/*
* Copyright (c) 2006, Second Life Reverse Engineering Team
* All rights reserved.
*
* - 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.
* - Neither the name of the Second Life Reverse Engineering Team 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 COPYRIGHT HOLDERS AND CONTRIBUTORS "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 COPYRIGHT OWNER OR 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.Timers;
using System.Net;
using System.Collections.Generic;
using libsecondlife.Packets;
namespace libsecondlife
{
///
/// Basic class to hold other Avatar's data.
///
public class Avatar
{
///
///
///
[Flags]
public enum AgentUpdateFlags
{
/// Empty flag
NONE = 0,
/// Move Forward (SL Keybinding: W/Up Arrow)
AGENT_CONTROL_AT_POS = 0x1 << CONTROL_AT_POS_INDEX,
/// Move Backward (SL Keybinding: S/Down Arrow)
AGENT_CONTROL_AT_NEG = 0x1 << CONTROL_AT_NEG_INDEX,
/// Move Left (SL Keybinding: Shift-(A/Left Arrow))
AGENT_CONTROL_LEFT_POS = 0x1 << CONTROL_LEFT_POS_INDEX,
/// Move Right (SL Keybinding: Shift-(D/Right Arrow))
AGENT_CONTROL_LEFT_NEG = 0x1 << CONTROL_LEFT_NEG_INDEX,
/// Not Flying: Jump/Flying: Move Up (SL Keybinding: E)
AGENT_CONTROL_UP_POS = 0x1 << CONTROL_UP_POS_INDEX,
/// Not Flying: Croutch/Flying: Move Down (SL Keybinding: C)
AGENT_CONTROL_UP_NEG = 0x1 << CONTROL_UP_NEG_INDEX,
/// Unused
AGENT_CONTROL_PITCH_POS = 0x1 << CONTROL_PITCH_POS_INDEX,
/// Unused
AGENT_CONTROL_PITCH_NEG = 0x1 << CONTROL_PITCH_NEG_INDEX,
/// Unused
AGENT_CONTROL_YAW_POS = 0x1 << CONTROL_YAW_POS_INDEX,
/// Unused
AGENT_CONTROL_YAW_NEG = 0x1 << CONTROL_YAW_NEG_INDEX,
/// ORed with AGENT_CONTROL_AT_* if the keyboard is being used
AGENT_CONTROL_FAST_AT = 0x1 << CONTROL_FAST_AT_INDEX,
/// ORed with AGENT_CONTROL_LEFT_* if the keyboard is being used
AGENT_CONTROL_FAST_LEFT = 0x1 << CONTROL_FAST_LEFT_INDEX,
/// ORed with AGENT_CONTROL_UP_* if the keyboard is being used
AGENT_CONTROL_FAST_UP = 0x1 << CONTROL_FAST_UP_INDEX,
/// Fly
AGENT_CONTROL_FLY = 0x1 << CONTROL_FLY_INDEX,
///
AGENT_CONTROL_STOP = 0x1 << CONTROL_STOP_INDEX,
/// Finish our current animation
AGENT_CONTROL_FINISH_ANIM = 0x1 << CONTROL_FINISH_ANIM_INDEX,
/// Stand up from the ground or a prim seat
AGENT_CONTROL_STAND_UP = 0x1 << CONTROL_STAND_UP_INDEX,
/// Sit on the ground at our current location
AGENT_CONTROL_SIT_ON_GROUND = 0x1 << CONTROL_SIT_ON_GROUND_INDEX,
/// Whether mouselook is currently enabled
AGENT_CONTROL_MOUSELOOK = 0x1 << CONTROL_MOUSELOOK_INDEX,
/// Legacy, used if a key was pressed for less than a certain amount of time
AGENT_CONTROL_NUDGE_AT_POS = 0x1 << CONTROL_NUDGE_AT_POS_INDEX,
/// Legacy, used if a key was pressed for less than a certain amount of time
AGENT_CONTROL_NUDGE_AT_NEG = 0x1 << CONTROL_NUDGE_AT_NEG_INDEX,
/// Legacy, used if a key was pressed for less than a certain amount of time
AGENT_CONTROL_NUDGE_LEFT_POS = 0x1 << CONTROL_NUDGE_LEFT_POS_INDEX,
/// Legacy, used if a key was pressed for less than a certain amount of time
AGENT_CONTROL_NUDGE_LEFT_NEG = 0x1 << CONTROL_NUDGE_LEFT_NEG_INDEX,
/// Legacy, used if a key was pressed for less than a certain amount of time
AGENT_CONTROL_NUDGE_UP_POS = 0x1 << CONTROL_NUDGE_UP_POS_INDEX,
/// Legacy, used if a key was pressed for less than a certain amount of time
AGENT_CONTROL_NUDGE_UP_NEG = 0x1 << CONTROL_NUDGE_UP_NEG_INDEX,
///
AGENT_CONTROL_TURN_LEFT = 0x1 << CONTROL_TURN_LEFT_INDEX,
///
AGENT_CONTROL_TURN_RIGHT = 0x1 << CONTROL_TURN_RIGHT_INDEX,
/// Set when the avatar is idled or set to away. Note that the away animation is
/// activated separately from setting this flag
AGENT_CONTROL_AWAY = 0x1 << CONTROL_AWAY_INDEX,
///
AGENT_CONTROL_LBUTTON_DOWN = 0x1 << CONTROL_LBUTTON_DOWN_INDEX,
///
AGENT_CONTROL_LBUTTON_UP = 0x1 << CONTROL_LBUTTON_UP_INDEX,
///
AGENT_CONTROL_ML_LBUTTON_DOWN = 0x1 << CONTROL_ML_LBUTTON_DOWN_INDEX,
///
AGENT_CONTROL_ML_LBUTTON_UP = 0x1 << CONTROL_ML_LBUTTON_UP_INDEX
}
///
/// Positive and negative ratings
///
public struct Statistics
{
/// Positive ratings for Behavior
public int BehaviorPositive;
/// Negative ratings for Behavior
public int BehaviorNegative;
/// Positive ratings for Appearance
public int AppearancePositive;
/// Negative ratings for Appearance
