summaryrefslogtreecommitdiff
path: root/indra/newview/llagent.h
blob: a3ce091c6b44825c25752bafb15ea2aa09615ab3 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
/** 
 * @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 "indra_constants.h"
#include "llevent.h" 				// LLObservable base class
#include "llagentaccess.h"
#include "llagentconstants.h"
#include "llagentdata.h" 			// gAgentID, gAgentSessionID
#include "llcharacter.h" 			// LLAnimPauseRequest
#include "llfollowcam.h" 			// Ventrella
#include "llhudeffectlookat.h" 		// EPointAtType
#include "llhudeffectpointat.h" 	// ELookAtType
#include "llpointer.h"
#include "lluicolor.h"
#include "llvoavatardefines.h"
#include "llslurl.h"

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 LLChat;
class LLVOAvatarSelf;
class LLViewerRegion;
class LLMotion;
class LLToolset;
class LLMessageSystem;
class LLPermissions;
class LLHost;
class LLFriendObserver;
class LLPickInfo;
class LLViewerObject;
class LLAgentDropGroupViewerNode;

//--------------------------------------------------------------------
// Types
//--------------------------------------------------------------------
enum ECameraMode
{
	CAMERA_MODE_THIRD_PERSON,
	CAMERA_MODE_MOUSELOOK,
	CAMERA_MODE_CUSTOMIZE_AVATAR,
	CAMERA_MODE_FOLLOW
};

/** Camera Presets for CAMERA_MODE_THIRD_PERSON */
enum ECameraPreset 
{
	/** Default preset, what the Third Person Mode actually was */
	CAMERA_PRESET_REAR_VIEW,
	
	/** "Looking at the Avatar from the front" */
	CAMERA_PRESET_FRONT_VIEW, 

	/** "Above and to the left, over the shoulder, pulled back a little on the zoom" */
	CAMERA_PRESET_GROUP_VIEW
};

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();
	void			setAvatarObject(LLVOAvatarSelf *avatar);

	//--------------------------------------------------------------------
	// Login
	//--------------------------------------------------------------------
public:
	void			onAppFocusGained();
	void			setFirstLogin(BOOL b) 	{ mFirstLogin = b; }
	// Return TRUE if the database reported this login as the first for this particular user.
	BOOL 			isFirstLogin() const 	{ return mFirstLogin; }
public:
	BOOL			mInitialized;
	BOOL			mFirstLogin;
	std::string		mMOTD; 					// Message of the day
private:
	boost::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, 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; }
	void			setGenderChosen(BOOL b)	{ mGenderChosen = b; }
private:
	BOOL			mGenderChosen;

/**                    Identity
 **                                                                            **
 *******************************************************************************/

/********************************************************************************
 **                                                                            **
 **                    GENERAL ACCESSORS
 **/

public:
 	LLVOAvatarSelf* getAvatarObject() const		{ return mAvatarObject; }
private:
	LLPointer<LLVOAvatarSelf> mAvatarObject; 	// NULL until avatar object sent down from simulator

/**                    General Accessors
 **                                                                            **
 *******************************************************************************/

/********************************************************************************
 **                                                                            **
 **                    POSITION
 **/

  	//--------------------------------------------------------------------
 	// Position
	//--------------------------------------------------------------------
public:
	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 &center);
protected:
	void			propagate(const F32 dt); // ! BUG ! Should roll into updateAgentPosition
private:
	mutable LLVector3d mPositionGlobal;

  	//--------------------------------------------------------------------
 	// Velocity
	//--------------------------------------------------------------------
public:
	LLVector3		getVelocity() const;
	F32				getVelocityZ() const 	{ return getVelocity().mV[VZ]; } // ! HACK !
	
