/** * @file llagent.h * @brief LLAgent class header file * * $LicenseInfo:firstyear=2000&license=viewergpl$ * * Copyright (c) 2000-2009, Linden Research, Inc. * * Second Life Viewer Source Code * The source code in this file ("Source Code") is provided by Linden Lab * to you under the terms of the GNU General Public License, version 2.0 * ("GPL"), unless you have obtained a separate licensing agreement * ("Other License"), formally executed by you and Linden Lab. Terms of * the GPL can be found in doc/GPL-license.txt in this distribution, or * online at http://secondlifegrid.net/programs/open_source/licensing/gplv2 * * There are special exceptions to the terms and conditions of the GPL as * it is applied to this Source Code. View the full text of the exception * in the file doc/FLOSS-exception.txt in this software distribution, or * online at * http://secondlifegrid.net/programs/open_source/licensing/flossexception * * By copying, modifying or distributing this software, you acknowledge * that you have read and understood your obligations described above, * and agree to abide by those obligations. * * ALL LINDEN LAB SOURCE CODE IS PROVIDED "AS IS." LINDEN LAB MAKES NO * WARRANTIES, EXPRESS, IMPLIED OR OTHERWISE, REGARDING ITS ACCURACY, * COMPLETENESS OR PERFORMANCE. * $/LicenseInfo$ */ #ifndef LL_LLAGENT_H #define LL_LLAGENT_H #include #include "indra_constants.h" #include "llmath.h" #include "llcontrol.h" #include "llcoordframe.h" #include "llevent.h" #include "llagentaccess.h" #include "llagentconstants.h" #include "llanimationstates.h" #include "lldbstrings.h" #include "llhudeffectlookat.h" #include "llhudeffectpointat.h" #include "llmemory.h" #include "llstring.h" #include "lluuid.h" #include "m3math.h" #include "m4math.h" #include "llquaternion.h" #include "lltimer.h" #include "v3dmath.h" #include "v3math.h" #include "v4color.h" #include "v4math.h" //#include "vmath.h" #include "stdenums.h" #include "llwearable.h" #include "llcharacter.h" #include "llinventory.h" #include "llviewerinventory.h" #include "llagentdata.h" // Ventrella #include "llfollowcam.h" // end Ventrella const U8 AGENT_STATE_TYPING = 0x04; // Typing indication const U8 AGENT_STATE_EDITING = 0x10; // Set when agent has objects selected const BOOL ANIMATE = TRUE; typedef enum e_camera_modes { CAMERA_MODE_THIRD_PERSON, CAMERA_MODE_MOUSELOOK, CAMERA_MODE_CUSTOMIZE_AVATAR, CAMERA_MODE_FOLLOW } ECameraMode; typedef enum e_anim_request { ANIM_REQUEST_START, ANIM_REQUEST_STOP } EAnimRequest; class LLChat; class LLVOAvatar; class LLViewerRegion; class LLMotion; class LLToolset; class LLMessageSystem; class LLPermissions; class LLHost; class LLFriendObserver; class LLPickInfo; struct LLGroupData { LLUUID mID; LLUUID mInsigniaID; U64 mPowers; BOOL mAcceptNotices; BOOL mListInProfile; S32 mContribution; std::string mName; }; inline bool operator==(const LLGroupData &a, const LLGroupData &b) { return (a.mID == b.mID); } // forward declarations // class LLAgent : public LLObservable { LOG_CLASS(LLAgent); public: // When the agent hasn't typed anything for this duration, it leaves the // typing state (for both chat and IM). static const F32 TYPING_TIMEOUT_SECS; LLAgent(); ~LLAgent(); void init(); void cleanup(); // // MANIPULATORS // // TODO: Put all non-const functions here. // Called whenever the agent moves. Puts camera back in default position, // deselects items, etc. void resetView(BOOL reset_camera = TRUE, BOOL change_camera = FALSE); // Called on camera movement, to allow the camera to be unlocked from the // default position behind the avatar. void unlockView(); void onAppFocusGained(); void sendMessage(); // Send message to this agent's region. void sendReliableMessage(); LLVector3d calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target LLVector3d calcFocusPositionTargetGlobal(); LLVector3d calcThirdPersonFocusOffset(); // target for this mode LLVector3d getCameraPositionGlobal() const; const LLVector3 &getCameraPositionAgent() const; F32 calcCameraFOVZoomFactor(); F32 getCameraMinOffGround(); // minimum height off ground for this mode, meters void endAnimationUpdateUI(); void setKey(const S32 