/** * @file llviewerparcelmgr.h * @brief Viewer-side representation of owned land * * Copyright (c) 2002-$CurrentYear$, Linden Research, Inc. * $License$ */ #ifndef LL_LLVIEWERPARCELMGR_H #define LL_LLVIEWERPARCELMGR_H #include "v3dmath.h" #include "lldarray.h" #include "llframetimer.h" #include "llmemory.h" #include "llviewerimage.h" class LLUUID; class LLMessageSystem; class LLParcel; class LLViewerRegion; // Constants for sendLandOwner //const U32 NO_NEIGHBOR_JOIN = 0x0; //const U32 ALL_NEIGHBOR_JOIN = U32( NORTH_MASK // | SOUTH_MASK // | EAST_MASK // | WEST_MASK); const F32 PARCEL_POST_HEIGHT = 0.666f; //const F32 PARCEL_POST_HEIGHT = 20.f; // Specify the type of land transfer taking place //enum ELandTransferType //{ // LTT_RELEASE_LAND = 0x1, // LTT_CLAIM_LAND = 0x2, // LTT_BUY_LAND = 0x4, // LTT_DEED_LAND = 0x8, // LTT_FOR_GROUP = 0x16 //}; // Base class for people who want to "observe" changes in the viewer // parcel selection. class LLParcelObserver { public: virtual ~LLParcelObserver() {}; virtual void changed() = 0; }; class LLParcelSelection : public LLRefCount { friend class LLViewerParcelMgr; public: LLParcelSelection(LLParcel* parcel); LLParcelSelection(); ~LLParcelSelection(); // this can return NULL at any time, as parcel selection // might have been invalidated. LLParcel* getParcel() { return mParcel; } // Return the number of grid units that are owned by you within // the selection (computed by server). S32 getSelfCount() const { return mSelectedSelfCount; } // Returns area that will actually be claimed in meters squared. S32 getClaimableArea() const; bool hasOthersSelected() const; // Does the selection have multiple land owners in it? BOOL getMultipleOwners() const; // Is the entire parcel selected, or just a part? BOOL getWholeParcelSelected() const; protected: void setParcel(LLParcel* parcel) { mParcel = parcel; } protected: LLParcel* mParcel; BOOL mSelectedMultipleOwners; BOOL mWholeParcelSelected; S32 mSelectedSelfCount; S32 mSelectedOtherCount; S32 mSelectedPublicCount; }; typedef LLHandle LLParcelSelectionHandle; class LLViewerParcelMgr { public: LLViewerParcelMgr(); ~LLViewerParcelMgr(); BOOL selectionEmpty() const; F32 getSelectionWidth() const { return F32(mEastNorth.mdV[VX] - mWestSouth.mdV[VX]); } F32 getSelectionHeight() const { return F32(mEastNorth.mdV[VY] - mWestSouth.mdV[VY]); } BOOL getSelection(LLVector3d &min, LLVector3d &max) { min = mWestSouth; max = mEastNorth; return !selectionEmpty();} LLViewerRegion* getSelectionRegion(); void getDisplayInfo(S32* area, S32* claim, S32* rent, BOOL* for_sale, F32* dwell); void getPrimInfo(S32 &sw_max, S32 &sw_total, S32 &max, S32 &total, S32 &owner, S32 &group, S32 &other, S32& selected, F32 &parcel_object_bonus, S32 &other_clean); // Returns selected area S32 getSelectedArea() const; void resetSegments(U8* segments); // write a rectangle's worth of line segments into the highlight array void writeHighlightSegments(F32 west, F32 south, F32 east, F32 north); // Write highlight segments from a packed bitmap of the appropriate // parcel. void writeSegmentsFromBitmap(U8* bitmap, U8* segments); void writeAgentParcelFromBitmap(U8* bitmap); // Select the collision parcel void selectCollisionParcel(); // Select the parcel at a specific point LLHandle selectParcelAt(const LLVector3d& pos_global); // Take the current rectangle select, and select the parcel contained // within it. LLParcelSelectionHandle selectParcelInRectangle(); // Select a piece of land LLParcelSelectionHandle selectLand(const LLVector3d &corner1, const LLVector3d &corner2, BOOL snap_to_parcel); // Clear the