  	//--------------------------------------------------------------------
	// Coordinate System
	//--------------------------------------------------------------------
public:
	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);
private:
	BOOL 			mHaveHomePosition;
	U64				mHomeRegionHandle;
	LLVector3		mHomePosRegion;

	//--------------------------------------------------------------------
	// Region
	//--------------------------------------------------------------------
public:
	void			setRegion(LLViewerRegion *regionp);
	LLViewerRegion	*getRegion() const;
	LLHost			getRegionHost() const;
	BOOL			inPrelude();
private:
	LLViewerRegion	*mRegionp;

	//--------------------------------------------------------------------
	// History
	//--------------------------------------------------------------------
public:
	S32				getRegionsVisited() const;
	F64				getDistanceTraveled() const;	
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;
	F32				mNextFidgetTime;
	S32				mCurrentFidget;

	//--------------------------------------------------------------------
	// Fly
	//--------------------------------------------------------------------
public:
	BOOL			getFlying() const;
	void			setFlying(BOOL fly);
	static void		toggleFlying();
	static bool		enableFlying();
	BOOL			canFly(); 			// Does this parcel allow you to fly?
	
	//--------------------------------------------------------------------
	// Chat
	//--------------------------------------------------------------------
public:
	void			heardChat(const LLUUID& id);
	void			lookAtLastChat();
	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;

	//--------------------------------------------------------------------
	// 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?

	//--------------------------------------------------------------------
	// Sit and stand
	//--------------------------------------------------------------------
public:
	void			standUp();

	//--------------------------------------------------------------------
	// Busy
	//--------------------------------------------------------------------
public:
	void			setBusy();
	void			clearBusy();
	BOOL			getBusy() const;
private:
	BOOL			mIsBusy;

	//--------------------------------------------------------------------
	// Jump
	//--------------------------------------------------------------------
public:
	BOOL			getJump() const	{ return mbJump; }
private:
	BOOL 			mbJump;

	//--------------------------------------------------------------------
	// 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			enableControlFlagReset();
	void 			resetControlFlags();
	BOOL			anyControlGrabbed() const; 		// True iff a script has taken over a control
	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();
private:
	S32				mControlsTakenCount[TOTAL_CONTROLS];
	S32				mControlsTakenPassedOnCount[TOTAL_CONTROLS];
	U32				mControlFlags;					// Replacement for the mFooKey's
	BOOL 			mbFlagsDirty;
	BOOL 			mbFlagsNeedReset;				// ! HACK ! For preventing incorrect flags sent when crossing region boundaries
	
	//--------------------------------------------------------------------
	// Animations
	//--------------------------------------------------------------------
public:
	void            stopCurrentAnimations();
	void			requestStopMotion(LLMotion* motion);
	void			onAnimStop(const LLUUID& id);
	void			sendAnimationRequests(LLDynamicArray<LLUUID> &anim_ids, EAnimRequest request);
	void			sendAnimationRequest(const LLUUID &anim_id, EAnimRequest request);
	void			endAnimationUpdateUI();
private:
	LLFrameTimer	mAnimationTimer; 	// Seconds that transition animation has been active
	F32				mAnimationDuration;	// In seconds
	BOOL            mCustomAnim; 		// Current animation is ANIM_AGENT_CUSTOMIZE ?
	LLAnimPauseRequest mPauseRequest;
	BOOL			mViewsPushed; 		// Keep track of whether or not we have pushed views
	
/**                    Animation
 **                                                                            **
 *******************************************************************************/

/********************************************************************************
 **                                                                            **
 **                    MOVEMENT
 **/
	
	//--------------------------------------------------------------------
	// Keys
	//--------------------------------------------------------------------
public:
	void			setKey(const S32 direction, S32 &key); // Sets key to +1 for +direction, -1 for -direction
private:
	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;
	F32				mPitchKey;

	//--------------------------------------------------------------------
	// 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);

	//--------------------------------------------------------------------
	// Orbit
	//--------------------------------------------------------------------
public:
	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; }
private:
	F32				mOrbitLeftKey;
	F32				mOrbitRightKey;
	F32				mOrbitUpKey;
	F32				mOrbitDownKey;
	F32				mOrbitInKey;
	F32				mOrbitOutKey;
	
	//--------------------------------------------------------------------
	// Pan
	//--------------------------------------------------------------------
public:
	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; }
private:
	F32				mPanUpKey;						
	F32				mPanDownKey;					
	F32				mPanLeftKey;					
	F32				mPanRightKey;					
	F32				mPanInKey;
	F32				mPanOutKey;	

