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-rw-r--r--Stars45/ShipAI.cpp34
1 files changed, 17 insertions, 17 deletions
diff --git a/Stars45/ShipAI.cpp b/Stars45/ShipAI.cpp
index b1495f8..71c1abe 100644
--- a/Stars45/ShipAI.cpp
+++ b/Stars45/ShipAI.cpp
@@ -278,12 +278,12 @@ ShipAI::ExecFrame(double secs)
if (target == ship->GetTarget() && target->Type() == SimObject::SIM_SHIP) {
// if this isn't the same ship we last called out:
- if (target->Identity() != engaged_ship_id && Game::GameTime() - last_call_time > 10000) {
+ if (target->Identity() != engaged_ship_id && Game::GetInstance()->GameTime() - last_call_time > 10000) {
// call engaging:
RadioMessage* msg = new(__FILE__,__LINE__) RadioMessage(ship->GetElement(), ship, RadioMessage::CALL_ENGAGING);
msg->AddTarget(target);
RadioTraffic::Transmit(msg);
- last_call_time = Game::GameTime();
+ last_call_time = Game::GetInstance()->GameTime();
engaged_ship_id = target->Identity();
}
@@ -383,7 +383,7 @@ ShipAI::FindObjective()
// if not the element leader, stay in formation:
if (form && element_index > 1) {
- ship->SetDirectorInfo(Game::GetText("ai.formation"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.formation"));
if (navpt && navpt->Action() == Instruction::LAUNCH) {
FindObjectiveNavPoint();
@@ -411,7 +411,7 @@ ShipAI::FindObjective()
if (support) {
double d_support = Point(support->Location() - ship->Location()).length();
if (d_support > 35e3) {
- ship->SetDirectorInfo(Game::GetText("ai.regroup"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.regroup"));
FindObjectiveTarget(support);
objective = Transform(obj_w);
return;
@@ -420,7 +420,7 @@ ShipAI::FindObjective()
// run away:
else if (threat != target) {
- ship->SetDirectorInfo(Game::GetText("ai.retreat"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.retreat"));
obj_w = ship->Location() + Point(ship->Location() - threat->Location()) * 100;
objective = Transform(obj_w);
return;
@@ -429,31 +429,31 @@ ShipAI::FindObjective()
// normal processing:
if (target) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-target"));
FindObjectiveTarget(target);
objective = AimTransform(obj_w);
}
else if (patrol) {
- ship->SetDirectorInfo(Game::GetText("ai.patrol"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.patrol"));
FindObjectivePatrol();
objective = Transform(obj_w);
}
else if (ward) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-ward"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-ward"));
FindObjectiveFormation();
objective = Transform(obj_w);
}
else if (navpt && form) {
- ship->SetDirectorInfo(Game::GetText("ai.seek-navpt"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-navpt"));
FindObjectiveNavPoint();
objective = Transform(obj_w);
}
else if (rumor) {
- ship->SetDirectorInfo(Game::GetText("ai.search"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.search"));
FindObjectiveTarget(rumor);
objective = Transform(obj_w);
}
@@ -892,11 +892,11 @@ ShipAI::Navigator()
ship->SetFLCSMode(Ship::FLCS_HELM);
if (target)
- ship->SetDirectorInfo(Game::GetText("ai.seek-target"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-target"));
else if (rumor)
- ship->SetDirectorInfo(Game::GetText("ai.seek-rumor"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-rumor"));
else
- ship->SetDirectorInfo(Game::GetText("ai.none"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.none"));
Accumulate(AvoidCollision());
Accumulate(AvoidTerrain());
@@ -1046,7 +1046,7 @@ ShipAI::AvoidCollision()
last_avoid_time = 0; // check for a new obstacle immediately
}
- if (!other && Game::GameTime() - last_avoid_time < 500)
+ if (!other && Game::GetInstance()->GameTime() - last_avoid_time < 500)
return avoid;
brake = 0;
@@ -1119,11 +1119,11 @@ ShipAI::AvoidCollision()
avoid = Avoid(obstacle, (float) (ship->Radius() + other->Radius() + avoid_dist * 0.9));
avoid.brake = brake;
- ship->SetDirectorInfo(Game::GetText("ai.avoid-collision"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.avoid-collision"));
}
}
- last_avoid_time = Game::GameTime();
+ last_avoid_time = Game::GetInstance()->GameTime();
return avoid;
}
@@ -1260,7 +1260,7 @@ ShipAI::AvoidCloseObject(SimObject* obj)
Steer avoid = Flee(obstacle);
avoid.brake = 0.3;
- ship->SetDirectorInfo(Game::GetText("ai.avoid-collision"));
+ ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.avoid-collision"));
return avoid;
}