AvatarWearable.cs 9.1 KB

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  1. /*
  2. * Copyright (c) Contributors, http://opensimulator.org/
  3. * See CONTRIBUTORS.TXT for a full list of copyright holders.
  4. *
  5. * Redistribution and use in source and binary forms, with or without
  6. * modification, are permitted provided that the following conditions are met:
  7. * * Redistributions of source code must retain the above copyright
  8. * notice, this list of conditions and the following disclaimer.
  9. * * Redistributions in binary form must reproduce the above copyright
  10. * notice, this list of conditions and the following disclaimer in the
  11. * documentation and/or other materials provided with the distribution.
  12. * * Neither the name of the OpenSimulator Project nor the
  13. * names of its contributors may be used to endorse or promote products
  14. * derived from this software without specific prior written permission.
  15. *
  16. * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
  17. * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
  18. * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
  19. * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
  20. * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
  21. * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
  22. * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
  23. * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  24. * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
  25. * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  26. */
  27. using System;
  28. using System.Collections.Generic;
  29. using OpenMetaverse;
  30. using OpenMetaverse.StructuredData;
  31. namespace OpenSim.Framework
  32. {
  33. public struct WearableItem
  34. {
  35. public UUID ItemID;
  36. public UUID AssetID;
  37. public WearableItem(UUID itemID, UUID assetID)
  38. {
  39. ItemID = itemID;
  40. AssetID = assetID;
  41. }
  42. }
  43. public class AvatarWearable
  44. {
  45. // these are guessed at by the list here -
  46. // http://wiki.secondlife.com/wiki/Avatar_Appearance. We'll
  47. // correct them over time for when were are wrong.
  48. public static readonly int BODY = 0;
  49. public static readonly int SKIN = 1;
  50. public static readonly int HAIR = 2;
  51. public static readonly int EYES = 3;
  52. public static readonly int SHIRT = 4;
  53. public static readonly int PANTS = 5;
  54. public static readonly int SHOES = 6;
  55. public static readonly int SOCKS = 7;
  56. public static readonly int JACKET = 8;
  57. public static readonly int GLOVES = 9;
  58. public static readonly int UNDERSHIRT = 10;
  59. public static readonly int UNDERPANTS = 11;
  60. public static readonly int SKIRT = 12;
  61. public static readonly int ALPHA = 13;
  62. public static readonly int TATTOO = 14;
  63. public static readonly int MAX_WEARABLES = 15;
  64. public static readonly UUID DEFAULT_BODY_ITEM = new UUID("66c41e39-38f9-f75a-024e-585989bfaba9");
  65. public static readonly UUID DEFAULT_BODY_ASSET = new UUID("66c41e39-38f9-f75a-024e-585989bfab73");
  66. public static readonly UUID DEFAULT_HAIR_ITEM = new UUID("d342e6c1-b9d2-11dc-95ff-0800200c9a66");
  67. public static readonly UUID DEFAULT_HAIR_ASSET = new UUID("d342e6c0-b9d2-11dc-95ff-0800200c9a66");
  68. public static readonly UUID DEFAULT_SKIN_ITEM = new UUID("77c41e39-38f9-f75a-024e-585989bfabc9");
  69. public static readonly UUID DEFAULT_SKIN_ASSET = new UUID("77c41e39-38f9-f75a-024e-585989bbabbb");
  70. public static readonly UUID DEFAULT_SHIRT_ITEM = new UUID("77c41e39-38f9-f75a-0000-585989bf0000");
  71. public static readonly UUID DEFAULT_SHIRT_ASSET = new UUID("00000000-38f9-1111-024e-222222111110");
  72. public static readonly UUID DEFAULT_PANTS_ITEM = new UUID("77c41e39-38f9-f75a-0000-5859892f1111");
  73. public static readonly UUID DEFAULT_PANTS_ASSET = new UUID("00000000-38f9-1111-024e-222222111120");
  74. // No obvious external default appears for eyes, so these are specific to OpenSim!
  75. // Does this matter?
