text: 
  #pragma once
  
  #include "BroadcastInterface.h"
  #include "../Mobs/Monster.h"
  
  class cItems;
  
  typedef cItemCallback<cBlockEntity> 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<cPlayer> & 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;
  
  };
  