From 65c5efe43b68700bad94076d4cd421160203c5de Mon Sep 17 00:00:00 2001 From: Jeff Ames Date: Fri, 16 May 2008 01:22:11 +0000 Subject: Formatting cleanup. --- .../ScriptEngine/Common/LSL_BuiltIn_Commands.cs | 290 ++++++++++----------- 1 file changed, 145 insertions(+), 145 deletions(-) (limited to 'OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs') diff --git a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs index d73a47a..ab91424 100644 --- a/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs +++ b/OpenSim/Region/ScriptEngine/Common/LSL_BuiltIn_Commands.cs @@ -57,7 +57,7 @@ namespace OpenSim.Region.ScriptEngine.Common internal uint m_localID; internal LLUUID m_itemID; internal bool throwErrorOnNotImplemented = true; - + public LSL_BuiltIn_Commands(ScriptEngineBase.ScriptEngine ScriptEngine, SceneObjectPart host, uint localID, LLUUID itemID) { m_ScriptEngine = ScriptEngine; @@ -93,7 +93,7 @@ namespace OpenSim.Region.ScriptEngine.Common try { int eventFlags = m_ScriptEngine.m_ScriptManager.GetStateEventFlags(m_localID, m_itemID); - m_host.SetScriptEvents(m_itemID, eventFlags); + m_host.SetScriptEvents(m_itemID, eventFlags); m_ScriptEngine.m_EventManager.state_entry(m_localID); } catch (AppDomainUnloadedException) @@ -186,7 +186,7 @@ namespace OpenSim.Region.ScriptEngine.Common World.EventManager.TriggerRequestChangeWaterHeight((float)height); } } - + //These are the implementations of the various ll-functions used by the LSL scripts. //starting out, we use the System.Math library for trig functions. - ckrinke 8-14-07 public double llSin(double f) @@ -331,9 +331,9 @@ namespace OpenSim.Region.ScriptEngine.Common // New and improved, now actually works as described. Prim rotates as expected as does llRot2Euler. /* From wiki: - The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes - in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation, - a vector pointing along the X axis, first rotating it 3 degrees around the global Z axis, then rotating the resulting + The Euler angle vector (in radians) is converted to a rotation by doing the rotations around the 3 axes + in Z, Y, X order. So llEuler2Rot(<1.0, 2.0, 3.0> * DEG_TO_RAD) generates a rotation by taking the zero rotation, + a vector pointing along the X axis, first rotating it 3 degrees around the global Z axis, then rotating the resulting vector 2 degrees around the global Y axis, and finally rotating that 1 degree around the global X axis. */ @@ -349,24 +349,24 @@ namespace OpenSim.Region.ScriptEngine.Common double sinX = Math.Sin(v.x); double sinY = Math.Sin(v.y); double sinZ = Math.Sin(v.z); - - s = Math.Sqrt( cosY * cosZ - sinX * sinY * sinZ + cosX * cosZ + cosX * cosY + 1.0f) * 0.5f; + + s = Math.Sqrt(cosY * cosZ - sinX * sinY * sinZ + cosX * cosZ + cosX * cosY + 1.0f) * 0.5f; if (Math.Abs(s) < 0.00001) // null rotation { - x = 0.0f; + x = 0.0f; y = 1.0f; - z = 0.0f; + z = 0.0f; } else { - s_i = 1.0f / (4.0f * s); - x = - ( -sinX * cosY - cosX * sinY * sinZ - sinX * cosZ) * s_i; - y = - ( -cosX * sinY * cosZ + sinX * sinZ - sinY) * s_i; - z = - ( -cosY * sinZ - sinX * sinY * cosZ - cosX * sinZ) * s_i; + s_i = 1.0f / (4.0f * s); + x = - (-sinX * cosY - cosX * sinY * sinZ - sinX * cosZ) * s_i; + y = - (-cosX * sinY * cosZ + sinX * sinZ - sinY) * s_i; + z = - (-cosY * sinZ - sinX * sinY * cosZ - cosX * sinZ) * s_i; } return new LSL_Types.Quaternion(x, y, z, s); } - + public LSL_Types.Quaternion llAxes2Rot(LSL_Types.Vector3 fwd, LSL_Types.Vector3 left, LSL_Types.Vector3 up) { @@ -477,7 +477,7 @@ namespace OpenSim.Region.ScriptEngine.Common m_host.AddScriptLPS(1); LLUUID keyID = LLUUID.Zero; LLUUID.TryParse(id, out keyID); - + m_ScriptEngine.m_ASYNCLSLCommandManager.m_SensorRepeat.SenseOnce(m_localID, m_itemID, name, keyID, type, range, arc, m_host); } @@ -625,7 +625,7 @@ namespace OpenSim.Region.ScriptEngine.Common