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- /*
- * Copyright (c) Contributors, http://opensimulator.org/
- * See CONTRIBUTORS.TXT for a full list of copyright holders.
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions are met:
- * * Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
- * * Redistributions in binary form must reproduce the above copyright
- * notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
- * * Neither the name of the OpenSim Project nor the
- * names of its contributors may be used to endorse or promote products
- * derived from this software without specific prior written permission.
- *
- * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
- * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
- using System;
- using System.Collections.Generic;
- using libsecondlife;
- using OpenSim.Framework;
- using OpenSim.Region.Environment.Interfaces;
- using OpenSim.Region.Environment.Scenes;
- namespace OpenSim.Region.Environment.Modules.World.Land
- {
- public class LandChannel : ILandChannel
- {
- #region Constants
- //Land types set with flags in ParcelOverlay.
- //Only one of these can be used.
- public const float BAN_LINE_SAFETY_HIEGHT = 100;
- public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 128; //Equals 10000000
- public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 64; //Equals 01000000
- //RequestResults (I think these are right, they seem to work):
- public const int LAND_RESULT_MULTIPLE = 1; // The request they made contained more than a single peice of land
- public const int LAND_RESULT_SINGLE = 0; // The request they made contained only a single piece of land
- //ParcelSelectObjects
- public const int LAND_SELECT_OBJECTS_GROUP = 4;
- public const int LAND_SELECT_OBJECTS_OTHER = 8;
- public const int LAND_SELECT_OBJECTS_OWNER = 2;
- public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
- public const byte LAND_TYPE_IS_FOR_SALE = 4; //Equals 00000100
- public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
- public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
- public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
- public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
- //These are other constants. Yay!
- public const int START_LAND_LOCAL_ID = 1;
- #endregion
- private readonly Scene m_scene;
- private readonly LandManagementModule m_landManagementModule;
- public LandChannel(Scene scene, LandManagementModule landManagementMod)
- {
- m_scene = scene;
- m_landManagementModule = landManagementMod;
- }
- #region ILandChannel Members
- /// <summary>
- /// Get the land object at the specified point
- /// </summary>
- /// <param name="x_float">Value between 0 - 256 on the x axis of the point</param>
- /// <param name="y_float">Value between 0 - 256 on the y axis of the point</param>
- /// <returns>Land object at the point supplied</returns>
- public ILandObject GetLandObject(float x_float, float y_float)
- {
- if (m_landManagementModule != null)
- {
- return m_landManagementModule.GetLandObject(x_float, y_float);
- }
- ILandObject obj = new LandObject(LLUUID.Zero, false, m_scene);
- obj.landData.landName = "NO LAND";
- return obj;
- }
- public ILandObject GetLandObject(int x, int y)
- {
- if (m_landManagementModule != null)
- {
- return m_landManagementModule.GetLandObject(x, y);
- }
- ILandObject obj = new LandObject(LLUUID.Zero, false, m_scene);
- obj.landData.landName = "NO LAND";
- return obj;
- }
- public List<ILandObject> ParcelsNearPoint(LLVector3 position)
- {
- if (m_landManagementModule != null)
- {
- return m_landManagementModule.ParcelsNearPoint(position);
- }
- return new List<ILandObject>();
- }
- public bool IsLandPrimCountTainted()
- {
- if (m_landManagementModule != null)
- {
- return m_landManagementModule.IsLandPrimCountTainted();
- }
- return false;
- }
- public bool IsForcefulBansAllowed()
- {
- if (m_landManagementModule != null)
- {
- return m_landManagementModule.AllowedForcefulBans;
- }
- return false;
- }
- public void UpdateLandObject(int localID, LandData data)
- {
- if (m_landManagementModule != null)
- {
- m_landManagementModule.UpdateLandObject(localID, data);
- }
- }
- public void ReturnObjectsInParcel(int localID, uint returnType, LLUUID[] agentIDs, LLUUID[] taskIDs, IClientAPI remoteClient)
- {
- if (m_landManagementModule != null)
- {
- m_landManagementModule.ReturnObjectsInParcel(localID, returnType, agentIDs, taskIDs, remoteClient);
- }
- }
- public void setParcelObjectMaxOverride(overrideParcelMaxPrimCountDelegate overrideDel)
- {
- if (m_landManagementModule != null)
- {
- m_landManagementModule.setParcelObjectMaxOverride(overrideDel);
- }
- }
- public void setSimulatorObjectMaxOverride(overrideSimulatorMaxPrimCountDelegate overrideDel)
- {
- if (m_landManagementModule != null)
- {
- m_landManagementModule.setSimulatorObjectMaxOverride(overrideDel);
- }
- }
- #endregion
- }
- }
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