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Diffstat (limited to 'Stars45/Mfd.cpp')
-rw-r--r--Stars45/Mfd.cpp90
1 files changed, 45 insertions, 45 deletions
diff --git a/Stars45/Mfd.cpp b/Stars45/Mfd.cpp
index e01e1cb..377eabe 100644
--- a/Stars45/Mfd.cpp
+++ b/Stars45/Mfd.cpp
@@ -326,12 +326,12 @@ MFD::DrawSensorLabels(const char* mfd_mode)
int scan_y = rect.y;
switch (sensor->GetMode()) {
- case Sensor::PAS: strcpy_s(mode_buf, Game::GetText("MFD.mode.passive").data()); break;
- case Sensor::STD: strcpy_s(mode_buf, Game::GetText("MFD.mode.standard").data()); break;
- case Sensor::ACM: strcpy_s(mode_buf, Game::GetText("MFD.mode.auto-combat").data()); break;
- case Sensor::GM: strcpy_s(mode_buf, Game::GetText("MFD.mode.ground").data()); break;
- case Sensor::PST: strcpy_s(mode_buf, Game::GetText("MFD.mode.passive").data()); break;
- case Sensor::CST: strcpy_s(mode_buf, Game::GetText("MFD.mode.combined").data()); break;
+ case Sensor::PAS: strcpy_s(mode_buf, Game::GetInstance()->GetText("MFD.mode.passive").data()); break;
+ case Sensor::STD: strcpy_s(mode_buf, Game::GetInstance()->GetText("MFD.mode.standard").data()); break;
+ case Sensor::ACM: strcpy_s(mode_buf, Game::GetInstance()->GetText("MFD.mode.auto-combat").data()); break;
+ case Sensor::GM: strcpy_s(mode_buf, Game::GetInstance()->GetText("MFD.mode.ground").data()); break;
+ case Sensor::PST: strcpy_s(mode_buf, Game::GetInstance()->GetText("MFD.mode.passive").data()); break;
+ case Sensor::CST: strcpy_s(mode_buf, Game::GetInstance()->GetText("MFD.mode.combined").data()); break;
default: break;
}
@@ -355,7 +355,7 @@ MFD::DrawSensorLabels(const char* mfd_mode)
if (ship->GetProbeLauncher()) {
char probes[32];
- sprintf_s(probes, "%s %02d", Game::GetText("MFD.probe").data(), ship->GetProbeLauncher()->Ammo());
+ sprintf_s(probes, "%s %02d", Game::GetInstance()->GetText("MFD.probe").data(), ship->GetProbeLauncher()->Ammo());
DrawMFDText(3, probes, probe_rect, DT_RIGHT);
}
else {
@@ -411,7 +411,7 @@ MFD::DrawSensorMFD()
Sensor* sensor = ship->GetSensor();
if (!sensor) {
- DrawMFDText(0, Game::GetText("MFD.inactive").data(), rect, DT_CENTER);
+ DrawMFDText(0, Game::GetInstance()->GetText("MFD.inactive").data(), rect, DT_CENTER);
return;
}
@@ -596,7 +596,7 @@ MFD::DrawSensorMFD()
}
}
- DrawSensorLabels(Game::GetText("MFD.mode.field-of-view").data());
+ DrawSensorLabels(Game::GetInstance()->GetText("MFD.mode.field-of-view").data());
}
// +--------------------------------------------------------------------+
@@ -619,7 +619,7 @@ MFD::DrawHSD()
Sensor* sensor = ship->GetSensor();
if (!sensor) {
- DrawMFDText(0, Game::GetText("MFD.inactive").data(), rect, DT_CENTER);
+ DrawMFDText(0, Game::GetInstance()->GetText("MFD.inactive").data(), rect, DT_CENTER);
return;
}
@@ -820,7 +820,7 @@ MFD::DrawHSD()
}
}
- DrawSensorLabels(Game::GetText("MFD.mode.horizontal").data());
+ DrawSensorLabels(Game::GetInstance()->GetText("MFD.mode.horizontal").data());
}
