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|
/**
* @file llagent.h
* @brief LLAgent class header file
*
* Copyright (c) 2000-2007, Linden Research, Inc.
*
* Second Life Viewer Source Code
* The source code in this file ("Source Code") is provided by Linden Lab
* to you under the terms of the GNU General Public License, version 2.0
* ("GPL"), unless you have obtained a separate licensing agreement
* ("Other License"), formally executed by you and Linden Lab. Terms of
* the GPL can be found in doc/GPL-license.txt in this distribution, or
* online at http://secondlife.com/developers/opensource/gplv2
*
* There are special exceptions to the terms and conditions of the GPL as
* it is applied to this Source Code. View the full text of the exception
* in the file doc/FLOSS-exception.txt in this software distribution, or
* online at http://secondlife.com/developers/opensource/flossexception
*
* By copying, modifying or distributing this software, you acknowledge
* that you have read and understood your obligations described above,
* and agree to abide by those obligations.
*
* ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO
* WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY,
* COMPLETENESS OR PERFORMANCE.
*/
#ifndef LL_LLAGENT_H
#define LL_LLAGENT_H
#include <set>
#include "indra_constants.h"
#include "llmath.h"
#include "llcoordframe.h"
#include "llevent.h"
#include "llagentconstants.h"
#include "llanimationstates.h"
#include "lldbstrings.h"
#include "llhudeffectlookat.h"
#include "llhudeffectpointat.h"
#include "llmemory.h"
#include "llstring.h"
#include "lluuid.h"
#include "m3math.h"
#include "m4math.h"
#include "llquaternion.h"
#include "lltimer.h"
#include "v3dmath.h"
#include "v3math.h"
#include "v4color.h"
#include "v4math.h"
//#include "vmath.h"
#include "stdenums.h"
#include "llwearable.h"
#include "llcharacter.h"
#include "llinventory.h"
#include "llviewerinventory.h"
#include "llagentdata.h"
// Ventrella
#include "llfollowcam.h"
// end Ventrella
const U8 AGENT_STATE_TYPING = 0x04; // Typing indication
const U8 AGENT_STATE_EDITING = 0x10; // Set when agent has objects selected
const BOOL ANIMATE = TRUE;
typedef enum e_camera_modes
{
CAMERA_MODE_THIRD_PERSON,
CAMERA_MODE_MOUSELOOK,
CAMERA_MODE_CUSTOMIZE_AVATAR,
CAMERA_MODE_FOLLOW
} ECameraMode;
typedef enum e_anim_request
{
ANIM_REQUEST_START,
ANIM_REQUEST_STOP
} EAnimRequest;
class LLChat;
class LLVOAvatar;
class LLViewerRegion;
class LLMotion;
class LLToolset;
class LLMessageSystem;
class LLPermissions;
class LLHost;
class LLFriendObserver;
struct LLGroupData
{
LLUUID mID;
LLUUID mInsigniaID;
U64 mPowers;
BOOL mAcceptNotices;
S32 mContribution;
std::string mName;
};
inline bool operator==(const LLGroupData &a, const LLGroupData &b)
{
return (a.mID == b.mID);
}
// forward declarations
//
class LLAgent : public LLObservable
{
public:
// When the agent hasn't typed anything for this duration, it leaves the
// typing state (for both chat and IM).
static const F32 TYPING_TIMEOUT_SECS;
LLAgent();
~LLAgent();
void init();
void cleanup();
//
// MANIPULATORS
//
// TODO: Put all non-const functions here.
// Called whenever the agent moves. Puts camera back in default position,
// deselects items, etc.
void resetView(BOOL reset_camera = TRUE);
// Called on camera movement, to allow the camera to be unlocked from the
// default position behind the avatar.
void unlockView();
void sendMessage(); // Send message to this agent's region.