return String.Empty; - + } public LSL_Types.LSLInteger llDetectedType(int number) @@ -644,7 +644,7 @@ namespace OpenSim.Region.ScriptEngine.Common mask |= 0x04; // passive non-moving else mask |= 0x02; // active moving - if (SensedObject is IScript) mask |= 0x08; // Scripted. It COULD have one hidden ... + if (SensedObject is IScript) mask |= 0x08; // Scripted. It COULD have one hidden ... return mask; } @@ -655,7 +655,7 @@ namespace OpenSim.Region.ScriptEngine.Common EntityBase SensedObject = entityDetectedKey(number); if (SensedObject == null) return new LSL_Types.Vector3(0, 0, 0); - + return new LSL_Types.Vector3(SensedObject.AbsolutePosition.X,SensedObject.AbsolutePosition.Y,SensedObject.AbsolutePosition.Z); } @@ -757,7 +757,7 @@ namespace OpenSim.Region.ScriptEngine.Common if ((status & BuiltIn_Commands_BaseClass.STATUS_ROTATE_X) == BuiltIn_Commands_BaseClass.STATUS_ROTATE_X) { statusrotationaxis |= BuiltIn_Commands_BaseClass.STATUS_ROTATE_X; - + } if ((status & BuiltIn_Commands_BaseClass.STATUS_ROTATE_Y) == BuiltIn_Commands_BaseClass.STATUS_ROTATE_Y) { @@ -824,9 +824,9 @@ namespace OpenSim.Region.ScriptEngine.Common if (m_host.GetDieAtEdge()) return 1; - else + else return 0; - + case BuiltIn_Commands_BaseClass.STATUS_RETURN_AT_EDGE: NotImplemented("llGetStatus - STATUS_RETURN_AT_EDGE"); return 0; @@ -1248,7 +1248,7 @@ namespace OpenSim.Region.ScriptEngine.Common { m_host.AddScriptLPS(1); return m_host.registerTargetWaypoint(new LLVector3((float)position.x, (float)position.y, (float)position.z), (float)range); - + } public void llTargetRemove(int number) @@ -1286,21 +1286,21 @@ namespace OpenSim.Region.ScriptEngine.Common { m_host.AddScriptLPS(1); //No energy force yet - + if (force.x > 20000) force.x = 20000; if (force.y > 20000) force.y = 20000; if (force.z > 20000) force.z = 20000; - + if (local == 1) { m_host.ApplyImpulse(new LLVector3((float)force.x, (float)force.y, (float)force.z), true); } else { - + m_host.ApplyImpulse(new LLVector3((float)force.x,(float)force.y,(float)force.z), false); } } @@ -1475,7 +1475,7 @@ namespace OpenSim.Region.ScriptEngine.Common } // If end is positive, then it directly // corresponds to the lengt of the substring - // needed (plus one of course). BUT, it + // needed (plus one of course). BUT, it // must be within bounds. if (end >= src.Length) { @@ -1493,15 +1493,15 @@ namespace OpenSim.Region.ScriptEngine.Common // Inverted substring (end < start) else { - // Implies both indices are below the - // lower bound. In the inverted case, that + // Implies both indices are below the + // lower bound. In the inverted case, that // means the entire string will be returned // unchanged. if (start < 0) { return src; } - // If both indices are greater than the upper + // If both indices are greater than the upper // bound the result may seem initially counter // intuitive. if (end >= src.Length) @@ -1536,7 +1536,7 @@ namespace OpenSim.Region.ScriptEngine.Common /// /// Delete substring removes the specified substring bounded - /// by the inclusive indices start and end. Indices may be + /// by the inclusive indices start and end. Indices may be /// negative (indicating end-relative) and may be inverted, /// i.e. end < start. /// @@ -1591,7 +1591,7 @@ namespace OpenSim.Region.ScriptEngine.Common { return String.Empty; } - + if (end > 0) { if (start < src.Length) @@ -1616,7 +1616,7 @@ namespace OpenSim.Region.ScriptEngine.Common } } } - + /// /// Insert string inserts the specified string identified by src /// at the index indicated by index. Index may be negative, in @@ -1655,13 +1655,13 @@ namespace OpenSim.Region.ScriptEngine.Common // The index is in bounds. // In this case the index refers to the index that will - // be assigned to the first character of the inserted string. + // be assigned to the first character of the inserted