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|
/**
* @file llagent.h
* @brief LLAgent class header file
*
* $LicenseInfo:firstyear=2000&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2010, Linden Research, Inc.
*
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
*
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
*
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
#ifndef LL_LLAGENT_H
#define LL_LLAGENT_H
#include "indra_constants.h"
#include "llevent.h" // LLObservable base class
#include "llagentdata.h" // gAgentID, gAgentSessionID
#include "llcharacter.h"
#include "llcoordframe.h" // for mFrameAgent
#include "llavatarappearancedefines.h"
#include "llflycam.h"
#include "llkeyboard.h"
#include "llpermissionsflags.h"
#include "llevents.h"
#include "v3dmath.h"
#include "httprequest.h"
#include "llcorehttputil.h"
#include <boost/function.hpp>
#include <boost/signals2.hpp>
extern const bool ANIMATE;
extern const U8 AGENT_STATE_TYPING; // Typing indication
extern const U8 AGENT_STATE_EDITING; // Set when agent has objects selected
class LLViewerRegion;
class LLMotion;
class LLMessageSystem;
class LLPermissions;
class LLHost;
class LLFriendObserver;
class LLAgentDropGroupViewerNode;
class LLAgentAccess;
class LLSLURL;
class LLUIColor;
class LLTeleportRequest;
typedef std::shared_ptr<LLTeleportRequest> LLTeleportRequestPtr;
//--------------------------------------------------------------------
// Types
//--------------------------------------------------------------------
enum EAnimRequest
{
ANIM_REQUEST_START,
ANIM_REQUEST_STOP
};
struct LLGroupData
{
LLUUID mID;
LLUUID mInsigniaID;
U64 mPowers;
bool mAcceptNotices;
bool mListInProfile;
S32 mContribution;
std::string mName;
};
class LLAgentListener;
//------------------------------------------------------------------------
// LLAgent
//------------------------------------------------------------------------
class LLAgent : public LLOldEvents::LLObservable
{
LOG_CLASS(LLAgent);
public:
friend class LLAgentDropGroupViewerNode;
/********************************************************************************
** **
** INITIALIZATION
**/
//--------------------------------------------------------------------
// Constructors / Destructors
//--------------------------------------------------------------------
public:
LLAgent();
virtual ~LLAgent();
void init();
void cleanup();
private:
//--------------------------------------------------------------------
// Login
//--------------------------------------------------------------------
public:
void onAppFocusGained();
void setFirstLogin(bool b);
// Return true if the database reported this login as the first for this particular user.
bool isFirstLogin() const { return mFirstLogin; }
bool isInitialized() const { return mInitialized; }
void setFeatureVersion(S32 version, S32 flags);
S32 getFeatureVersion();
void getFeatureVersionAndFlags(S32 &version, S32 &flags);
void showLatestFeatureNotification(const std::string key);
public:
std::string mMOTD; // Message of the day
private:
bool mInitialized;
bool mFirstLogin;
std::shared_ptr<LLAgentListener> mListener;
//--------------------------------------------------------------------
// Session
//--------------------------------------------------------------------
public:
const LLUUID& getID() const { return gAgentID; }
const LLUUID& getSessionID() const { return gAgentSessionID; }
// 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.
const LLUUID& getSecureSessionID() const { return mSecureSessionID; }
public:
LLUUID mSecureSessionID; // Secure token for this login session
/** Initialization
** **
*******************************************************************************/
/********************************************************************************
** **
** IDENTITY
**/
//--------------------------------------------------------------------
// Name
//--------------------------------------------------------------------
public:
//*TODO remove, is not used as of August 20, 2009
void buildFullnameAndTitle(std::string &name) const;
//--------------------------------------------------------------------
// Gender
//--------------------------------------------------------------------
public:
// On the very first login, outfit needs to be chosen by some
// mechanism, usually by loading the requested initial outfit. We
// don't render the avatar until the choice is made.
bool isOutfitChosen() const { return mOutfitChosen; }
void setOutfitChosen(bool b) { mOutfitChosen = b; }
private:
bool mOutfitChosen;
/** Identity
** **
*******************************************************************************/
/********************************************************************************
** **
** POSITION
**/
//--------------------------------------------------------------------
// Position
//--------------------------------------------------------------------
public:
typedef boost::signals2::signal<void(const LLVector3 &position_local, const LLVector3d &position_global)> position_signal_t;
LLVector3 getPosAgentFromGlobal(const LLVector3d &pos_global) const;
LLVector3d getPosGlobalFromAgent(const LLVector3 &pos_agent) const;
const LLVector3d &getPositionGlobal() const;
const LLVector3 &getPositionAgent();
// Call once per frame to update position, angles (radians).
