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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>
{
    LLSINGLETON(LLViewerParcelMgr);
    ~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;

    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;
    LLParcel *getAgentOrSelectedParcel() 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);

    static S32 PARCEL_BAN_LINES_HIDE;
    static S32 PARCEL_BAN_LINES_ON_COLLISION;
    static S32 PARCEL_BAN_LINES_ON_PROXIMITY;
    void    resetCollisionTimer(); // Ban lines visibility timer

    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;
    const S32 getAgentParcelId() const;

    // Create a landmark at the "appropriate" location for the
    // currently selected parcel.
    // *NOTE: Taken out 2005-03-21. Phoenix.
    //void makeLandmarkAtSelection();

    static void onStartMusicResponse(const LLUUID &region_id, const S32 &parcel_id, const std::string &url, const bool &play);
    static void optionallyStartMusic(const std::string &music_url, const S32 &local_id, const LLUUID &region_id, bool switched_parcel);

    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();
    bool getTeleportInProgress();

    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