#pragma once #include "BlockEntity.h" #include "UI/WindowOwner.h" #include "Item.h" namespace Json { class Value; } class cClientHandle; class cServer; class cFurnaceEntity : public cBlockEntity, public cBlockEntityWindowOwner { public: cFurnaceEntity(int a_X, int a_Y, int a_Z, cWorld * a_World); virtual ~cFurnaceEntity(); virtual void Destroy(); static const char * GetClassStatic() { return "cFurnaceEntity"; } bool LoadFromJson(const Json::Value & a_Value); // cBlockEntity overrides: virtual void SaveToJson(Json::Value & a_Value) override; virtual void SendTo(cClientHandle & a_Client) override; virtual bool Tick(float a_Dt) override; virtual void UsedBy(cPlayer * a_Player) override; bool StartCooking(void); /// 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(); const cItem * GetSlot(int i) const { return &(m_Items[i]); } 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 void BroadcastProgress(int a_ProgressbarID, short a_Value); };