  76. public static readonly UUID DEFAULT_EYES_ITEM = new UUID("3a8d1e5c-998a-4c81-bdfb-89cd301e795e");
  77. public static readonly UUID DEFAULT_EYES_ASSET = new UUID("6522e74d-1660-4e7f-b601-6f48c1659a77");
  78. // public static readonly UUID DEFAULT_ALPHA_ITEM = new UUID("bfb9923c-4838-4d2d-bf07-608c5b1165c8");
  79. // public static readonly UUID DEFAULT_ALPHA_ASSET = new UUID("1578a2b1-5179-4b53-b618-fe00ca5a5594");
  80. // public static readonly UUID DEFAULT_TATTOO_ITEM = new UUID("c47e22bd-3021-4ba4-82aa-2b5cb34d35e1");
  81. // public static readonly UUID DEFAULT_TATTOO_ASSET = new UUID("00000000-0000-2222-3333-100000001007");
  82. protected Dictionary<UUID, UUID> m_items = new Dictionary<UUID, UUID>();
  83. protected List<UUID> m_ids = new List<UUID>();
  84. public AvatarWearable()
  85. {
  86. }
  87. public AvatarWearable(UUID itemID, UUID assetID)
  88. {
  89. Wear(itemID, assetID);
  90. }
  91. public AvatarWearable(OSDArray args)
  92. {
  93. Unpack(args);
  94. }
  95. public OSD Pack()
  96. {
  97. OSDArray wearlist = new OSDArray();
  98. foreach (UUID id in m_ids)
  99. {
  100. OSDMap weardata = new OSDMap();
  101. weardata["item"] = OSD.FromUUID(id);
  102. weardata["asset"] = OSD.FromUUID(m_items[id]);
  103. wearlist.Add(weardata);
  104. }
  105. return wearlist;
  106. }
  107. public void Unpack(OSDArray args)
  108. {
  109. Clear();
  110. foreach (OSDMap weardata in args)
  111. {
  112. Add(weardata["item"].AsUUID(), weardata["asset"].AsUUID());
  113. }
  114. }
  115. public int Count
  116. {
  117. get { return m_ids.Count; }
  118. }
  119. public void Add(UUID itemID, UUID assetID)
  120. {
  121. if (itemID == UUID.Zero)
  122. return;
  123. if (m_items.ContainsKey(itemID))
  124. {
  125. m_items[itemID] = assetID;
  126. return;
  127. }
  128. if (m_ids.Count >= 5)
  129. return;
  130. m_ids.Add(itemID);
  131. m_items[itemID] = assetID;
  132. }
  133. public void Wear(WearableItem item)
  134. {
  135. Wear(item.ItemID, item.AssetID);
  136. }
  137. public void Wear(UUID itemID, UUID assetID)
  138. {
  139. Clear();
  140. Add(itemID, assetID);
  141. }
  142. public void Clear()
  143. {
  144. m_ids.Clear();
  145. m_items.Clear();
  146. }
  147. public void RemoveItem(UUID itemID)
  148. {
  149. if (m_items.ContainsKey(itemID))
  150. {
  151. m_ids.Remove(itemID);
  152. m_items.Remove(itemID);
  153. }
  154. }
  155. public void RemoveAsset(UUID assetID)
  156. {
  157. UUID itemID = UUID.Zero;
  158. foreach (KeyValuePair<UUID, UUID> kvp in m_items)
  159. {
  160. if (kvp.Value == assetID)
  161. {
  162. itemID = kvp.Key;
  163. break;
  164. }
  165. }
  166. if (itemID != UUID.Zero)
  167. {
  168. m_ids.Remove(itemID);
  169. m_items.Remove(itemID);
  170. }
  171. }
  172. public WearableItem this [int idx]
  173. {
  174. get
  175. {
  176. if (idx >= m_ids.Count || idx < 0)
  177. return new WearableItem(UUID.Zero, UUID.Zero);
  178. return new WearableItem(m_ids[idx], m_items[m_ids[idx]]);
  179. }
  180. }
  181. public UUID GetAsset(UUID itemID)
  182. {
  183. if (!m_items.ContainsKey(itemID))
  184. return UUID.Zero;
  185. return m_items[itemID];
  186. }
  187. public static AvatarWearable[] DefaultWearables
  188. {
  189. get
  190. {
  191. AvatarWearable[] defaultWearables = new AvatarWearable[MAX_WEARABLES]; //should be 15 of these
  192. for (int i = 0; i < MAX_WEARABLES; i++)
  193. {
  194. defaultWearables[i] = new AvatarWearable();
  195. }
  196. // Body
  197. defaultWearables[BODY].Add(DEFAULT_BODY_ITEM, DEFAULT_BODY_ASSET);
  198. // Hair
  199. defaultWearables[HAIR].Add(DEFAULT_HAIR_ITEM, DEFAULT_HAIR_ASSET);
  200. // Skin
  201. defaultWearables[SKIN].Add(DEFAULT_SKIN_ITEM, DEFAULT_SKIN_ASSET);
  202. // Shirt
  203. defaultWearables[SHIRT].Add(DEFAULT_SHIRT_ITEM, DEFAULT_SHIRT_ASSET);
  204. // Pants
  205. defaultWearables[PANTS].Add(DEFAULT_PANTS_ITEM, DEFAULT_PANTS_ASSET);
  206. // Eyes
  207. defaultWearables[EYES].Add(DEFAULT_EYES_ITEM, DEFAULT_EYES_ASSET);
  208. // // Alpha
  209. // defaultWearables[ALPHA].Add(DEFAULT_ALPHA_ITEM, DEFAULT_ALPHA_ASSET);
  210. // // Tattoo
  211. // defaultWearables[TATTOO].Add(DEFAULT_TATTOO_ITEM, DEFAULT_TATTOO_ASSET);
  212. return defaultWearables;
  213. }
  214. }
  215. }
  216. }