ModernUO/Projects/Server/Interfaces.cs
2020-08-25 18:53:35 -07:00

95 lines
2.6 KiB
C#

/***************************************************************************
* 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();
}
}