// AIManager.cxx Based on David Luff's AIMgr: // - a global management type for AI objects // // Written by David Culp, started October 2003. // - davidculp2@comcast.net // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. #include #include
#include
#include #include #include #include #include #include "AIManager.hxx" #include "AIAircraft.hxx" #include "AIShip.hxx" #include "AIBallistic.hxx" #include "AIStorm.hxx" #include "AIThermal.hxx" #include "AICarrier.hxx" SG_USING_STD(list); FGAIManager::FGAIManager() { initDone = false; 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_iterator 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(); ModelVecIterator i = loadedModels.begin(); while (i != loadedModels.end()) { i->getModelId()->deRef(); } } void FGAIManager::init() { root = fgGetNode("sim/ai", true); enabled = root->getNode("enabled", true)->getBoolValue(); if (!enabled) return; wind_from_down_node = fgGetNode("/environment/wind-from-down-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); user_heading_node = fgGetNode("/orientation/heading-deg", true); user_pitch_node = fgGetNode("/orientation/pitch-deg", true); user_yaw_node = fgGetNode("/orientation/side-slip-deg", true); user_speed_node = fgGetNode("/velocities/uBody-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(&numObjects[0])); } void FGAIManager::unbind() { root->untie("count"); } void FGAIManager::update(double dt) { // initialize these for finding nearest thermals range_nearest = 10000.0; strength = 0.0; FGTrafficManager *tmgr = (FGTrafficManager*) globals->get_subsystem("Traffic Manager"); if (!enabled) return; _dt = dt; ai_list_iterator ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { if ((*ai_list_itr)->getDie()) { tmgr->release((*ai_list_itr)->getID()); --numObjects[(*ai_list_itr)->getType()]; --numObjects[0]; (*ai_list_itr)->unbind(); delete (*ai_list_itr); if ( ai_list_itr == ai_list.begin() ) { ai_list.erase(ai_list_itr); ai_list_itr = ai_list.begin(); continue; } else { ai_list.erase(ai_list_itr--); } } else { fetchUserState(); if ((*ai_list_itr)->isa(FGAIBase::otThermal)) { processThermal((FGAIThermal*)*ai_list_itr); } else { (*ai_list_itr)->update(_dt); } } ++ai_list_itr; } wind_from_down_node->setDoubleValue( strength ); } void* FGAIManager::createAircraft( FGAIModelEntity *entity, FGAISchedule *ref) { FGAIAircraft* ai_plane = new FGAIAircraft(this, ref); ai_list.push_back(ai_plane); ++numObjects[0]; ++numObjects[FGAIBase::otAircraft]; if (entity->m_class == "light") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::LIGHT]); } else if (entity->m_class == "ww2_fighter") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::WW2_FIGHTER]); } else if (entity->m_class == "jet_transport") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_TRANSPORT]); } else if (entity->m_class == "jet_fighter") { ai_plane->SetPerformance(&FGAIAircraft::settings[FGAIAircraft::JET_FIGHTER]); } 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->setAcType(entity->acType); ai_plane->setCompany(entity->company); 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->init(); ai_plane->bind(); return ai_plane; } void* FGAIManager::createShip( FGAIModelEntity *entity ) { // cout << "creating ship" << endl; FGAIShip* ai_ship = new FGAIShip(this); ai_list.push_back(ai_ship); ++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); ai_ship->setName(entity->name); if ( entity->fp ) { ai_ship->setFlightPlan(entity->fp); } ai_ship->init(); ai_ship->bind(); return ai_ship; } void* FGAIManager::createCarrier( FGAIModelEntity *entity ) { // cout << "creating carrier" << endl; FGAICarrier* ai_carrier = new FGAICarrier(this); ai_list.push_back(ai_carrier); ++numObjects[0]; ++numObjects[FGAIBase::otCarrier]; ai_carrier->setHeading(entity->heading); ai_carrier->setSpeed(entity->speed); ai_carrier->setPath(entity->path.c_str()); ai_carrier->setAltitude(entity->altitude); ai_carrier->setLongitude(entity->longitude); ai_carrier->setLatitude(entity->latitude); ai_carrier->setBank(entity->rudder); ai_carrier->setSolidObjects(entity->solid_objects); ai_carrier->setWireObjects(entity->wire_objects); ai_carrier->setCatapultObjects(entity->catapult_objects); ai_carrier->setParkingPositions(entity->ppositions); ai_carrier->setRadius(entity->radius); ai_carrier->setSign(entity->pennant_number); ai_carrier->setName(entity->name); ai_carrier->setFlolsOffset(entity->flols_offset); if ( entity->fp ) { ai_carrier->setFlightPlan(entity->fp); } ai_carrier->init(); ai_carrier->bind(); return ai_carrier; } void* FGAIManager::createBallistic( FGAIModelEntity *entity ) { FGAIBallistic* ai_ballistic = new FGAIBallistic(this); ai_list.push_back(ai_ballistic); ++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->setStabilisation(entity->aero_stabilised); ai_ballistic->init(); ai_ballistic->bind(); return ai_ballistic; } void* FGAIManager::createStorm( FGAIModelEntity *entity ) { FGAIStorm* ai_storm = new FGAIStorm(this); ++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(); ai_list.push_back(ai_storm); return ai_storm; } void* FGAIManager::createThermal( FGAIModelEntity *entity ) { FGAIThermal* ai_thermal = new FGAIThermal(this); ++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->setHeight(entity->height_msl); ai_thermal->init(); ai_thermal->bind(); ai_list.push_back(ai_thermal); return ai_thermal; } void FGAIManager::destroyObject( void* ID ) { ai_list_iterator ai_list_itr = ai_list.begin(); while(ai_list_itr != ai_list.end()) { if ((*ai_list_itr)->getID() == ID) { --numObjects[0]; --numObjects[(*ai_list_itr)->getType()]; (*ai_list_itr)->unbind(); delete (*ai_list_itr); ai_list.erase(ai_list_itr); break; } ++ai_list_itr; } } void FGAIManager::fetchUserState( void ) { user_latitude = user_latitude_node->getDoubleValue(); user_longitude = user_longitude_node->getDoubleValue(); user_altitude = user_altitude_node->getDoubleValue(); user_heading = user_heading_node->getDoubleValue(); user_pitch = user_pitch_node->getDoubleValue(); user_yaw = user_yaw_node->getDoubleValue(); user_speed = user_speed_node->getDoubleValue() * 0.592484; } // only keep the results from the nearest thermal void FGAIManager::processThermal( FGAIThermal* thermal ) { thermal->update(_dt); if ( thermal->_getRange() < range_nearest ) { range_nearest = thermal->_getRange(); strength = thermal->getStrength(); } } void FGAIManager::processScenario( string &filename ) { FGAIScenario* s = new FGAIScenario( filename ); for (int i=0;inEntries();i++) { FGAIModelEntity* en = s->getNextEntry(); if (en) { if ( en->m_type == "aircraft") { createAircraft( en ); } else if ( en->m_type == "ship") { createShip( en ); } else if ( en->m_type == "carrier") { createCarrier( 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; } // 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) { ModelVecIterator i = loadedModels.begin(); while (i != loadedModels.end()) { if (i->getPath() == path) return i->getModelId(); i++; } return 0; } void FGAIManager::setModel(const string& path, ssgBranch *model) { loadedModels.push_back(FGModelID(path,model)); } //end AIManager.cxx