Files
opensim/OpenSim/OpenSim.Region/Scenes/Scene.PacketHandlers.cs
MW 3e484d1aaf Renamed Avatar to ScenePresence to avoid clash with libsl Avatar class.
Added ThirdPartyLicenses folder containing the licenses for the various third party libraries we use.
Plus some other small changes.
2007-06-20 17:32:21 +00:00

254 lines
8.7 KiB
C#

/*
* 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
{
/// <summary>
///
/// </summary>
/// <param name="action"></param>
/// <param name="north"></param>
/// <param name="west"></param>
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;
}
/// <summary>
///
/// </summary>
/// <param name="message"></param>
/// <param name="type"></param>
/// <param name="fromPos"></param>
/// <param name="fromName"></param>
/// <param name="fromAgentID"></param>
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;
}
}
}
/// <summary>
///
/// </summary>
/// <param name="primAsset"></param>
/// <param name="pos"></param>
public void RezObject(AssetBase primAsset, LLVector3 pos)
{
}
/// <summary>
///
/// </summary>
/// <param name="packet"></param>
/// <param name="simClient"></param>
public void DeRezObject(Packet packet, IClientAPI simClient)
{
}
/// <summary>
///
/// </summary>
/// <param name="remoteClient"></param>
public void SendAvatarsToClient(IClientAPI remoteClient)
{
}
/// <summary>
///
/// </summary>
/// <param name="parentPrim"></param>
/// <param name="childPrims"></param>
public void LinkObjects(uint parentPrim, List<uint> childPrims)
{
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="shapeBlock"></param>
public void UpdatePrimShape(uint primLocalID, ObjectShapePacket.ObjectDataBlock shapeBlock)
{
}
/// <summary>
///
/// </summary>
/// <param name="primLocalID"></param>
/// <param name="remoteClient"></param>
public void SelectPrim(uint primLocalID, IClientAPI remoteClient)
{
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="packet"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimFlags(uint localID, Packet packet, IClientAPI remoteClient)
{
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="texture"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimTexture(uint localID, byte[] texture, IClientAPI remoteClient)
{
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="pos"></param>
/// <param name="remoteClient"></param>
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;
}
}
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="rot"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimRotation(uint localID, LLQuaternion rot, IClientAPI remoteClient)
{
}
/// <summary>
///
/// </summary>
/// <param name="localID"></param>
/// <param name="scale"></param>
/// <param name="remoteClient"></param>
public void UpdatePrimScale(uint localID, LLVector3 scale, IClientAPI remoteClient)
{
}
/// <summary>
/// Sends prims to a client
/// </summary>
/// <param name="RemoteClient">Client to send to</param>
public void GetInitialPrims(IClientAPI RemoteClient)
{
}
}
}