string. // So unlike the other string operations, we do not add one // to get the correct string length. return dest.Substring(0,index)+src+dest.Substring(index); } - + public string llToUpper(string src) { m_host.AddScriptLPS(1); @@ -1767,12 +1767,12 @@ namespace OpenSim.Region.ScriptEngine.Common return; // wiki says, if it's further away then 10m, silently fail. LLVector3 llvel = new LLVector3((float)vel.x, (float)vel.y, (float)vel.z); - + // need the magnitude later float velmag = (float)Util.GetMagnitude(llvel); - + SceneObjectGroup new_group = World.RezObject(inv.Value, llpos, new LLQuaternion((float)rot.x, (float)rot.y, (float)rot.z, (float)rot.s), llvel, param); - + // If either of these are null, then there was an unknown error. if (new_group == null) continue; @@ -1844,7 +1844,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (m_host.TaskInventory[InventorySelf()].PermsGranter != LLUUID.Zero) { ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[InventorySelf()].PermsGranter); - + if (presence != null) { if ((m_host.TaskInventory[InventorySelf()].PermsMask & BuiltIn_Commands_BaseClass.PERMISSION_TAKE_CONTROLS) != 0) @@ -1871,7 +1871,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (m_host.TaskInventory[InventorySelf()].PermsGranter != LLUUID.Zero) { ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[InventorySelf()].PermsGranter); - + if (presence != null) { if ((m_host.TaskInventory[InventorySelf()].PermsMask & BuiltIn_Commands_BaseClass.PERMISSION_TAKE_CONTROLS) != 0) @@ -1924,7 +1924,7 @@ namespace OpenSim.Region.ScriptEngine.Common // InstantMessageModule.OnInstantMessage searches through a list of scenes for a client matching the toAgent, // but I don't think we have a list of scenes available from here. // (We also don't want to duplicate the code in OnInstantMessage if we can avoid it.) - + // user is a UUID // TODO: figure out values for client, fromSession, and imSessionID @@ -1991,7 +1991,7 @@ namespace OpenSim.Region.ScriptEngine.Common } } - + public void llSetHoverHeight(double height, int water, double tau) { @@ -2050,7 +2050,7 @@ namespace OpenSim.Region.ScriptEngine.Common if ((m_host.TaskInventory[invItemID].PermsMask & BuiltIn_Commands_BaseClass.PERMISSION_TRIGGER_ANIMATION) != 0) { ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[invItemID].PermsGranter); - + if (presence != null) { // Do NOT try to parse LLUUID, animations cannot be triggered by ID @@ -2087,7 +2087,7 @@ namespace OpenSim.Region.ScriptEngine.Common return; ScenePresence presence = World.GetScenePresence(m_host.TaskInventory[invItemID].PermsGranter); - + if (presence != null) { if (animID == LLUUID.Zero) @@ -2194,7 +2194,7 @@ namespace OpenSim.Region.ScriptEngine.Common } ScenePresence presence = World.GetScenePresence(agentID); - + if (presence != null) { string ownerName=resolveName(m_host.ParentGroup.RootPart.OwnerID); @@ -2467,7 +2467,7 @@ namespace OpenSim.Region.ScriptEngine.Common // These functions are supposed to be robust, // so get the state one step at a time. - + if ((item = ScriptByName(name)) != LLUUID.Zero) { if ((sm = m_ScriptEngine.m_ScriptManager) != null) @@ -2480,14 +2480,14 @@ namespace OpenSim.Region.ScriptEngine.Common } } } - } + } // Required by SL if (script == null) ShoutError("llSetScriptState: script "+name+" not found"); - // If we didn't find it, then it's safe to + // If we didn't find it, then it's safe to // assume it is not running. } @@ -2806,23 +2806,23 @@ namespace OpenSim.Region.ScriptEngine.Common /* The new / changed functions were tested with the following LSL script: - + default { state_entry() { rotation rot = llEuler2Rot(<0,70,0> * DEG_TO_RAD); - + llOwnerSay("to get here, we rotate over: "+ (string) llRot2Axis(rot)); llOwnerSay("and we rotate for: "+ (llRot2Angle(rot) * RAD_TO_DEG)); - + // convert back and forth between