if ( en->m_type == "thermal") {
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createThermal( en );
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} else if ( !strcmp(en->m_type, "ballistic")) {
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} else if ( en->m_type == "ballistic") {
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createBallistic( en );
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}
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}
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