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# pragma once
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# include "BlockEntity.h"
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# include "UI/WindowOwner.h"
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# include "Item.h"
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namespace Json
{
class Value ;
}
class cClientHandle ;
class cServer ;
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class cFurnaceEntity :
public cBlockEntity ,
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public cBlockEntityWindowOwner
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{
public :
cFurnaceEntity ( int a_X , int a_Y , int a_Z , cWorld * a_World ) ;
virtual ~ cFurnaceEntity ( ) ;
virtual void Destroy ( ) ;
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static const char * GetClassStatic ( ) { return " cFurnaceEntity " ; }
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bool LoadFromFile ( cFile & a_File ) ; // deprecated format
bool LoadFromJson ( const Json : : Value & a_Value ) ;
virtual void SaveToJson ( Json : : Value & a_Value ) override ;
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virtual void SendTo ( cClientHandle & a_Client ) override ;
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// Returns true if there's any change, forcing the chunk to go dirty.
bool Tick ( float a_Dt ) ;
virtual void UsedBy ( cPlayer * a_Player ) override ;
bool StartCooking ( ) ;
/// Restarts cooking. Used after the furnace is loaded from storage to set up the internal variables so that cooking continues, if it was active. Returns true if cooking.
bool ContinueCooking ( void ) ;
void ResetCookTimer ( ) ;
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const cItem * GetSlot ( int i ) const { return & ( m_Items [ i ] ) ; }
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void SetSlot ( int a_Slot , const cItem & a_Item ) ;
float GetTimeCooked ( void ) const { return m_TimeCooked ; }
float GetTimeToBurn ( void ) const { return m_BurnTime - m_TimeBurned ; }
void SetBurnTimes ( float a_BurnTime , float a_TimeBurned ) { m_BurnTime = a_BurnTime ; m_TimeBurned = 0 ; }
void SetCookTimes ( float a_CookTime , float a_TimeCooked ) { m_CookTime = a_CookTime ; m_TimeCooked = a_TimeCooked ; }
private :
cItem * m_Items ;
cItem * m_CookingItem ;
// All timers are in 1 ms
float m_CookTime ; // Amount of time needed to fully cook current item
float m_TimeCooked ; // Amount of time that the current item has been cooking
float m_BurnTime ; // Amount of time that the current fuel can burn (in total); zero if no fuel burning
float m_TimeBurned ; // Amount of time that the current fuel has been burning
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void BroadcastProgress ( int a_ProgressbarID , short a_Value ) ;
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} ;