#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)
{
}
void cNoteEntity::UsedBy(cPlayer * a_Player)
{
UNUSED(a_Player);
IncrementPitch();
MakeSound();
}
void cNoteEntity::MakeSound(void)
{
char instrument;
AString sampleName;
switch (m_World->GetBlock(m_PosX, m_PosY - 1, m_PosZ))
{
case E_BLOCK_PLANKS:
case E_BLOCK_LOG:
case E_BLOCK_NOTE_BLOCK:
{
// TODO: add other wood-based blocks if needed
instrument = E_INST_DOUBLE_BASS;
sampleName = "note.db";
break;
}
case E_BLOCK_SAND:
case E_BLOCK_GRAVEL:
case E_BLOCK_SOULSAND:
{
instrument = E_INST_SNARE_DRUM;
sampleName = "note.snare";
break;
}
case E_BLOCK_GLASS:
case E_BLOCK_GLASS_PANE:
case E_BLOCK_GLOWSTONE:
{
instrument = E_INST_CLICKS;
sampleName = "note.hat";
break;
}
case E_BLOCK_STONE:
case E_BLOCK_STONE_BRICKS:
case E_BLOCK_COBBLESTONE:
case E_BLOCK_OBSIDIAN:
case E_BLOCK_NETHERRACK:
case E_BLOCK_BRICK:
case E_BLOCK_NETHER_BRICK:
{
// TODO: add other stone-based blocks if needed
instrument = E_INST_BASS_DRUM;
sampleName = "note.bassattack";
break;
}
default:
{
instrument = E_INST_HARP_PIANO;
sampleName = "note.harp";
break;
}
}
m_World->BroadcastBlockAction(m_PosX, m_PosY, m_PosZ, instrument, 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 = 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);
}