void updateAgentPosition(const F32 dt, const F32 yaw, const S32 mouse_x, const S32 mouse_y);
void setPositionAgent(const LLVector3 ¢er);
boost::signals2::connection whenPositionChanged(position_signal_t::slot_type fn);
protected:
void propagate(const F32 dt); // ! BUG ! Should roll into updateAgentPosition
private:
mutable LLVector3d mPositionGlobal;
position_signal_t mOnPositionChanged;
LLVector3d mLastTestGlobal;
//--------------------------------------------------------------------
// Velocity
//--------------------------------------------------------------------
public:
LLVector3 getVelocity() const;
F32 getVelocityZ() const { return getVelocity().mV[VZ]; } // ! HACK !
//--------------------------------------------------------------------
// Coordinate System
//--------------------------------------------------------------------
public:
const LLCoordFrame& getFrameAgent() const { return mFrameAgent; }
void initOriginGlobal(const LLVector3d &origin_global); // Only to be used in ONE place
void resetAxes();
void resetAxes(const LLVector3 &look_at); // Makes reasonable left and up
// The following three get*Axis functions return direction avatar is looking, not camera.
const LLVector3& getAtAxis() const { return mFrameAgent.getAtAxis(); }
const LLVector3& getUpAxis() const { return mFrameAgent.getUpAxis(); }
const LLVector3& getLeftAxis() const { return mFrameAgent.getLeftAxis(); }
LLQuaternion getQuat() const; // Returns the quat that represents the rotation of the agent in the absolute frame
private:
LLVector3d mAgentOriginGlobal; // Origin of agent coords from global coords
LLCoordFrame mFrameAgent; // Agent position and view, agent-region coordinates
//--------------------------------------------------------------------
// Home
//--------------------------------------------------------------------
public:
void setStartPosition(U32 location_id); // Marks current location as start, sends information to servers
void setHomePosRegion(const U64& region_handle, const LLVector3& pos_region);
bool getHomePosGlobal(LLVector3d* pos_global);
bool isInHomeRegion();
private:
void setStartPositionSuccess(const LLSD &result);
bool mHaveHomePosition;
U64 mHomeRegionHandle;
LLVector3 mHomePosRegion;
//--------------------------------------------------------------------
// Parcel
//--------------------------------------------------------------------
public:
void changeParcels(); // called by LLViewerParcelMgr when we cross a parcel boundary
// Register a boost callback to be called when the agent changes parcels
typedef boost::function<void()> parcel_changed_callback_t;
boost::signals2::connection addParcelChangedCallback(parcel_changed_callback_t);
private:
static void capabilityReceivedCallback(const LLUUID ®ion_id, LLViewerRegion *regionp);
typedef boost::signals2::signal<void()> parcel_changed_signal_t;
parcel_changed_signal_t mParcelChangedSignal;
//--------------------------------------------------------------------
// Region
//--------------------------------------------------------------------
public:
void setRegion(LLViewerRegion *regionp);
LLViewerRegion *getRegion() const;
LLHost getRegionHost() const;
bool inPrelude();
// Capability
std::string getRegionCapability(const std::string &name); // short hand for if (getRegion()) { getRegion()->getCapability(name) }
/**
* Register a boost callback to be called when the agent changes regions
* Note that if you need to access a capability for the region, you may need to wait
* for the capabilities to be received, since in some cases your region changed
* callback will be called before the capabilities have been received. Your callback
* may need to look something like:
*
* LLViewerRegion* region = gAgent.getRegion();
* if (region->capabilitiesReceived())
* {
* useCapability(region);
* }
* else // Need to handle via callback after caps arrive.