// +--------------------------------------------------------------------+
@@ -843,7 +843,7 @@ MFD::Draw3D()
Sensor* sensor = ship->GetSensor();
if (!sensor) {
- DrawMFDText(0, Game::GetText("MFD.inactive").data(), rect, DT_CENTER);
+ DrawMFDText(0, Game::GetInstance()->GetText("MFD.inactive").data(), rect, DT_CENTER);
return;
}
@@ -1036,7 +1036,7 @@ MFD::Draw3D()
}
}
- DrawSensorLabels(Game::GetText("MFD.mode.3D").data());
+ DrawSensorLabels(Game::GetInstance()->GetText("MFD.mode.3D").data());
}
// +--------------------------------------------------------------------+
@@ -1047,7 +1047,7 @@ void
MFD::DrawMap()
{
Rect text_rect(rect.x, rect.y, rect.w, 12);
- DrawMFDText(0, Game::GetText("MFD.mode.ground").data(), text_rect, DT_CENTER);
+ DrawMFDText(0, Game::GetInstance()->GetText("MFD.mode.ground").data(), text_rect, DT_CENTER);
}
// +--------------------------------------------------------------------+
@@ -1086,7 +1086,7 @@ MFD::DrawGameMFD()
int t = 0;
if (!HUDView::IsArcade() && HUDView::ShowFPS()) {
- sprintf_s(txt, "FPS: %6.2f", Game::FrameRate());
+ sprintf_s(txt, "FPS: %6.2f", Game::GetInstance()->FrameRate());
DrawMFDText(t++, txt, txt_rect, DT_LEFT);
txt_rect.y += 10;
@@ -1105,9 +1105,9 @@ MFD::DrawGameMFD()
if (lines <= 2) return;
- int hours = (Game::GameTime() / 3600000) ;
- int minutes = (Game::GameTime() / 60000) % 60;
- int seconds = (Game::GameTime() / 1000) % 60;
+ int hours = (Game::GetInstance()->GameTime() / 3600000) ;
+ int minutes = (Game::GetInstance()->GameTime() / 60000) % 60;
+ int seconds = (Game::GetInstance()->GameTime() / 1000) % 60;
if (ship) {
DWORD clock = ship->MissionClock();
@@ -1117,8 +1117,8 @@ MFD::DrawGameMFD()
seconds = (clock / 1000) % 60;
}
- if (Game::TimeCompression() > 1)
- sprintf_s(txt, "%02d:%02d:%02d x%d", hours, minutes, seconds, Game::TimeCompression()); //-V576
+ if (Game::GetInstance()->TimeCompression() > 1)
+ sprintf_s(txt, "%02d:%02d:%02d x%d", hours, minutes, seconds, Game::GetInstance()->TimeCompression()); //-V576
else
sprintf_s(txt, "%02d:%02d:%02d", hours, minutes, seconds);
@@ -1134,15 +1134,15 @@ MFD::DrawGameMFD()
if (ship) {
switch (ship->GetFlightPhase()) {
- case Ship::DOCKED: DrawMFDText(t++, Game::GetText("MFD.phase.DOCKED").data(), txt_rect, DT_LEFT); break;
- case Ship::ALERT: DrawMFDText(t++, Game::GetText("MFD.phase.ALERT").data(), txt_rect, DT_LEFT); break;
- case Ship::LOCKED: DrawMFDText(t++, Game::GetText("MFD.phase.LOCKED").data(), txt_rect, DT_LEFT); break;
- case Ship::LAUNCH: DrawMFDText(t++, Game::GetText("MFD.phase.LAUNCH").data(), txt_rect, DT_LEFT); break;
- case Ship::TAKEOFF: DrawMFDText(t++, Game::GetText("MFD.phase.TAKEOFF").data(), txt_rect, DT_LEFT); break;
- case Ship::ACTIVE: DrawMFDText(t++, Game::GetText("MFD.phase.ACTIVE").data(), txt_rect, DT_LEFT); break;
- case Ship::APPROACH: DrawMFDText(t++, Game::GetText("MFD.phase.APPROACH").data(), txt_rect, DT_LEFT); break;
- case Ship::RECOVERY: DrawMFDText(t++, Game::GetText("MFD.phase.RECOVERY").data(), txt_rect, DT_LEFT); break;
