#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
#include "NoteEntity.h"
#include "../World.h"
#include "json/value.h"
cNoteEntity::cNoteEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World) :
super(E_BLOCK_NOTE_BLOCK, a_BlockX, a_BlockY, a_BlockZ, a_World),
m_Pitch(0)
{
}
bool cNoteEntity::UsedBy(cPlayer * a_Player)
{
UNUSED(a_Player);
IncrementPitch();
MakeSound();
return true;
}
void cNoteEntity::MakeSound(void)
{
char instrument;
AString sampleName;
switch (m_World->GetBlock(m_PosX, m_PosY - 1, m_PosZ))
{
case E_BLOCK_ACACIA_DOOR:
case E_BLOCK_ACACIA_FENCE:
case E_BLOCK_ACACIA_FENCE_GATE:
case E_BLOCK_ACACIA_WOOD_STAIRS:
case E_BLOCK_BIRCH_DOOR:
case E_BLOCK_BIRCH_FENCE:
case E_BLOCK_BIRCH_FENCE_GATE:
case E_BLOCK_BIRCH_WOOD_STAIRS:
case E_BLOCK_BOOKCASE:
case E_BLOCK_CHEST:
case E_BLOCK_CRAFTING_TABLE:
case E_BLOCK_DARK_OAK_DOOR:
case E_BLOCK_DARK_OAK_FENCE:
case E_BLOCK_DARK_OAK_FENCE_GATE:
case E_BLOCK_DARK_OAK_WOOD_STAIRS:
case E_BLOCK_DAYLIGHT_SENSOR:
case E_BLOCK_DOUBLE_WOODEN_SLAB:
case E_BLOCK_FENCE:
case E_BLOCK_HUGE_BROWN_MUSHROOM:
case E_BLOCK_HUGE_RED_MUSHROOM:
case E_BLOCK_INVERTED_DAYLIGHT_SENSOR:
case E_BLOCK_JUKEBOX:
case E_BLOCK_JUNGLE_DOOR:
case E_BLOCK_JUNGLE_FENCE:
case E_BLOCK_JUNGLE_FENCE_GATE:
case E_BLOCK_JUNGLE_WOOD_STAIRS:
case E_BLOCK_LOG:
case E_BLOCK_NEW_LOG:
case E_BLOCK_NOTE_BLOCK:
case E_BLOCK_OAK_DOOR:
case E_BLOCK_OAK_FENCE_GATE:
case E_BLOCK_OAK_WOOD_STAIRS:
case E_BLOCK_PLANKS:
case E_BLOCK_SIGN_POST:
case E_BLOCK_SPRUCE_DOOR:
case E_BLOCK_SPRUCE_FENCE:
case E_BLOCK_SPRUCE_FENCE_GATE:
case E_BLOCK_SPRUCE_WOOD_STAIRS:
case E_BLOCK_STANDING_BANNER:
case E_BLOCK_TRAPDOOR:
case E_BLOCK_TRAPPED_CHEST:
case E_BLOCK_WALL_BANNER:
case E_BLOCK_WALLSIGN:
case E_BLOCK_WOODEN_PRESSURE_PLATE:
case E_BLOCK_WOODEN_SLAB:
{
instrument = E_INST_DOUBLE_BASS;
sampleName = "block.note.bass";
break;
}
case E_BLOCK_GRAVEL:
case E_BLOCK_SAND:
case E_BLOCK_SOULSAND:
{
instrument = E_INST_SNARE_DRUM;
sampleName = "block.note.snare";
break;
}
case E_BLOCK_BEACON:
case E_BLOCK_GLASS:
case E_BLOCK_GLASS_PANE:
case E_BLOCK_GLOWSTONE:
case E_BLOCK_SEA_LANTERN:
case E_BLOCK_STAINED_GLASS:
case E_BLOCK_STAINED_GLASS_PANE:
{
instrument = E_INST_CLICKS;
sampleName = "block.note.hat";
break;
}
case E_BLOCK_BEDROCK:
case E_BLOCK_BLACK_SHULKER_BOX:
case E_BLOCK_BLOCK_OF_COAL:
case E_BLOCK_BLUE_SHULKER_BOX:
case E_BLOCK_BONE_BLOCK:
case E_BLOCK_BRICK:
case E_BLOCK_BRICK_STAIRS:
case E_BLOCK_BROWN_SHULKER_BOX:
case E_BLOCK_CLAY:
case E_BLOCK_COAL_ORE:
case E_BLOCK_COBBLESTONE:
case E_BLOCK_COBBLESTONE_STAIRS:
case E_BLOCK_COBBLESTONE_WALL:
case E_BLOCK_CYAN_SHULKER_BOX:
case E_BLOCK_DIAMOND_ORE:
case E_BLOCK_DISPENSER:
case E_BLOCK_DOUBLE_RED_SANDSTONE_SLAB:
case E_BLOCK_DOUBLE_STONE_SLAB:
case E_BLOCK_DROPPER:
case E_BLOCK_EMERALD_ORE:
case E_BLOCK_ENCHANTMENT_TABLE:
case E_BLOCK_END_BRICKS:
case E_BLOCK_END_PORTAL_FRAME:
case E_BLOCK_END_STONE:
case E_BLOCK_ENDER_CHEST:
case E_BLOCK_FURNACE:
case E_BLOCK_GOLD_ORE:
case E_BLOCK_GRAY_SHULKER_BOX:
case E_BLOCK_GREEN_SHULKER_BOX:
case E_BLOCK_IRON_ORE:
case E_BLOCK_LAPIS_ORE:
case E_BLOCK_LIGHT_BLUE_SHULKER_BOX:
case E_BLOCK_LIGHT_GRAY_SHULKER_BOX:
case E_BLOCK_LIME_SHULKER_BOX:
case E_BLOCK_LIT_FURNACE:
case E_BLOCK_MAGENTA_SHULKER_BOX:
case E_BLOCK_MAGMA:
case E_BLOCK_MOB_SPAWNER:
case E_BLOCK_MOSSY_COBBLESTONE:
case E_BLOCK_NETHER_BRICK:
case E_BLOCK_NETHER_BRICK_FENCE:
case E_BLOCK_NETHER_BRICK_STAIRS:
case E_BLOCK_NETHER_QUARTZ_ORE:
case E_BLOCK_NETHERRACK:
case E_BLOCK_OBSERVER:
case E_BLOCK_OBSIDIAN:
case E_BLOCK_ORANGE_SHULKER_BOX:
case E_BLOCK_PINK_SHULKER_BOX:
case E_BLOCK_PRISMARINE_BLOCK:
case E_BLOCK_PURPLE_SHULKER_BOX:
case E_BLOCK_PURPUR_BLOCK:
case E_BLOCK_PURPUR_DOUBLE_SLAB:
case E_BLOCK_PURPUR_PILLAR:
case E_BLOCK_PURPUR_SLAB:
case E_BLOCK_PURPUR_STAIRS:
case E_BLOCK_QUARTZ_BLOCK:
case E_BLOCK_QUARTZ_STAIRS:
case E_BLOCK_RED_NETHER_BRICK:
case E_BLOCK_RED_SANDSTONE:
case E_BLOCK_RED_SANDSTONE_SLAB:
case E_BLOCK_RED_SANDSTONE_STAIRS:
case E_BLOCK_RED_SHULKER_BOX:
case E_BLOCK_REDSTONE_ORE:
case E_BLOCK_REDSTONE_ORE_GLOWING:
case E_BLOCK_SANDSTONE:
case E_BLOCK_SANDSTONE_STAIRS:
case E_BLOCK_STONE:
case E_BLOCK_STONE_BRICK_STAIRS:
case E_BLOCK_STONE_BRICKS:
case E_BLOCK_STONE_PRESSURE_PLATE:
case E_BLOCK_STONE_SLAB:
case E_BLOCK_WHITE_SHULKER_BOX:
case E_BLOCK_YELLOW_SHULKER_BOX:
{
instrument = E_INST_BASS_DRUM;
sampleName = "block.note.basedrum";
break;
}
default:
{
instrument = E_INST_HARP_PIANO;
sampleName = "block.note.harp";
break;
}
}
m_World->BroadcastBlockAction(m_PosX, m_PosY, m_PosZ, static_cast<Byte>(instrument), static_cast<Byte>(m_Pitch), E_BLOCK_NOTE_BLOCK);
// TODO: instead of calculating the power function over and over, make a precalculated table - there's only 24 pitches after all
float calcPitch = static_cast<float>(pow(2.0f, static_cast<float>(m_Pitch - 12.0f) / 12.0f));
m_World->BroadcastSoundEffect(
sampleName,
static_cast<double>(m_PosX),
static_cast<double>(m_PosY),
static_cast<double>(m_PosZ),
3.0f,
calcPitch
);
}
char cNoteEntity::GetPitch(void)
{
return m_Pitch;
}
void cNoteEntity::SetPitch(char a_Pitch)
{
m_Pitch = a_Pitch % 25;
}
void cNoteEntity::IncrementPitch(void)
{
SetPitch(m_Pitch + 1);
}