* {
* region->setCapabilitiesReceivedCallback(boost::bind(&useCapability,region,_1));
* // you may or may not want to remove that callback
* }
*/
typedef boost::signals2::signal<void()> region_changed_signal_t;
boost::signals2::connection addRegionChangedCallback(const region_changed_signal_t::slot_type& cb);
void removeRegionChangedCallback(boost::signals2::connection callback);
void changeInterestListMode(const std::string & new_mode);
const std::string & getInterestListMode() const { return mInterestListMode; }
private:
LLViewerRegion *mRegionp;
region_changed_signal_t mRegionChangedSignal;
std::string mInterestListMode; // How agent wants regions to send updates
//--------------------------------------------------------------------
// History
//--------------------------------------------------------------------
public:
S32 getRegionsVisited() const;
F64 getDistanceTraveled() const;
void setDistanceTraveled(F64 dist) { mDistanceTraveled = dist; }
const LLVector3d &getLastPositionGlobal() const { return mLastPositionGlobal; }
void setLastPositionGlobal(const LLVector3d &pos) { mLastPositionGlobal = pos; }
private:
std::set<U64> 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
/** Position
** **
*******************************************************************************/
/********************************************************************************
** **
** ACTIONS
**/
//--------------------------------------------------------------------
// Fidget
//--------------------------------------------------------------------
// Trigger random fidget animations
public:
void fidget();
static void stopFidget();
private:
LLFrameTimer mFidgetTimer;
LLFrameTimer mFocusObjectFadeTimer;
LLFrameTimer mMoveTimer;
F32 mNextFidgetTime;
S32 mCurrentFidget;
//--------------------------------------------------------------------
// Fly
//--------------------------------------------------------------------
public:
bool getFlying() const;
void setFlying(bool fly, bool fail_sound = false);
static void toggleFlying();
static bool enableFlying();
bool canFly(); // Does this parcel allow you to fly?
static bool isSitting();
//--------------------------------------------------------------------
// Voice
//--------------------------------------------------------------------
public:
bool isVoiceConnected() const { return mVoiceConnected; }
void setVoiceConnected(const bool b) { mVoiceConnected = b; }
static void pressMicrophone(const LLSD& name);
static void releaseMicrophone(const LLSD& name);
static void toggleMicrophone(const LLSD& name);
static bool isMicrophoneOn(const LLSD& sdname);
static bool isActionAllowed(const LLSD& sdname);
private:
bool mVoiceConnected;
//--------------------------------------------------------------------
// Chat
//--------------------------------------------------------------------
public:
void heardChat(const LLUUID& id);
F32 getTypingTime() { return mTypingTimer.getElapsedTimeF32(); }
LLUUID getLastChatter() const { return mLastChatterID; }
F32 getNearChatRadius() { return mNearChatRadius; }
protected:
void ageChat(); // Helper function to prematurely age chat when agent is moving
private:
LLFrameTimer mChatTimer;
LLUUID mLastChatterID;
F32 mNearChatRadius;
//--------------------------------------------------------------------
// Typing
//--------------------------------------------------------------------
public:
void startTyping();
void stopTyping();
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;
private:
LLFrameTimer mTypingTimer;
//--------------------------------------------------------------------
// AFK
//--------------------------------------------------------------------
public:
void setAFK();
void clearAFK();
bool getAFK() const;
static const F32 MIN_AFK_TIME;
//--------------------------------------------------------------------
// Run
//--------------------------------------------------------------------
public:
enum EDoubleTapRunMode
{
DOUBLETAP_NONE,
DOUBLETAP_FORWARD,
DOUBLETAP_BACKWARD,
DOUBLETAP_SLIDELEFT,
DOUBLETAP_SLIDERIGHT
};
void setAlwaysRun() { mbAlwaysRun = true; }
void clearAlwaysRun() { mbAlwaysRun = false; }
void setRunning() { mbRunning = true; }
void clearRunning() { mbRunning = false; }
void sendWalkRun(bool running);
bool getAlwaysRun() const { return mbAlwaysRun; }
bool getRunning() const { return mbRunning; }
public:
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?
