Added a bit more documentation to cForEachChunkProvider.
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// ForEachChunkProvider.h
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// Declares the cForEachChunkProvider class which acts as an interface for classes that provide a ForEachChunkInRect() function
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// Primarily serves as a decoupling between cBlockArea and cWorld
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#pragma once
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class cChunkDataCallback;
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// fwd:
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class cChunkDataCallback;
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class cBlockArea;
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class cForEachChunkProvider
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{
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public:
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/** Calls the callback for each chunk in the specified range. */
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virtual bool ForEachChunkInRect(int a_MinChunkX, int a_MaxChunkX, int a_MinChunkZ, int a_MaxChunkZ, cChunkDataCallback & a_Callback) = 0;
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/** Writes the block area into the specified coords.
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Returns true if all chunks have been processed.
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a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together.
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*/
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virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) = 0;
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};
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11
src/World.h
11
src/World.h
@ -64,7 +64,10 @@ typedef cItemCallback<cCommandBlockEntity> cCommandBlockCallback;
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// tolua_begin
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class cWorld : public cForEachChunkProvider, public cWorldInterface, public cBroadcastInterface
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class cWorld :
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public cForEachChunkProvider,
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public cWorldInterface,
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public cBroadcastInterface
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{
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public:
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@ -401,15 +404,15 @@ public:
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Prefer cBlockArea::Write() instead, this is the internal implementation; cBlockArea does error checking, too.
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a_DataTypes is a bitmask of cBlockArea::baXXX constants ORed together.
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*/
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virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes);
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virtual bool WriteBlockArea(cBlockArea & a_Area, int a_MinBlockX, int a_MinBlockY, int a_MinBlockZ, int a_DataTypes) override;
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// tolua_begin
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/** Spawns item pickups for each item in the list. May compress pickups if too many entities: */
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virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false);
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virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false); // override; cannot specify it here due to tolua
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/** Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified: */
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virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false);
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virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_SpeedX, double a_SpeedY, double a_SpeedZ, bool IsPlayerCreated = false); // override; cannot specify it here due to tolua
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/** Spawns an falling block entity at the given position. It returns the UniqueID of the spawned falling block. */
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int SpawnFallingBlock(int a_X, int a_Y, int a_Z, BLOCKTYPE BlockType, NIBBLETYPE BlockMeta);
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