void sendReliableMessage();
LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target
LLVector3d calcFocusPositionTargetGlobal(); // target for this mode
LLVector3d getCameraPositionGlobal() const;
const LLVector3 &getCameraPositionAgent() const;
F32 calcCameraFOVZoomFactor();
F32 getCameraMinOffGround(); // minimum height off ground for this mode, meters
void endAnimationUpdateUI();
void setKey(const S32 direction, S32 &key); // sets key to +1 for +direction, -1 for -direction
void handleScrollWheel(S32 clicks); // mousewheel driven zoom
void setAvatarObject(LLVOAvatar *avatar);
// rendering state bitmask helpers
void startTyping();
void stopTyping();
void setRenderState(U8 newstate);
void clearRenderState(U8 clearstate);
U8 getRenderState();
// Set the home data
void setRegion(LLViewerRegion *regionp);
LLViewerRegion *getRegion() const;
const LLHost& getRegionHost() const;
void updateAgentPosition(const F32 dt, const F32 yaw, const S32 mouse_x, const S32 mouse_y); // call once per frame to update position, angles radians
void updateLookAt(const S32 mouse_x, const S32 mouse_y);
void updateCamera(); // call once per frame to update camera location/orientation
void resetCamera(); // slam camera into its default position
void setupSitCamera();
void setCameraCollidePlane(LLVector4 &plane) { mCameraCollidePlane = plane; }
void changeCameraToDefault();
void changeCameraToMouselook(BOOL animate = TRUE);
void changeCameraToThirdPerson(BOOL animate = TRUE);
void changeCameraToCustomizeAvatar(BOOL animate = TRUE); // trigger transition animation
// Ventrella
void changeCameraToFollow(BOOL animate = TRUE);
//end Ventrella
void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null);
void setFocusOnAvatar(BOOL focus, BOOL animate);
void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id);
void setSitCamera(const LLUUID &object_id, const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero);
void clearFocusObject();
void setFocusObject(LLViewerObject* object);
void setObjectTracking(BOOL track) { mTrackFocusObject = track; }
// void setLookingAtAvatar(BOOL looking);
void heardChat(const LLChat& chat);
void lookAtLastChat();
LLUUID getLastChatter() { return mLastChatterID; }
F32 getTypingTime() { return mTypingTimer.getElapsedTimeF32(); }
void setAFK();
void clearAFK();
BOOL getAFK() const;
void setAlwaysRun() { mbAlwaysRun = TRUE; }
void clearAlwaysRun() { mbAlwaysRun = FALSE; }
BOOL getAlwaysRun() const { return mbAlwaysRun; }
void setBusy();
void clearBusy();
BOOL getBusy() const;
void setAdminOverride(BOOL b) { mAdminOverride = b; }
void setGodLevel(U8 god_level) { mGodLevel = god_level; }
void setFirstLogin(BOOL b) { mFirstLogin = b; }
void setGenderChosen(BOOL b) { mGenderChosen = b; }
BOOL getAdminOverride() const { return mAdminOverride; }
// update internal datastructures and update the server with the
// new contribution level. Returns true if the group id was found
// and contribution could be set.
BOOL setGroupContribution(const LLUUID& group_id, S32 contribution);
BOOL setGroupAcceptNotices(const LLUUID& group_id, BOOL accept_notices);
void setHideGroupTitle(BOOL hide) { mHideGroupTitle = hide; }
//
// ACCESSORS
//
// TODO: Put all read functions here, make them const
const LLUUID& getID() const { return gAgentID; }
const LLUUID& getSessionID() const { return gAgentSessionID; }
const LLUUID& getSecureSessionID() const { return mSecureSessionID; }
// Note: NEVER send this value in the clear or over any weakly
// encrypted channel (such as simple XOR masking). If you are unsure
// ask Aaron or MarkL.
BOOL isGodlike() const;
U8 getGodLevel() const;
BOOL isGroupTitleHidden() const { return mHideGroupTitle; }
BOOL isGroupMember() const { return !mGroupID.isNull(); } // This is only used for building titles!
const LLUUID &getGroupID() const { return mGroupID; }
ECameraMode getCameraMode() const { return mCameraMode; }
BOOL getFocusOnAvatar() const { return mFocusOnAvatar; }
LLViewerObject* getFocusObject() const { return mFocusObject; }
F32 getFocusObjectDist() const { return mFocusObjectDist; }
BOOL inPrelude();
BOOL canManageEstate() const;
const LLUUID& getInventoryRootID() const { return mInventoryRootID; }
void buildFullname(std::string &name) const;
void buildFullnameAndTitle(std::string &name) const;
// Check against all groups in the entire agent group list.
BOOL isInGroup(const LLUUID& group_id) const;
BOOL hasPowerInGroup(const LLUUID& group_id, U64 power) const;
// Check for power in just the active group.
BOOL hasPowerInActiveGroup(const U64 power) const;
U64 getPowerInGroup(const LLUUID& group_id) const;
// Get group information by group_id. if not in group, data is
// left unchanged and method returns FALSE. otherwise, values are
// copied and returns TRUE.