bool mbTeleportKeepsLookAt; // Try to keep look-at after teleport is complete
//--------------------------------------------------------------------
// Sit and stand
//--------------------------------------------------------------------
public:
void standUp();
/// @brief ground-sit at agent's current position
void sitDown();
//--------------------------------------------------------------------
// Do Not Disturb
//--------------------------------------------------------------------
public:
void setDoNotDisturb(bool pIsDoNotDisturb);
bool isDoNotDisturb() const;
private:
bool mIsDoNotDisturb;
//--------------------------------------------------------------------
// Grab
//--------------------------------------------------------------------
public:
bool leftButtonGrabbed() const;
bool rotateGrabbed() const;
bool forwardGrabbed() const;
bool backwardGrabbed() const;
bool upGrabbed() const;
bool downGrabbed() const;
//--------------------------------------------------------------------
// Controls
//--------------------------------------------------------------------
public:
U32 getControlFlags();
void setControlFlags(U32 mask); // Performs bitwise mControlFlags |= mask
void clearControlFlags(U32 mask); // Performs bitwise mControlFlags &= ~mask
bool controlFlagsDirty() const;
void resetControlFlags();
bool anyControlGrabbed() const; // True iff a script has taken over a control
bool isControlGrabbed(S32 control_index) const;
bool isUsingFlycam() const { return mUsingFlycam; }
// Send message to simulator to force grabbed controls to be
// released, in case of a poorly written script.
void forceReleaseControls();
private:
S32 mControlsTakenCount[TOTAL_CONTROLS];
S32 mControlsTakenPassedOnCount[TOTAL_CONTROLS];
// mControlFlags is a bitmask of behavior instructions for compact
// transmission to the server. It does NOT represent "input", rather
// the consequences of it, which will sometimes depend on "state".
U32 mControlFlags;
//--------------------------------------------------------------------
// GameControls
//--------------------------------------------------------------------
public:
// ActionFlags are similar to, but not the same as, ControlFlags!
// An 'ActionFlags' bitmask stores 'simplified input' from key/button
// presses that correspond to avatar/camera movement actions
// whereas 'mControlFlags' are a more complicated set of behavior bits
// computed as a function of input and state, and are sent to the server
// to steer its character controller for the avatar.
//
void applyExternalActionFlags(U32 flags);
void updateFlycam();
void pressGameControlButton(U8 button);
void releaseGameControlButton(U8 button);
U32 getGameControlButtonsFromKeys() const { return mGameControlButtonsFromKeys; }
private:
U64 mLastFlycamUpdate { 0 };
U32 mExternalActionFlags { 0 };
U32 mGameControlButtonsFromKeys { 0 };
LLFlycam mFlycam;
bool mToggleFly { true };
bool mToggleRun { true };
bool mToggleFlycam { true };
bool mUsingFlycam { false };
//--------------------------------------------------------------------
// Animations
//--------------------------------------------------------------------
public:
void stopCurrentAnimations();
void requestStopMotion(LLMotion* motion);
void onAnimStop(const LLUUID& id);
void sendAnimationRequests(const std::vector<LLUUID> &anim_ids, EAnimRequest request);
void sendAnimationRequest(const LLUUID &anim_id, EAnimRequest request);
void sendAnimationStateReset();
void sendRevokePermissions(const LLUUID & target, U32 permissions);
void endAnimationUpdateUI();
void unpauseAnimation() { mPauseRequest = NULL; }
bool getCustomAnim() const { return mCustomAnim; }
void setCustomAnim(bool anim) { mCustomAnim = anim; }
typedef boost::signals2::signal<void ()> camera_signal_t;
boost::signals2::connection setMouselookModeInCallback( const camera_signal_t::slot_type& cb );
boost::signals2::connection setMouselookModeOutCallback( const camera_signal_t::slot_type& cb );
private:
camera_signal_t* mMouselookModeInSignal;
camera_signal_t* mMouselookModeOutSignal;
bool mCustomAnim; // Current animation is ANIM_AGENT_CUSTOMIZE ?