selection, and stop drawing the highlight. void deselectLand(); void deselectUnused(); void addObserver(LLParcelObserver* observer); void removeObserver(LLParcelObserver* observer); void notifyObservers(); void setSelectionVisible(BOOL visible) { mRenderSelection = visible; } BOOL isOwnedAt(const LLVector3d& pos_global) const; BOOL isOwnedSelfAt(const LLVector3d& pos_global) const; BOOL isOwnedOtherAt(const LLVector3d& pos_global) const; BOOL isSoundLocal(const LLVector3d &pos_global) const; BOOL canHearSound(const LLVector3d &pos_global) const; // Returns a reference counted pointer to current parcel selection. // Selection does not change to reflect new selections made by user // Use this when implementing a task UI that refers to a specific // selection. LLParcelSelectionHandle getParcelSelection() const; // Returns a reference counted pointer to current parcel selection. // Pointer tracks whatever the user has currently selected. // Use this when implementing an inspector UI. // http://en.wikipedia.org/wiki/Inspector_window LLParcelSelectionHandle getFloatingParcelSelection() const; //LLParcel *getParcelSelection() const; LLParcel *getAgentParcel() const; BOOL inAgentParcel(const LLVector3d &pos_global) const; // Returns a pointer only when it has valid data. LLParcel* getHoverParcel() const; LLParcel* getCollisionParcel() const; BOOL agentCanTakeDamage() const; BOOL agentCanFly() const; F32 agentDrawDistance() const; BOOL agentCanBuild() const; F32 getHoverParcelWidth() const { return F32(mHoverEastNorth.mdV[VX] - mHoverWestSouth.mdV[VX]); } F32 getHoverParcelHeight() const { return F32(mHoverEastNorth.mdV[VY] - mHoverWestSouth.mdV[VY]); } // UTILITIES void render(); void renderParcelCollision(); void renderRect( const LLVector3d &west_south_bottom, const LLVector3d &east_north_top ); void renderOneSegment(F32 x1, F32 y1, F32 x2, F32 y2, F32 height, U8 direction, LLViewerRegion* regionp); void renderHighlightSegments(const U8* segments, LLViewerRegion* regionp); void renderCollisionSegments(U8* segments, BOOL use_pass, LLViewerRegion* regionp); void sendParcelGodForceOwner(const LLUUID& owner_id); // make the selected parcel a content parcel. void sendParcelGodForceToContent(); // Take the selected parcel, and toggle it's 'reserved for newbie' // status. // *NOTE: There is no longer a newbie toggle. It is a linden sale // for newbie now. //void toggleParcelGodReserveForNewbie(); // Pack information about this parcel and send it to the region // containing the southwest corner of the selection. // If want_reply_to_update, simulator will send back a ParcelProperties // message. void sendParcelPropertiesUpdate(LLParcel* parcel); // Takes an Access List flag, like AL_ACCESS or AL_BAN void sendParcelAccessListUpdate(U32 which); // Takes an Access List flag, like AL_ACCESS or AL_BAN void sendParcelAccessListRequest(U32 flags); // Dwell is not part of the usual parcel update information because the // simulator doesn't actually know the per-parcel dwell. Ack! We have // to get it out of the database. void sendParcelDwellRequest(); // If the point is outside the current hover parcel, request more data void requestHoverParcelProperties(const LLVector3d& pos_global); bool canAgentBuyParcel(LLParcel*, bool forGroup) const; // void startClaimLand(BOOL is_for_group = FALSE); void startBuyLand(BOOL is_for_group = FALSE); void startSellLand(); void startReleaseLand(); void startDivideLand(); void startJoinLand(); void startDeedLandToGroup(); void reclaimParcel(); void buyPass(); // Buying Land class ParcelBuyInfo; ParcelBuyInfo* setupParcelBuy(const