/*************************************************************************** * Interfaces.cs * ------------------- * begin : May 1, 2002 * copyright : (C) The RunUO Software Team * email : info@runuo.com * * $Id$ * ***************************************************************************/ /*************************************************************************** * * This program is free software; you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation; either version 2 of the License, or * (at your option) any later version. * ***************************************************************************/ using System; namespace Server { public interface IPoint2D { int X { get; } int Y { get; } } public interface IPoint3D : IPoint2D { int Z { get; } } public interface ICarvable { void Carve(Mobile from, Item item); } public interface IWeapon { int MaxRange { get; } void OnBeforeSwing(Mobile attacker, Mobile defender); TimeSpan OnSwing(Mobile attacker, Mobile defender); TimeSpan OnSwing(Mobile attacker, Mobile defender, double damageBonus); void GetStatusDamage(Mobile from, out int min, out int max); } public interface IHued { int HuedItemID { get; } } public interface ISpell { bool IsCasting { get; } void OnCasterHurt(); void OnCasterKilled(); void OnConnectionChanged(); bool OnCasterMoving(Direction d); bool OnCasterEquipping(Item item); bool OnCasterUsingObject(IEntity entity); bool OnCastInTown(Region r); void FinishSequence(); } public interface IParty { void OnStamChanged(Mobile m); void OnManaChanged(Mobile m); void OnStatsQuery(Mobile beholder, Mobile beheld); } // TODO: Add SpawnMap and change Spawner.Map to use it public interface ISpawner : IEntity { bool UnlinkOnTaming { get; } Point3D HomeLocation { get; } int HomeRange { get; } Region Region { get; } bool ReturnOnDeactivate { get; } void Remove(ISpawnable spawn); Point3D GetSpawnPosition(ISpawnable spawned, Map map); void Respawn(); } public interface ISpawnable : IEntity { ISpawner Spawner { get; set; } void OnBeforeSpawn(Point3D location, Map map); void OnAfterSpawn(); } }