Update API for 162
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@@ -101,7 +101,7 @@ public interface Client extends GameEngine
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int[] getWidgetPositionsX();
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int[] getWidgetPositionsY();
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int getEnergy();
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String[] getPlayerOptions();
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@@ -132,10 +132,6 @@ public interface Client extends GameEngine
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int getSetting(Varbits varbit);
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int getClanChatCount();
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ClanMember[] getClanMembers();
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HashTable getComponentTable();
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boolean isPrayerActive(Prayer prayer);
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@@ -168,38 +164,37 @@ public interface Client extends GameEngine
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IndexedSprite createIndexedSprite();
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boolean isFriended(String name, boolean mustBeLoggedIn);
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boolean isIgnored(String name);
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boolean isClanMember(String name);
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Point getSceneDestinationLocation();
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List<Projectile> getProjectiles();
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/**
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* Play a sound effect at the player's current location.
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* This is how UI, and player-generated (e.g. mining, woodcutting) sound effects are normally played
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* Play a sound effect at the player's current location. This is how UI,
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* and player-generated (e.g. mining, woodcutting) sound effects are
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* normally played
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*
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* @param id the ID of the sound to play. Any int is allowed, but see {@link SoundEffectID} for some common ones
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* @param id the ID of the sound to play. Any int is allowed, but see
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* {@link SoundEffectID} for some common ones
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*/
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void playSoundEffect(int id);
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/**
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* Play a sound effect from some point in the world.
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*
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* @param id the ID of the sound to play. Any int is allowed, but see {@link SoundEffectID} for some common ones
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* @param id the ID of the sound to play. Any int is allowed, but see
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* {@link SoundEffectID} for some common ones
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* @param x the ground coordinate on the x axis
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* @param y the ground coordinate on the y axis
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* @param range the number of tiles away that the sound can be heard from
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* @param range the number of tiles away that the sound can be heard
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* from
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*/
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void playSoundEffect(int id, int x, int y, int range);
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boolean getDrawBoundingBoxes2D();
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/**
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* When {@code shouldDraw} is true, a 2D bounding box will be drawn for all on-screen objects
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* When {@code shouldDraw} is true, a 2D bounding box will be drawn for
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* all on-screen objects
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*
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* @param shouldDraw whether or not to draw 2D bounding boxes
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*/
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@@ -209,8 +204,9 @@ public interface Client extends GameEngine
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/**
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* When {@code shouldDraw} is true, 3D bounding boxes will be drawn
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* either for the object under the cursor, or every object on screen
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* according to {@link #setBoundingBoxAlwaysOnMode(boolean) BoundingBoxAlwaysOnMode}
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* either for the object under the cursor, or every object on screen
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* according to
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* {@link #setBoundingBoxAlwaysOnMode(boolean) BoundingBoxAlwaysOnMode}
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*
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* @param shouldDraw whether or not to draw 3D bounding boxes
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*/
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@@ -219,7 +215,8 @@ public interface Client extends GameEngine
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boolean getdrawObjectGeometry2D();
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/**
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* When {@code shouldDraw} is true, the clickbox geometry for the object under the cursor will be displayed
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* When {@code shouldDraw} is true, the clickbox geometry for the object
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* under the cursor will be displayed
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*
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* @param shouldDraw whether or not to draw the clickbox geometry
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*/
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@@ -229,10 +226,12 @@ public interface Client extends GameEngine
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/**
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* Changes how {@link #getDrawBoundingBoxes3D()} behaves when active.
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* When {@code alwaysDrawBoxes} is true, 3D bounding boxes will be drawn.
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* When false, a 3D bounding box will only be drawn for the object under the cursor
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* When {@code alwaysDrawBoxes} is true, 3D bounding boxes will be
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* drawn. When false, a 3D bounding box will only be drawn for the
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* object under the cursor
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*
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* @param alwaysDrawBoxes whether or not to draw every 3D bounding box, when 3D bounding boxes are enabled
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* @param alwaysDrawBoxes whether or not to draw every 3D bounding box,
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* when 3D bounding boxes are enabled
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*/
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void setBoundingBoxAlwaysOnMode(boolean alwaysDrawBoxes);
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@@ -243,14 +242,16 @@ public interface Client extends GameEngine
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int getKeyboardIdleTicks();
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/**
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* Changes how game behaves based on memory mode. Low memory mode skips drawing of all floors and renders ground
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* textures in low quality.
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* Changes how game behaves based on memory mode. Low memory mode skips
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* drawing of all floors and renders ground textures in low quality.
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*
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* @param lowMemory if we are running in low memory mode or not
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*/
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void changeMemoryMode(boolean lowMemory);
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/**
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* Get the item container for an inventory
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*
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* @param inventory
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* @return
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*/
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@@ -267,4 +268,12 @@ public interface Client extends GameEngine
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void setStringStackSize(int stackSize);
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String[] getStringStack();
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boolean isFriended(String name, boolean mustBeLoggedIn);
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int getClanChatCount();
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ClanMember[] getClanMembers();
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boolean isClanMember(String name);
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}
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@@ -36,4 +36,8 @@ public interface Player extends Actor
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Polygon[] getPolygons();
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int getTeam();
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boolean isClanMember();
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boolean isFriend();
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}
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