fix the mess about exclusive fields and flags on land overlay
parent
3e1d2df261
commit
6b0521d3c9
|
@ -50,8 +50,9 @@ namespace OpenSim.Region.CoreModules.World.Land
|
||||||
public const int LAND_SELECT_OBJECTS_GROUP = 4;
|
public const int LAND_SELECT_OBJECTS_GROUP = 4;
|
||||||
public const int LAND_SELECT_OBJECTS_OTHER = 8;
|
public const int LAND_SELECT_OBJECTS_OTHER = 8;
|
||||||
|
|
||||||
|
|
||||||
public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
|
public const byte LAND_TYPE_PUBLIC = 0; //Equals 00000000
|
||||||
|
// types 1 to 7 are exclusive
|
||||||
public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
|
public const byte LAND_TYPE_OWNED_BY_OTHER = 1; //Equals 00000001
|
||||||
public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
|
public const byte LAND_TYPE_OWNED_BY_GROUP = 2; //Equals 00000010
|
||||||
public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
|
public const byte LAND_TYPE_OWNED_BY_REQUESTER = 3; //Equals 00000011
|
||||||
|
@ -59,11 +60,12 @@ namespace OpenSim.Region.CoreModules.World.Land
|
||||||
public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
|
public const byte LAND_TYPE_IS_BEING_AUCTIONED = 5; //Equals 00000101
|
||||||
public const byte LAND_TYPE_unused6 = 6;
|
public const byte LAND_TYPE_unused6 = 6;
|
||||||
public const byte LAND_TYPE_unused7 = 7;
|
public const byte LAND_TYPE_unused7 = 7;
|
||||||
public const byte LAND_TYPE_unused8 = 8;
|
// next are flags
|
||||||
public const byte LAND_TYPE_HIDEAVATARS = 0x10;
|
public const byte LAND_FLAG_unused8 = 0x08; // this may become excluside in future
|
||||||
public const byte LAND_TYPE_LOCALSOUND = 0x20;
|
public const byte LAND_FLAG_HIDEAVATARS = 0x10;
|
||||||
public const byte LAND_TYPE_PROPERTY_BORDER_WEST = 0x40; //Equals 01000000
|
public const byte LAND_FLAG_LOCALSOUND = 0x20;
|
||||||
public const byte LAND_TYPE_PROPERTY_BORDER_SOUTH = 0x80; //Equals 10000000
|
public const byte LAND_FLAG_PROPERTY_BORDER_WEST = 0x40; //Equals 01000000
|
||||||
|
public const byte LAND_FLAG_PROPERTY_BORDER_SOUTH = 0x80; //Equals 10000000
|
||||||
|
|
||||||
|
|
||||||
//These are other constants. Yay!
|
//These are other constants. Yay!
|
||||||
|
|
|
@ -1040,38 +1040,37 @@ namespace OpenSim.Region.CoreModules.World.Land
|
||||||
|
|
||||||
if (currentParcelBlock != null)
|
if (currentParcelBlock != null)
|
||||||
{
|
{
|
||||||
if (currentParcelBlock.LandData.OwnerID == UUID.Zero)
|
// types
|
||||||
{
|
if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
|
||||||
//Public Flag
|
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_PUBLIC; // this does nothing
|
|
||||||
}
|
|
||||||
else if (currentParcelBlock.LandData.OwnerID == remote_client.AgentId)
|
|
||||||
{
|
{
|
||||||
//Owner Flag
|
//Owner Flag
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_REQUESTER;
|
tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_REQUESTER;
|
||||||
}
|
}
|
||||||
|
else if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
|
||||||
|
{
|
||||||
|
tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_GROUP;
|
||||||
|
}
|
||||||
|
else if (currentParcelBlock.LandData.SalePrice > 0 &&
|
||||||
|
(currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
|
||||||
|
currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
|
||||||
|
{
|
||||||
|
//Sale type
|
||||||
|
tempByte |= (byte)LandChannel.LAND_TYPE_IS_FOR_SALE;
|
||||||
|
}
|
||||||
|
else if(currentParcelBlock.LandData.OwnerID == UUID.Zero)
|
||||||
|
{
|
||||||
|
//Public type
|
||||||
|
tempByte |= (byte)LandChannel.LAND_TYPE_PUBLIC; // this does nothing, its zero
|
||||||
|
}
|
||||||
|
// LAND_TYPE_IS_BEING_AUCTIONED still unsuported
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
//Other Flag
|
//Other Flag
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_OTHER;
|
tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_OTHER;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (currentParcelBlock.LandData.IsGroupOwned && remote_client.IsGroupMember(currentParcelBlock.LandData.GroupID))
|
// now flags
|
||||||
{
|
// border control
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_OWNED_BY_GROUP;
|
|
||||||
}
|
|
||||||
|
|
||||||
if (currentParcelBlock.LandData.SalePrice > 0 &&
|
|
||||||
(currentParcelBlock.LandData.AuthBuyerID == UUID.Zero ||
|
|
||||||
currentParcelBlock.LandData.AuthBuyerID == remote_client.AgentId))
|
|
||||||
{
|
|
||||||
//Sale Flag
|
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_IS_FOR_SALE;
|
|
||||||
}
|
|
||||||
|
|
||||||
// LAND_TYPE_IS_BEING_AUCTIONED not suported?
|
|
||||||
|
|
||||||
//Now for border control
|
|
||||||
|
|
||||||
ILandObject westParcel = null;
|
ILandObject westParcel = null;
|
||||||
ILandObject southParcel = null;
|
ILandObject southParcel = null;
|
||||||
|
@ -1086,27 +1085,29 @@ namespace OpenSim.Region.CoreModules.World.Land
|
||||||
|
|
||||||
if (x == 0)
|
if (x == 0)
|
||||||
{
|
{
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_WEST;
|
tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST;
|
||||||
}
|
}
|
||||||
else if (westParcel != null && westParcel != currentParcelBlock)
|
else if (westParcel != null && westParcel != currentParcelBlock)
|
||||||
{
|
{
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_WEST;
|
tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_WEST;
|
||||||
}
|
}
|
||||||
|
|
||||||
if (y == 0)
|
if (y == 0)
|
||||||
{
|
{
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_SOUTH;
|
tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH;
|
||||||
}
|
}
|
||||||
else if (southParcel != null && southParcel != currentParcelBlock)
|
else if (southParcel != null && southParcel != currentParcelBlock)
|
||||||
{
|
{
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_PROPERTY_BORDER_SOUTH;
|
tempByte |= (byte)LandChannel.LAND_FLAG_PROPERTY_BORDER_SOUTH;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// local sound
|
||||||
if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.SoundLocal) != 0)
|
if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.SoundLocal) != 0)
|
||||||
tempByte |= (byte)LandChannel.LAND_TYPE_LOCALSOUND;
|
tempByte |= (byte)LandChannel.LAND_FLAG_LOCALSOUND;
|
||||||
|
|
||||||
|
// hide avatars
|
||||||
// if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.???hideavatar) != 0)
|
// if ((currentParcelBlock.LandData.Flags & (uint)ParcelFlags.???hideavatar) != 0)
|
||||||
// tempByte |= (byte)LandChannel.LAND_TYPE_HIDEAVATARS;
|
// tempByte |= (byte)LandChannel.LAND_FLAG_HIDEAVATARS;
|
||||||
|
|
||||||
|
|
||||||
byteArray[byteArrayCount] = tempByte;
|
byteArray[byteArrayCount] = tempByte;
|
||||||
|
|
Loading…
Reference in New Issue