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
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@ -1138,6 +1138,14 @@
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RelativePath="..\source\Simulator\SimulatorManager.h"
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>
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</File>
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<File
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RelativePath="..\source\Simulator\VaporizeFluidSimulator.cpp"
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>
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</File>
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<File
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RelativePath="..\source\Simulator\VaporizeFluidSimulator.h"
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>
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</File>
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</Filter>
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<Filter
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Name="OSSupport"
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52
source/Simulator/VaporizeFluidSimulator.cpp
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52
source/Simulator/VaporizeFluidSimulator.cpp
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// VaporizeFluidSimulator.cpp
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// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
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#include "Globals.h"
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#include "VaporizeFluidSimulator.h"
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#include "../Chunk.h"
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cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
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super(a_World, a_Fluid, a_StationaryFluid)
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{
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}
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void cVaporizeFluidSimulator::AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk)
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{
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if (a_Chunk == NULL)
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{
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return;
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}
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int RelX = a_BlockX - a_Chunk->GetPosX() * cChunkDef::Width;
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int RelZ = a_BlockZ - a_Chunk->GetPosZ() * cChunkDef::Width;
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BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_BlockY, RelZ);
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if (
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(BlockType == m_FluidBlock) ||
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(BlockType == m_StationaryFluidBlock)
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)
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{
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a_Chunk->SetBlock(RelX, a_BlockY, RelZ, E_BLOCK_AIR, 0);
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}
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}
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void cVaporizeFluidSimulator::Simulate(float a_Dt)
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{
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// Nothing needed
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}
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34
source/Simulator/VaporizeFluidSimulator.h
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34
source/Simulator/VaporizeFluidSimulator.h
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// VaporizeFluidSimulator.h
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// Declares the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
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// Useful for water simulation in the Nether
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#pragma once
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#include "FluidSimulator.h"
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class cVaporizeFluidSimulator :
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public cFluidSimulator
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{
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typedef cFluidSimulator super;
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public:
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cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid);
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// cSimulator overrides:
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virtual void AddBlock(int a_BlockX, int a_BlockY, int a_BlockZ, cChunk * a_Chunk) override;
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virtual void Simulate(float a_Dt) override;
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} ;
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@ -21,6 +21,7 @@
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#include "Simulator/FireSimulator.h"
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#include "Simulator/SandSimulator.h"
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#include "Simulator/RedstoneSimulator.h"
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#include "Simulator/VaporizeFluidSimulator.h"
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// Mobs:
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#include "Mobs/Bat.h"
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@ -2244,6 +2245,13 @@ cFluidSimulator * cWorld::InitializeFluidSimulator(cIniFile & a_IniFile, const c
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int NumNeighborsForSource = a_IniFile.GetValueSetI(SimulatorSectionName, "NumNeighborsForSource", IsWater ? 2 : -1);
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res = new cFloodyFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock, Falloff, TickDelay, NumNeighborsForSource);
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}
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else if (
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(NoCaseCompare(SimulatorName, "vaporize") == 0) ||
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(NoCaseCompare(SimulatorName, "vaporise") == 0)
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)
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{
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res = new cVaporizeFluidSimulator(*this, a_SimulateBlock, a_StationaryBlock);
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}
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else
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{
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if (NoCaseCompare(SimulatorName, "classic") != 0)
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