direction, S32 &key); // sets key to +1 for +direction, -1 for -direction void handleScrollWheel(S32 clicks); // mousewheel driven zoom void setAvatarObject(LLVOAvatar *avatar); // rendering state bitmask helpers void startTyping(); void stopTyping(); void setRenderState(U8 newstate); void clearRenderState(U8 clearstate); U8 getRenderState(); // Set the home data void setRegion(LLViewerRegion *regionp); LLViewerRegion *getRegion() const; const LLHost& getRegionHost() const; std::string getSLURL() const; void updateAgentPosition(const F32 dt, const F32 yaw, const S32 mouse_x, const S32 mouse_y); // call once per frame to update position, angles radians void updateLookAt(const S32 mouse_x, const S32 mouse_y); void updateCamera(); // call once per frame to update camera location/orientation void resetCamera(); // slam camera into its default position void setupSitCamera(); void setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; } void changeCameraToDefault(); void changeCameraToMouselook(BOOL animate = TRUE); void changeCameraToThirdPerson(BOOL animate = TRUE); void changeCameraToCustomizeAvatar(BOOL avatar_animate = TRUE, BOOL camera_animate = TRUE); // trigger transition animation // Ventrella void changeCameraToFollow(BOOL animate = TRUE); //end Ventrella void setFocusGlobal(const LLPickInfo& pick); void setFocusGlobal(const LLVector3d &focus, const LLUUID &object_id = LLUUID::null); void setFocusOnAvatar(BOOL focus, BOOL animate); void setCameraPosAndFocusGlobal(const LLVector3d& pos, const LLVector3d& focus, const LLUUID &object_id); void setSitCamera(const LLUUID &object_id, const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero); void clearFocusObject(); void setFocusObject(LLViewerObject* object); void setObjectTracking(BOOL track) { mTrackFocusObject = track; } // void setLookingAtAvatar(BOOL looking); void heardChat(const LLUUID& id); void lookAtLastChat(); F32 getTypingTime() { return mTypingTimer.getElapsedTimeF32(); } void setAFK(); void clearAFK(); BOOL getAFK() const; void setAlwaysRun() { mbAlwaysRun = true; } void clearAlwaysRun() { mbAlwaysRun = false; } void setRunning() { mbRunning = true; } void clearRunning() { mbRunning = false; } void setBusy(); void clearBusy(); BOOL getBusy() const; void setAdminOverride(BOOL b); void setGodLevel(U8 god_level); void setFirstLogin(BOOL b) { mFirstLogin = b; } void setGenderChosen(BOOL b) { mGenderChosen = b; } // update internal datastructures and update the server with the // new contribution level. Returns true if the group id was found // and contribution could be set. BOOL setGroupContribution(const LLUUID& group_id, S32 contribution); BOOL setUserGroupFlags(const LLUUID& group_id, BOOL accept_notices, BOOL list_in_profile); void setHideGroupTitle(BOOL hide) { mHideGroupTitle = hide; } // // ACCESSORS // // TODO: Put all read functions here, make them const const LLUUID& getID() const { return gAgentID; } const LLUUID& getSessionID() const { return gAgentSessionID; } const LLUUID& getSecureSessionID() const { return mSecureSessionID; } // Note: NEVER send this value in the clear or over any weakly // encrypted channel (such as simple XOR masking). If you are unsure // ask Aaron or MarkL. BOOL isGodlike() const; U8 getGodLevel() const; // note: this is a prime candidate for pulling out into a Maturity class // rather than just expose the preference setting, we're going to actually // expose what the client code cares about -- what the user should see // based on a combination of the is* and prefers* flags, combined with God bit. bool wantsPGOnly() const; bool canAccessMature() const; bool canAccessAdult() const; bool prefersPG() const; bool prefersMature() const; bool prefersAdult() const; bool isTeen() const; bool isMature() const; bool isAdult() const; void setTeen(bool teen); void setMaturity(char text); static int convertTextToMaturity(char text); bool sendMaturityPreferenceToServer(int preferredMaturity); const LLAgentAccess& getAgentAccess(); // This function can go away after the AO transition (see llstartup.cpp) void setAOTransition(); BOOL isGroupTitleHidden() const { return mHideGroupTitle; } BOOL