#pragma once #include "BroadcastInterface.h" #include "../Mobs/Monster.h" class cItems; typedef cItemCallback cBlockEntityCallback; class cWorldInterface { public: virtual ~cWorldInterface() {} virtual Int64 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, cMonster::eType a_MonsterType) = 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 & a_Callback) = 0; virtual void SetTimeOfDay(Int64 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; };