LLPointer<LLPauseRequestHandle> mPauseRequest;
bool mViewsPushed; // Keep track of whether or not we have pushed views
/** Animation
** **
*******************************************************************************/
/********************************************************************************
** **
** MOVEMENT
**/
//--------------------------------------------------------------------
// 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
public:
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(F32 mag);
bool isMovementLocked() const { return mMovementKeysLocked; }
void setMovementLocked(bool set_locked) { mMovementKeysLocked = set_locked; }
//--------------------------------------------------------------------
// Move the avatar's frame
//--------------------------------------------------------------------
public:
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();
//--------------------------------------------------------------------
// Autopilot
//--------------------------------------------------------------------
public:
bool getAutoPilot() const { return mAutoPilot; }
LLVector3d getAutoPilotTargetGlobal() const { return mAutoPilotTargetGlobal; }
LLUUID getAutoPilotLeaderID() const { return mLeaderID; }
F32 getAutoPilotStopDistance() const { return mAutoPilotStopDistance; }
F32 getAutoPilotTargetDist() const { return mAutoPilotTargetDist; }
bool getAutoPilotUseRotation() const { return mAutoPilotUseRotation; }
LLVector3 getAutoPilotTargetFacing() const { return mAutoPilotTargetFacing; }
F32 getAutoPilotRotationThreshold() const { return mAutoPilotRotationThreshold; }
std::string getAutoPilotBehaviorName() const { return mAutoPilotBehaviorName; }
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,
bool allow_flying = true);
void startFollowPilot(const LLUUID &leader_id, bool allow_flying = true, F32 stop_distance = 0.5f);
void stopAutoPilot(bool user_cancel = false);
void setAutoPilotTargetGlobal(const LLVector3d &target_global);
void autoPilot(F32 *delta_yaw); // Autopilot walking action, angles in radians
void renderAutoPilotTarget();
private:
bool mAutoPilot;
bool mAutoPilotFlyOnStop;
bool mAutoPilotAllowFlying;
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;
bool mMovementKeysLocked;
/** Movement
** **
*******************************************************************************/
/********************************************************************************
** **
** TELEPORT
**/
public:
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"
TELEPORT_LOCAL = 6, // Teleporting in-sim without showing the progress screen
TELEPORT_PENDING = 7
};
static std::map<S32, std::string> sTeleportStateName;
static const std::string& teleportStateName(S32);
const std::string& getTeleportStateName() const;
public:
static void parseTeleportMessages(const std::string& xml_filename);
const void getTeleportSourceSLURL(LLSLURL& slurl) const;
public:
// ! TODO ! Define ERROR and PROGRESS enums here instead of exposing the mappings.
static std::map<std::string, std::string> sTeleportErrorMessages;
static std::map<std::string, std::string> sTeleportProgressMessages;
private:
LLSLURL * mTeleportSourceSLURL; // SLURL where last TP began
//--------------------------------------------------------------------
// Teleport Actions
//--------------------------------------------------------------------
public:
void teleportViaLandmark(const LLUUID& landmark_id); // Teleport to a landmark
void teleportHome() { teleportViaLandmark(LLUUID::null); } // Go home
void teleportViaLure(const LLUUID& lure_id, bool godlike); // To an invited location
void teleportViaLocation(const LLVector3d& pos_global); // To a global location - this will probably need to be deprecated
void teleportViaLocationLookAt(const LLVector3d& pos_global);// To a global location, preserving camera rotation
void teleportCancel(); // May or may not be allowed by server
void restoreCanceledTeleportRequest();
bool canRestoreCanceledTeleport() { return mTeleportCanceled != NULL; }
bool getTeleportKeepsLookAt() { return mbTeleportKeepsLookAt; } // Whether look-at reset after teleport
protected:
bool teleportCore(bool is_local = false); // Stuff for all teleports; returns true if the teleport can proceed
//--------------------------------------------------------------------
// Teleport State
//--------------------------------------------------------------------
public:
bool hasRestartableFailedTeleportRequest();
void restartFailedTeleportRequest();
void clearTeleportRequest();
void setMaturityRatingChangeDuringTeleport(U8 pMaturityRatingChange);
void sheduleTeleportIM();
private:
friend class LLTeleportRequest;
friend class LLTeleportRequestViaLandmark;
friend class LLTeleportRequestViaLure;
friend class LLTeleportRequestViaLocation;
friend class LLTeleportRequestViaLocationLookAt;
LLTeleportRequestPtr mTeleportRequest;
LLTeleportRequestPtr mTeleportCanceled;
boost::signals2::connection mTeleportFinishedSlot;
boost::signals2::connection mTeleportFailedSlot;
bool mIsMaturityRatingChangingDuringTeleport;
bool mTPNeedsNeabyChatSeparator;
U8 mMaturityRatingChange;
bool hasPendingTeleportRequest();
void startTeleportRequest();
void teleportRequest(const U64& region_handle,
const LLVector3& pos_local, // Go to a named location home
bool look_at_from_camera = false);