- case Ship::DOCKING: DrawMFDText(t++, Game::GetText("MFD.phase.DOCKING").data(), txt_rect, DT_LEFT); break;
+ case Ship::DOCKED: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.DOCKED").data(), txt_rect, DT_LEFT); break;
+ case Ship::ALERT: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.ALERT").data(), txt_rect, DT_LEFT); break;
+ case Ship::LOCKED: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.LOCKED").data(), txt_rect, DT_LEFT); break;
+ case Ship::LAUNCH: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.LAUNCH").data(), txt_rect, DT_LEFT); break;
+ case Ship::TAKEOFF: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.TAKEOFF").data(), txt_rect, DT_LEFT); break;
+ case Ship::ACTIVE: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.ACTIVE").data(), txt_rect, DT_LEFT); break;
+ case Ship::APPROACH: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.APPROACH").data(), txt_rect, DT_LEFT); break;
+ case Ship::RECOVERY: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.RECOVERY").data(), txt_rect, DT_LEFT); break;
+ case Ship::DOCKING: DrawMFDText(t++, Game::GetInstance()->GetText("MFD.phase.DOCKING").data(), txt_rect, DT_LEFT); break;
}
}
}
@@ -1162,7 +1162,7 @@ MFD::DrawStatusMFD()
Drive* drive = ship->GetDrive();
if (drive) {
- DrawMFDText(row++, Game::GetText("MFD.status.THRUST").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.THRUST").data(), status_rect, DT_LEFT);
DrawGauge(status_rect.x+70, status_rect.y, (int) ship->Throttle());
status_rect.y += 10;
}
@@ -1172,7 +1172,7 @@ MFD::DrawStatusMFD()
if (ship->Reactors().size() > 0) {
PowerSource* reactor = ship->Reactors()[0];
if (reactor) {
- DrawMFDText(row++, Game::GetText("MFD.status.FUEL").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.FUEL").data(), status_rect, DT_LEFT);
DrawGauge(status_rect.x+70, status_rect.y, reactor->Charge());
status_rect.y += 10;
}
@@ -1182,7 +1182,7 @@ MFD::DrawStatusMFD()
QuantumDrive* quantum_drive = ship->GetQuantumDrive();
if (quantum_drive) {
- DrawMFDText(row++, Game::GetText("MFD.status.QUANTUM").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.QUANTUM").data(), status_rect, DT_LEFT);
DrawGauge(status_rect.x+70, status_rect.y, (int) quantum_drive->Charge());
status_rect.y += 10;
}
@@ -1197,7 +1197,7 @@ MFD::DrawStatusMFD()
else if (hull > 33)
hull_status = System::DEGRADED;
- DrawMFDText(row++, Game::GetText("MFD.status.HULL").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.HULL").data(), status_rect, DT_LEFT);
DrawGauge(status_rect.x+70, status_rect.y, (int) hull);
status_rect.y += 10;
@@ -1205,7 +1205,7 @@ MFD::DrawStatusMFD()
Shield* shield = ship->GetShield();
if (shield) {
- DrawMFDText(row++, Game::GetText("MFD.status.SHIELD").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.SHIELD").data(), status_rect, DT_LEFT);
DrawGauge(status_rect.x+70, status_rect.y, ship->ShieldStrength());
status_rect.y += 10;
}
@@ -1214,7 +1214,7 @@ MFD::DrawStatusMFD()