LLUUID& agent_id, const LLUUID& session_id, const LLUUID& group_id, BOOL is_group_owned, BOOL is_claim, BOOL remove_contribution); // callers responsibility to call deleteParcelBuy() on return value void sendParcelBuy(ParcelBuyInfo*); void deleteParcelBuy(ParcelBuyInfo*&); void sendParcelDeed(const LLUUID& group_id); // Send the ParcelRelease message void sendParcelRelease(); // accessors for mAgentParcel const char *getAgentParcelName() const; // Create a landmark at the "appropriate" location for the // currently selected parcel. // *NOTE: Taken out 2005-03-21. Phoenix. //void makeLandmarkAtSelection(); static void processParcelOverlay(LLMessageSystem *msg, void **user_data); static void processParcelProperties(LLMessageSystem *msg, void **user_data); static void processParcelAccessListReply(LLMessageSystem *msg, void **user); static void processParcelDwellReply(LLMessageSystem *msg, void **user); void dump(); // Whether or not the collision border around the parcel is there because // the agent is banned or not in the allowed group BOOL isCollisionBanned(); static BOOL isParcelOwnedByAgent(const LLParcel* parcelp, U64 group_proxy_power); static BOOL isParcelModifiableByAgent(const LLParcel* parcelp, U64 group_proxy_power); protected: static void releaseAlertCB(S32 option, void *data); // If the user is claiming land and the current selection // borders a piece of land the user already owns, ask if he // wants to join this land to the other piece. //void askJoinIfNecessary(ELandTransferType land_transfer_type); //static void joinAlertCB(S32 option, void* data); //void buyAskMoney(ELandTransferType land_transfer_type); // move land from current owner to it's group. void deedLandToGroup(); static void claimAlertCB(S32 option, void* data); static void buyAlertCB(S32 option, void* data); static void deedAlertCB(S32 option, void*); static void callbackDivideLand(S32 option, void* data); static void callbackJoinLand(S32 option, void* data); //void finishClaim(BOOL user_to_user_sale, U32 join); private: BOOL mSelected; LLParcel* mCurrentParcel; // selected parcel info LLParcelSelectionHandle mCurrentParcelSelection; LLParcelSelectionHandle mFloatingParcelSelection; S32 mRequestResult; // result of last parcel request LLVector3d mWestSouth; LLVector3d mEastNorth; F32 mSelectedDwell; LLParcel *mAgentParcel; // info for parcel agent is in S32 mAgentParcelSequenceID; // incrementing counter to suppress out of order updates LLParcel* mHoverParcel; S32 mHoverRequestResult; LLVector3d mHoverWestSouth; LLVector3d mHoverEastNorth; LLDynamicArray mObservers; // Array of pieces of parcel edges to potentially draw // Has (parcels_per_edge + 1) * (parcels_per_edge + 1) elements so // we can represent edges of the grid. // WEST_MASK = draw west edge // SOUTH_MASK = draw south edge S32 mParcelsPerEdge; U8* mHighlightSegments; U8* mAgentParcelOverlay; // Raw data buffer for unpacking parcel overlay chunks // Size = parcels_per_edge * parcels_per_edge / parcel_overlay_chunks static U8* sPackedOverlay; // Watch for pending collisions with a parcel you can't access. // If it's coming, draw the parcel's boundaries. LLParcel* mCollisionParcel; U8* mCollisionSegments; BOOL mRenderCollision; BOOL mRenderSelection; S32 mCollisionBanned; LLFrameTimer mCollisionTimer; LLUUID mBlockedImageID; LLUUID mPassImageID; LLPointer mBlockedImage; LLPointer mPassImage; // Media S32 mMediaParcelId; U64 mMediaRegionId; }; extern LLViewerParcelMgr *gParcelMgr; void sanitize_corners(const LLVector3d &corner1, const LLVector3d &corner2, LLVector3d &west_south_bottom, LLVector3d &east_north_top); #endif