#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(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, Vector3i a_Pos, cWorld * a_World): Super(a_BlockType, a_BlockMeta, a_Pos, a_World), m_Pitch(0) { ASSERT(a_BlockType == E_BLOCK_NOTE_BLOCK); } void cNoteEntity::CopyFrom(const cBlockEntity & a_Src) { Super::CopyFrom(a_Src); auto & src = static_cast(a_Src); m_Pitch = src.m_Pitch; } 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_Pos.addedY(-1))) { 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_BRICK: case E_BLOCK_BRICK_STAIRS: case E_BLOCK_BROWN_SHULKER_BOX: 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; } case E_BLOCK_CLAY: { instrument = E_INST_FLUTE; sampleName = "block.note.flute"; break; } case E_BLOCK_GOLD_BLOCK: { instrument = E_INST_BELL; sampleName = "block.note.bell"; break; } case E_BLOCK_WOOL: { instrument = E_INST_GUITAR; sampleName = "block.note.guitar"; break; } case E_BLOCK_PACKED_ICE: { instrument = E_INST_CHIME; sampleName = "block.note.chime"; break; } case E_BLOCK_BONE_BLOCK: { instrument = E_INST_XYLOPHONE; sampleName = "block.note.xylophone"; break; } default: { instrument = E_INST_HARP_PIANO; sampleName = "block.note.harp"; break; } } m_World->BroadcastBlockAction(m_Pos, static_cast(instrument), static_cast(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(pow(2.0f, static_cast(m_Pitch - 12.0f) / 12.0f)); m_World->BroadcastSoundEffect( sampleName, m_Pos, 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); }