BOOL getGroupData(const LLUUID& group_id, LLGroupData& data) const;
// Get just the agent's contribution to the given group.
S32 getGroupContribution(const LLUUID& group_id) const;
// return TRUE if the database reported this login as the first
// for this particular user.
BOOL isFirstLogin() const { return mFirstLogin; }
// On the very first login, gender isn't chosen until the user clicks
// in a dialog. We don't render the avatar until they choose.
BOOL isGenderChosen() const { return mGenderChosen; }
// utility to build a location string
void buildLocationString(std::string& str);
LLQuaternion getHeadRotation();
LLVOAvatar *getAvatarObject() const { return mAvatarObject; }
BOOL needsRenderAvatar(); // TRUE when camera mode is such that your own avatar should draw
// Not const because timers can't be accessed in const-fashion.
BOOL needsRenderHead();
BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); }
BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); }
BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); }
BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); }
LLVector3 getPosAgentFromGlobal(const LLVector3d &pos_global) const;
LLVector3d getPosGlobalFromAgent(const LLVector3 &pos_agent) const;
// Get the data members
const LLVector3& getAtAxis() const { return mFrameAgent.getAtAxis(); } // direction avatar is looking, not camera
const LLVector3& getUpAxis() const { return mFrameAgent.getUpAxis(); } // direction avatar is looking, not camera
const LLVector3& getLeftAxis() const { return mFrameAgent.getLeftAxis(); } // direction avatar is looking, not camera
LLCoordFrame getFrameAgent() const { return mFrameAgent; }
LLVector3 getVelocity() const;
F32 getVelocityZ() const { return getVelocity().mV[VZ]; } // a hack
const LLVector3d &getPositionGlobal();
const LLVector3 &getPositionAgent();
const S32 getRegionsVisited() const;
const F64 getDistanceTraveled() const;
const LLVector3d &getFocusGlobal() const { return mFocusGlobal; }
const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; }
BOOL getJump() const { return mbJump; }
BOOL getAutoPilot() const { return mAutoPilot; }
LLVector3d getAutoPilotTargetGlobal() const { return mAutoPilotTargetGlobal; }
LLQuaternion getQuat() const; // returns the quat that represents the rotation
// of the agent in the absolute frame
// BOOL getLookingAtAvatar() const;
void getName(LLString& name);
const LLColor4 &getEffectColor();
void setEffectColor(const LLColor4 &color);
//
// UTILITIES
//
// Set the physics data
void slamLookAt(const LLVector3 &look_at);
void setPositionAgent(const LLVector3 ¢er);
void resetAxes();
void resetAxes(const LLVector3 &look_at); // makes reasonable left and up
// Move the avatar's frame
void rotate(F32 angle, const LLVector3 &axis);
void rotate(F32 angle, F32 x, F32 y, F32 z);
void rotate(const LLMatrix3 &matrix);
void rotate(const LLQuaternion &quaternion);
void pitch(F32 angle);
void roll(F32 angle);
void yaw(F32 angle);
LLVector3 getReferenceUpVector();
void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; }
// Flight management
BOOL getFlying() const { return mControlFlags & AGENT_CONTROL_FLY; }
void setFlying(BOOL fly);
void toggleFlying();
// Does this parcel allow you to fly?
BOOL canFly();
// Animation functions
void requestStopMotion( LLMotion* motion );
void onAnimStop(const LLUUID& id);
void sendAnimationRequests(LLDynamicArray<LLUUID> &anim_ids, EAnimRequest request);
void sendAnimationRequest(const LLUUID &anim_id, EAnimRequest request);
LLVector3d calcFocusOffset(LLViewerObject *object, S32 x, S32 y);
BOOL calcCameraMinDistance(F32 &obj_min_distance);
void startCameraAnimation();
void stopCameraAnimation();
void cameraZoomIn(const F32 factor); // zoom in by fraction of current distance
void cameraOrbitAround(const F32 radians); // rotate camera CCW radians about build focus point
void cameraOrbitOver(const F32 radians); // rotate camera forward radians over build focus point
void cameraOrbitIn(const F32 meters); // move camera in toward build focus point
F32 getCameraZoomFraction(); // get camera zoom as fraction of minimum and maximum zoom
void setCameraZoomFraction(F32 fraction); // set camera zoom as fraction of minimum and maximum zoom
void cameraPanIn(const F32 meters);
void cameraPanLeft(const F32 meters);
void cameraPanUp(const F32 meters);
void updateFocusOffset();
void validateFocusObject();
void setUsingFollowCam( bool using_follow_cam);
F32 calcCustomizeAvatarUIOffset( const LLVector3d& camera_pos_global );
// marks current location as start, sends information to servers
void setStartPosition(U32 location_id);
// Movement from user input. All set the appropriate animation flags.
