Added a Vaporize fluid simulator that simply replaces fluid blocks with air.

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1270 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2013-03-14 19:44:27 +00:00
parent ff403fdbf0
commit b18f657ac1
4 changed files with 102 additions and 0 deletions

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@ -1138,6 +1138,14 @@
RelativePath="..\source\Simulator\SimulatorManager.h"
>
</File>
<File
RelativePath="..\source\Simulator\VaporizeFluidSimulator.cpp"
>
</File>
<File
RelativePath="..\source\Simulator\VaporizeFluidSimulator.h"
>
</File>
</Filter>
<Filter
Name="OSSupport"

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@ -0,0 +1,52 @@
// VaporizeFluidSimulator.cpp
// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
#include "Globals.h"
#include "VaporizeFluidSimulator.h"
#include "../Chunk.h"
cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
super(a_World, a_Fluid, a_StationaryFluid)
{
}
void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
{
if (a_Chunk == NULL)
{
return;
}
int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
if (
(BlockType == m_FluidBlock) ||
(BlockType == m_StationaryFluidBlock)
)
{
a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0);
}
}
void cVaporizeFluidSimulator::Simulate(float a_Dt)
{
// Nothing needed
}

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@ -0,0 +1,34 @@
// VaporizeFluidSimulator.h
// Declares the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
// Useful for water simulation in the Nether
#pragma once
#include "FluidSimulator.h"
class cVaporizeFluidSimulator :
public cFluidSimulator
{
typedef cFluidSimulator super;
public:
cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
// cSimulator overrides:
virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
virtual void Simulate(float a_Dt) override;
} ;

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@ -21,6 +21,7 @@
#include "Simulator/FireSimulator.h"
#include "Simulator/SandSimulator.h"
#include "Simulator/RedstoneSimulator.h"
#include "Simulator/VaporizeFluidSimulator.h"
// Mobs:
#include "Mobs/Bat.h"
@ -2244,6 +2245,13 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource);
}
else if (
(NoCaseCompare(SimulatorName, "vaporize") == 0) ||
(NoCaseCompare(SimulatorName, "vaporise") == 0)
)
{
res = new cVaporizeFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
}
else
{
if (NoCaseCompare(SimulatorName, "classic") != 0)