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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-17 01:32:21 +02:00

Integrated CClientState into GameEngine class

This commit is contained in:
Ivan Savenko
2025-02-10 22:08:50 +00:00
parent cacceda950
commit f657e85305
51 changed files with 240 additions and 275 deletions

View File

@ -124,7 +124,7 @@ void StackActionAnimation::setSound( const AudioPath & sound )
bool StackActionAnimation::init()
{
if (!sound.empty())
CCS->soundh->playSound(sound);
ENGINE->sound().playSound(sound);
if (myAnim->framesInGroup(currGroup) > 0)
{
@ -358,7 +358,7 @@ bool MovementAnimation::init()
if (moveSoundHandler == -1)
{
moveSoundHandler = CCS->soundh->playSound(stack->unitType()->sounds.move, -1);
moveSoundHandler = ENGINE->sound().playSound(stack->unitType()->sounds.move, -1);
}
Point begPosition = owner.stacksController->getStackPositionAtHex(prevHex, stack);
@ -419,7 +419,7 @@ MovementAnimation::~MovementAnimation()
assert(stack);
if(moveSoundHandler != -1)
CCS->soundh->stopSound(moveSoundHandler);
ENGINE->sound().stopSound(moveSoundHandler);
}
MovementAnimation::MovementAnimation(BattleInterface & owner, const CStack *stack, const BattleHexArray & _destTiles, int _distance)
@ -455,7 +455,7 @@ bool MovementEndAnimation::init()
logAnim->debug("CMovementEndAnimation::init: stack %s", stack->getName());
myAnim->pos.moveTo(owner.stacksController->getStackPositionAtHex(nextHex, stack));
CCS->soundh->playSound(stack->unitType()->sounds.endMoving);
ENGINE->sound().playSound(stack->unitType()->sounds.endMoving);
if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_END))
{
@ -475,7 +475,7 @@ MovementEndAnimation::~MovementEndAnimation()
if(myAnim->getType() != ECreatureAnimType::DEAD)
myAnim->setType(ECreatureAnimType::HOLDING); //resetting to default
CCS->curh->show();
ENGINE->cursor().show();
}
MovementStartAnimation::MovementStartAnimation(BattleInterface & owner, const CStack * _stack)
@ -496,7 +496,7 @@ bool MovementStartAnimation::init()
}
logAnim->debug("CMovementStartAnimation::init: stack %s", stack->getName());
CCS->soundh->playSound(stack->unitType()->sounds.startMoving);
ENGINE->sound().playSound(stack->unitType()->sounds.startMoving);
if(!myAnim->framesInGroup(ECreatureAnimType::MOVE_START))
{
@ -816,7 +816,7 @@ void CatapultAnimation::tick(uint32_t msPassed)
auto soundFilename = AudioPath::builtin((catapultDamage > 0) ? "WALLHIT" : "WALLMISS");
AnimationPath effectFilename = AnimationPath::builtin((catapultDamage > 0) ? "SGEXPL" : "CSGRCK");
CCS->soundh->playSound( soundFilename );
ENGINE->sound().playSound( soundFilename );
owner.stacksController->addNewAnim( new EffectAnimation(owner, effectFilename, shotTarget));
}