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-rw-r--r--Stars45/Ship.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/Stars45/Ship.cpp b/Stars45/Ship.cpp
index 45c4c92..3ac957e 100644
--- a/Stars45/Ship.cpp
+++ b/Stars45/Ship.cpp
@@ -1043,7 +1043,7 @@ Ship::ClearTrack()
track[0] = Location();
ntrack = 1;
- track_time = Game::GetInstance()->GameTime();
+ track_time = Game::GetInstance()->GetClock()->GameTime();
}
void
@@ -1052,7 +1052,7 @@ Ship::UpdateTrack()
const int DEFAULT_TRACK_UPDATE = 500; // milliseconds
const int DEFAULT_TRACK_LENGTH = 20; // 10 seconds
- DWORD time = Game::GetInstance()->GameTime();
+ DWORD time = Game::GetInstance()->GetClock()->GameTime();
if (!track) {
track = new(__FILE__,__LINE__) Point[DEFAULT_TRACK_LENGTH];
@@ -1323,7 +1323,7 @@ void
Ship::SetFlightPhase(OP_MODE phase)
{
if (phase == ACTIVE && !launch_time) {
- launch_time = Game::GetInstance()->GameTime() + 1;
+ launch_time = Game::GetInstance()->GetClock()->GameTime() + 1;
dock = 0;
if (element)
@@ -1643,8 +1643,8 @@ Ship::HitBy(Shot* shot, Point& impact)
RadioMessage* warn = new(__FILE__,__LINE__) RadioMessage(s, this, RadioMessage::DECLARE_ROGUE);
RadioTraffic::Transmit(warn);
}
- else if (!s->IsRogue() && (Game::GetInstance()->GameTime() - ff_warn_time) > 5000) {
- ff_warn_time = Game::GetInstance()->GameTime();
+ else if (!s->IsRogue() && (Game::GetInstance()->GetClock()->GameTime() - ff_warn_time) > 5000) {
+ ff_warn_time = Game::GetInstance()->GetClock()->GameTime();
RadioMessage* warn = 0;
if (s->GetTarget() == this)
@@ -1956,7 +1956,7 @@ Ship::CheckFriendlyFire()
return;
// only check once each second
- if (Game::GetInstance()->GameTime() - friendly_fire_time < 1000)
+ if (Game::GetInstance()->GetClock()->GameTime() - friendly_fire_time < 1000)
return;
List<Weapon> w_list;
@@ -2013,7 +2013,7 @@ Ship::CheckFriendlyFire()
}
}
- friendly_fire_time = Game::GetInstance()->GameTime() + (DWORD) Random(0, 500);
+ friendly_fire_time = Game::GetInstance()->GetClock()->GameTime() + (DWORD) Random(0, 500);
}
// +----------------------------------------------------------------------+
@@ -2613,10 +2613,10 @@ Ship::ExecEvalFrame(double seconds)
static DWORD last_eval_frame = 0; // one ship per game frame
if (element && element->NumObjectives() > 0 &&
- Game::GetInstance()->GameTime() - last_eval_time > EVAL_FREQUENCY &&
+ Game::GetInstance()->GetClock()->GameTime() - last_eval_time > EVAL_FREQUENCY &&
last_eval_frame != Game::GetInstance()->Frame()) {
- last_eval_time = Game::GetInstance()->GameTime();
+ last_eval_time = Game::GetInstance()->GetClock()->GameTime();
last_eval_frame = Game::GetInstance()->Frame();
for (int i = 0; i < element->NumObjectives(); i++) {
@@ -3027,7 +3027,7 @@ Ship::StatFrame(double seconds)
{
if (flight_phase != ACTIVE) {
flight_phase = ACTIVE;
- launch_time = Game::GetInstance()->GameTime() + 1;
+ launch_time = Game::GetInstance()->GetClock()->GameTime() + 1;
if (element)
element->SetLaunchTime(launch_time);
@@ -4516,26 +4516,26 @@ Ship::InflictDamage(double damage, Shot* shot, int hit_type, Point impact)
if (shot) {
if (shot->IsBeam()) {
if (design->beam_hit_sound_resource) {
- if (Game::GetInstance()->RealTime() - last_beam_time > 400) {
+ if (Game::GetInstance()->GetClock()->RealTime() - last_beam_time > 400) {
Sound* s = design->beam_hit_sound_resource->Duplicate();
s->SetLocation(impact);
s->SetVolume(AudioConfig::EfxVolume());
s->Play();
- last_beam_time = Game::GetInstance()->RealTime();
+ last_beam_time = Game::GetInstance()->GetClock()->RealTime();
}
}
}
else {
if (design->bolt_hit_sound_resource) {
- if (Game::GetInstance()->RealTime() - last_bolt_time > 400) {
+ if (Game::GetInstance()->GetClock()->RealTime() - last_bolt_time > 400) {
Sound* s = design->bolt_hit_sound_resource->Duplicate();
s->SetLocation(impact);
s->SetVolume(AudioConfig::EfxVolume());
s->Play();
- last_bolt_time = Game::GetInstance()->RealTime();
+ last_bolt_time = Game::GetInstance()->GetClock()->RealTime();
}
}
}
@@ -4814,10 +4814,10 @@ Ship::ExecMaintFrame(double seconds)
static DWORD last_repair_frame = 0; // one ship per game frame
if (auto_repair &&
- Game::GetInstance()->GameTime() - last_repair_time > REPAIR_FREQUENCY &&
+ Game::GetInstance()->GetClock()->GameTime() - last_repair_time > REPAIR_FREQUENCY &&
last_repair_frame != Game::GetInstance()->Frame()) {
- last_repair_time = Game::GetInstance()->GameTime();
+ last_repair_time = Game::GetInstance()->GetClock()->GameTime();
last_repair_frame = Game::GetInstance()->Frame();
ListIter<System> iter = systems;
@@ -5199,7 +5199,7 @@ DWORD
Ship::MissionClock() const
{
if (launch_time > 0)
- return Game::GetInstance()->GameTime() + 1 - launch_time;
+ return Game::GetInstance()->GetClock()->GameTime() + 1 - launch_time;
return 0;
}