// All turn off autopilot and make sure the camera is behind the avatar.
// direction is either positive, zero, or negative
void moveAt(S32 direction);
void moveAtNudge(S32 direction);
void moveLeft(S32 direction);
void moveLeftNudge(S32 direction);
void moveUp(S32 direction);
void moveYaw(F32 mag);
void movePitch(S32 direction);
void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; }
void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; }
void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; }
void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; }
void setOrbitInKey(F32 mag) { mOrbitInKey = mag; }
void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; }
void setPanLeftKey(F32 mag) { mPanLeftKey = mag; }
void setPanRightKey(F32 mag) { mPanRightKey = mag; }
void setPanUpKey(F32 mag) { mPanUpKey = mag; }
void setPanDownKey(F32 mag) { mPanDownKey = mag; }
void setPanInKey(F32 mag) { mPanInKey = mag; }
void setPanOutKey(F32 mag) { mPanOutKey = mag; }
U32 getControlFlags();
void setControlFlags(U32 mask); // performs bitwise mControlFlags |= mask
void clearControlFlags(U32 mask); // performs bitwise mControlFlags &= mask
BOOL controlFlagsDirty() const;
void enableControlFlagReset();
void resetControlFlags();
void propagate(const F32 dt); // BUG: should roll into updateAgentPosition
void startAutoPilotGlobal(const LLVector3d &pos_global, const std::string& behavior_name = "", const LLQuaternion *target_rotation = NULL,
void (*finish_callback)(BOOL, void *) = NULL, void *callback_data = NULL, F32 stop_distance = 0.f, F32 rotation_threshold = 0.03f);
void startFollowPilot(const LLUUID &leader_id);
void stopAutoPilot(BOOL user_cancel = FALSE);
void setAutoPilotGlobal(const LLVector3d &pos_global);
void autoPilot(F32 *delta_yaw); // autopilot walking action, angles in radians
void renderAutoPilotTarget();
//
// teportation methods
//
// go to a named location home
void teleportRequest(
const U64& region_handle,
const LLVector3& pos_local);
// teleport to a landmark
void teleportViaLandmark(const LLUUID& landmark_id);
// go home
void teleportHome() { teleportViaLandmark(LLUUID::null); }
// to an invited location
void teleportViaLure(const LLUUID& lure_id, BOOL godlike);
// to a global location - this will probably need to be
// deprecated.
void teleportViaLocation(const LLVector3d& pos_global);
// cancel the teleport, may or may not be allowed by server
void teleportCancel();
void setTargetVelocity(const LLVector3 &vel);
const LLVector3 &getTargetVelocity() const;
// Setting the ability for this avatar to proxy for another avatar.
//static void processAddModifyAbility(LLMessageSystem* msg, void**);
//static void processGrantedProxies(LLMessageSystem* msg, void**);
//static void processRemoveModifyAbility(LLMessageSystem* msg, void**);
//BOOL isProxyFor(const LLUUID& agent_id);// *FIX should be const
static void processAgentDataUpdate(LLMessageSystem *msg, void **);
static void processAgentGroupDataUpdate(LLMessageSystem *msg, void **);
static void processAgentDropGroup(LLMessageSystem *msg, void **);
static void processScriptControlChange(LLMessageSystem *msg, void **);
static void processAgentCachedTextureResponse(LLMessageSystem *mesgsys, void **user_data);
//static void processControlTake(LLMessageSystem *msg, void **);
//static void processControlRelease(LLMessageSystem *msg, void **);
// This method checks to see if this agent can modify an object
// based on the permissions and the agent's proxy status.
