145 lines
4.2 KiB
C#
145 lines
4.2 KiB
C#
#region References
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using System;
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using System.Collections.Generic;
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using Server.ContextMenus;
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using Server.Mobiles;
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#endregion
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namespace Server.Mobiles
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{
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public interface IMount
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{
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Mobile Rider { get; set; }
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void OnRiderDamaged(Mobile from, ref int amount, bool willKill);
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}
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public interface IMountItem
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{
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IMount Mount { get; }
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}
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}
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namespace Server
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{
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public interface IVendor
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{
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bool OnBuyItems(Mobile from, List<BuyItemResponse> list);
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bool OnSellItems(Mobile from, List<SellItemResponse> list);
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DateTime LastRestock { get; set; }
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TimeSpan RestockDelay { get; }
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void Restock();
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}
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public interface IPoint2D
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{
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int X { get; }
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int Y { get; }
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}
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public interface IPoint3D : IPoint2D
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{
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int Z { get; }
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}
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public interface ICarvable
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{
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bool Carve(Mobile from, Item item);
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}
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public interface IWeapon
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{
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int MaxRange { get; }
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void OnBeforeSwing(Mobile attacker, IDamageable damageable);
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TimeSpan OnSwing(Mobile attacker, IDamageable damageable);
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void GetStatusDamage(Mobile from, out int min, out int max);
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TimeSpan GetDelay(Mobile attacker);
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}
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public interface IHued
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{
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int HuedItemID { get; }
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}
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public interface ISpell
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{
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int ID { get; }
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bool IsCasting { get; }
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void OnCasterHurt();
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void OnCasterKilled();
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void OnConnectionChanged();
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bool OnCasterMoving(Direction d);
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bool CheckMovement(Mobile caster);
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bool OnCasterEquiping(Item item);
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bool OnCasterUsingObject(object o);
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bool OnCastInTown(Region r);
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}
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public interface IParty
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{
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void OnStamChanged(Mobile m);
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void OnManaChanged(Mobile m);
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void OnStatsQuery(Mobile beholder, Mobile beheld);
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}
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public interface ISpawner
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{
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bool UnlinkOnTaming { get; }
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Point3D HomeLocation { get; }
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int HomeRange { get; }
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void Remove(ISpawnable spawn);
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void GetSpawnProperties(ISpawnable spawn, ObjectPropertyList list);
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void GetSpawnContextEntries(ISpawnable spawn, Mobile m, List<ContextMenuEntry> list);
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}
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public interface ISpawnable : IEntity
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{
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void OnBeforeSpawn(Point3D location, Map map);
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void MoveToWorld(Point3D location, Map map);
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void OnAfterSpawn();
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ISpawner Spawner { get; set; }
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}
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public interface IDamageable : IEntity
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{
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int Hits { get; set; }
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int HitsMax { get; }
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bool Alive { get; }
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int PhysicalResistance { get; }
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int FireResistance { get; }
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int ColdResistance { get; }
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int PoisonResistance { get; }
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int EnergyResistance { get; }
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int Damage(int amount, Mobile attacker);
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void PlaySound(int soundID);
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void MovingEffect(IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes, int hue, int renderMode);
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void MovingEffect(IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes);
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void MovingParticles(IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound, EffectLayer layer, int unknown);
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void MovingParticles(IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes, int hue, int renderMode, int effect, int explodeEffect, int explodeSound, int unknown);
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void MovingParticles(IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes, int effect, int explodeEffect, int explodeSound, int unknown);
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void MovingParticles(IEntity to, int itemID, int speed, int duration, bool fixedDirection, bool explodes, int effect, int explodeEffect, int explodeSound);
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void FixedEffect(int itemID, int speed, int duration, int hue, int renderMode);
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void FixedEffect(int itemID, int speed, int duration);
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void FixedParticles(int itemID, int speed, int duration, int effect, int hue, int renderMode, EffectLayer layer, int unknown);
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void FixedParticles(int itemID, int speed, int duration, int effect, int hue, int renderMode, EffectLayer layer);
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void FixedParticles(int itemID, int speed, int duration, int effect, EffectLayer layer, int unknown);
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void FixedParticles(int itemID, int speed, int duration, int effect, EffectLayer layer);
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void BoltEffect(int hue);
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}
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public interface IArtifact
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{
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int ArtifactRarity { get; }
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}
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} |