	//--------------------------------------------------------------------
 	// 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();
    F32             clampPitchToLimits(F32 angle);

	//--------------------------------------------------------------------
	// Autopilot
	//--------------------------------------------------------------------
public:
	BOOL			getAutoPilot() const				{ return mAutoPilot; }
	LLVector3d		getAutoPilotTargetGlobal() const 	{ return mAutoPilotTargetGlobal; }
	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();
private:
	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;
	
/**                    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"
	};

public:
	static void 	parseTeleportMessages(const std::string& xml_filename);
	const void getTeleportSourceSLURL(LLSLURL& slurl) const { slurl = mTeleportSourceSLURL; }
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 			teleportRequest(const U64& region_handle,
									const LLVector3& pos_local);			// Go to a named location home
	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 			teleportCancel();										// May or may not be allowed by server
protected:
	bool 			teleportCore(bool is_local = false); 					// Stuff for all teleports; returns true if the teleport can proceed

	//--------------------------------------------------------------------
	// Teleport State
	//--------------------------------------------------------------------
public:
	ETeleportState	getTeleportState() const 						{ return mTeleportState; }
	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
 **                                                                            **
 *******************************************************************************/

/********************************************************************************
 **                                                                            **
 **                    CAMERA
 **/

	//--------------------------------------------------------------------
	// Mode
	//--------------------------------------------------------------------
public:
	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
	void			changeCameraToFollow(BOOL animate = TRUE); 	// Ventrella
	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); }
	ECameraMode		getCameraMode() const 			{ return mCameraMode; }
	void			updateCamera();					// Call once per frame to update camera location/orientation
	void			resetCamera(); 					// Slam camera into its default position
private:
	ECameraMode		mCameraMode;					// Target mode after transition animation is done
	ECameraMode		mLastCameraMode;

	//--------------------------------------------------------------------
	// Preset
	//--------------------------------------------------------------------
public:
	void switchCameraPreset(ECameraPreset preset);

private:
	
	/** Determines default camera offset depending on the current camera preset */
	LLVector3 getCameraOffsetInitial();

	/** Camera preset in Third Person Mode */
	ECameraPreset mCameraPreset; 

	/** Initial camera offsets */
	std::map<ECameraPreset, LLVector3> mCameraOffsetInitial;

	/** Initial focus offsets */
	std::map<ECameraPreset, LLVector3d> mFocusOffsetInitial;


	//--------------------------------------------------------------------
	// Position
	//--------------------------------------------------------------------
public:
	LLVector3d		getCameraPositionGlobal() const;
	const LLVector3 &getCameraPositionAgent() const;
	LLVector3d		calcCameraPositionTargetGlobal(BOOL *hit_limit = NULL); // Calculate the camera position target
	F32				getCameraMinOffGround(); 		// Minimum height off ground for this mode, meters
	void			setCameraCollidePlane(const LLVector4 &plane) { mCameraCollidePlane = plane; }
	BOOL			calcCameraMinDistance(F32 &obj_min_distance);
	F32				calcCustomizeAvatarUIOffset(const LLVector3d& camera_pos_global);
	F32				getCurrentCameraBuildOffset() 	{ return (F32)mCameraFocusOffset.length(); }
private:
	F32				mCurrentCameraDistance;	 		// Current camera offset from avatar
	F32				mTargetCameraDistance;			// Target camera offset from avatar
	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
	LLVector4		mCameraCollidePlane;			// Colliding plane for camera
	F32				mCameraZoomFraction;			// Mousewheel driven fraction of zoom
	LLVector3		mCameraPositionAgent;			// Camera position in agent coordinates
	LLVector3		mCameraVirtualPositionAgent;	// Camera virtual position (target) before performing FOV zoom
	LLVector3d      mCameraSmoothingLastPositionGlobal;    
	LLVector3d      mCameraSmoothingLastPositionAgent;
	BOOL            mCameraSmoothingStop;
	LLVector3		mCameraLag;						// Third person camera lag
	LLVector3		mCameraUpVector;				// Camera's up direction in world coordinates (determines the 'roll' of the view)