BOOL isGrantedProxy(const LLPermissions& perm);
BOOL allowOperation(PermissionBit op,
const LLPermissions& perm,
U64 group_proxy_power = 0,
U8 god_minimum = GOD_MAINTENANCE);
friend std::ostream& operator<<(std::ostream &s, const LLAgent &sphere);
void initOriginGlobal(const LLVector3d &origin_global); // Only to be used in ONE place! - djs 08/07/02
BOOL leftButtonGrabbed() const { return ( (!cameraMouselook() && mControlsTakenCount[CONTROL_LBUTTON_DOWN_INDEX] > 0)
||(cameraMouselook() && mControlsTakenCount[CONTROL_ML_LBUTTON_DOWN_INDEX] > 0)
||(!cameraMouselook() && mControlsTakenPassedOnCount[CONTROL_LBUTTON_DOWN_INDEX] > 0)
||(cameraMouselook() && mControlsTakenPassedOnCount[CONTROL_ML_LBUTTON_DOWN_INDEX] > 0)); }
BOOL rotateGrabbed() const { return ( (mControlsTakenCount[CONTROL_YAW_POS_INDEX] > 0)
||(mControlsTakenCount[CONTROL_YAW_NEG_INDEX] > 0)); }
BOOL forwardGrabbed() const { return ( (mControlsTakenCount[CONTROL_AT_POS_INDEX] > 0)); }
BOOL backwardGrabbed() const { return ( (mControlsTakenCount[CONTROL_AT_NEG_INDEX] > 0)); }
BOOL upGrabbed() const { return ( (mControlsTakenCount[CONTROL_UP_POS_INDEX] > 0)); }
BOOL downGrabbed() const { return ( (mControlsTakenCount[CONTROL_UP_NEG_INDEX] > 0)); }
// True iff a script has taken over a control.
BOOL anyControlGrabbed() const;
BOOL isControlGrabbed(S32 control_index) const;
// Send message to simulator to force grabbed controls to be
// released, in case of a poorly written script.
void forceReleaseControls();
BOOL sitCameraEnabled() { return mSitCameraEnabled; }
F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.magVec(); }
// look at behavior
BOOL setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
ELookAtType getLookAtType();
// point at behavior
BOOL setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
EPointAtType getPointAtType();
void setHomePosRegion( const U64& region_handle, const LLVector3& pos_region );
BOOL getHomePosGlobal( LLVector3d* pos_global );
void setCameraAnimating( BOOL b ) { mCameraAnimating = b; }
void setAnimationDuration( F32 seconds ) { mAnimationDuration = seconds; }
F32 getNearChatRadius() { return mNearChatRadius; }
enum ETeleportState
{
TELEPORT_NONE = 0, // No teleport in progress
TELEPORT_START = 1, // Transition to REQUESTED. Viewer has sent a TeleportRequest to the source simulator
TELEPORT_REQUESTED = 2, // Waiting for source simulator to respond
TELEPORT_MOVING = 3, // Viewer has received destination location from source simulator
TELEPORT_START_ARRIVAL = 4, // Transition to ARRIVING. Viewer has received avatar update, etc., from destination simulator
TELEPORT_ARRIVING = 5, // Make the user wait while content "pre-caches"
TELEPORT_CANCELLING = 6 // used only if user clicks "cancel" button
};
ETeleportState getTeleportState() const { return mTeleportState; }
void setTeleportState( ETeleportState state );
const LLString& getTeleportMessage() const { return mTeleportMessage; }
void setTeleportMessage(const LLString& message)
{
mTeleportMessage = message;
}
// trigger random fidget animations
void fidget();
void requestEnterGodMode();
void requestLeaveGodMode();
void sendAgentSetAppearance();
void sendAgentDataUpdateRequest();
// Ventrella
LLFollowCam mFollowCam;
// end Ventrella
//--------------------------------------------------------------------
// Wearables
//--------------------------------------------------------------------
BOOL getWearablesLoaded() const { return mWearablesLoaded; }
void setWearable( LLInventoryItem* new_item, LLWearable* wearable );
static void onSetWearableDialog( S32 option, void* userdata );
void setWearableFinal( LLInventoryItem* new_item, LLWearable* new_wearable );
void setWearableOutfit( const LLInventoryItem::item_array_t& items, const LLDynamicArray< LLWearable* >& wearables, BOOL remove );
void queryWearableCache();
BOOL isWearableModifiable(EWearableType type);
BOOL isWearableCopyable(EWearableType type);
BOOL needsReplacement(EWearableType wearableType, S32 remove);
U32 getWearablePermMask(EWearableType type);
LLInventoryItem* getWearableInventoryItem(EWearableType type);
LLWearable* getWearable( EWearableType type ) { return (type < WT_COUNT) ? mWearableEntry[ type ].mWearable : NULL; }
BOOL isWearingItem( const LLUUID& item_id );
LLWearable* getWearableFromWearableItem( const LLUUID& item_id );
const LLUUID& getWearableItem( EWearableType type ) { return (type < WT_COUNT) ? mWearableEntry[ type ].mItemID : LLUUID::null; }
static EWearableType getTEWearableType( S32 te );
static LLUUID getDefaultTEImageID( S32 te );
void copyWearableToInventory( EWearableType type );
void makeNewOutfit(
const std::string& new_folder_name,
const LLDynamicArray<S32>& wearables_to_include,
const LLDynamicArray<S32>& attachments_to_include,
BOOL rename_clothing);
void makeNewOutfitDone(S32 index);
void removeWearable( EWearableType type );
static void onRemoveWearableDialog( S32 option, void* userdata );
void removeWearableFinal( EWearableType type );
void sendAgentWearablesUpdate();
/**
* @brief Only public because of addWearableToAgentInventoryCallback.