quaternion <-> vector and angle - + rotation newrot = llAxisAngle2Rot(llRot2Axis(rot),llRot2Angle(rot)); - + llOwnerSay("Old rotation was: "+(string) rot); llOwnerSay("re-converted rotation is: "+(string) newrot); - + llSetRot(rot); // to check the parameters in the prim } } @@ -2832,7 +2832,7 @@ namespace OpenSim.Region.ScriptEngine.Common // Xantor 29/apr/2008 // Returns rotation described by rotating angle radians about axis. - // q = cos(a/2) + i ( x * sin(a/2)) + j (y * sin(a/2)) + k ( z * sin(a/2)) + // q = cos(a/2) + i (x * sin(a/2)) + j (y * sin(a/2)) + k (z * sin(a/2)) public LSL_Types.Quaternion llAxisAngle2Rot(LSL_Types.Vector3 axis, double angle) { m_host.AddScriptLPS(1); @@ -2849,7 +2849,7 @@ namespace OpenSim.Region.ScriptEngine.Common // NotImplemented("llAxisAngle2Rot"); } - + // Xantor 29/apr/2008 // converts a Quaternion to X,Y,Z axis rotations public LSL_Types.Vector3 llRot2Axis(LSL_Types.Quaternion rot) @@ -3264,7 +3264,7 @@ namespace OpenSim.Region.ScriptEngine.Common /// /// The supplied string is scanned for commas /// and converted into a list. Commas are only - /// effective if they are encountered outside + /// effective if they are encountered outside /// of '<' '>' delimiters. Any whitespace /// before or after an element is trimmed. /// @@ -3314,7 +3314,7 @@ namespace OpenSim.Region.ScriptEngine.Common } /// - /// Randomizes the list, be arbitrarily reordering + /// Randomizes the list, be arbitrarily reordering /// sublists of stride elements. As the stride approaches /// the size of the list, the options become very /// limited. @@ -3323,7 +3323,7 @@ namespace OpenSim.Region.ScriptEngine.Common /// This could take a while for very large list /// sizes. /// - + public LSL_Types.list llListRandomize(LSL_Types.list src, int stride) { @@ -3344,7 +3344,7 @@ namespace OpenSim.Region.ScriptEngine.Common // Stride MUST be a factor of the list length // If not, then return the src list. This also // traps those cases where stride > length. - + if (src.Length != stride && src.Length%stride == 0) { chunkk = src.Length/stride; @@ -3384,7 +3384,7 @@ namespace OpenSim.Region.ScriptEngine.Common object[] array = new object[src.Length]; Array.Copy(src.Data, 0, array, 0, src.Length); result = new LSL_Types.list(array); - } + } return result; @@ -3394,10 +3394,10 @@ namespace OpenSim.Region.ScriptEngine.Common /// Elements in the source list starting with 0 and then /// every i+stride. If the stride is negative then the scan /// is backwards producing an inverted result. - /// Only those elements that are also in the specified + /// Only those elements that are also in the specified /// range are included in the result. /// - + public LSL_Types.list llList2ListStrided(LSL_Types.list src, int start, int end, int stride) { @@ -3415,7 +3415,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (end < 0) end = src.Length+end; - // Out of bounds indices are OK, just trim them + // Out of bounds indices are OK, just trim them // accordingly if (start > src.Length) @@ -3429,7 +3429,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (start != end) { - if (start <= end) + if (start <= end) { si[0] = start; ei[0] = end; @@ -3448,8 +3448,8 @@ namespace OpenSim.Region.ScriptEngine.Common // fall within the specified sub-range. The specified // range values are inclusive. // A negative stride reverses the direction of the - // scan producing an inverted list as a result. - + // scan producing an inverted list as a result. + if (stride == 0) stride = 1; @@ -3492,7 +3492,7 @@ namespace OpenSim.Region.ScriptEngine.Common public LSL_Types.list llListInsertList(LSL_Types.list dest, LSL_Types.list src, int index) { - + LSL_Types.list pref = null; LSL_Types.list suff = null; @@ -3539,7 +3539,7 @@ namespace OpenSim.Region.ScriptEngine.Common /// Returns the index of the first