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#pragma once
#include "BroadcastInterface.h"
#include "../Mobs/MonsterTypes.h"
class cItems;
typedef cItemCallback<cBlockEntity> cBlockEntityCallback;
class cMonster;
class cPlayer;
class cTask;
class cWorldInterface
{
public:
virtual ~cWorldInterface() {}
virtual int GetTimeOfDay(void) const = 0;
virtual Int64 GetWorldAge(void) const = 0;
virtual eDimension GetDimension(void) const = 0;
virtual cBroadcastInterface & GetBroadcastManager() = 0;
virtual void DoExplosionAt(double a_ExplosionSize, double a_BlockX, double a_BlockY, double a_BlockZ, bool a_CanCauseFire, eExplosionSource a_Source, void * a_SourceData) = 0;
/** Spawns item pickups for each item in the list. May compress pickups if too many entities: */
virtual void SpawnItemPickups(const cItems & a_Pickups, double a_BlockX, double a_BlockY, double a_BlockZ, double a_FlyAwaySpeed = 1.0, bool IsPlayerCreated = false) = 0;
/** Spawns item pickups for each item in the list. May compress pickups if too many entities. All pickups get the speed specified: */
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) = 0;
/** Spawns a mob of the specified type. Returns the mob's EntityID if recognized and spawned, <0 otherwise */
virtual int SpawnMob(double a_PosX, double a_PosY, double a_PosZ, eMonsterType a_MonsterType) = 0;
/** Spawns an experience orb at the given location with the given reward. It returns the UniqueID of the spawned experience orb. */
virtual int SpawnExperienceOrb(double a_X, double a_Y, double a_Z, int a_Reward) = 0;
/** Calls the callback for the block entity at the specified coords; returns false if there's no block entity at those coords, true if found */
virtual bool DoWithBlockEntityAt(int a_BlockX, int a_BlockY, int a_BlockZ, cBlockEntityCallback & a_Callback) = 0;
/** Sends the block on those coords to the player */
virtual void SendBlockTo(int a_BlockX, int a_BlockY, int a_BlockZ, cPlayer * a_Player) = 0;
/** Calls the callback for each player in the list; returns true if all players processed, false if the callback aborted by returning true */
virtual bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback) = 0;
virtual void SetTimeOfDay(int a_TimeOfDay) = 0;
/** Returns true if it is raining, stormy or snowing at the specified location. This takes into account biomes. */
virtual bool IsWeatherWetAt(int a_BlockX, int a_BlockZ) = 0;
/** Returns the world height at the specified coords; waits for the chunk to get loaded / generated */
virtual int GetHeight(int a_BlockX, int a_BlockZ) = 0;
/** Wakes up the simulators for the specified block */
virtual void WakeUpSimulators(int a_BlockX, int a_BlockY, int a_BlockZ) = 0;
/** Queues a task onto the tick thread, with the specified delay.
The task object will be deleted once the task is finished */
virtual void ScheduleTask(int a_DelayTicks, cTask * a_Task) = 0;
};
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