*
* NOTE: Do not call this method unless you are the inventory callback.
* NOTE: This can suffer from race conditions when working on the
* same values for index.
* @param index The index in mWearableEntry.
* @param item_id The inventory item id of the new wearable to wear.
* @param wearable The actual wearable data.
*/
void addWearabletoAgentInventoryDone(
S32 index,
const LLUUID& item_id,
LLWearable* wearable);
void saveWearableAs( EWearableType type, const std::string& new_name, BOOL save_in_lost_and_found );
void saveWearable( EWearableType type, BOOL send_update = TRUE );
void saveAllWearables();
void revertWearable( EWearableType type );
void revertAllWearables();
void setWearableName( const LLUUID& item_id, const std::string& new_name );
void createStandardWearables(BOOL female);
void createStandardWearablesDone(S32 index);
void createStandardWearablesAllDone();
BOOL areWearablesLoaded() { return mWearablesLoaded; }
void observeFriends();
void friendsChanged();
// statics
static void stopFidget();
static void processAgentInitialWearablesUpdate(LLMessageSystem* mesgsys, void** user_data);
static void userRemoveWearable( void* userdata ); // userdata is EWearableType
static void userRemoveAllClothes( void* userdata ); // userdata is NULL
static void userRemoveAllClothesStep2(BOOL proceed, void* userdata ); // userdata is NULL
static void userRemoveAllAttachments( void* userdata); // userdata is NULL
static BOOL selfHasWearable( void* userdata ); // userdata is EWearableType
//debug methods
static void clearVisualParams(void *);
protected:
// stuff to do for any sort of teleport. Returns true if the
// teleport can proceed.
bool teleportCore(bool is_local = false);
// helper function to prematurely age chat when agent is moving
void ageChat();
// internal wearable functions
void sendAgentWearablesRequest();
static void onInitialWearableAssetArrived(LLWearable* wearable, void* userdata);
void recoverMissingWearable(EWearableType type);
void recoverMissingWearableDone();
void addWearableToAgentInventory(LLPointer<LLInventoryCallback> cb,
LLWearable* wearable, const LLUUID& category_id = LLUUID::null,
BOOL notify = TRUE);
public:
// TODO: Make these private!
U32 mViewerPort; // Port this agent transmits on.
LLUUID mSecureSessionID; // secure token for this login session
F32 mDrawDistance;
// Access or "maturity" level
U8 mAccess; // SIM_ACCESS_MATURE or SIM_ACCESS_PG
U64 mGroupPowers;
BOOL mHideGroupTitle;
char mGroupTitle[DB_GROUP_TITLE_BUF_SIZE]; /*Flawfinder: ignore*/ // honorific, like "Sir"
char mGroupName[DB_GROUP_NAME_BUF_SIZE]; /*Flawfinder: ignore*/
LLUUID mGroupID;
//LLUUID mGroupInsigniaID;
LLUUID mInventoryRootID;
LLUUID mMapID;
F64 mMapOriginX; // Global x coord of mMapID's bottom left corner.
F64 mMapOriginY; // Global y coord of mMapID's bottom left corner.
