From eaf9383b599041c86877cb11a698ae7ad4be8d46 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Mon, 14 Jul 2008 01:32:16 +0000 Subject: Patch #9149 Make all of the toggles go live. Utilizes the new database table for almost everything. Remove lots of now unneeded settings from the EstateSettings class --- .../Modules/World/Estate/EstateManagementModule.cs | 76 ++++++++-------------- .../Environment/Modules/World/Land/LandObject.cs | 2 +- 2 files changed, 29 insertions(+), 49 deletions(-) (limited to 'OpenSim/Region/Environment') diff --git a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs index 15141e5..55896d4 100644 --- a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs +++ b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs @@ -106,35 +106,16 @@ namespace OpenSim.Region.Environment.Modules.World.Estate switch (corner) { case 0: - m_scene.RegionInfo.EstateSettings.terrainBase0 = texture; + m_scene.RegionInfo.RegionSettings.TerrainTexture1 = texture; break; case 1: - m_scene.RegionInfo.EstateSettings.terrainBase1 = texture; + m_scene.RegionInfo.RegionSettings.TerrainTexture2 = texture; break; case 2: - m_scene.RegionInfo.EstateSettings.terrainBase2 = texture; + m_scene.RegionInfo.RegionSettings.TerrainTexture3 = texture; break; case 3: - m_scene.RegionInfo.EstateSettings.terrainBase3 = texture; - break; - } - } - - public void setEstateTerrainDetailTexture(IClientAPI client, int corner, LLUUID textureUUID) - { - switch (corner) - { - case 0: - m_scene.RegionInfo.EstateSettings.terrainDetail0 = textureUUID; - break; - case 1: - m_scene.RegionInfo.EstateSettings.terrainDetail1 = textureUUID; - break; - case 2: - m_scene.RegionInfo.EstateSettings.terrainDetail2 = textureUUID; - break; - case 3: - m_scene.RegionInfo.EstateSettings.terrainDetail3 = textureUUID; + m_scene.RegionInfo.RegionSettings.TerrainTexture4 = texture; break; } } @@ -144,20 +125,20 @@ namespace OpenSim.Region.Environment.Modules.World.Estate switch (corner) { case 0: - m_scene.RegionInfo.EstateSettings.terrainStartHeight0 = lowValue; - m_scene.RegionInfo.EstateSettings.terrainHeightRange0 = highValue; + m_scene.RegionInfo.RegionSettings.Elevation1SW = lowValue; + m_scene.RegionInfo.RegionSettings.Elevation2SW = highValue; break; case 1: - m_scene.RegionInfo.EstateSettings.terrainStartHeight1 = lowValue; - m_scene.RegionInfo.EstateSettings.terrainHeightRange1 = highValue; + m_scene.RegionInfo.RegionSettings.Elevation1NW = lowValue; + m_scene.RegionInfo.RegionSettings.Elevation2NW = highValue; break; case 2: - m_scene.RegionInfo.EstateSettings.terrainStartHeight2 = lowValue; - m_scene.RegionInfo.EstateSettings.terrainHeightRange2 = highValue; + m_scene.RegionInfo.RegionSettings.Elevation1SE = lowValue; + m_scene.RegionInfo.RegionSettings.Elevation2SE = highValue; break; case 3: - m_scene.RegionInfo.EstateSettings.terrainStartHeight3 = lowValue; - m_scene.RegionInfo.EstateSettings.terrainHeightRange3 = highValue; + m_scene.RegionInfo.RegionSettings.Elevation1NE = lowValue; + m_scene.RegionInfo.RegionSettings.Elevation2NE = highValue; break; } } @@ -532,14 +513,14 @@ namespace OpenSim.Region.Environment.Modules.World.Estate args.isEstateManager = estatemanager; args.billableFactor = m_scene.RegionInfo.EstateSettings.billableFactor; - args.terrainHeightRange0 = m_scene.RegionInfo.EstateSettings.terrainHeightRange0; - args.terrainHeightRange1 = m_scene.RegionInfo.EstateSettings.terrainHeightRange1; - args.terrainHeightRange2 = m_scene.RegionInfo.EstateSettings.terrainHeightRange2; - args.terrainHeightRange3 = m_scene.RegionInfo.EstateSettings.terrainHeightRange3; - args.terrainStartHeight0 = m_scene.RegionInfo.EstateSettings.terrainStartHeight0; - args.terrainStartHeight1 = m_scene.RegionInfo.EstateSettings.terrainStartHeight1; - args.terrainStartHeight2 = m_scene.RegionInfo.EstateSettings.terrainStartHeight2; - args.terrainStartHeight3 = m_scene.RegionInfo.EstateSettings.terrainStartHeight3; + args.terrainStartHeight0 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SW; + args.terrainHeightRange0 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SW; + args.terrainStartHeight1 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NW; + args.terrainHeightRange1 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NW; + args.terrainStartHeight2 = (float)m_scene.RegionInfo.RegionSettings.Elevation1SE; + args.terrainHeightRange2 = (float)m_scene.RegionInfo.RegionSettings.Elevation2SE; + args.terrainStartHeight3 = (float)m_scene.RegionInfo.RegionSettings.Elevation1NE; + args.terrainHeightRange3 = (float)m_scene.RegionInfo.RegionSettings.Elevation2NE; byte mature = 13; if(m_scene.RegionInfo.RegionSettings.Maturity == 1) mature = 21; @@ -549,14 +530,14 @@ namespace OpenSim.Region.Environment.Modules.World.Estate args.regionFlags = GetRegionFlags(); args.regionName = m_scene.RegionInfo.RegionName; args.SimOwner = m_scene.RegionInfo.MasterAvatarAssignedUUID; - args.terrainBase0 = m_scene.RegionInfo.EstateSettings.terrainBase0; - args.terrainBase1 = m_scene.RegionInfo.EstateSettings.terrainBase1; - args.terrainBase2 = m_scene.RegionInfo.EstateSettings.terrainBase2; - args.terrainBase3 = m_scene.RegionInfo.EstateSettings.terrainBase3; - args.terrainDetail0 = m_scene.RegionInfo.EstateSettings.terrainDetail0; - args.terrainDetail1 = m_scene.RegionInfo.EstateSettings.terrainDetail1; - args.terrainDetail2 = m_scene.RegionInfo.EstateSettings.terrainDetail2; - args.terrainDetail3 = m_scene.RegionInfo.EstateSettings.terrainDetail3; + args.terrainBase0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1; + args.terrainBase1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2; + args.terrainBase2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3; + args.terrainBase3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4; + args.terrainDetail0 = m_scene.RegionInfo.RegionSettings.TerrainTexture1; + args.terrainDetail1 = m_scene.RegionInfo.RegionSettings.TerrainTexture2; + args.terrainDetail2 = m_scene.RegionInfo.RegionSettings.TerrainTexture3; + args.terrainDetail3 = m_scene.RegionInfo.RegionSettings.TerrainTexture4; remoteClient.SendRegionHandshake(m_scene.RegionInfo,args); } @@ -617,7 +598,6 @@ namespace OpenSim.Region.Environment.Modules.World.Estate client.OnDetailedEstateDataRequest += sendDetailedEstateData; client.OnSetEstateFlagsRequest += estateSetRegionInfoHandler; client.OnSetEstateTerrainBaseTexture += setEstateTerrainBaseTexture; - client.OnSetEstateTerrainDetailTexture += setEstateTerrainDetailTexture; client.OnSetEstateTerrainTextureHeights += setEstateTerrainTextureHeights; client.OnCommitEstateTerrainTextureRequest += handleCommitEstateTerrainTextureRequest; client.OnSetRegionTerrainSettings += setRegionTerrainSettings; diff --git a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs index 4a5948f..e52896a 100644 --- a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs +++ b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs @@ -300,7 +300,7 @@ namespace OpenSim.Region.Environment.Modules.World.Land { if (over.landData.localID == landData.localID) { - if ((over.landData.landFlags & (uint)Parcel.ParcelFlags.AllowDamage) != 0) + if (((over.landData.landFlags & (uint)Parcel.ParcelFlags.AllowDamage) != 0) && m_scene.RegionInfo.RegionSettings.AllowDamage) avatars[i].Invulnerable = false; else avatars[i].Invulnerable = true; -- cgit v1.1