isGroupMember() const { return !mGroupID.isNull(); } // This is only used for building titles! const LLUUID &getGroupID() const { return mGroupID; } ECameraMode getCameraMode() const { return mCameraMode; } BOOL getFocusOnAvatar() const { return mFocusOnAvatar; } LLPointer& getFocusObject() { return mFocusObject; } F32 getFocusObjectDist() const { return mFocusObjectDist; } BOOL inPrelude(); BOOL canManageEstate() const; BOOL getAdminOverride() const; LLUUID getLastChatter() const { return mLastChatterID; } bool getAlwaysRun() const { return mbAlwaysRun; } bool getRunning() const { return mbRunning; } const LLUUID& getInventoryRootID() const { return mInventoryRootID; } void buildFullname(std::string &name) const; void buildFullnameAndTitle(std::string &name) const; // Check against all groups in the entire agent group list. BOOL isInGroup(const LLUUID& group_id) const; BOOL hasPowerInGroup(const LLUUID& group_id, U64 power) const; // Check for power in just the active group. BOOL hasPowerInActiveGroup(const U64 power) const; U64 getPowerInGroup(const LLUUID& group_id) const; // Get group information by group_id. if not in group, data is // left unchanged and method returns FALSE. otherwise, values are // copied and returns TRUE. BOOL getGroupData(const LLUUID& group_id, LLGroupData& data) const; // Get just the agent's contribution to the given group. S32 getGroupContribution(const LLUUID& group_id) const; // return TRUE if the database reported this login as the first // for this particular user. BOOL isFirstLogin() const { return mFirstLogin; } // On the very first login, gender isn't chosen until the user clicks // in a dialog. We don't render the avatar until they choose. BOOL isGenderChosen() const { return mGenderChosen; } // utility to build a location string void buildLocationString(std::string& str); LLQuaternion getHeadRotation(); LLVOAvatar *getAvatarObject() const { return mAvatarObject; } BOOL needsRenderAvatar(); // TRUE when camera mode is such that your own avatar should draw // Not const because timers can't be accessed in const-fashion. BOOL needsRenderHead(); BOOL cameraThirdPerson() const { return (mCameraMode == CAMERA_MODE_THIRD_PERSON && mLastCameraMode == CAMERA_MODE_THIRD_PERSON); } BOOL cameraMouselook() const { return (mCameraMode == CAMERA_MODE_MOUSELOOK && mLastCameraMode == CAMERA_MODE_MOUSELOOK); } BOOL cameraCustomizeAvatar() const { return (mCameraMode == CAMERA_MODE_CUSTOMIZE_AVATAR /*&& !mCameraAnimating*/); } BOOL cameraFollow() const { return (mCameraMode == CAMERA_MODE_FOLLOW && mLastCameraMode == CAMERA_MODE_FOLLOW); } LLVector3 getPosAgentFromGlobal(const LLVector3d &pos_global) const; LLVector3d getPosGlobalFromAgent(const LLVector3 &pos_agent) const; // Get the data members const LLVector3& getAtAxis() const { return mFrameAgent.getAtAxis(); } // direction avatar is looking, not camera const LLVector3& getUpAxis() const { return mFrameAgent.getUpAxis(); } // direction avatar is looking, not camera const LLVector3& getLeftAxis() const { return mFrameAgent.getLeftAxis(); } // direction avatar is looking, not camera LLCoordFrame getFrameAgent() const { return mFrameAgent; } LLVector3 getVelocity() const; F32 getVelocityZ() const { return getVelocity().mV[VZ]; } // a hack const LLVector3d &getPositionGlobal() const; const LLVector3 &getPositionAgent(); S32 getRegionsVisited() const; F64 getDistanceTraveled() const; const LLVector3d &getFocusGlobal() const { return mFocusGlobal; } const LLVector3d &getFocusTargetGlobal() const { return mFocusTargetGlobal; } BOOL getJump() const { return mbJump; } BOOL getAutoPilot() const { return mAutoPilot; } LLVector3d getAutoPilotTargetGlobal() const { return mAutoPilotTargetGlobal; } LLQuaternion getQuat() const; // returns the quat that represents the rotation // of the agent in the absolute frame // BOOL getLookingAtAvatar() const; void getName(std::string& name); const LLColor4 &getEffectColor(); void setEffectColor(const LLColor4 &color); // // UTILITIES // // Set the physics data void slamLookAt(const LLVector3 &look_at); void setPositionAgent(const LLVector3 ¢er); void resetAxes(); void