ebb2ccaa26
Plugins shouldn't construct block entities, rather, they will query them either from the cWorld (while playing), or from cChunkDesc (while generating).
165 lines
4.9 KiB
C++
165 lines
4.9 KiB
C++
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#pragma once
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#include "BlockEntityWithItems.h"
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#include "../UI/WindowOwner.h"
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#include "../FurnaceRecipe.h"
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namespace Json
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{
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class Value;
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}
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class cClientHandle;
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class cServer;
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class cFurnaceEntity : // tolua_export
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public cBlockEntityWindowOwner,
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// tolua_begin
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public cBlockEntityWithItems
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{
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typedef cBlockEntityWithItems super;
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public:
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enum
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{
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fsInput = 0, // Input slot number
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fsFuel = 1, // Fuel slot number
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fsOutput = 2, // Output slot number
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ContentsWidth = 3,
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ContentsHeight = 1,
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};
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// tolua_end
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/// Constructor used for normal operation
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cFurnaceEntity(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, cWorld * a_World);
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virtual ~cFurnaceEntity();
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static const char * GetClassStatic() { return "cFurnaceEntity"; }
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bool LoadFromJson(const Json::Value & a_Value);
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// cBlockEntity overrides:
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virtual void SaveToJson(Json::Value & a_Value) override;
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virtual void SendTo(cClientHandle & a_Client) override;
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virtual bool Tick(float a_Dt, cChunk & a_Chunk) override;
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virtual void UsedBy(cPlayer * a_Player) override;
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/// 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.
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bool ContinueCooking(void);
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void ResetCookTimer();
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// tolua_begin
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/// Returns the item in the input slot
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const cItem & GetInputSlot(void) const { return GetSlot(fsInput); }
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/// Returns the item in the fuel slot
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const cItem & GetFuelSlot(void) const { return GetSlot(fsFuel); }
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/// Returns the item in the output slot
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const cItem & GetOutputSlot(void) const { return GetSlot(fsOutput); }
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/// Sets the item in the input slot
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void SetInputSlot(const cItem & a_Item) { SetSlot(fsInput, a_Item); }
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/// Sets the item in the fuel slot
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void SetFuelSlot(const cItem & a_Item) { SetSlot(fsFuel, a_Item); }
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/// Sets the item in the output slot
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void SetOutputSlot(const cItem & a_Item) { SetSlot(fsOutput, a_Item); }
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/// Returns the time that the current item has been cooking, in ticks
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int GetTimeCooked(void) const {return m_TimeCooked; }
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/// Returns the time until the current item finishes cooking, in ticks
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int GetCookTimeLeft(void) const { return m_NeedCookTime - m_TimeCooked; }
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/// Returns the time until the current fuel is depleted, in ticks
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int GetFuelBurnTimeLeft(void) const {return m_FuelBurnTime - m_TimeBurned; }
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/// Returns true if there's time left before the current fuel is depleted
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bool HasFuelTimeLeft(void) const { return (GetFuelBurnTimeLeft() > 0); }
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// tolua_end
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void SetBurnTimes(int a_FuelBurnTime, int a_TimeBurned) {m_FuelBurnTime = a_FuelBurnTime; m_TimeBurned = 0; }
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void SetCookTimes(int a_NeedCookTime, int a_TimeCooked) {m_NeedCookTime = a_NeedCookTime; m_TimeCooked = a_TimeCooked; }
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protected:
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/// Block type of the block currently represented by this entity (changes when furnace lights up)
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BLOCKTYPE m_BlockType;
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/// Block meta of the block currently represented by this entity
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NIBBLETYPE m_BlockMeta;
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/// The recipe for the current input slot
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const cFurnaceRecipe::Recipe * m_CurrentRecipe;
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/// The item that is being smelted
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cItem m_LastInput;
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bool m_IsCooking; ///< Set to true if the furnace is cooking an item
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// All timers are in ticks
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int m_NeedCookTime; ///< Amount of time needed to fully cook current item
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int m_TimeCooked; ///< Amount of time that the current item has been cooking
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int m_FuelBurnTime; ///< Amount of time that the current fuel can burn (in total); zero if no fuel burning
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int m_TimeBurned; ///< Amount of time that the current fuel has been burning
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int m_LastProgressFuel; ///< Last value sent as the progress for the fuel
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int m_LastProgressCook; ///< Last value sent as the progress for the cooking
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/// Sends the specified progressbar value to all clients of the window
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void BroadcastProgress(int a_ProgressbarID, short a_Value);
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/// One item finished cooking
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void FinishOne(cChunk & a_Chunk);
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/// Starts burning a new fuel, if possible
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void BurnNewFuel(void);
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/// Updates the recipe, based on the current input
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void UpdateInput(void);
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/// Called when the fuel slot changes or when the fuel is spent, burns another piece of fuel if appropriate
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void UpdateFuel(void);
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/// Called when the output slot changes
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void UpdateOutput(void);
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/// Updates the m_IsCooking, based on the input slot, output slot and m_FuelBurnTime / m_TimeBurned
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void UpdateIsCooking(void);
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/// Returns true if the input can be cooked into output and the item counts allow for another cooking operation
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bool CanCookInputToOutput(void) const;
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/// Broadcasts progressbar updates, if needed
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void UpdateProgressBars(void);
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/// Sets the m_IsCooking variable, updates the furnace block type based on the value
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void SetIsCooking(bool a_IsCooking);
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// cItemGrid::cListener overrides:
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virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
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} ; // tolua_export
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