/*
* 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
{
///
///
///
///
///
///
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;
}
///
///
///
///
///
///
///
///
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;
}
}
}
///
///
///
///
///
public void RezObject(AssetBase primAsset, LLVector3 pos)
{
}
///
///
///
///
///
public void DeRezObject(Packet packet, IClientAPI simClient)
{
}
///
///
///
///
public void SendAvatarsToClient(IClientAPI remoteClient)
{
}
///
///
///
///
///
public void LinkObjects(uint parentPrim, List childPrims)
{
}
///
///
///
///
///
public void UpdatePrimShape(uint primLocalID, ObjectShapePacket.ObjectDataBlock shapeBlock)
{
}
///
///
///
///
///
public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
{
}
///
///
///
///
///
///
public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
{
}
///
///
///
///
///
///
public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
}
///
///
///
///
///
///
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;
}
}
}
///
///
///
///
///
///
public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
}
///
///
///
///
///
///
public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
{
}
///
/// Sends prims to a client
///
/// Client to send to
public void GetInitialPrims(IClientAPI RemoteClient)
{
}
}
}