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author | Justin Clarke Casey | 2008-10-23 20:06:23 +0000 |
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committer | Justin Clarke Casey | 2008-10-23 20:06:23 +0000 |
commit | 5c2d4002352324d138979f0700d01a86a727a6be (patch) | |
tree | 7da7ee6bd9e41a0991322cd18866922e760bdcd9 /OpenSim/Region/ScriptEngine/Shared/Api | |
parent | * Reenable assert for the add circuit test (diff) | |
download | opensim-SC_OLD-5c2d4002352324d138979f0700d01a86a727a6be.zip opensim-SC_OLD-5c2d4002352324d138979f0700d01a86a727a6be.tar.gz opensim-SC_OLD-5c2d4002352324d138979f0700d01a86a727a6be.tar.bz2 opensim-SC_OLD-5c2d4002352324d138979f0700d01a86a727a6be.tar.xz |
* Apply http://opensimulator.org/mantis/view.php?id=2459
* Implements the rest of llGetAgentInfo() with the exception of AGENT_BUSY.
* Thanks nlin
Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api')
-rw-r--r-- | OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | 42 |
1 files changed, 35 insertions, 7 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index 060fde2..1462922 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||
@@ -4628,10 +4628,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4628 | 4628 | ||
4629 | /// <summary> | 4629 | /// <summary> |
4630 | /// Not fully implemented yet. Still to do:- | 4630 | /// Not fully implemented yet. Still to do:- |
4631 | /// AGENT_SITTING | ||
4632 | /// AGENT_ON_OBJECT | ||
4633 | /// AGENT_IN_AIR | ||
4634 | /// AGENT_CROUCHING | ||
4635 | /// AGENT_BUSY | 4631 | /// AGENT_BUSY |
4636 | /// Remove as they are done | 4632 | /// Remove as they are done |
4637 | /// </summary> | 4633 | /// </summary> |
@@ -4639,8 +4635,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4639 | { | 4635 | { |
4640 | m_host.AddScriptLPS(1); | 4636 | m_host.AddScriptLPS(1); |
4641 | 4637 | ||
4642 | // This is partial implementation. | ||
4643 | |||
4644 | UUID key = new UUID(); | 4638 | UUID key = new UUID(); |
4645 | if (!UUID.TryParse(id, out key)) | 4639 | if (!UUID.TryParse(id, out key)) |
4646 | { | 4640 | { |
@@ -4655,6 +4649,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4655 | return 0; | 4649 | return 0; |
4656 | } | 4650 | } |
4657 | 4651 | ||
4652 | // note: in OpenSim, sitting seems to cancel AGENT_ALWAYS_RUN, unlike SL | ||
4658 | if (agent.SetAlwaysRun) | 4653 | if (agent.SetAlwaysRun) |
4659 | { | 4654 | { |
4660 | flags |= ScriptBaseClass.AGENT_ALWAYS_RUN; | 4655 | flags |= ScriptBaseClass.AGENT_ALWAYS_RUN; |
@@ -4670,6 +4665,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4670 | if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) | 4665 | if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0) |
4671 | { | 4666 | { |
4672 | flags |= ScriptBaseClass.AGENT_FLYING; | 4667 | flags |= ScriptBaseClass.AGENT_FLYING; |
4668 | flags |= ScriptBaseClass.AGENT_IN_AIR; // flying always implies in-air, even if colliding with e.g. a wall | ||
4673 | } | 4669 | } |
4674 | 4670 | ||
4675 | if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AWAY) != 0) | 4671 | if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_AWAY) != 0) |
@@ -4677,6 +4673,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4677 | flags |= ScriptBaseClass.AGENT_AWAY; | 4673 | flags |= ScriptBaseClass.AGENT_AWAY; |
4678 | } | 4674 | } |
4679 | 4675 | ||
4676 | // seems to get unset, even if in mouselook, when avatar is sitting on a prim??? | ||
4680 | if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) | 4677 | if ((agent.AgentControlFlags & (uint)AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0) |
4681 | { | 4678 | { |
4682 | flags |= ScriptBaseClass.AGENT_MOUSELOOK; | 4679 | flags |= ScriptBaseClass.AGENT_MOUSELOOK; |
@@ -4688,12 +4685,43 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
4688 | } | 4685 | } |
4689 | 4686 | ||
4690 | string agentMovementAnimation = agent.GetMovementAnimation(); | 4687 | string agentMovementAnimation = agent.GetMovementAnimation(); |
4688 | |||
4689 | if (agentMovementAnimation == "CROUCH") | ||
4690 | { | ||
4691 | flags |= ScriptBaseClass.AGENT_CROUCHING; | ||
4692 | } | ||
4693 | |||
4691 | if (agentMovementAnimation == "WALK" || agentMovementAnimation == "CROUCHWALK") | 4694 | if (agentMovementAnimation == "WALK" || agentMovementAnimation == "CROUCHWALK") |
4692 | { | 4695 | { |
4693 | flags |= ScriptBaseClass.AGENT_WALKING; | 4696 | flags |= ScriptBaseClass.AGENT_WALKING; |
4694 | } | 4697 | } |
4695 | 4698 | ||
4696 | //NotImplemented("llGetAgentInfo"); | 4699 | // not colliding implies in air. Note: flying also implies in-air, even if colliding (see above) |
4700 | |||
4701 | // note: AGENT_IN_AIR and AGENT_WALKING seem to be mutually exclusive states in SL. | ||
4702 | |||
4703 | // note: this may need some tweaking when walking downhill. you "fall down" for a brief instant | ||
4704 | // and don't collide when walking downhill, which instantly registers as in-air, briefly. should | ||
4705 | // there be some minimum non-collision threshold time before claiming the avatar is in-air? | ||
4706 | if ((flags & ScriptBaseClass.AGENT_WALKING) == 0 && | ||
4707 | agent.PhysicsActor != null && | ||
4708 | !agent.PhysicsActor.IsColliding) | ||
4709 | { | ||
4710 | flags |= ScriptBaseClass.AGENT_IN_AIR; | ||
4711 | } | ||
4712 | |||
4713 | if (agent.ParentID != 0) | ||
4714 | { | ||
4715 | flags |= ScriptBaseClass.AGENT_ON_OBJECT; | ||
4716 | flags |= ScriptBaseClass.AGENT_SITTING; | ||
4717 | } | ||
4718 | |||
4719 | if (agent.Animations.DefaultAnimation.AnimID == AnimationSet.Animations.AnimsUUID["SIT_GROUND_CONSTRAINED"]) | ||
4720 | { | ||
4721 | flags |= ScriptBaseClass.AGENT_SITTING; | ||
4722 | } | ||
4723 | |||
4724 | //NotImplemented("llGetAgentInfo"); | ||
4697 | 4725 | ||
4698 | return flags; | 4726 | return flags; |
4699 | } | 4727 | } |