d59088dc1a
Signed-off-by: v meazza <vivian.meazza@lineone.net> Conflicts: src/AIModel/AIGroundVehicle.cxx
90 lines
2.8 KiB
C++
90 lines
2.8 KiB
C++
// FGAIMultiplayer - AIBase derived class creates an AI multiplayer aircraft
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//
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// Written by David Culp, started October 2003.
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//
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// Copyright (C) 2003 David P. Culp - davidculp2@comcast.net
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License as
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// published by the Free Software Foundation; either version 2 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful, but
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// WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software
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// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#ifndef _FG_AIMultiplayer_HXX
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#define _FG_AIMultiplayer_HXX
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#include <map>
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#include <string>
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#include <MultiPlayer/mpmessages.hxx>
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#include "AIBase.hxx"
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class FGAIMultiplayer : public FGAIBase {
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public:
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FGAIMultiplayer();
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virtual ~FGAIMultiplayer();
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virtual bool init(bool search_in_AI_path=false);
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virtual void bind();
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virtual void unbind();
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virtual void update(double dt);
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void addMotionInfo(const FGExternalMotionData& motionInfo, long stamp);
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void setDoubleProperty(const std::string& prop, double val);
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long getLastTimestamp(void) const
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{ return mLastTimestamp; }
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void setAllowExtrapolation(bool allowExtrapolation)
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{ mAllowExtrapolation = allowExtrapolation; }
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bool getAllowExtrapolation(void) const
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{ return mAllowExtrapolation; }
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void setLagAdjustSystemSpeed(double lagAdjustSystemSpeed)
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{
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if (lagAdjustSystemSpeed < 0)
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lagAdjustSystemSpeed = 0;
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mLagAdjustSystemSpeed = lagAdjustSystemSpeed;
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}
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double getLagAdjustSystemSpeed(void) const
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{ return mLagAdjustSystemSpeed; }
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void addPropertyId(unsigned id, const char* name)
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{ mPropertyMap[id] = props->getNode(name, true); }
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virtual const char* getTypeString(void) const { return "multiplayer"; }
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private:
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// Automatic sorting of motion data according to its timestamp
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typedef std::map<double,FGExternalMotionData> MotionInfo;
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MotionInfo mMotionInfo;
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// Map between the property id's from the multiplayers network packets
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// and the property nodes
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typedef std::map<unsigned, SGSharedPtr<SGPropertyNode> > PropertyMap;
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PropertyMap mPropertyMap;
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double mTimeOffset;
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bool mTimeOffsetSet;
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/// Properties which are for now exposed for testing
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bool mAllowExtrapolation;
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double mLagAdjustSystemSpeed;
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long mLastTimestamp;
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// Propertiies for tankers
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SGPropertyNode_ptr refuel_node;
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bool isTanker;
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bool contact; // set if this tanker is within fuelling range
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};
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#endif // _FG_AIMultiplayer_HXX
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