	//--------------------------------------------------------------------
	// Follow
	//--------------------------------------------------------------------
public:
	void			setUsingFollowCam(bool using_follow_cam);
private:
	LLFollowCam 	mFollowCam; 			// Ventrella

	//--------------------------------------------------------------------
	// Sit
	//--------------------------------------------------------------------
public:
	void			setupSitCamera();
	BOOL			sitCameraEnabled() 		{ return mSitCameraEnabled; }
	void			setSitCamera(const LLUUID &object_id, 
								 const LLVector3 &camera_pos = LLVector3::zero, const LLVector3 &camera_focus = LLVector3::zero);
private:
	LLPointer<LLViewerObject> mSitCameraReferenceObject; // Object to which camera is related when sitting
	BOOL			mSitCameraEnabled;		// Use provided camera information when sitting?
	LLVector3		mSitCameraPos;			// Root relative camera pos when sitting
	LLVector3		mSitCameraFocus;		// Root relative camera target when sitting

	//--------------------------------------------------------------------
	// Animation
	//--------------------------------------------------------------------
public:
	void			setCameraAnimating(BOOL b)			{ mCameraAnimating = b; }
	BOOL			getCameraAnimating()				{ return mCameraAnimating; }
	void			setAnimationDuration(F32 seconds) 	{ mAnimationDuration = seconds; }
	void			startCameraAnimation();
	void			stopCameraAnimation();
private:
	BOOL			mCameraAnimating;					// Camera is transitioning from one mode to another
	LLVector3d		mAnimationCameraStartGlobal;		// Camera start position, global coords
	LLVector3d		mAnimationFocusStartGlobal;			// Camera focus point, global coords

	//--------------------------------------------------------------------
	// Focus
	//--------------------------------------------------------------------
public:
	LLVector3d		calcFocusPositionTargetGlobal();
	LLVector3		calcFocusOffset(LLViewerObject *object, LLVector3 pos_agent, S32 x, S32 y);
	BOOL			getFocusOnAvatar() const		{ return mFocusOnAvatar; }
	LLPointer<LLViewerObject>&	getFocusObject() 	{ return mFocusObject; }
	F32				getFocusObjectDist() const		{ return mFocusObjectDist; }
	void			updateFocusOffset();
	void			validateFocusObject();
	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			clearFocusObject();
	void			setFocusObject(LLViewerObject* object);
	void			setObjectTracking(BOOL track) 	{ mTrackFocusObject = track; }
	const LLVector3d &getFocusGlobal() const		{ return mFocusGlobal; }
	const LLVector3d &getFocusTargetGlobal() const	{ return mFocusTargetGlobal; }
private:
	LLVector3d		mCameraFocusOffset;				// Offset from focus point in build mode
	LLVector3d		mCameraFocusOffsetTarget;		// Target towards which we are lerping the camera's focus offset
	BOOL			mFocusOnAvatar;					
	LLVector3d		mFocusGlobal;
	LLVector3d		mFocusTargetGlobal;
	LLPointer<LLViewerObject> mFocusObject;
	F32				mFocusObjectDist;
	LLVector3		mFocusObjectOffset;
	F32				mFocusDotRadius; 				// Meters
	BOOL			mTrackFocusObject;
	F32				mUIOffset;	
	
	//--------------------------------------------------------------------
	// Lookat / Pointat
	//--------------------------------------------------------------------
public:
	void			updateLookAt(const S32 mouse_x, const S32 mouse_y);
	BOOL			setLookAt(ELookAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
	ELookAtType		getLookAtType();
	void 			slamLookAt(const LLVector3 &look_at); // Set the physics data
	BOOL			setPointAt(EPointAtType target_type, LLViewerObject *object = NULL, LLVector3 position = LLVector3::zero);
	EPointAtType	getPointAtType();
public:
	LLPointer<LLHUDEffectLookAt> mLookAt;
	LLPointer<LLHUDEffectPointAt> mPointAt;

	//--------------------------------------------------------------------
	// Third person
	//--------------------------------------------------------------------
public:
	LLVector3d		calcThirdPersonFocusOffset();
	void			setThirdPersonHeadOffset(LLVector3 offset) 	{ mThirdPersonHeadOffset = offset; }	
private:
	LLVector3		mThirdPersonHeadOffset;						// Head offset for third person camera position

