2012-08-26 13:50:42 -04:00
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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2012-09-23 18:09:57 -04:00
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#include "NoteEntity.h"
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#include "World.h"
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2012-08-26 13:50:42 -04:00
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#include <json/json.h>
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cNoteEntity::cNoteEntity(int a_BlockX, int a_BlockY, int a_BlockZ, cWorld * a_World)
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: cBlockEntity(E_BLOCK_NOTE_BLOCK, a_BlockX, a_BlockY, a_BlockZ, a_World)
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, m_Pitch( 0 )
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{
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}
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cNoteEntity::~cNoteEntity()
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{
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}
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void cNoteEntity::UsedBy( cPlayer * a_Player )
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{
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IncrementPitch();
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MakeSound();
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}
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void cNoteEntity::MakeSound( void )
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{
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char instrument;
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2012-09-11 08:01:34 -04:00
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AString sampleName;
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2012-08-26 13:50:42 -04:00
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switch (m_World->GetBlock(m_PosX, m_PosY - 1, m_PosZ))
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{
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case E_BLOCK_PLANKS:
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case E_BLOCK_LOG:
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case E_BLOCK_NOTE_BLOCK:
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{
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// TODO: add other wood-based blocks if needed
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instrument = E_INST_DOUBLE_BASS;
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2012-09-11 08:01:34 -04:00
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sampleName = "note.db";
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2012-08-26 13:50:42 -04:00
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break;
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}
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case E_BLOCK_SAND:
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case E_BLOCK_GRAVEL:
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case E_BLOCK_SOULSAND:
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{
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instrument = E_INST_SNARE_DRUM;
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2012-09-11 08:01:34 -04:00
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sampleName = "note.snare";
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2012-08-26 13:50:42 -04:00
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break;
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}
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case E_BLOCK_GLASS:
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case E_BLOCK_GLASS_PANE:
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case E_BLOCK_GLOWSTONE:
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{
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instrument = E_INST_CLICKS;
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2012-09-11 08:01:34 -04:00
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sampleName = "note.hat";
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2012-08-26 13:50:42 -04:00
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break;
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}
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case E_BLOCK_STONE:
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case E_BLOCK_STONE_BRICKS:
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case E_BLOCK_COBBLESTONE:
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case E_BLOCK_OBSIDIAN:
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case E_BLOCK_NETHERRACK:
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case E_BLOCK_BRICK:
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case E_BLOCK_NETHER_BRICK:
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{
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// TODO: add other stone-based blocks if needed
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instrument = E_INST_BASS_DRUM;
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2012-09-11 08:01:34 -04:00
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sampleName = "note.bassattack";
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2012-08-26 13:50:42 -04:00
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break;
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}
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default:
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{
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instrument = E_INST_HARP_PIANO;
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2012-09-11 08:01:34 -04:00
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sampleName = "note.harp";
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2012-08-26 13:50:42 -04:00
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break;
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}
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}
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2012-08-31 17:59:57 -04:00
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m_World->BroadcastBlockAction(m_PosX, m_PosY, m_PosZ, instrument, m_Pitch, E_BLOCK_NOTE_BLOCK);
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2012-09-11 08:01:34 -04:00
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// TODO: instead of calculating the power function over and over, make a precalculated table - there's only 24 pitches after all
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float calcPitch = pow(2.0f, ((float)m_Pitch - 12.0f) / 12.0f);
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m_World->BroadcastSoundEffect(sampleName, m_PosX * 8, m_PosY * 8, m_PosZ * 8, 3.0f, calcPitch);
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2012-08-26 13:50:42 -04:00
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}
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char cNoteEntity::GetPitch( void )
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{
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return m_Pitch;
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}
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void cNoteEntity::SetPitch( char a_Pitch )
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{
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m_Pitch = a_Pitch % 25;
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}
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void cNoteEntity::IncrementPitch( void )
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{
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SetPitch( m_Pitch + 1 );
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}
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bool cNoteEntity::LoadFromJson( const Json::Value & a_Value )
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{
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m_PosX = a_Value.get("x", 0).asInt();
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m_PosY = a_Value.get("y", 0).asInt();
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m_PosZ = a_Value.get("z", 0).asInt();
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m_Pitch = (char)a_Value.get("p", 0).asInt();
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return true;
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}
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void cNoteEntity::SaveToJson( Json::Value & a_Value )
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{
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a_Value["x"] = m_PosX;
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a_Value["y"] = m_PosY;
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a_Value["z"] = m_PosZ;
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a_Value["p"] = m_Pitch;
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}
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