resetAxes(const LLVector3 &look_at); // makes reasonable left and up // Move the avatar's frame void rotate(F32 angle, const LLVector3 &axis); void rotate(F32 angle, F32 x, F32 y, F32 z); void rotate(const LLMatrix3 &matrix); void rotate(const LLQuaternion &quaternion); void pitch(F32 angle); void roll(F32 angle); void yaw(F32 angle); LLVector3 getReferenceUpVector(); F32 clampPitchToLimits(F32 angle); void setThirdPersonHeadOffset(LLVector3 offset) { mThirdPersonHeadOffset = offset; } // Flight management BOOL getFlying() const { return mControlFlags & AGENT_CONTROL_FLY; } void setFlying(BOOL fly); void toggleFlying(); // Does this parcel allow you to fly? BOOL canFly(); // Animation functions void stopCurrentAnimations(); void requestStopMotion( LLMotion* motion ); void onAnimStop(const LLUUID& id); void sendAnimationRequests(LLDynamicArray &anim_ids, EAnimRequest request); void sendAnimationRequest(const LLUUID &anim_id, EAnimRequest request); LLVector3 calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y); BOOL calcCameraMinDistance(F32 &obj_min_distance); void startCameraAnimation(); void stopCameraAnimation(); void cameraZoomIn(const F32 factor); // zoom in by fraction of current distance void cameraOrbitAround(const F32 radians); // rotate camera CCW radians about build focus point void cameraOrbitOver(const F32 radians); // rotate camera forward radians over build focus point void cameraOrbitIn(const F32 meters); // move camera in toward build focus point F32 getCameraZoomFraction(); // get camera zoom as fraction of minimum and maximum zoom void setCameraZoomFraction(F32 fraction); // set camera zoom as fraction of minimum and maximum zoom void cameraPanIn(const F32 meters); void cameraPanLeft(const F32 meters); void cameraPanUp(const F32 meters); void updateFocusOffset(); void validateFocusObject(); void setUsingFollowCam( bool using_follow_cam); F32 calcCustomizeAvatarUIOffset( const LLVector3d& camera_pos_global ); // marks current location as start, sends information to servers void setStartPosition(U32 location_id); // Movement from user input. All set the appropriate animation flags. // All turn off autopilot and make sure the camera is behind the avatar. // direction is either positive, zero, or negative void moveAt(S32 direction, bool reset_view = true); void moveAtNudge(S32 direction); void moveLeft(S32 direction); void moveLeftNudge(S32 direction); void moveUp(S32 direction); void moveYaw(F32 mag, bool reset_view = true); void movePitch(S32 direction); void setOrbitLeftKey(F32 mag) { mOrbitLeftKey = mag; } void setOrbitRightKey(F32 mag) { mOrbitRightKey = mag; } void setOrbitUpKey(F32 mag) { mOrbitUpKey = mag; } void setOrbitDownKey(F32 mag) { mOrbitDownKey = mag; } void setOrbitInKey(F32 mag) { mOrbitInKey = mag; } void setOrbitOutKey(F32 mag) { mOrbitOutKey = mag; } void setPanLeftKey(F32 mag) { mPanLeftKey = mag; } void setPanRightKey(F32 mag) { mPanRightKey = mag; } void setPanUpKey(F32 mag) { mPanUpKey = mag; } void setPanDownKey(F32 mag) { mPanDownKey = mag; } void setPanInKey(F32 mag) { mPanInKey = mag; } void setPanOutKey(F32 mag) { mPanOutKey = mag; } U32 getControlFlags(); void setControlFlags(U32 mask); // performs bitwise mControlFlags |= mask void clearControlFlags(U32 mask); // performs bitwise mControlFlags &= ~mask BOOL controlFlagsDirty() const; void enableControlFlagReset(); void resetControlFlags(); void propagate(const F32 dt); // BUG: should roll into updateAgentPosition void startAutoPilotGlobal(const LLVector3d &pos_global, const std::string& behavior_name = std::string(), const LLQuaternion *target_rotation = NULL, void (*finish_callback)(BOOL, void *) = NULL, void *callback_data = NULL, F32 stop_distance = 0.f, F32 rotation_threshold = 0.03f); void startFollowPilot(const LLUUID &leader_id); void stopAutoPilot(BOOL user_cancel = FALSE); void setAutoPilotGlobal(const LLVector3d &pos_global); void autoPilot(F32 *delta_yaw); // autopilot walking action, angles in radians void renderAutoPilotTarget(); // // teportation methods // // go to a named location home void teleportRequest( const U64& region_handle, const LLVector3& pos_local); // teleport