	//--------------------------------------------------------------------
	// Orbit
	//--------------------------------------------------------------------
public:
	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

	//--------------------------------------------------------------------
	// Zoom
	//--------------------------------------------------------------------
public:
	void			handleScrollWheel(S32 clicks); 			// Mousewheel driven zoom
	void			cameraZoomIn(const F32 factor);			// Zoom in by fraction of current distance
	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
	F32				calcCameraFOVZoomFactor();

	//--------------------------------------------------------------------
	// Pan
	//--------------------------------------------------------------------
public:
	void			cameraPanIn(const F32 meters);
	void			cameraPanLeft(const F32 meters);
	void			cameraPanUp(const F32 meters);
	
	//--------------------------------------------------------------------
	// View
	//--------------------------------------------------------------------
public:
	// 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.  Unlocks camera from the default position behind the avatar.
	void			unlockView();

	//--------------------------------------------------------------------
	// Mouselook
	//--------------------------------------------------------------------
public:
	BOOL			getForceMouselook() const 			{ return mForceMouselook; }
	void			setForceMouselook(BOOL mouselook) 	{ mForceMouselook = mouselook; }
private:
	BOOL			mForceMouselook;
	
	//--------------------------------------------------------------------
	// HUD
	//--------------------------------------------------------------------
public:
	const LLColor4	&getEffectColor();
	void			setEffectColor(const LLColor4 &color);
public:
	F32				mHUDTargetZoom;	// Target zoom level for HUD objects (used when editing)
	F32				mHUDCurZoom; 	// Current animated zoom level for HUD objects
private:
	LLUIColor 		mEffectColor;

/**                    Camera
 **                                                                            **
 *******************************************************************************/

/********************************************************************************
 **                                                                            **
 **                    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;
	// ! BACKWARDS COMPATIBILITY ! This function can go away after the AO transition (see llstartup.cpp).
	void 			setAOTransition();
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();

	//--------------------------------------------------------------------
	// 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 			setTeen(bool teen);
	void 			setMaturity(char text);
	static int 		convertTextToMaturity(char text); 
	bool 			sendMaturityPreferenceToServer(int preferredMaturity); // ! "U8" instead of "int"?

	// Maturity callbacks for PreferredMaturity control variable
	void 			handleMaturity(const LLSD& newvalue);
	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();
public:
	F32				mDrawDistance;
private:
	BOOL			mShowAvatar; 		// Should we render the avatar?
	U32				mAppearanceSerialNum;
	
	//--------------------------------------------------------------------
	// Rendering state bitmap helpers
	//--------------------------------------------------------------------
public:
	void			setRenderState(U8 newstate);
	void			clearRenderState(U8 clearstate);
	U8				getRenderState();
private:
	U8				mRenderState; // Current behavior state of agent

/**                    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:
	LLDynamicArray<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			sendAgentSetAppearance();
	void 			sendAgentDataUpdateRequest();
	void 			sendAgentUserInfoRequest();
	// IM to Email and Online visibility
	void			sendAgentUpdateUserInfo(bool im_to_email, 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 **);
	static void		processAgentCachedTextureResponse(LLMessageSystem *mesgsys, void **user_data);
	
/**                    Messaging
 **                                                                            **
 *******************************************************************************/

/********************************************************************************
 **                                                                            **
 **                    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);
}

class LLAgentQueryManager
{
	friend class LLAgent;
	friend class LLAgentWearables;
	
public:
	LLAgentQueryManager();
	virtual ~LLAgentQueryManager();
	
	BOOL 			hasNoPendingQueries() const 	{ return getNumPendingQueries() == 0; }
	S32 			getNumPendingQueries() const 	{ return mNumPendingQueries; }
private:
	S32				mNumPendingQueries;
	S32				mWearablesCacheQueryID;
	U32				mUpdateSerialNum;
	S32		    	mActiveCacheQueries[LLVOAvatarDefines::BAKED_NUM_INDICES];
};

extern LLAgentQueryManager gAgentQueryManager;

#endif