Update API for 162

This commit is contained in:
Adam
2018-02-01 12:20:37 -05:00
parent 0325150267
commit 00ef622144
15 changed files with 306 additions and 71 deletions

View File

@@ -101,7 +101,7 @@ public interface Client extends GameEngine
int[] getWidgetPositionsX();
int[] getWidgetPositionsY();
int getEnergy();
String[] getPlayerOptions();
@@ -132,10 +132,6 @@ public interface Client extends GameEngine
int getSetting(Varbits varbit);
int getClanChatCount();
ClanMember[] getClanMembers();
HashTable getComponentTable();
boolean isPrayerActive(Prayer prayer);
@@ -168,38 +164,37 @@ public interface Client extends GameEngine
IndexedSprite createIndexedSprite();
boolean isFriended(String name, boolean mustBeLoggedIn);
boolean isIgnored(String name);
boolean isClanMember(String name);
Point getSceneDestinationLocation();
List<Projectile> getProjectiles();
/**
* Play a sound effect at the player's current location.
* This is how UI, and player-generated (e.g. mining, woodcutting) sound effects are normally played
* Play a sound effect at the player's current location. This is how UI,
* and player-generated (e.g. mining, woodcutting) sound effects are
* normally played
*
* @param id the ID of the sound to play. Any int is allowed, but see {@link SoundEffectID} for some common ones
* @param id the ID of the sound to play. Any int is allowed, but see
* {@link SoundEffectID} for some common ones
*/
void playSoundEffect(int id);
/**
* Play a sound effect from some point in the world.
*
* @param id the ID of the sound to play. Any int is allowed, but see {@link SoundEffectID} for some common ones
* @param id the ID of the sound to play. Any int is allowed, but see
* {@link SoundEffectID} for some common ones
* @param x the ground coordinate on the x axis
* @param y the ground coordinate on the y axis
* @param range the number of tiles away that the sound can be heard from
* @param range the number of tiles away that the sound can be heard
* from
*/
void playSoundEffect(int id, int x, int y, int range);
boolean getDrawBoundingBoxes2D();
/**
* When {@code shouldDraw} is true, a 2D bounding box will be drawn for all on-screen objects
* When {@code shouldDraw} is true, a 2D bounding box will be drawn for
* all on-screen objects
*
* @param shouldDraw whether or not to draw 2D bounding boxes
*/
@@ -209,8 +204,9 @@ public interface Client extends GameEngine
/**
* When {@code shouldDraw} is true, 3D bounding boxes will be drawn
* either for the object under the cursor, or every object on screen
* according to {@link #setBoundingBoxAlwaysOnMode(boolean) BoundingBoxAlwaysOnMode}
* either for the object under the cursor, or every object on screen
* according to
* {@link #setBoundingBoxAlwaysOnMode(boolean) BoundingBoxAlwaysOnMode}
*
* @param shouldDraw whether or not to draw 3D bounding boxes
*/
@@ -219,7 +215,8 @@ public interface Client extends GameEngine
boolean getdrawObjectGeometry2D();
/**
* When {@code shouldDraw} is true, the clickbox geometry for the object under the cursor will be displayed
* When {@code shouldDraw} is true, the clickbox geometry for the object
* under the cursor will be displayed
*
* @param shouldDraw whether or not to draw the clickbox geometry
*/
@@ -229,10 +226,12 @@ public interface Client extends GameEngine
/**
* Changes how {@link #getDrawBoundingBoxes3D()} behaves when active.
* When {@code alwaysDrawBoxes} is true, 3D bounding boxes will be drawn.
* When false, a 3D bounding box will only be drawn for the object under the cursor
* When {@code alwaysDrawBoxes} is true, 3D bounding boxes will be
* drawn. When false, a 3D bounding box will only be drawn for the
* object under the cursor
*
* @param alwaysDrawBoxes whether or not to draw every 3D bounding box, when 3D bounding boxes are enabled
* @param alwaysDrawBoxes whether or not to draw every 3D bounding box,
* when 3D bounding boxes are enabled
*/
void setBoundingBoxAlwaysOnMode(boolean alwaysDrawBoxes);
@@ -243,14 +242,16 @@ public interface Client extends GameEngine
int getKeyboardIdleTicks();
/**
* Changes how game behaves based on memory mode. Low memory mode skips drawing of all floors and renders ground
* textures in low quality.
* Changes how game behaves based on memory mode. Low memory mode skips
* drawing of all floors and renders ground textures in low quality.
*
* @param lowMemory if we are running in low memory mode or not
*/
void changeMemoryMode(boolean lowMemory);
/**
* Get the item container for an inventory
*
* @param inventory
* @return
*/
@@ -267,4 +268,12 @@ public interface Client extends GameEngine
void setStringStackSize(int stackSize);
String[] getStringStack();
boolean isFriended(String name, boolean mustBeLoggedIn);
int getClanChatCount();
ClanMember[] getClanMembers();
boolean isClanMember(String name);
}

View File

@@ -36,4 +36,8 @@ public interface Player extends Actor
Polygon[] getPolygons();
int getTeam();
boolean isClanMember();
boolean isFriend();
}