occurrence of test /// in src. /// - + public LSL_Types.LSLInteger llListFindList(LSL_Types.list src, LSL_Types.list test) { @@ -3568,7 +3568,7 @@ namespace OpenSim.Region.ScriptEngine.Common } } } - + return index; } @@ -3632,12 +3632,12 @@ namespace OpenSim.Region.ScriptEngine.Common if (LLUUID.TryParse(id,out key)) { ScenePresence presence = World.GetScenePresence(key); - + if (presence != null) { return presence.Name; } - + if (World.GetSceneObjectPart(key) != null) { return World.GetSceneObjectPart(key).Name; @@ -3646,18 +3646,18 @@ namespace OpenSim.Region.ScriptEngine.Common return String.Empty; } - + public void llSetTextureAnim(int mode, int face, int sizex, int sizey, double start, double length, double rate) { m_host.AddScriptLPS(1); Primitive.TextureAnimation pTexAnim = new Primitive.TextureAnimation(); pTexAnim.Flags =(uint) mode; - + //ALL_SIDES if (face == -1) face = 255; - + pTexAnim.Face = (uint)face; pTexAnim.Length = (float)length; pTexAnim.Rate = (float)rate; @@ -3688,7 +3688,7 @@ namespace OpenSim.Region.ScriptEngine.Common LSL_Types.list ret = new LSL_Types.list(); object[] delimiters = new object[separators.Length + spacers.Length]; separators.Data.CopyTo(delimiters, 0); - spacers.Data.CopyTo(delimiters, separators.Length); + spacers.Data.CopyTo(delimiters, separators.Length); bool dfound = false; do { @@ -3735,7 +3735,7 @@ namespace OpenSim.Region.ScriptEngine.Common public LSL_Types.LSLInteger llOverMyLand(string id) { - + m_host.AddScriptLPS(1); LLUUID key = new LLUUID(); if (LLUUID.TryParse(id,out key)) @@ -3790,14 +3790,14 @@ namespace OpenSim.Region.ScriptEngine.Common LLUUID key = new LLUUID(); if (LLUUID.TryParse(id, out key)) - { + { ScenePresence av = World.GetScenePresence(key); - + if (av != null) { if (llAvatarOnSitTarget() == id) { - // if the avatar is sitting on this object, then + // if the avatar is sitting on this object, then // we can unsit them. We don't want random scripts unsitting random people // Lets avoid the popcorn avatar scenario. av.StandUp(); @@ -3809,12 +3809,12 @@ namespace OpenSim.Region.ScriptEngine.Common // if the land is group owned and the object is group owned by the same group // or // if the object is owned by a person with estate access. - + ILandObject parcel = World.LandChannel.GetLandObject(av.AbsolutePosition.X, av.AbsolutePosition.Y); if (parcel != null) { - if (m_host.ObjectOwner == parcel.landData.ownerID || - (m_host.OwnerID == m_host.GroupID && m_host.GroupID == parcel.landData.groupID + if (m_host.ObjectOwner == parcel.landData.ownerID || + (m_host.OwnerID == m_host.GroupID && m_host.GroupID == parcel.landData.groupID && parcel.landData.isGroupOwned) || World.ExternalChecks.ExternalChecksCanBeGodLike(m_host.OwnerID)) { av.StandUp(); @@ -3822,7 +3822,7 @@ namespace OpenSim.Region.ScriptEngine.Common } } } - + } } @@ -3928,7 +3928,7 @@ namespace OpenSim.Region.ScriptEngine.Common m_host.AddScriptLPS(1); Primitive.ParticleSystem prules = new Primitive.ParticleSystem(); LSL_Types.Vector3 tempv = new LSL_Types.Vector3(); - + float tempf = 0; for (int i = 0; i < rules.Length; i += 2) @@ -3954,7 +3954,7 @@ namespace OpenSim.Region.ScriptEngine.Common case (int)BuiltIn_Commands_BaseClass.PSYS_PART_END_COLOR: tempv = (LSL_Types.Vector3)rules.Data[i + 1]; //prules.PartEndColor = new LLColor(tempv.x,tempv.y,tempv.z,1); - + prules.PartEndColor.R = (float)tempv.x; prules.PartEndColor.G = (float)tempv.y; prules.PartEndColor.B = (float)tempv.z; @@ -3996,7 +3996,7 @@ namespace OpenSim.Region.ScriptEngine.Common // Xantor 03-May-2008 // Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture - // "" = default texture. + // "" = default texture. case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE: LLUUID tkey = LLUUID.Zero; @@ -4007,11 +4007,11 @@ namespace OpenSim.Region.ScriptEngine.Common } // else try to locate