S32 mMapWidth; // Width of map in meters
S32 mMapHeight; // Height of map in meters
std::string mMOTD; // message of the day
LLPointer<LLHUDEffectLookAt> mLookAt;
LLPointer<LLHUDEffectPointAt> mPointAt;
LLDynamicArray<LLGroupData> mGroups;
BOOL mInitialized;
static BOOL sDebugDisplayTarget;
S32 mNumPendingQueries;
S32* mActiveCacheQueries;
BOOL mForceMouselook;
static void parseTeleportMessages(const LLString& xml_filename);
//we should really define ERROR and PROGRESS enums here
//but I don't really feel like doing that, so I am just going
//to expose the mappings....yup
static std::map<LLString, LLString> sTeleportErrorMessages;
static std::map<LLString, LLString> sTeleportProgressMessages;
private:
ETeleportState mTeleportState;
LLString mTeleportMessage;
S32 mControlsTakenCount[TOTAL_CONTROLS];
S32 mControlsTakenPassedOnCount[TOTAL_CONTROLS];
LLViewerRegion *mRegionp;
LLVector3d mAgentOriginGlobal; // Origin of agent coords from global coords
mutable LLVector3d mPositionGlobal;
std::set<U64> mRegionsVisited; // stat - what distinct regions has the avatar been to?
F64 mDistanceTraveled; // stat - how far has the avatar moved?
LLVector3d mLastPositionGlobal; // Used to calculate travel distance
LLPointer<LLVOAvatar> mAvatarObject; // NULL until avatar object sent down from simulator
U8 mRenderState; // Current behavior state of agent
LLFrameTimer mTypingTimer;
ECameraMode mCameraMode; // target mode after transition animation is done
ECameraMode mLastCameraMode;
BOOL mViewsPushed; // keep track of whether or not we have pushed views.
BOOL mbAlwaysRun; // should the avatar run rather than walk
BOOL mShowAvatar; // should we render the avatar?
BOOL mCameraAnimating; // camera is transitioning from one mode to another
LLVector3d mAnimationCameraStartGlobal; // camera start position, global coords
LLVector3d mAnimationFocusStartGlobal; // camera focus point, global coords
LLFrameTimer mAnimationTimer; // seconds that transition animation has been active
F32 mAnimationDuration; // seconds
F32 mCameraFOVZoomFactor; // amount of fov zoom applied to camera when zeroing in on an object
F32 mCameraCurrentFOVZoomFactor; // interpolated fov zoom
F32 mCameraFOVDefault; // default field of view that is basis for FOV zoom effect
LLVector3d mCameraFocusOffset; // offset from focus point in build mode
LLVector3d mCameraFocusOffsetTarget; // target towards which we are lerping the camera's focus offset
LLVector3 mCameraOffsetDefault; // default third-person camera offset
LLVector4 mCameraCollidePlane; // colliding plane for camera
F32 mCurrentCameraDistance; // current camera offset from avatar
F32 mTargetCameraDistance; // target camera offset from avatar
F32 mCameraZoomFraction; // mousewheel driven fraction of zoom
LLVector3 mCameraLag; // third person camera lag
LLVector3 mThirdPersonHeadOffset; // head offset for third person camera position
LLVector3 mCameraPositionAgent; // camera position in agent coordinates
LLVector3 mCameraVirtualPositionAgent; // camera virtual position (target) before performing FOV zoom
BOOL mSitCameraEnabled; // use provided camera information when sitting?
