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flightgear/src/AIModel/AIManager.cxx
mfranz 853d19e09b Harald JOHNSEN:
"the model is deref'd and deleted when the refcount is null *but* it is
still referenced in the ai model list, so next time you ask for it you will
have a reference on something deleted"
2005-10-30 10:50:36 +00:00

497 lines
16 KiB
C++

// 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 <simgear/misc/sg_path.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
#include <Airports/simple.hxx>
#include <Traffic/SchedFlight.hxx>
#include <Traffic/Schedule.hxx>
#include <Traffic/TrafficMgr.hxx>
#include <list>
#include "AIManager.hxx"
#include "AIAircraft.hxx"
#include "AIShip.hxx"
#include "AIBallistic.hxx"
#include "AIStorm.hxx"
#include "AIThermal.hxx"
#include "AICarrier.hxx"
#include "AIStatic.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);
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);
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);
for(int i = 0 ; i < root->nChildren() ; i++) {
SGPropertyNode *aiEntry = root->getChild( i );
if( !strcmp( aiEntry->getName(), "scenario" ) ) {
scenario_filename = aiEntry->getStringValue();
if (scenario_filename != "") processScenario( scenario_filename );
}
}
initDone = true;
}
void FGAIManager::reinit() {
update(0.0);
}
void FGAIManager::bind() {
root = globals->get_props()->getNode("ai/models", true);
root->tie("count", SGRawValuePointer<int>(&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 ); // for thermals
}
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);
}
if (entity->repeat) {
ai_plane->GetFlightPlan()->setRepeat(true);
}
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->setRudder(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->setRudder(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);
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_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->setDiameter(entity->diameter / 6076.11549);
ai_storm->setHeight(entity->height_msl);
ai_storm->setStrengthNorm(entity->strength);
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::createStatic( FGAIModelEntity *entity ) {
// cout << "creating static object" << endl;
FGAIStatic* ai_static = new FGAIStatic(this);
ai_list.push_back(ai_static);
++numObjects[0];
++numObjects[FGAIBase::otStatic];
ai_static->setHeading(entity->heading);
ai_static->setPath(entity->path.c_str());
ai_static->setAltitude(entity->altitude);
ai_static->setLongitude(entity->longitude);
ai_static->setLatitude(entity->latitude);
ai_static->init();
ai_static->bind();
return ai_static;
}
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) {
--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;
wind_from_east = wind_from_east_node->getDoubleValue();
wind_from_north = wind_from_north_node->getDoubleValue();
}
// 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( const string &filename ) {
FGAIScenario* s = new FGAIScenario( filename );
for (int i=0;i<s->nEntries();i++) {
FGAIModelEntity* const 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 );
} else if ( en->m_type == "static") {
createStatic( 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) const
{
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)
{
if (model)
model->ref();
loadedModels.push_back(FGModelID(path,model));
}
bool FGAIManager::getStartPosition(const string& id, const string& pid,
Point3D& geodPos, double& heading,
sgdVec3 uvw)
{
SGPropertyNode* root = fgGetNode("sim/ai", true);
if (!root->getNode("enabled", true)->getBoolValue())
return 0;
bool found = false;
for(int i = 0 ; (!found) && i < root->nChildren() ; i++) {
SGPropertyNode *aiEntry = root->getChild( i );
if( !strcmp( aiEntry->getName(), "scenario" ) ) {
string filename = aiEntry->getStringValue();
FGAIScenario* s = new FGAIScenario( filename );
for (int i=0; i<s->nEntries(); i++) {
FGAIModelEntity* en = s->getNextEntry();
if (en && en->m_type == "carrier" &&
(en->pennant_number == id || en->name == id)) {
FGAICarrier* ai_carrier = new FGAICarrier(0);
ai_carrier->setHeading(en->heading);
ai_carrier->setSpeed(en->speed);
ai_carrier->setAltitude(en->altitude);
ai_carrier->setLongitude(en->longitude);
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;
found = true;
break;
}
delete ai_carrier;
}
}
delete s;
}
}
return found;
}
//end AIManager.cxx