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path: root/source/BlockEntities/FurnaceEntity.h
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#pragma once

#include "BlockEntityWithItems.h"
#include "../UI/WindowOwner.h"
#include "../FurnaceRecipe.h"





namespace Json
{
	class Value;
}

class cClientHandle;
class cServer;





class cFurnaceEntity :  // tolua_export
	public cBlockEntityWindowOwner,
	// tolua_begin
	public cBlockEntityWithItems
{
	typedef cBlockEntityWithItems super;
	
public:
	enum
	{
		fsInput  = 0,  // Input slot number
		fsFuel   = 1,  // Fuel slot number
		fsOutput = 2,  // Output slot number
		
		ContentsWidth  = 3,
		ContentsHeight = 1,
	};
	
	/// Constructor used while generating a chunk; sets m_World to NULL
	cFurnaceEntity(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta);
	
	// tolua_end
	
	/// Constructor used for normal operation
	cFurnaceEntity(int a_BlockX, int a_BlockY, int a_BlockZ, BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, cWorld * a_World);
	
	virtual ~cFurnaceEntity();

	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;

	/// 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();
	
	// tolua_begin
	
	/// Returns the item in the input slot
	const cItem & GetInputSlot(void) const { return GetSlot(fsInput); }
	
	/// Returns the item in the fuel slot
	const cItem & GetFuelSlot(void) const { return GetSlot(fsFuel); }
	
	/// Returns the item in the output slot
	const cItem & GetOutputSlot(void) const { return GetSlot(fsOutput); }
	
	/// Sets the item in the input slot
	void SetInputSlot(const cItem & a_Item) { SetSlot(fsInput, a_Item); }
	
	/// Sets the item in the fuel slot
	void SetFuelSlot(const cItem & a_Item) { SetSlot(fsFuel, a_Item); }
	
	/// Sets the item in the output slot
	void SetOutputSlot(const cItem & a_Item) { SetSlot(fsOutput, a_Item); }
	
	/// Returns the time that the current item has been cooking, in ticks
	int GetTimeCooked(void) const {return m_TimeCooked; }
	
	/// Returns the time until the current item finishes cooking, in ticks
	int GetCookTimeLeft(void) const { return m_NeedCookTime - m_TimeCooked; }
	
	/// Returns the time until the current fuel is depleted, in ticks
	int GetFuelBurnTimeLeft(void) const {return m_FuelBurnTime - m_TimeBurned; }
	
	/// Returns true if there's time left before the current fuel is depleted
	bool HasFuelTimeLeft(void) const { return (GetFuelBurnTimeLeft() > 0); }
	
	// tolua_end
	
	void SetBurnTimes(int a_FuelBurnTime, int a_TimeBurned) {m_FuelBurnTime = a_FuelBurnTime; m_TimeBurned = 0; }
	void SetCookTimes(int a_NeedCookTime, int a_TimeCooked) {m_NeedCookTime = a_NeedCookTime; m_TimeCooked = a_TimeCooked; }
	
protected:

	/// Block type of the block currently represented by this entity (changes when furnace lights up)
	BLOCKTYPE m_BlockType;
	
	/// Block meta of the block currently represented by this entity
	NIBBLETYPE m_BlockMeta;

	/// The recipe for the current input slot
	const cFurnaceRecipe::Recipe * m_CurrentRecipe;
	
	/// The item that is being smelted
	cItem m_LastInput;
	
	bool m_IsCooking;  ///< Set to true if the furnace is cooking an item
	
	// All timers are in ticks
	int m_NeedCookTime;  ///< Amount of time needed to fully cook current item
	int m_TimeCooked;    ///< Amount of time that the current item has been cooking
	int m_FuelBurnTime;  ///< Amount of time that the current fuel can burn (in total); zero if no fuel burning
	int m_TimeBurned;    ///< Amount of time that the current fuel has been burning
	
	int m_LastProgressFuel;  ///< Last value sent as the progress for the fuel
	int m_LastProgressCook;  ///< Last value sent as the progress for the cooking
	
	
	/// Sends the specified progressbar value to all clients of the window
	void BroadcastProgress(int a_ProgressbarID, short a_Value);
	
	/// One item finished cooking
	void FinishOne(cChunk & a_Chunk);
	
	/// Starts burning a new fuel, if possible
	void BurnNewFuel(void);
	
	/// Updates the recipe, based on the current input
	void UpdateInput(void);
	
	/// Called when the fuel slot changes or when the fuel is spent, burns another piece of fuel if appropriate
	void UpdateFuel(void);
	
	/// Called when the output slot changes
	void UpdateOutput(void);
	
	/// Updates the m_IsCooking, based on the input slot, output slot and m_FuelBurnTime / m_TimeBurned
	void UpdateIsCooking(void);
	
	/// Returns true if the input can be cooked into output and the item counts allow for another cooking operation
	bool CanCookInputToOutput(void) const;
	
	/// Broadcasts progressbar updates, if needed
	void UpdateProgressBars(void);
	
	/// Sets the m_IsCooking variable, updates the furnace block type based on the value
	void SetIsCooking(bool a_IsCooking);
	
	// cItemGrid::cListener overrides:
	virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
	
} ;  // tolua_export