Weapon* primary = ship->GetPrimary();
if (primary) {
- DrawMFDText(row++, Game::GetText("MFD.status.GUNS").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.GUNS").data(), status_rect, DT_LEFT);
DrawGauge(status_rect.x+70, status_rect.y, primary->Charge());
status_rect.y += 10;
}
@@ -1244,7 +1244,7 @@ MFD::DrawStatusMFD()
if (ship->GetDecoy()) {
char ammo[8];
sprintf_s(ammo, "%d", ship->GetDecoy()->Ammo());
- DrawMFDText(row++, Game::GetText("MFD.status.DECOY").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.DECOY").data(), status_rect, DT_LEFT);
status_rect.x += 70;
DrawMFDText(row++, ammo, status_rect, DT_LEFT);
status_rect.x -= 70;
@@ -1254,7 +1254,7 @@ MFD::DrawStatusMFD()
if (NetGame::GetInstance()) {
char lives[8];
sprintf_s(lives, "%d", ship->RespawnCount() + 1);
- DrawMFDText(row++, Game::GetText("MFD.status.LIVES").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.LIVES").data(), status_rect, DT_LEFT);
status_rect.x += 70;
DrawMFDText(row++, lives, status_rect, DT_LEFT);
status_rect.x -= 70;
@@ -1267,22 +1267,22 @@ MFD::DrawStatusMFD()
Sensor* sensor = ship->GetSensor();
if (sensor) {
if (ship->GetFlightPhase() != Ship::ACTIVE) {
- DrawMFDText(row++, Game::GetText("MFD.status.SENSOR").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.SENSOR").data(), status_rect, DT_LEFT);
status_rect.x += 70;
- DrawMFDText(row++, Game::GetText("MFD.status.OFFLINE").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.OFFLINE").data(), status_rect, DT_LEFT);
status_rect.x -= 70;
status_rect.y += 10;
}
else {
- DrawMFDText(row++, Game::GetText("MFD.status.EMCON").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.EMCON").data(), status_rect, DT_LEFT);
status_rect.x += 70;
- sprintf_s(txt, "%s %d", Game::GetText("MFD.status.MODE").data(), ship->GetEMCON());
+ sprintf_s(txt, "%s %d", Game::GetInstance()->GetText("MFD.status.MODE").data(), ship->GetEMCON());
if (!sensor->IsPowerOn() || sensor->GetEnergy() == 0) {
- if (!Game::Paused() && (Game::RealTime()/1000) & 2)
- strcpy_s(txt, Game::GetText("MFD.status.SENSOR-OFF").data());
+ if (!Game::GetInstance()->Paused() && (Game::GetInstance()->RealTime()/1000) & 2)
+ strcpy_s(txt, Game::GetInstance()->GetText("MFD.status.SENSOR-OFF").data());
}
DrawMFDText(row++, txt, status_rect, DT_LEFT);
@@ -1293,7 +1293,7 @@ MFD::DrawStatusMFD()
if (lines <= 7) return;
- DrawMFDText(row++, Game::GetText("MFD.status.SYSTEMS").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.SYSTEMS").data(), status_rect, DT_LEFT);
status_rect.x += 70;
DrawMFDText(row++, ship->GetDirectorInfo(), status_rect, DT_LEFT);
@@ -1302,7 +1302,7 @@ MFD::DrawStatusMFD()
sprintf_s(lives, "%d", ship->RespawnCount() + 1);
status_rect.x -= 70;
status_rect.y += 10;
- DrawMFDText(row++, Game::GetText("MFD.status.LIVES").data(), status_rect, DT_LEFT);
+ DrawMFDText(row++, Game::GetInstance()->GetText("MFD.status.LIVES").data(), status_rect, DT_LEFT);
status_rect.x += 70;
DrawMFDText(row++, lives, status_rect, DT_LEFT);
}