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using System;
using System.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Interfaces;
using OpenSim.Region.Environment.Scenes;
namespace OpenSim.Region.Environment.Modules.World.Land
{
public class LandChannel : ILandChannel
{
#region Constants
//Land types set with flags in ParcelOverlay.
//Only one of these can be used.
public const float BAN_LINE_SAFETY_HIEGHT = 100;
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000
//RequestResults (I think these are right, they seem to work):
public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
//ParcelSelectObjects
public const int LAND_SELECT_OBJECTS_GROUP = 4;
public const int LAND_SELECT_OBJECTS_OTHER = 8;
public const int LAND_SELECT_OBJECTS_OWNER = 2;
public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
//These are other constants. Yay!
public const int START_LAND_LOCAL_ID = 1;
#endregion
private readonly Scene m_scene;
private readonly LandManagementModule m_landManagementModule;
public LandChannel(Scene scene, LandManagementModule landManagementMod)
{
m_scene = scene;
m_landManagementModule = landManagementMod;
}
#region ILandChannel Members
///
/// Get the land object at the specified point
///
/// Value between 0 - 256 on the x axis of the point
/// Value between 0 - 256 on the y axis of the point
/// Land object at the point supplied
public ILandObject GetLandObject(float x_float, float y_float)
{
if (m_landManagementModule != null)
{
return m_landManagementModule.GetLandObject(x_float, y_float);
}
ILandObject obj = new LandObject(LLUUID.Zero, false, m_scene);
obj.landData.landName = "NO LAND";
return obj;
}
public ILandObject GetLandObject(int x, int y)
{
if (m_landManagementModule != null)
{
return m_landManagementModule.GetLandObject(x, y);
}
ILandObject obj = new LandObject(LLUUID.Zero, false, m_scene);
obj.landData.landName = "NO LAND";
return obj;
}
public List ParcelsNearPoint(LLVector3 position)
{
if (m_landManagementModule != null)
{
return m_landManagementModule.ParcelsNearPoint(position);
}
return new List();
}
public bool IsLandPrimCountTainted()
{
if (m_landManagementModule != null)
{
return m_landManagementModule.IsLandPrimCountTainted();
}
return false;
}
public bool IsForcefulBansAllowed()
{
if (m_landManagementModule != null)
{
return m_landManagementModule.AllowedForcefulBans;
}
return false;
}
public void UpdateLandObject(int localID, LandData data)
{
if (m_landManagementModule != null)
{
m_landManagementModule.UpdateLandObject(localID, data);
}
}
#endregion
}
}