the name in inventory of object. found returns key, // not found returns LLUUID.Zero which will translate to the default particle texture - else + else { prules.Texture = InventoryKey(rules.Data[i+1].ToString()); } - break; + break; case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE: tempf = Convert.ToSingle(rules.Data[i + 1].ToString()); @@ -4150,7 +4150,7 @@ namespace OpenSim.Region.ScriptEngine.Common m_host.AddScriptLPS(1); return m_host.GetAvatarOnSitTarget().ToString(); //LLUUID AVID = m_host.GetAvatarOnSitTarget(); - + //if (AVID != LLUUID.Zero) // return AVID.ToString(); //else @@ -4283,7 +4283,7 @@ namespace OpenSim.Region.ScriptEngine.Common // These functions are supposed to be robust, // so get the state one step at a time. - + if ((item = ScriptByName(name)) != LLUUID.Zero) if ((sm = m_ScriptEngine.m_ScriptManager) != null) sm.ResetScript(m_localID, item); @@ -4293,7 +4293,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (script == null) ShoutError("llResetOtherScript: script "+name+" not found"); - // If we didn't find it, then it's safe to + // If we didn't find it, then it's safe to // assume it is not running. } @@ -4307,7 +4307,7 @@ namespace OpenSim.Region.ScriptEngine.Common // These functions are supposed to be robust, // so get the state one step at a time. - + if ((item = ScriptByName(name)) != LLUUID.Zero) { if ((sm = m_ScriptEngine.m_ScriptManager) != null) @@ -4324,7 +4324,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (script == null) ShoutError("llGetScriptState: script "+name+" not found"); - // If we didn't find it, then it's safe to + // If we didn't find it, then it's safe to // assume it is not running. return 0; @@ -4586,7 +4586,7 @@ namespace OpenSim.Region.ScriptEngine.Common { return; } - + if (landowner != m_host.ObjectOwner) { return; @@ -4857,7 +4857,7 @@ namespace OpenSim.Region.ScriptEngine.Common case 21: // PRIM_FLEXIBLE PrimitiveBaseShape shape = m_host.Shape; - + if (shape.FlexiEntry) res.Add(new LSL_Types.LSLInteger(1)); // active else @@ -4885,7 +4885,7 @@ namespace OpenSim.Region.ScriptEngine.Common case 23: // PRIM_POINT_LIGHT: shape = m_host.Shape; - + if (shape.LightEntry) res.Add(new LSL_Types.LSLInteger(1)); // active else @@ -4932,12 +4932,12 @@ namespace OpenSim.Region.ScriptEngine.Common // // // Each point in a base-64 string represents - // a 6 bit value. A 32-bit integer can be + // a 6 bit value. A 32-bit integer can be // represented using 6 characters (with some - // redundancy). + // redundancy). // // - // LSL requires a base64 string to be 8 + // LSL requires a base64 string to be 8 // characters in length. LSL also uses '/' // rather than '-' (MIME compliant). // @@ -4948,7 +4948,7 @@ namespace OpenSim.Region.ScriptEngine.Common // // SL do not record any kind of exception for // these functions, so the string to integer - // conversion returns '0' if an invalid + // conversion returns '0' if an invalid // character is encountered during conversion. // // @@ -4962,13 +4962,13 @@ namespace OpenSim.Region.ScriptEngine.Common // // // - + // // Table for converting 6-bit integers into // base-64 characters // - private static readonly char[] i2ctable = + private static readonly char[] i2ctable = { 'A','B','C','D','E','F','G','H', 'I','J','K','L','M','N','O','P', @@ -4992,7 +4992,7 @@ namespace OpenSim.Region.ScriptEngine.Common { -1,-1,-1,-1,-1,-1,-1,-1, // 0x -1,-1,-1,-1,-1,-1,-1,-1, - -1,-1,-1,-1,-1,-1,-1,-1, // 1x + -1,-1,-1,-1,-1,-1,-1,-1, // 1x -1,-1,-1,-1,-1,-1,-1,-1, -1,-1,-1,-1,-1,-1,-1,-1, // 2x -1,-1,-1,63,-1,-1,-1,64, @@ -5070,25 +5070,25 @@ namespace OpenSim.Region.ScriptEngine.Common // length strings return zero. // // - // Returns an integer representing the - // encoded value providedint he 1st 6 + // Returns an integer representing the + // encoded value providedint he 1st 6 // characters of the string. // // // This is coded to behave like LSL's // implementation (I think), based upon the // information available at the Wiki. - // If more than 8 characters are supplied, + // If more than 8 characters are supplied, // zero is returned. // If a NULL string is supplied, zero will // be returned. // If fewer than 6 characters are supplied, then - // the answer will reflect a partial + // the answer will reflect a partial // accumulation. // - // The 6-bit segments are - // extracted left-to-right in big-endian mode, - // which means that segment 6 only contains the + // The 6-bit segments are + // extracted left-to-right in big-endian mode, + // which means that segment 6 only contains the // two low-order bits of the 32 bit integer as // its high order 2 bits. A short string therefore // means loss of low-order information. E.g. @@ -5126,39 +5126,39 @@ namespace OpenSim.Region.ScriptEngine.Common return digit<0?(int)0:number; } number += --digit<<26; - + if ((digit=c2itable[str[1]])<=0) { return digit<0?(int)0:number; } number += --digit<<20; - + if ((digit=c2itable[str[2]])<=0) { return digit<0?(int)0:number; } number += --digit<<14; - + if ((digit=c2itable[str[3]])<=0) { return digit<0?(int)0:number; } number += --digit<<8; - + if ((digit=c2itable[str[4]])<=0) { return digit<0?(int)0:number; } number += --digit<<2; - + if ((digit=c2itable[str[5]])<=0) { return digit<0?(int)0:number; } number += --digit>>4; - + // ignore trailing padding - + return number; } @@ -5182,8 +5182,8 @@ namespace OpenSim.Region.ScriptEngine.Common // // Scan the string supplied in 'src' and - // tokenize it based upon two sets of - // tokenizers provided in two lists, + // tokenize it based upon two sets of + // tokenizers provided in two lists, // separators and spacers. // // @@ -5196,38 +5196,38 @@ namespace OpenSim.Region.ScriptEngine.Common // Both separators and spacers may be arbitrarily // long strings. i.e. ":::". // - // The function returns an ordered list + // The function returns an ordered list // representing the tokens found in the supplied // sources string. If two successive tokenizers // are encountered, then a NULL entry is added // to the list. // - // It is a precondition that the source and + // It is a precondition that the source and // toekizer lisst are non-null. If they are null, - // then a null pointer exception will be thrown + // then a null pointer exception will be thrown // while their lengths are being determined. // // A small amount of working memoryis required // of approximately 8*#tokenizers. // - // There are many ways in which this function - // can be implemented, this implementation is + // There are many ways in which this function + // can be implemented, this implementation is // fairly naive and assumes that when the // function is invooked with a short source // string and/or short lists of tokenizers, then // performance will not be an issue. // - // In order to minimize the perofrmance + // In order to minimize the perofrmance // effects of long strings, or large numbers // of tokeizers, the function skips as far as - // possible whenever a toekenizer is found, + // possible whenever a toekenizer is found, // and eliminates redundant tokenizers as soon // as is possible. // // The implementation tries to avoid any copying // of arrays or other objects. // - + public LSL_Types.list llParseStringKeepNulls(string src, LSL_Types.list separators, LSL_Types.list spacers) { int beginning = 0; @@ -5256,7 +5256,7 @@ namespace OpenSim.Region.ScriptEngine.Common active[i] = true; offset[mlen] = srclen; - + while (beginning < srclen) { @@ -5270,7 +5270,7 @@ namespace OpenSim.Region.ScriptEngine.Common { // scan all of the markers if ((offset[j] = src.IndexOf((string)separray[j],beginning)) == -1) - { + { // not present at all