public int AppearanceNegative;
/// Positive ratings for Building
public int BuildingPositive;
/// Negative ratings for Building
public int BuildingNegative;
/// Positive ratings given by this avatar
public int GivenPositive;
/// Negative ratings given by this avatar
public int GivenNegative;
}
///
/// Avatar properties including about text, profile URL, image IDs and
/// publishing settings
///
public struct Properties
{
/// Should this profile be published on the web
public bool AllowPublish;
/// First Life about text
public string FirstLifeText;
/// First Life image ID
public LLUUID FirstLifeImage;
///
public LLUUID Partner;
///
public string AboutText;
///
public string BornOn;
///
public string CharterMember;
/// Profile image ID
public LLUUID ProfileImage;
/// Is this a mature profile
public bool MaturePublish;
///
public bool Identified;
///
public bool Transacted;
/// Web URL for this profile
public string ProfileURL;
}
///
/// Avatar interests including spoken languages, skills, and "want to"
/// choices
///
public struct Interests
{
/// Languages profile field
public string LanguagesText;
///
public uint SkillsMask;
///
public string SkillsText;
///
public uint WantToMask;
///
public string WantToText;
}
/// UUID for this avatar
public LLUUID ID = LLUUID.Zero;
/// Temporary ID for this avatar, local to the current region
public uint LocalID = 0;
/// Full name
public string Name = String.Empty;
/// Active group
public string GroupName = String.Empty;
/// Groups that this avatar is a member of
public List Groups = new List();
/// Online status
public bool Online = false;
/// Positive and negative ratings
public Statistics ProfileStatistics = new Statistics();
/// Avatar properties including about text, profile URL, image IDs and
/// publishing settings
public Properties ProfileProperties = new Properties();
/// Avatar interests including spoken languages, skills, and "want to"
/// choices
public Interests ProfileInterests = new Interests();
/// Local location, relative to the sim or what the avatar is
/// sitting on
public LLVector3 Position = LLVector3.Zero;
/// Rotational position, relative to the sim or what the avatar
/// is sitting on
public LLQuaternion Rotation = LLQuaternion.Identity;
/// Region the avatar is in
public Region CurrentRegion = null;
/// Textures for this avatars clothing
public TextureEntry Textures = new TextureEntry();
/// Gets the local ID of the prim the avatar is sitting on,
/// zero if the avatar is not currently sitting
public uint SittingOn
{
get { return sittingOn; }
}
internal uint sittingOn = 0;
private const int CONTROL_AT_POS_INDEX = 0;
private const int CONTROL_AT_NEG_INDEX = 1;
private const int CONTROL_LEFT_POS_INDEX = 2;
private const int CONTROL_LEFT_NEG_INDEX = 3;
private const int CONTROL_UP_POS_INDEX = 4;
private const int CONTROL_UP_NEG_INDEX = 5;
private const int CONTROL_PITCH_POS_INDEX = 6;
private const int CONTROL_PITCH_NEG_INDEX = 7;
private const int CONTROL_YAW_POS_INDEX = 8;
private const int CONTROL_YAW_NEG_INDEX = 9;
private const int CONTROL_FAST_AT_INDEX = 10;
private const int CONTROL_FAST_LEFT_INDEX = 11;
private const int CONTROL_FAST_UP_INDEX = 12;
private const int CONTROL_FLY_INDEX = 13;
private const int CONTROL_STOP_INDEX = 14;
private const int CONTROL_FINISH_ANIM_INDEX = 15;
private const int CONTROL_STAND_UP_INDEX = 16;
private const int CONTROL_SIT_ON_GROUND_INDEX = 17;
private const int CONTROL_MOUSELOOK_INDEX = 18;
private const int CONTROL_NUDGE_AT_POS_INDEX = 19;
private const int CONTROL_NUDGE_AT_NEG_INDEX = 20;
private const int CONTROL_NUDGE_LEFT_POS_INDEX = 21;
private const int CONTROL_NUDGE_LEFT_NEG_INDEX = 22;
private const int CONTROL_NUDGE_UP_POS_INDEX = 23;
private const int CONTROL_NUDGE_UP_NEG_INDEX = 24;
private const int CONTROL_TURN_LEFT_INDEX = 25;
private const int CONTROL_TURN_RIGHT_INDEX = 26;
private const int CONTROL_AWAY_INDEX = 27;
private const int CONTROL_LBUTTON_DOWN_INDEX = 28;
private const int CONTROL_LBUTTON_UP_INDEX = 29;
private const int CONTROL_ML_LBUTTON_DOWN_INDEX = 30;
private const int CONTROL_ML_LBUTTON_UP_INDEX = 31;
private const int TOTAL_CONTROLS = 32;
public Avatar()
{
}
}
}