to a landmark void teleportViaLandmark(const LLUUID& landmark_id); // go home void teleportHome() { teleportViaLandmark(LLUUID::null); } // to an invited location void teleportViaLure(const LLUUID& lure_id, BOOL godlike); // to a global location - this will probably need to be // deprecated. void teleportViaLocation(const LLVector3d& pos_global); // cancel the teleport, may or may not be allowed by server void teleportCancel(); void setTargetVelocity(const LLVector3 &vel); const LLVector3 &getTargetVelocity() const; const std::string getTeleportSourceSLURL() const { return mTeleportSourceSLURL; } // Setting the ability for this avatar to proxy for another avatar. //static void processAddModifyAbility(LLMessageSystem* msg, void**); //static void processGrantedProxies(LLMessageSystem* msg, void**); //static void processRemoveModifyAbility(LLMessageSystem* msg, void**); //BOOL isProxyFor(const LLUUID& agent_id);// *FIX should be const static void processAgentDataUpdate(LLMessageSystem *msg, void **); static void processAgentGroupDataUpdate(LLMessageSystem *msg, void **); static void processAgentDropGroup(LLMessageSystem *msg, void **); static void processScriptControlChange(LLMessageSystem *msg, void **); static void processAgentCachedTextureResponse(LLMessageSystem *mesgsys, void **user_data); //static void processControlTake(LLMessageSystem *msg, void **); //static void processControlRelease(LLMessageSystem *msg, void **); // This method checks to see if this agent can modify an object // based on the permissions and the agent's proxy status. BOOL isGrantedProxy(const LLPermissions& perm); BOOL allowOperation(PermissionBit op, const LLPermissions& perm, U64 group_proxy_power = 0, U8 god_minimum = GOD_MAINTENANCE); friend std::ostream& operator<<(std::ostream &s, const LLAgent &sphere); void initOriginGlobal(const LLVector3d &origin_global); // Only to be used in ONE place! - djs 08/07/02 BOOL leftButtonGrabbed() const { return ( (!cameraMouselook() && mControlsTakenCount[CONTROL_LBUTTON_DOWN_INDEX] > 0) ||(cameraMouselook() && mControlsTakenCount[CONTROL_ML_LBUTTON_DOWN_INDEX] > 0) ||(!cameraMouselook() && mControlsTakenPassedOnCount[CONTROL_LBUTTON_DOWN_INDEX] > 0) ||(cameraMouselook() && mControlsTakenPassedOnCount[CONTROL_ML_LBUTTON_DOWN_INDEX] > 0)); } BOOL rotateGrabbed() const { return ( (mControlsTakenCount[CONTROL_YAW_POS_INDEX] > 0) ||(mControlsTakenCount[CONTROL_YAW_NEG_INDEX] > 0)); } BOOL forwardGrabbed() const { return ( (mControlsTakenCount[CONTROL_AT_POS_INDEX] > 0)); } BOOL backwardGrabbed() const { return ( (mControlsTakenCount[CONTROL_AT_NEG_INDEX] > 0)); } BOOL upGrabbed() const { return ( (mControlsTakenCount[CONTROL_UP_POS_INDEX] > 0)); } BOOL downGrabbed() const { return ( (mControlsTakenCount[CONTROL_UP_NEG_INDEX] > 0)); } // True iff a script has taken over a control. BOOL anyControlGrabbed() const; BOOL isControlGrabbed(S32 control_index) const; // Send message to simulator to force grabbed controls to be // released, in case of a poorly written script. void forceReleaseControls(); BOOL sitCameraEnabled() { return mSitCameraEnabled; } F32 getCurrentCameraBuildOffset() { return (F32)mCameraFocusOffset.length(); } // look at behavior BOOL setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); ELookAtType getLookAtType(); // point at behavior BOOL setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero); EPointAtType getPointAtType(); void setHomePosRegion( const U64& region_handle, const LLVector3& pos_region ); BOOL getHomePosGlobal( LLVector3d* pos_global ); void setCameraAnimating( BOOL b ) { mCameraAnimating = b; } BOOL getCameraAnimating( ) { return mCameraAnimating; } void setAnimationDuration( F32 seconds ) { mAnimationDuration = seconds; } F32 getNearChatRadius() { return mNearChatRadius; } enum EDoubleTapRunMode { DOUBLETAP_NONE, DOUBLETAP_FORWARD, DOUBLETAP_BACKWARD, DOUBLETAP_SLIDELEFT, DOUBLETAP_SLIDERIGHT }; enum ETeleportState { TELEPORT_NONE = 0, // No teleport in progress TELEPORT_START = 1, // Transition to REQUESTED. Viewer has sent a TeleportRequest to the source simulator TELEPORT_REQUESTED = 2, // Waiting for source