diff options
Diffstat (limited to 'Stars45/StarshipAI.cpp')
-rw-r--r-- | Stars45/StarshipAI.cpp | 40 |
1 files changed, 20 insertions, 20 deletions
diff --git a/Stars45/StarshipAI.cpp b/Stars45/StarshipAI.cpp index 2209b09..19de0c6 100644 --- a/Stars45/StarshipAI.cpp +++ b/Stars45/StarshipAI.cpp @@ -65,7 +65,7 @@ StarshipAI::StarshipAI(SimObject* s) tactical = new(__FILE__,__LINE__) StarshipTacticalAI(this); } - sub_select_time = Game::GameTime() + (DWORD) Random(0, 2000); + sub_select_time = Game::GetInstance()->GameTime() + (DWORD) Random(0, 2000); point_defense_time = sub_select_time; } @@ -101,7 +101,7 @@ StarshipAI::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(); @@ -135,7 +135,7 @@ StarshipAI::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; @@ -144,7 +144,7 @@ StarshipAI::FindObjective() // run away: else if (threat && 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; @@ -154,44 +154,44 @@ StarshipAI::FindObjective() // weapons hold: if (hold) { if (navpt) { - ship->SetDirectorInfo(Game::GetText("ai.seek-navpt")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-navpt")); FindObjectiveNavPoint(); } else if (patrol) { - ship->SetDirectorInfo(Game::GetText("ai.patrol")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.patrol")); FindObjectivePatrol(); } else { - ship->SetDirectorInfo(Game::GetText("ai.holding")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.holding")); objective = Point(); } } // normal processing: else if (target) { - ship->SetDirectorInfo(Game::GetText("ai.seek-target")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-target")); FindObjectiveTarget(target); } else if (patrol) { - ship->SetDirectorInfo(Game::GetText("ai.patrol")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.patrol")); FindObjectivePatrol(); } else if (ward) { - ship->SetDirectorInfo(Game::GetText("ai.seek-ward")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-ward")); FindObjectiveFormation(); } else if (navpt) { - ship->SetDirectorInfo(Game::GetText("ai.seek-navpt")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-navpt")); FindObjectiveNavPoint(); } else if (rumor) { - ship->SetDirectorInfo(Game::GetText("ai.search")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.search")); FindObjectiveTarget(rumor); } @@ -210,7 +210,7 @@ StarshipAI::Navigator() { // signifies this ship is a dead hulk: if (ship && ship->Design()->auto_roll < 0) { - ship->SetDirectorInfo(Game::GetText("ai.dead")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.dead")); return; } @@ -226,11 +226,11 @@ StarshipAI::Navigator() if (!ship->GetDirectorInfo()) { if (target) - ship->SetDirectorInfo(Game::GetText("ai.seek-target")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-target")); else if (ship->GetWard()) - ship->SetDirectorInfo(Game::GetText("ai.seek-ward")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.seek-ward")); else - ship->SetDirectorInfo(Game::GetText("ai.patrol")); + ship->SetDirectorInfo(Game::GetInstance()->GetText("ai.patrol")); } if (farcaster && distance < 25e3) { @@ -638,7 +638,7 @@ StarshipAI::FireControl() System* StarshipAI::SelectSubtarget() { - if (Game::GameTime() - sub_select_time < 2345) + if (Game::GetInstance()->GameTime() - sub_select_time < 2345) return subtarget; subtarget = 0; @@ -655,7 +655,7 @@ StarshipAI::SelectSubtarget() double dist = 50e3; Point svec = ship->Location() - tgt_ship->Location(); - sub_select_time = Game::GameTime(); + sub_select_time = Game::GetInstance()->GameTime(); // first pass: turrets ListIter<WeaponGroup> g_iter = tgt_ship->Weapons(); @@ -726,7 +726,7 @@ StarshipAI::SelectSubtarget() bool StarshipAI::AssessTargetPointDefense() { - if (Game::GameTime() - point_defense_time < 3500) + if (Game::GetInstance()->GameTime() - point_defense_time < 3500) return tgt_point_defense; tgt_point_defense = false; @@ -742,7 +742,7 @@ StarshipAI::AssessTargetPointDefense() Weapon* subtgt = 0; Point svec = ship->Location() - tgt_ship->Location(); - point_defense_time = Game::GameTime(); + point_defense_time = Game::GetInstance()->GameTime(); // first pass: turrets ListIter<WeaponGroup> g_iter = tgt_ship->Weapons(); |