/* * 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 { /// /// Modifies terrain using the specified information /// /// The height at which the user started modifying the terrain /// The number of seconds the modify button was pressed /// The size of the brush used /// The action to be performed /// Distance from the north border where the cursor is located /// Distance from the west border where the cursor is located public void ModifyTerrain(float height, float seconds, byte brushsize, byte action, float north, float west) { // Shiny. double size = (double)(1 << brushsize); switch (action) { case 0: // flatten terrain Terrain.flatten(north, west, size, (double)seconds / 100.0); RegenerateTerrain(true, (int)north, (int)west); break; case 1: // raise terrain Terrain.raise(north, west, size, (double)seconds / 100.0); RegenerateTerrain(true, (int)north, (int)west); break; case 2: //lower terrain Terrain.lower(north, west, size, (double)seconds / 100.0); RegenerateTerrain(true, (int)north, (int)west); break; case 3: // smooth terrain Terrain.smooth(north, west, size, (double)seconds / 100.0); RegenerateTerrain(true, (int)north, (int)west); break; case 4: // noise Terrain.noise(north, west, size, (double)seconds / 100.0); RegenerateTerrain(true, (int)north, (int)west); break; case 5: // revert Terrain.revert(north, west, size, (double)seconds / 100.0); RegenerateTerrain(true, (int)north, (int)west); break; // CLIENT EXTENSIONS GO HERE case 128: // erode-thermal break; case 129: // erode-aerobic break; case 130: // erode-hydraulic break; } return; } /// /// /// /// /// /// /// /// public void SimChat(byte[] message, byte type, LLVector3 fromPos, string fromName, LLUUID fromAgentID) { Console.WriteLine("Chat message"); ScenePresence 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) { } } }