simulator to respond TELEPORT_MOVING = 3, // Viewer has received destination location from source simulator TELEPORT_START_ARRIVAL = 4, // Transition to ARRIVING. Viewer has received avatar update, etc., from destination simulator TELEPORT_ARRIVING = 5 // Make the user wait while content "pre-caches" }; ETeleportState getTeleportState() const { return mTeleportState; } void setTeleportState( ETeleportState state ); const std::string& getTeleportMessage() const { return mTeleportMessage; } void setTeleportMessage(const std::string& message) { mTeleportMessage = message; } // trigger random fidget animations void fidget(); void requestEnterGodMode(); void requestLeaveGodMode(); void sendAgentSetAppearance(); void sendAgentDataUpdateRequest(); // Ventrella LLFollowCam mFollowCam; // end Ventrella //-------------------------------------------------------------------- // Wearables //-------------------------------------------------------------------- void setWearable( LLInventoryItem* new_item, LLWearable* wearable ); static bool onSetWearableDialog( const LLSD& notification, const LLSD& response, LLWearable* wearable ); void setWearableFinal( LLInventoryItem* new_item, LLWearable* new_wearable ); void setWearableOutfit( const LLInventoryItem::item_array_t& items, const LLDynamicArray< LLWearable* >& wearables, BOOL remove ); void queryWearableCache(); BOOL isWearableModifiable(EWearableType type); BOOL isWearableCopyable(EWearableType type); BOOL needsReplacement(EWearableType wearableType, S32 remove); U32 getWearablePermMask(EWearableType type); LLInventoryItem* getWearableInventoryItem(EWearableType type); LLWearable* getWearable( EWearableType type ) { return (type < WT_COUNT) ? mWearableEntry[ type ].mWearable : NULL; } BOOL isWearingItem( const LLUUID& item_id ); LLWearable* getWearableFromWearableItem( const LLUUID& item_id ); const LLUUID& getWearableItem( EWearableType type ) { return (type < WT_COUNT) ? mWearableEntry[ type ].mItemID : LLUUID::null; } static EWearableType getTEWearableType( S32 te ); static LLUUID getDefaultTEImageID( S32 te ); void copyWearableToInventory( EWearableType type ); void makeNewOutfit( const std::string& new_folder_name, const LLDynamicArray& wearables_to_include, const LLDynamicArray& attachments_to_include, BOOL rename_clothing); void makeNewOutfitDone(S32 index); void removeWearable( EWearableType type ); static bool onRemoveWearableDialog(const LLSD& notification, const LLSD& response ); void removeWearableFinal( EWearableType type ); void sendAgentWearablesUpdate(); /** * @brief Only public because of addWearableToAgentInventoryCallback. * * NOTE: Do not call this method unless you are the inventory callback. * NOTE: This can suffer from race conditions when working on the * same values for index. * @param index The index in mWearableEntry. * @param item_id The inventory item id of the new wearable to wear. * @param wearable The actual wearable data. */ void addWearabletoAgentInventoryDone( S32 index, const LLUUID& item_id, LLWearable* wearable); void saveWearableAs( EWearableType type, const std::string& new_name, BOOL save_in_lost_and_found ); void saveWearable( EWearableType type, BOOL send_update = TRUE ); void saveAllWearables(); void revertWearable( EWearableType type ); void revertAllWearables(); void setWearableName( const LLUUID& item_id, const std::string& new_name ); void createStandardWearables(BOOL female); void createStandardWearablesDone(S32 index); void createStandardWearablesAllDone(); BOOL areWearablesLoaded() { return mWearablesLoaded; } void sendWalkRun(bool running); void observeFriends(); void friendsChanged(); // statics static void stopFidget(); static void processAgentInitialWearablesUpdate(LLMessageSystem* mesgsys, void** user_data); static void userRemoveWearable( void* userdata ); // userdata is EWearableType static void userRemoveAllClothes( void* userdata ); // userdata is NULL static void userRemoveAllClothesStep2(BOOL proceed, void* userdata ); // userdata is NULL static void userRemoveAllAttachments( void* userdata); // userdata is NULL static BOOL selfHasWearable( void* userdata ); // userdata is