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-rw-r--r--src/BlockEntities/FurnaceEntity.cpp19
-rw-r--r--src/BlockEntities/FurnaceEntity.h6
2 files changed, 25 insertions, 0 deletions
diff --git a/src/BlockEntities/FurnaceEntity.cpp b/src/BlockEntities/FurnaceEntity.cpp
index 1f7f6e023..96a17782a 100644
--- a/src/BlockEntities/FurnaceEntity.cpp
+++ b/src/BlockEntities/FurnaceEntity.cpp
@@ -32,6 +32,7 @@ cFurnaceEntity::cFurnaceEntity(BLOCKTYPE a_BlockType, NIBBLETYPE a_BlockMeta, in
m_TimeCooked(0),
m_FuelBurnTime(0),
m_TimeBurned(0),
+ m_RewardCounter(0),
m_IsLoading(false)
{
m_Contents.AddListener(*this);
@@ -173,6 +174,23 @@ bool cFurnaceEntity::ContinueCooking(void)
+int cFurnaceEntity::GetAndResetReward(void)
+{
+ int Reward = FloorC(m_RewardCounter);
+ float Remainder = m_RewardCounter - static_cast<float>(Reward);
+ // Remainder is used as the percent chance of getting an extra xp point
+ if (GetRandomProvider().RandBool(Remainder))
+ {
+ Reward++;
+ }
+ m_RewardCounter = 0.0;
+ return Reward;
+}
+
+
+
+
+
void cFurnaceEntity::BroadcastProgress(short a_ProgressbarID, short a_Value)
{
cWindow * Window = GetWindow();
@@ -189,6 +207,7 @@ void cFurnaceEntity::BroadcastProgress(short a_ProgressbarID, short a_Value)
void cFurnaceEntity::FinishOne()
{
m_TimeCooked = 0;
+ m_RewardCounter += m_CurrentRecipe->Reward;
if (m_Contents.GetSlot(fsOutput).IsEmpty())
{
diff --git a/src/BlockEntities/FurnaceEntity.h b/src/BlockEntities/FurnaceEntity.h
index 7b189be85..b1166c3bf 100644
--- a/src/BlockEntities/FurnaceEntity.h
+++ b/src/BlockEntities/FurnaceEntity.h
@@ -84,6 +84,9 @@ public:
/** Returns true if there's time left before the current fuel is depleted */
bool HasFuelTimeLeft(void) const { return (GetFuelBurnTimeLeft() > 0); }
+ /** Calculates, resets, and returns the experience reward in this furnace */
+ int GetAndResetReward(void);
+
// tolua_end
void SetBurnTimes(int a_FuelBurnTime, int a_TimeBurned)
@@ -130,6 +133,9 @@ protected:
/** Amount of ticks that the current fuel has been burning */
int m_TimeBurned;
+ /** Running total of experience that can be picked up */
+ float m_RewardCounter;
+
/** Is the block currently being loaded into the world? */
bool m_IsLoading;