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path: root/OpenSim/Region/Environment/Interfaces/ILandObject.cs
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/*
 * Copyright (c) Contributors, http://opensimulator.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.Collections.Generic;
using libsecondlife;
using OpenSim.Framework;
using OpenSim.Region.Environment.Scenes;

namespace OpenSim.Region.Environment.Interfaces
{
    public interface ILandObject
    {
        LandData landData { get; set; }
        bool[,] landBitmap { get; set; }
        LLUUID regionUUID { get; }
        bool containsPoint(int x, int y);
        ILandObject Copy();

        void sendLandUpdateToAvatarsOverMe();

        void sendLandProperties(int sequence_id, bool snap_selection, int request_result, IClientAPI remote_client);
        void updateLandProperties(LandUpdateArgs args, IClientAPI remote_client);
        bool isEitherBannedOrRestricted(LLUUID avatar);
        bool isBannedFromLand(LLUUID avatar);
        bool isRestrictedFromLand(LLUUID avatar);
        void sendLandUpdateToClient(IClientAPI remote_client);
        List<LLUUID> createAccessListArrayByFlag(ParcelManager.AccessList flag);
        void sendAccessList(LLUUID agentID, LLUUID sessionID, uint flags, int sequenceID, IClientAPI remote_client);
        void updateAccessList(uint flags, List<ParcelManager.ParcelAccessEntry> entries, IClientAPI remote_client);
        void updateLandBitmapByteArray();
        void setLandBitmapFromByteArray();
        bool[,] getLandBitmap();
        void forceUpdateLandInfo();
        void setLandBitmap(bool[,] bitmap);

        bool[,] basicFullRegionLandBitmap();
        bool[,] getSquareLandBitmap(int start_x, int start_y, int end_x, int end_y);
        bool[,] modifyLandBitmapSquare(bool[,] land_bitmap, int start_x, int start_y, int end_x, int end_y, bool set_value);
        bool[,] mergeLandBitmaps(bool[,] bitmap_base, bool[,] bitmap_add);
        void sendForceObjectSelect(int local_id, int request_type, IClientAPI remote_client);
        void sendLandObjectOwners(IClientAPI remote_client);
        void returnObject(SceneObjectGroup obj);
        void returnLandObjects(uint type, LLUUID[] owners, IClientAPI remote_client);
        void resetLandPrimCounts();
        void addPrimToCount(SceneObjectGroup obj);
        void removePrimFromCount(SceneObjectGroup obj);
        void updateLandSold(LLUUID avatarID, LLUUID groupID, bool groupOwned, uint AuctionID, int claimprice, int area);
    }
}