EWearableType //debug methods static void clearVisualParams(void *); protected: // stuff to do for any sort of teleport. Returns true if the // teleport can proceed. bool teleportCore(bool is_local = false); // helper function to prematurely age chat when agent is moving void ageChat(); // internal wearable functions void sendAgentWearablesRequest(); static void onInitialWearableAssetArrived(LLWearable* wearable, void* userdata); void recoverMissingWearable(EWearableType type); void recoverMissingWearableDone(); void addWearableToAgentInventory(LLPointer cb, LLWearable* wearable, const LLUUID& category_id = LLUUID::null, BOOL notify = TRUE); public: // TODO: Make these private! LLUUID mSecureSessionID; // secure token for this login session F32 mDrawDistance; U64 mGroupPowers; BOOL mHideGroupTitle; std::string mGroupTitle; // honorific, like "Sir" std::string mGroupName; LLUUID mGroupID; //LLUUID mGroupInsigniaID; LLUUID mInventoryRootID; LLUUID mMapID; F64 mMapOriginX; // Global x coord of mMapID's bottom left corner. F64 mMapOriginY; // Global y coord of mMapID's bottom left corner. S32 mMapWidth; // Width of map in meters S32 mMapHeight; // Height of map in meters std::string mMOTD; // message of the day LLPointer mLookAt; LLPointer mPointAt; LLDynamicArray mGroups; F32 mHUDTargetZoom; // target zoom level for HUD objects (used when editing) F32 mHUDCurZoom; // current animated zoom level for HUD objects BOOL mInitialized; static BOOL sDebugDisplayTarget; S32 mNumPendingQueries; S32* mActiveCacheQueries; BOOL mForceMouselook; static void parseTeleportMessages(const std::string& xml_filename); //we should really define ERROR and PROGRESS enums here //but I don't really feel like doing that, so I am just going //to expose the mappings....yup static std::map sTeleportErrorMessages; static std::map sTeleportProgressMessages; LLFrameTimer mDoubleTapRunTimer; EDoubleTapRunMode mDoubleTapRunMode; private: bool mbAlwaysRun; // should the avatar run by default rather than walk bool mbRunning; // is the avatar trying to run right now LLAgentAccess mAgentAccess; ETeleportState mTeleportState; std::string mTeleportMessage; S32 mControlsTakenCount[TOTAL_CONTROLS]; S32 mControlsTakenPassedOnCount[TOTAL_CONTROLS]; LLViewerRegion *mRegionp; LLVector3d mAgentOriginGlobal; // Origin of agent coords from global coords mutable LLVector3d mPositionGlobal; std::string mTeleportSourceSLURL; // SLURL where last TP began. std::set mRegionsVisited; // stat - what distinct regions has the avatar been to? F64 mDistanceTraveled; // stat - how far has the avatar moved? LLVector3d mLastPositionGlobal; // Used to calculate travel distance LLPointer mAvatarObject; // NULL until avatar object sent down from simulator U8 mRenderState; // Current behavior state of agent LLFrameTimer mTypingTimer; ECameraMode mCameraMode; // target mode after transition animation is done ECameraMode mLastCameraMode; BOOL mViewsPushed; // keep track of whether or not we have pushed views. BOOL mCustomAnim ; //current animation is ANIM_AGENT_CUSTOMIZE ? BOOL mShowAvatar; // should we render the avatar? BOOL mCameraAnimating; // camera is transitioning from one mode to another LLVector3d mAnimationCameraStartGlobal; // camera start position, global coords LLVector3d mAnimationFocusStartGlobal; // camera focus point, global coords LLFrameTimer mAnimationTimer; // seconds that transition animation has been active F32 mAnimationDuration; // seconds F32 mCameraFOVZoomFactor; // amount of fov zoom applied to camera when zeroing in on an object F32 mCameraCurrentFOVZoomFactor; // interpolated fov zoom F32 mCameraFOVDefault; // default field of view that is basis for FOV zoom effect LLVector3d mCameraFocusOffset; // offset from focus point in build mode LLVector3d mCameraFocusOffsetTarget; // target towards which we are lerping the camera's focus offset LLVector3 mCameraOffsetDefault; // default third-person camera offset LLVector4 mCameraCollidePlane; // colliding plane for camera F32 mCurrentCameraDistance; // current camera offset from avatar F32 mTargetCameraDistance; // target camera offset from avatar F32 mCameraZoomFraction; // mousewheel