/* * Copyright (c) Contributors, http://www.openmetaverse.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ using System; using System.Collections.Generic; using System.Text; using libsecondlife; using libsecondlife.Packets; using OpenSim.Physics.Manager; using OpenSim.Framework.Interfaces; using OpenSim.Framework.Types; using OpenSim.Framework.Inventory; using OpenSim.Framework.Utilities; namespace OpenSim.Region.Scenes { public partial class Scene { /// <summary> /// /// </summary> /// <param name="action"></param> /// <param name="north"></param> /// <param name="west"></param> public void ModifyTerrain(byte action, float north, float west) { switch (action) { case 1: // raise terrain Terrain.raise(north, west, 10.0, 0.001); RegenerateTerrain(true, (int)north, (int)west); break; case 2: //lower terrain Terrain.lower(north, west, 10.0, 0.001); RegenerateTerrain(true, (int)north, (int)west); break; } return; } /// <summary> /// /// </summary> /// <param name="message"></param> /// <param name="type"></param> /// <param name="fromPos"></param> /// <param name="fromName"></param> /// <param name="fromAgentID"></param> public void SimChat(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID) { Console.WriteLine("Chat message"); Avatar avatar = null; foreach (IClientAPI client in m_clientThreads.Values) { int dis = -1000; if (this.Avatars.ContainsKey(client.AgentId)) { avatar = this.Avatars[client.AgentId]; // int dis = Util.fast_distance2d((int)(client.ClientAvatar.Pos.X - simClient.ClientAvatar.Pos.X), (int)(client.ClientAvatar.Pos.Y - simClient.ClientAvatar.Pos.Y)); dis= (int)avatar.Pos.GetDistanceTo(fromPos); Console.WriteLine("found avatar at " +dis); } switch (type) { case 0: // Whisper if ((dis < 10) && (dis > -10)) { //should change so the message is sent through the avatar rather than direct to the ClientView client.SendChatMessage(message, type, fromPos, fromName, fromAgentID); } break; case 1: // Say if ((dis < 30) && (dis > -30)) { Console.WriteLine("sending chat"); client.SendChatMessage(message, type, fromPos, fromName, fromAgentID); } break; case 2: // Shout if ((dis < 100) && (dis > -100)) { client.SendChatMessage(message, type, fromPos, fromName, fromAgentID); } break; case 0xff: // Broadcast client.SendChatMessage(message, type, fromPos, fromName, fromAgentID); break; } } } /// <summary> /// /// </summary> /// <param name="primAsset"></param> /// <param name="pos"></param> public void RezObject(AssetBase primAsset, LLVector3 pos) { } /// <summary> /// /// </summary> /// <param name="packet"></param> /// <param name="simClient"></param> public void DeRezObject(Packet packet, IClientAPI simClient) { } /// <summary> /// /// </summary> /// <param name="remoteClient"></param> public void SendAvatarsToClient(IClientAPI remoteClient) { } /// <summary> /// /// </summary> /// <param name="parentPrim"></param> /// <param name="childPrims"></param> public void LinkObjects(uint parentPrim, List<uint> childPrims) { } /// <summary> /// /// </summary> /// <param name="primLocalID"></param> /// <param name="shapeBlock"></param> public void UpdatePrimShape(uint primLocalID, ObjectShapePacket.ObjectDataBlock shapeBlock) { } /// <summary> /// /// </summary> /// <param name="primLocalID"></param> /// <param name="remoteClient"></param> public void SelectPrim(uint primLocalID, IClientAPI remoteClient) { } /// <summary> /// /// </summary> /// <param name="localID"></param> /// <param name="packet"></param> /// <param name="remoteClient"></param> public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient) { } /// <summary> /// /// </summary> /// <param name="localID"></param> /// <param name="texture"></param> /// <param name="remoteClient"></param> public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient) { } /// <summary> /// /// </summary> /// <param name="localID"></param> /// <param name="pos"></param> /// <param name="remoteClient"></param> public void UpdatePrimPosition(uint localID, LLVector3 pos, IClientAPI remoteClient) { foreach (Entity ent in Entities.Values) { if (ent.localid == localID) { ((OpenSim.Region.Scenes.Primitive)ent).UpdatePosition(pos); break; } } } /// <summary> /// /// </summary> /// <param name="localID"></param> /// <param name="rot"></param> /// <param name="remoteClient"></param> public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient) { } /// <summary> /// /// </summary> /// <param name="localID"></param> /// <param name="scale"></param> /// <param name="remoteClient"></param> public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient) { } /// <summary> /// Sends prims to a client /// </summary> /// <param name="RemoteClient">Client to send to</param> public void GetInitialPrims(IClientAPI RemoteClient) { } } }