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/**
* @file llviewerparcelmgr.h
* @brief Viewer-side representation of owned land
*
* $LicenseInfo:firstyear=2002&license=viewerlgpl$
* 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_LLVIEWERPARCELMGR_H
#define LL_LLVIEWERPARCELMGR_H
#include "v3dmath.h"
#include "llframetimer.h"
#include "llsingleton.h"
#include "llparcelselection.h"
#include "llui.h"
#include <boost/function.hpp>
#include <boost/signals2.hpp>
class LLUUID;
class LLMessageSystem;
class LLParcel;
class LLViewerTexture;
class LLViewerRegion;
const F32 DWELL_NAN = -1.0f; // A dwell having this value will be displayed as Loading...
// Constants for sendLandOwner
//const U32 NO_NEIGHBOR_JOIN = 0x0;
//const U32 ALL_NEIGHBOR_JOIN = U32( NORTH_MASK
// | SOUTH_MASK
// | EAST_MASK
// | WEST_MASK);
// 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.
//FIXME: this should be done by grabbing a floating parcel selection and observing changes on it, not the parcel mgr
//--RN
class LLParcelObserver
{
public:
virtual ~LLParcelObserver() {};
virtual void changed() = 0;
};
class LLViewerParcelMgr : public LLSingleton<LLViewerParcelMgr>
{
public:
typedef boost::function<void (const LLVector3d&, const bool& local)> teleport_finished_callback_t;
typedef boost::signals2::signal<void (const LLVector3d&, const bool&)> teleport_finished_signal_t;
typedef boost::function<void()> teleport_failed_callback_t;
typedef boost::signals2::signal<void()> teleport_failed_signal_t;
LLViewerParcelMgr();
~LLViewerParcelMgr();
static void cleanupGlobals();
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();
F32 getDwelling() const { return mSelectedDwell;}
void getDisplayInfo(S32* area, S32* claim, S32* rent, BOOL* for_sale, F32* dwell);
// 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
LLParcelSelectionHandle 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;
// Can this agent build on the parcel he is on?
// Used for parcel property icons in nav bar.
bool allowAgentBuild() const;
bool allowAgentBuild(const LLParcel* parcel) const;
// Can this agent speak on the parcel he is on?
// Used for parcel property icons in nav bar.
bool allowAgentVoice() const;
bool allowAgentVoice(const LLViewerRegion* region, const LLParcel* parcel) const;
// Can this agent start flying on this parcel?
// Used for parcel property icons in nav bar.
bool allowAgentFly(const LLViewerRegion* region, const LLParcel* parcel) const;
// Can this agent be pushed by llPushObject() on this parcel?
// Used for parcel property icons in nav bar.
bool allowAgentPush(const LLViewerRegion* region, const LLParcel* parcel) const;
// Can scripts written by non-parcel-owners run on the agent's current
// parcel? Used for parcel property icons in nav bar.
bool allowAgentScripts(const LLViewerRegion* region, const LLParcel* parcel) const;
// Can the agent be damaged here?
// Used for parcel property icons in nav bar.
bool allowAgentDamage(const LLViewerRegion* region, const LLParcel* parcel) 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();
// 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, bool use_agent_region = false);
// 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 setHoverParcel(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* *info);
void sendParcelDeed(const LLUUID& group_id);
// Send the ParcelRelease message
void sendParcelRelease();
// accessors for mAgentParcel
const std::string& 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 optionally_start_music(const std::string& music_url);
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();
boost::signals2::connection setTeleportFinishedCallback(teleport_finished_callback_t cb);
boost::signals2::connection setTeleportFailedCallback(teleport_failed_callback_t cb);
void onTeleportFinished(bool local, const LLVector3d& new_pos);
void onTeleportFailed();
static BOOL isParcelOwnedByAgent(const LLParcel* parcelp, U64 group_proxy_power);
static BOOL isParcelModifiableByAgent(const LLParcel* parcelp, U64 group_proxy_power);
private:
static void sendParcelAccessListUpdate(U32 flags, const std::map<LLUUID, class LLAccessEntry>& entries, LLViewerRegion* region, S32 parcel_local_id);
static void sendParcelExperienceUpdate( const U32 flags, uuid_vec_t experience_ids, LLViewerRegion* region, S32 parcel_local_id );
static bool releaseAlertCB(const LLSD& notification, const LLSD& response);
// 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 bool deedAlertCB(const LLSD& notification, const LLSD& response);
static bool callbackDivideLand(const LLSD& notification, const LLSD& response);
static bool callbackJoinLand(const LLSD& notification, const LLSD& response);
//void finishClaim(BOOL user_to_user_sale, U32 join);
LLViewerTexture* getBlockedImage() const;
LLViewerTexture* getPassImage() const;
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;
std::vector<LLParcelObserver*> mObservers;
BOOL mTeleportInProgress;
LLVector3d mTeleportInProgressPosition;
teleport_finished_signal_t mTeleportFinishedSignal;
teleport_failed_signal_t mTeleportFailedSignal;
// 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;
LLViewerTexture* mBlockedImage;
LLViewerTexture* mPassImage;
// Media
S32 mMediaParcelId;
U64 mMediaRegionId;
};
void sanitize_corners(const LLVector3d &corner1, const LLVector3d &corner2,
LLVector3d &west_south_bottom, LLVector3d &east_north_top);
#endif
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