LLVector3 mSitCameraPos; // root relative camera pos when sitting
LLVector3 mSitCameraFocus; // root relative camera target when sitting
//Ventrella
LLVector3 mCameraUpVector; // camera's up direction in world coordinates (determines the 'roll' of the view)
//End Ventrella
LLPointer<LLViewerObject> mSitCameraReferenceObject; // object to which camera is related when sitting
BOOL mFocusOnAvatar;
LLVector3d mFocusGlobal;
LLVector3d mFocusTargetGlobal;
LLPointer<LLViewerObject> mFocusObject;
F32 mFocusObjectDist;
LLVector3 mFocusObjectOffset;
F32 mFocusDotRadius; // meters
BOOL mTrackFocusObject;
F32 mUIOffset;
LLCoordFrame mFrameAgent; // Agent position and view, agent-region coordinates
BOOL mCrouching;
BOOL mIsBusy;
S32 mAtKey; // Either 1, 0, or -1... indicates that movement-key is pressed
S32 mWalkKey; // like AtKey, but causes less forward thrust
S32 mLeftKey;
S32 mUpKey;
F32 mYawKey;
S32 mPitchKey;
F32 mOrbitLeftKey;
F32 mOrbitRightKey;
F32 mOrbitUpKey;
F32 mOrbitDownKey;
F32 mOrbitInKey;
F32 mOrbitOutKey;
F32 mPanUpKey;
F32 mPanDownKey;
F32 mPanLeftKey;
F32 mPanRightKey;
F32 mPanInKey;
F32 mPanOutKey;
U32 mControlFlags; // replacement for the mFooKey's
BOOL mbFlagsDirty;
BOOL mbFlagsNeedReset; // HACK for preventing incorrect flags sent when crossing region boundaries
BOOL mbJump;
BOOL mAutoPilot;
BOOL mAutoPilotFlyOnStop;
LLVector3d mAutoPilotTargetGlobal;
F32 mAutoPilotStopDistance;
BOOL mAutoPilotUseRotation;
LLVector3 mAutoPilotTargetFacing;
F32 mAutoPilotTargetDist;
S32 mAutoPilotNoProgressFrameCount;
F32 mAutoPilotRotationThreshold;
std::string mAutoPilotBehaviorName;
void (*mAutoPilotFinishedCallback)(BOOL, void *);
void* mAutoPilotCallbackData;
LLUUID mLeaderID;
std::set<LLUUID> mProxyForAgents;
LLColor4 mEffectColor;
BOOL mHaveHomePosition;
U64 mHomeRegionHandle;
LLVector3 mHomePosRegion;
LLFrameTimer mChatTimer;
LLUUID mLastChatterID;
F32 mNearChatRadius;
BOOL mAdminOverride;
// See indra_constants.h for values.
U8 mGodLevel;
LLFrameTimer mFidgetTimer;
LLFrameTimer mFocusObjectFadeTimer;
std::set<LLPointer <LLViewerObject> > mFadeObjects;
F32 mNextFidgetTime;
S32 mCurrentFidget;
BOOL mFirstLogin;
BOOL mGenderChosen;
//--------------------------------------------------------------------
// Wearables
//--------------------------------------------------------------------
struct LLWearableEntry
{
LLWearableEntry() : mItemID( LLUUID::null ), mWearable( NULL ) {}
LLUUID mItemID; // ID of the inventory item in the agent's inventory.
LLWearable* mWearable;
};
LLWearableEntry mWearableEntry[ WT_COUNT ];
U32 mAgentWearablesUpdateSerialNum;
BOOL mWearablesLoaded;
S32 mTextureCacheQueryID;
U32 mAppearanceSerialNum;
LLAnimPauseRequest mPauseRequest;
class createStandardWearablesAllDoneCallback : public LLRefCount
{
public:
~createStandardWearablesAllDoneCallback();
};
class sendAgentWearablesUpdateCallback : public LLRefCount
{
public:
~sendAgentWearablesUpdateCallback();
};
class addWearableToAgentInventoryCallback : public LLInventoryCallback
{
public:
enum {
CALL_NONE = 0,
CALL_UPDATE = 1,
CALL_RECOVERDONE = 2,
CALL_CREATESTANDARDDONE = 4,
CALL_MAKENEWOUTFITDONE = 8
} EType;
/**
* @brief Construct a callback for dealing with the wearables.
*
* Would like to pass the agent in here, but we can't safely
* count on it being around later. Just use gAgent directly.
* @param cb callback to execute on completion (??? unused ???)
* @param index Index for the wearable in the agent
* @param wearable The wearable data.
* @param todo Bitmask of actions to take on completion.
*/
addWearableToAgentInventoryCallback(
LLPointer<LLRefCount> cb,
S32 index,
LLWearable* wearable,
U32 todo = CALL_NONE);
~addWearableToAgentInventoryCallback() {};
virtual void fire(const LLUUID& inv_item);
private:
S32 mIndex;
LLWearable* mWearable;
U32 mTodo;
LLPointer<LLRefCount> mCB;
};
//control listeners
class LLHideGroupTitleListener: public LLSimpleListener
{
public:
bool handleEvent(LLPointer<LLEvent> event, const LLSD &userdata);
};
class LLEffectColorListener: public LLSimpleListener
{
public:
bool handleEvent(LLPointer<LLEvent> event, const LLSD &userdata);
};
LLHideGroupTitleListener mHideGroupTitleListener;
LLEffectColorListener mEffectColorListener;
LLFriendObserver* mFriendObserver;
};
extern LLAgent gAgent;
#endif
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