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// VaporizeFluidSimulator.cpp
// Implements the cVaporizeFluidSimulator class representing a fluid simulator that replaces all fluid blocks with air
#include "Globals.h"
#include "VaporizeFluidSimulator.h"
#include "../OpaqueWorld.h"
#include "../Chunk.h"
#include "../Blocks/BroadcastInterface.h"
cVaporizeFluidSimulator::cVaporizeFluidSimulator(cWorld & a_World, BLOCKTYPE a_Fluid, BLOCKTYPE a_StationaryFluid) :
super(a_World, a_Fluid, a_StationaryFluid)
{
}
void cVaporizeFluidSimulator::AddBlock(Vector3i a_Block, cChunk * a_Chunk)
{
if (a_Chunk == nullptr)
{
return;
}
int RelX = a_Block.x - a_Chunk->GetPosX() * cChunkDef::Width;
int RelZ = a_Block.z - a_Chunk->GetPosZ() * cChunkDef::Width;
BLOCKTYPE BlockType = a_Chunk->GetBlock(RelX, a_Block.y, RelZ);
if (
(BlockType == m_FluidBlock) ||
(BlockType == m_StationaryFluidBlock)
)
{
a_Chunk->SetBlock(RelX, a_Block.y, RelZ, E_BLOCK_AIR, 0);
World::GetBroadcastInterface(m_World).BroadcastSoundEffect(
"block.fire.extinguish",
Vector3d(a_Block),
1.0f,
0.6f
);
}
}
void cVaporizeFluidSimulator::Simulate(float a_Dt)
{
// Nothing needed
}
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