active[j] = false; } @@ -5278,7 +5278,7 @@ namespace OpenSim.Region.ScriptEngine.Common { // present and correct if (offset[j] < offset[best]) - { + { // closest so far best = j; if (offset[best] == beginning) @@ -5293,19 +5293,19 @@ namespace OpenSim.Region.ScriptEngine.Common if (offset[best] != beginning) { for (j = seplen; (j < mlen) && (offset[best] > beginning); j++) - { + { if (active[j]) { // scan all of the markers if ((offset[j] = src.IndexOf((string)spcarray[j-seplen],beginning)) == -1) - { + { // not present at all active[j] = false; } else { // present and correct if (offset[j] < offset[best]) - { + { // closest so far best = j; } @@ -5317,7 +5317,7 @@ namespace OpenSim.Region.ScriptEngine.Common // This is the normal exit from the scanning loop if (best == mlen) - { + { // no markers were found on this pass // so we're pretty much done tokens.Add(src.Substring(beginning, srclen-beginning)); @@ -5478,7 +5478,7 @@ namespace OpenSim.Region.ScriptEngine.Common //should be similar to : llInstantMessage(llGetOwner(),msg) // llGetOwner ==> m_host.ObjectOwner.ToString() llInstantMessage(m_host.ObjectOwner.ToString(),msg); - + //World.SimChat(Helpers.StringToField(msg), ChatTypeEnum.Owner, 0, m_host.AbsolutePosition, m_host.Name, m_host.UUID); //IWorldComm wComm = m_ScriptEngine.World.RequestModuleInterface(); //wComm.DeliverMessage(ChatTypeEnum.Owner, 0, m_host.Name, m_host.UUID, msg); @@ -5509,19 +5509,19 @@ namespace OpenSim.Region.ScriptEngine.Common /// /// illListReplaceList removes the sub-list defined by the inclusive indices - /// start and end and inserts the src list in its place. The inclusive + /// start and end and inserts the src list in its place. The inclusive /// nature of the indices means that at least one element must be deleted /// if the indices are within the bounds of the existing list. I.e. 2,2 /// will remove the element at index 2 and replace it with the source /// list. Both indices may be negative, with the usual interpretation. An - /// interesting case is where end is lower than start. As these indices + /// interesting case is where end is lower than start. As these indices /// bound the list to be removed, then 0->end, and start->lim are removed /// and the source list is added as a suffix. /// public LSL_Types.list llListReplaceList(LSL_Types.list dest, LSL_Types.list src, int start, int end) { - + LSL_Types.list pref = null; m_host.AddScriptLPS(1); @@ -5542,9 +5542,9 @@ namespace OpenSim.Region.ScriptEngine.Common // list. if (start <= end) { - // If greater than zero, then there is going to be a - // surviving prefix. Otherwise the inclusive nature - // of the indices mean that we're going to add the + // If greater than zero, then there is going to be a + // surviving prefix. Otherwise the inclusive nature + // of the indices mean that we're going to add the // source list as a prefix. if (start > 0) { @@ -5580,7 +5580,7 @@ namespace OpenSim.Region.ScriptEngine.Common } // Finally, if start > end, we strip away a prefix and // a suffix, to leave the list that sits ens - // and start, and then tag on the src list. AT least + // and start, and then tag on the src list. AT least // that's my interpretation. We can get sublist to do // this for us. Note that one, or both of the indices // might have been negative. @@ -6084,7 +6084,7 @@ namespace OpenSim.Region.ScriptEngine.Common if (LLUUID.TryParse(id, out key)) { ScenePresence av = World.GetScenePresence(key); - + if (av != null) { foreach (object o in args.Data) @@ -6103,7 +6103,7 @@ namespace OpenSim.Region.ScriptEngine.Common case "4": ret.Add(new LSL_Types.Quaternion((double)av.Rotation.x, (double)av.Rotation.y, (double)av.Rotation.z, (double)av.Rotation.w)); break; - case "5": + case "5": ret.Add(new LSL_Types.Vector3(av.Velocity.X,av.Velocity.Y,av.Velocity.Z)); break; case "6": -- cgit v1.1