driven fraction of zoom LLVector3 mCameraLag; // third person camera lag LLVector3 mThirdPersonHeadOffset; // head offset for third person camera position LLVector3 mCameraPositionAgent; // camera position in agent coordinates LLVector3 mCameraVirtualPositionAgent; // camera virtual position (target) before performing FOV zoom BOOL mSitCameraEnabled; // use provided camera information when sitting? LLVector3 mSitCameraPos; // root relative camera pos when sitting LLVector3 mSitCameraFocus; // root relative camera target when sitting LLVector3d mCameraSmoothingLastPositionGlobal; LLVector3d mCameraSmoothingLastPositionAgent; BOOL mCameraSmoothingStop; LLVector3 mCameraUpVector; // camera's up direction in world coordinates (determines the 'roll' of the view) LLPointer mSitCameraReferenceObject; // object to which camera is related when sitting BOOL mFocusOnAvatar; LLVector3d mFocusGlobal; LLVector3d mFocusTargetGlobal; LLPointer mFocusObject; F32 mFocusObjectDist; LLVector3 mFocusObjectOffset; F32 mFocusDotRadius; // meters BOOL mTrackFocusObject; F32 mUIOffset; LLCoordFrame mFrameAgent; // Agent position and view, agent-region coordinates BOOL mIsBusy; S32 mAtKey; // Either 1, 0, or -1... indicates that movement-key is pressed S32 mWalkKey; // like AtKey, but causes less forward thrust S32 mLeftKey; S32 mUpKey; F32 mYawKey; S32 mPitchKey; F32 mOrbitLeftKey; F32 mOrbitRightKey; F32 mOrbitUpKey; F32 mOrbitDownKey; F32 mOrbitInKey; F32 mOrbitOutKey; F32 mPanUpKey; F32 mPanDownKey; F32 mPanLeftKey; F32 mPanRightKey; F32 mPanInKey; F32 mPanOutKey; U32 mControlFlags; // replacement for the mFooKey's BOOL mbFlagsDirty; BOOL mbFlagsNeedReset; // HACK for preventing incorrect flags sent when crossing region boundaries BOOL mbJump; BOOL mAutoPilot; BOOL mAutoPilotFlyOnStop; LLVector3d mAutoPilotTargetGlobal; F32 mAutoPilotStopDistance; BOOL mAutoPilotUseRotation; LLVector3 mAutoPilotTargetFacing; F32 mAutoPilotTargetDist; S32 mAutoPilotNoProgressFrameCount; F32 mAutoPilotRotationThreshold; std::string mAutoPilotBehaviorName; void (*mAutoPilotFinishedCallback)(BOOL, void *); void* mAutoPilotCallbackData; LLUUID mLeaderID; std::set mProxyForAgents; LLColor4 mEffectColor; BOOL mHaveHomePosition; U64 mHomeRegionHandle; LLVector3 mHomePosRegion; LLFrameTimer mChatTimer; LLUUID mLastChatterID; F32 mNearChatRadius; LLFrameTimer mFidgetTimer; LLFrameTimer mFocusObjectFadeTimer; F32 mNextFidgetTime; S32 mCurrentFidget; BOOL mFirstLogin; BOOL mGenderChosen; //-------------------------------------------------------------------- // Wearables //-------------------------------------------------------------------- struct LLWearableEntry { LLWearableEntry() : mItemID( LLUUID::null ), mWearable( NULL ) {} LLUUID mItemID; // ID of the inventory item in the agent's inventory. LLWearable* mWearable; }; LLWearableEntry mWearableEntry[ WT_COUNT ]; U32 mAgentWearablesUpdateSerialNum; BOOL mWearablesLoaded; S32 mTextureCacheQueryID; U32 mAppearanceSerialNum; LLAnimPauseRequest mPauseRequest; class createStandardWearablesAllDoneCallback : public LLRefCount { protected: ~createStandardWearablesAllDoneCallback(); }; class sendAgentWearablesUpdateCallback : public LLRefCount { protected: ~sendAgentWearablesUpdateCallback(); }; class addWearableToAgentInventoryCallback : public LLInventoryCallback { public: enum { CALL_NONE = 0, CALL_UPDATE = 1, CALL_RECOVERDONE = 2, CALL_CREATESTANDARDDONE = 4, CALL_MAKENEWOUTFITDONE = 8 } EType; /** * @brief Construct a callback for dealing with the wearables. * * Would like to pass the agent in here, but we can't safely * count on it being around later. Just use gAgent directly. * @param cb callback to execute on completion (??? unused ???) * @param index Index for the wearable in the agent * @param wearable The wearable data. * @param todo Bitmask of actions to take on completion. */ addWearableToAgentInventoryCallback( LLPointer cb, S32 index, LLWearable* wearable, U32 todo = CALL_NONE); virtual void fire(const LLUUID& inv_item); private: S32 mIndex; LLWearable* mWearable; U32 mTodo; LLPointer mCB; }; LLFriendObserver* mFriendObserver; }; extern LLAgent gAgent; #endif