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#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, cChunk & a_Chunk) 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);
};
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