void doTeleportViaLandmark(const LLUUID& landmark_id); // Teleport to a landmark
void doTeleportViaLure(const LLUUID& lure_id, bool godlike); // To an invited location
void doTeleportViaLocation(const LLVector3d& pos_global); // To a global location - this will probably need to be deprecated
void doTeleportViaLocationLookAt(const LLVector3d& pos_global);// To a global location, preserving camera rotation
void handleTeleportFinished();
void handleTeleportFailed();
static void addTPNearbyChatSeparator();
static void onCapabilitiesReceivedAfterTeleport();
//--------------------------------------------------------------------
// Teleport State
//--------------------------------------------------------------------
public:
ETeleportState getTeleportState() const;
void setTeleportState(ETeleportState state);
private:
ETeleportState mTeleportState;
//--------------------------------------------------------------------
// Teleport Message
//--------------------------------------------------------------------
public:
const std::string& getTeleportMessage() const { return mTeleportMessage; }
void setTeleportMessage(const std::string& message) { mTeleportMessage = message; }
private:
std::string mTeleportMessage;
/** Teleport
** **
*******************************************************************************/
// Build
public:
bool canEditParcel() const { return mCanEditParcel; }
private:
static void setCanEditParcel();
bool mCanEditParcel;
/********************************************************************************
** **
** ACCESS
**/
public:
// Checks if 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);
const LLAgentAccess& getAgentAccess();
bool canManageEstate() const;
bool getAdminOverride() const;
private:
LLAgentAccess * mAgentAccess;
//--------------------------------------------------------------------
// God
//--------------------------------------------------------------------
public:
bool isGodlike() const;
bool isGodlikeWithoutAdminMenuFakery() const;
U8 getGodLevel() const;
void setAdminOverride(bool b);
void setGodLevel(U8 god_level);
void requestEnterGodMode();
void requestLeaveGodMode();
typedef boost::function<void (U8)> god_level_change_callback_t;
typedef boost::signals2::signal<void (U8)> god_level_change_signal_t;
typedef boost::signals2::connection god_level_change_slot_t;
god_level_change_slot_t registerGodLevelChanageListener(god_level_change_callback_t pGodLevelChangeCallback);
private:
god_level_change_signal_t mGodLevelChangeSignal;
//--------------------------------------------------------------------
// Maturity
//--------------------------------------------------------------------
public:
// 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 canAccessMaturityInRegion( U64 region_handle ) const;
bool canAccessMaturityAtGlobal( LLVector3d pos_global ) const;
bool prefersPG() const;
bool prefersMature() const;
bool prefersAdult() const;
bool isTeen() const;
bool isMature() const;
bool isAdult() const;
void setMaturity(char text);
static int convertTextToMaturity(char text);
private:
bool mIsDoSendMaturityPreferenceToServer;
unsigned int mMaturityPreferenceRequestId;
unsigned int mMaturityPreferenceResponseId;
unsigned int mMaturityPreferenceNumRetries;
U8 mLastKnownRequestMaturity;
U8 mLastKnownResponseMaturity;
LLCore::HttpRequest::policy_t mHttpPolicy;
bool isMaturityPreferenceSyncedWithServer() const;
void sendMaturityPreferenceToServer(U8 pPreferredMaturity);
void processMaturityPreferenceFromServer(const LLSD &result, U8 perferredMaturity);
void handlePreferredMaturityResult(U8 pServerMaturity);
void handlePreferredMaturityError();
void reportPreferredMaturitySuccess();
void reportPreferredMaturityError();
// Maturity callbacks for PreferredMaturity control variable
void handleMaturity(const LLSD &pNewValue);
bool validateMaturity(const LLSD& newvalue);
/** Access
** **
*******************************************************************************/
/********************************************************************************
** **
** RENDERING
**/
public:
LLQuaternion getHeadRotation();
bool needsRenderAvatar(); // true when camera mode is such that your own avatar should draw
bool needsRenderHead();
void setShowAvatar(bool show) { mShowAvatar = show; }
bool getShowAvatar() const { return mShowAvatar; }
private:
bool mShowAvatar; // Should we render the avatar?
//--------------------------------------------------------------------
// Rendering state bitmap helpers
//--------------------------------------------------------------------
public:
void setRenderState(U8 newstate);
void clearRenderState(U8 clearstate);
U8 getRenderState();
private:
U8 mRenderState; // Current behavior state of agent
//--------------------------------------------------------------------
// HUD
//--------------------------------------------------------------------
public:
const LLColor4 &getEffectColor();
void setEffectColor(const LLColor4 &color);
private:
LLUIColor * mEffectColor;
/** Rendering
** **
*******************************************************************************/
/********************************************************************************
** **
** GROUPS
**/
public:
const LLUUID &getGroupID() const { return mGroupID; }
// Get group information by group_id, or false if not in group.
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;
// Update internal datastructures and update the server.
bool setGroupContribution(const LLUUID& group_id, S32 contribution);
bool setUserGroupFlags(const LLUUID& group_id, bool accept_notices, bool list_in_profile);
const std::string &getGroupName() const { return mGroupName; }
bool canJoinGroups() const;
private:
std::string mGroupName;
LLUUID mGroupID;
//--------------------------------------------------------------------
// Group Membership
//--------------------------------------------------------------------
public:
// Checks against all groups in the entire agent group list.
bool isInGroup(const LLUUID& group_id, bool ingnore_God_mod = false) const;
protected:
// Only used for building titles.
bool isGroupMember() const { return !mGroupID.isNull(); }
public:
std::vector<LLGroupData> mGroups;
//--------------------------------------------------------------------
// Group Title
//--------------------------------------------------------------------
public:
void setHideGroupTitle(bool hide) { mHideGroupTitle = hide; }
bool isGroupTitleHidden() const { return mHideGroupTitle; }
private:
std::string mGroupTitle; // Honorific, like "Sir"
bool mHideGroupTitle;
//--------------------------------------------------------------------
// Group Powers
//--------------------------------------------------------------------
public:
bool hasPowerInGroup(const LLUUID& group_id, U64 power) const;
bool hasPowerInActiveGroup(const U64 power) const;
U64 getPowerInGroup(const LLUUID& group_id) const;
U64 mGroupPowers;
//--------------------------------------------------------------------
// Friends
//--------------------------------------------------------------------
public:
void observeFriends();
void friendsChanged();
private:
LLFriendObserver* mFriendObserver;
std::set<LLUUID> mProxyForAgents;
/** Groups
** **
*******************************************************************************/
/********************************************************************************
** **
** MESSAGING
**/
//--------------------------------------------------------------------
// Send
//--------------------------------------------------------------------
public:
void sendMessage(); // Send message to this agent's region
void sendReliableMessage();
void sendAgentDataUpdateRequest();
void sendAgentUserInfoRequest();
// IM to Email and Online visibility
void sendAgentUpdateUserInfo(const std::string& directory_visibility);
private:
void requestAgentUserInfoCoro(std::string capurl);
void updateAgentUserInfoCoro(std::string capurl, std::string directory_visibility);
// DEPRECATED: may be removed when User Info cap propagates
void sendAgentUserInfoRequestMessage();
void sendAgentUpdateUserInfoMessage(const std::string& directory_visibility);
//--------------------------------------------------------------------
// Receive
//--------------------------------------------------------------------
public:
static void processAgentDataUpdate(LLMessageSystem *msg, void **);
static void processAgentGroupDataUpdate(LLMessageSystem *msg, void **);
static void processAgentDropGroup(LLMessageSystem *msg, void **);
static void processScriptControlChange(LLMessageSystem *msg, void **);
/** Messaging
** **
*******************************************************************************/
/********************************************************************************
** **
** UTILITY
**/
public:
typedef LLCoreHttpUtil::HttpCoroutineAdapter::completionCallback_t httpCallback_t;
/// Utilities for allowing the the agent sub managers to post and get via
/// HTTP using the agent's policy settings and headers.
bool requestPostCapability(const std::string &capName, LLSD &postData, httpCallback_t cbSuccess = NULL, httpCallback_t cbFailure = NULL);
bool requestGetCapability(const std::string &capName, httpCallback_t cbSuccess = NULL, httpCallback_t cbFailure = NULL);
LLCore::HttpRequest::policy_t getAgentPolicy() const { return mHttpPolicy; }
/** Utility
** **
*******************************************************************************/
/********************************************************************************
** **
** DEBUGGING
**/
public:
static void dumpGroupInfo();
static void clearVisualParams(void *);
friend std::ostream& operator<<(std::ostream &s, const LLAgent &sphere);
/** Debugging
** **
*******************************************************************************/
};
extern LLAgent gAgent;
inline bool operator==(const LLGroupData &a, const LLGroupData &b)
{
return (a.mID == b.mID);
}
#endif
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