221 lines
7.0 KiB
C++
221 lines
7.0 KiB
C++
/**
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* @file llhudeffectresetskeleton.cpp
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* @brief LLHUDEffectResetSkeleton class implementation
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*
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* $LicenseInfo:firstyear=2024&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2024, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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#include "llviewerprecompiledheaders.h"
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#include "llhudeffectresetskeleton.h"
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#include "llagent.h"
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#include "llviewerobjectlist.h"
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#include "llvoavatar.h"
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#include "message.h"
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// packet layout
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const S32 TARGET_OBJECT = 0; // This is to allow for targetting owned animesh
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const S32 RESET_ANIMATIONS = 16; //This can also be a flags if needed
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const S32 PKT_SIZE = 17;
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//-----------------------------------------------------------------------------
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// LLHUDEffectResetSkeleton()
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//-----------------------------------------------------------------------------
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LLHUDEffectResetSkeleton::LLHUDEffectResetSkeleton(const U8 type) :
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LLHUDEffect(type)
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{
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}
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//-----------------------------------------------------------------------------
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// ~LLHUDEffectResetSkeleton()
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//-----------------------------------------------------------------------------
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LLHUDEffectResetSkeleton::~LLHUDEffectResetSkeleton()
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{
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}
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//-----------------------------------------------------------------------------
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// packData()
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//-----------------------------------------------------------------------------
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void LLHUDEffectResetSkeleton::render()
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{
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// HUDEffectResetSkeleton is a fake effect meant to reset skeleton only.
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// Just wait for an update() call to do its work and then die.
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}
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//-----------------------------------------------------------------------------
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// packData()
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//-----------------------------------------------------------------------------
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void LLHUDEffectResetSkeleton::packData(LLMessageSystem *mesgsys)
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{
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// Pack the default data
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LLHUDEffect::packData(mesgsys);
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// Pack the type-specific data. Uses a fun packed binary format. Whee!
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U8 packed_data[PKT_SIZE];
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memset(packed_data, 0, PKT_SIZE);
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// pack both target object and position
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// position interpreted as offset if target object is non-null
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if (mTargetObject)
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{
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htolememcpy(&(packed_data[TARGET_OBJECT]), mTargetObject->mID.mData, MVT_LLUUID, 16);
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}
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else
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{
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htolememcpy(&(packed_data[TARGET_OBJECT]), LLUUID::null.mData, MVT_LLUUID, 16);
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}
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U8 resetAnimations = (U8)mResetAnimations;
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htolememcpy(&(packed_data[RESET_ANIMATIONS]), &resetAnimations, MVT_U8, 1);
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mesgsys->addBinaryDataFast(_PREHASH_TypeData, packed_data, PKT_SIZE);
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}
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//-----------------------------------------------------------------------------
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// unpackData()
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//-----------------------------------------------------------------------------
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void LLHUDEffectResetSkeleton::unpackData(LLMessageSystem *mesgsys, S32 blocknum)
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{
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LLVector3d new_target;
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U8 packed_data[PKT_SIZE];
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LLHUDEffect::unpackData(mesgsys, blocknum);
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LLUUID source_id;
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mesgsys->getUUIDFast(_PREHASH_Effect, _PREHASH_AgentID, source_id, blocknum);
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LLViewerObject *objp = gObjectList.findObject(source_id);
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if (objp && objp->isAvatar())
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{
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setSourceObject(objp);
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}
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else
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{
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//LL_WARNS() << "Could not find source avatar for ResetSkeleton effect" << LL_ENDL;
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return;
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}
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S32 size = mesgsys->getSizeFast(_PREHASH_Effect, blocknum, _PREHASH_TypeData);
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if (size != PKT_SIZE)
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{
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LL_WARNS() << "ResetSkeleton effect with bad size " << size << LL_ENDL;
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return;
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}
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mesgsys->getBinaryDataFast(_PREHASH_Effect, _PREHASH_TypeData, packed_data, PKT_SIZE, blocknum);
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LLUUID target_id;
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htolememcpy(target_id.mData, &(packed_data[TARGET_OBJECT]), MVT_LLUUID, 16);
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// The purpose for having a target ID is if we want to reset animesh, or
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// other things in the future.
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// I implemented this, but due to issues regarding various permission
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// checks, I scrapped it for now. --Chaser Zaks
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// See https://github.com/secondlife/viewer/pull/1212 for additional info
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if (target_id.isNull())
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{
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target_id = source_id;
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}
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objp = gObjectList.findObject(target_id);
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if (objp)
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{
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setTargetObject(objp);
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}
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U8 resetAnimations = 0;
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htolememcpy(&resetAnimations, &(packed_data[RESET_ANIMATIONS]), MVT_U8, 1);
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// Pre-emptively assume this is going to be flags in the future.
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// It isn't needed now, but this will assure that only bit 1 is set
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mResetAnimations = resetAnimations & 1;
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update();
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}
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//-----------------------------------------------------------------------------
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// setTargetObjectAndOffset()
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//-----------------------------------------------------------------------------
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void LLHUDEffectResetSkeleton::setTargetObject(LLViewerObject *objp)
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{
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mTargetObject = objp;
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}
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//-----------------------------------------------------------------------------
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// markDead()
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//-----------------------------------------------------------------------------
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void LLHUDEffectResetSkeleton::markDead()
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{
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LLHUDEffect::markDead();
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}
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void LLHUDEffectResetSkeleton::setSourceObject(LLViewerObject* objectp)
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{
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// restrict source objects to avatars
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if (objectp && objectp->isAvatar())
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{
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LLHUDEffect::setSourceObject(objectp);
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}
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}
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//-----------------------------------------------------------------------------
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// update()
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//-----------------------------------------------------------------------------
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void LLHUDEffectResetSkeleton::update()
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{
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// If the target object is dead, set the target object to NULL
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if (mTargetObject.isNull() || mTargetObject->isDead())
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{
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markDead();
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return;
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}
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if (mSourceObject.isNull() || mSourceObject->isDead())
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{
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markDead();
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return;
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}
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if (mTargetObject->isAvatar())
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{
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// Only the owner of a avatar can reset their skeleton like this
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// Also allow reset if we created the effect (Local resetting)
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if (mSourceObject->getID() == mTargetObject->getID() || getOriginatedHere())
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{
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LLVOAvatar* avatar = mTargetObject->asAvatar();
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avatar->resetSkeleton(mResetAnimations);
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}
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}
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else
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{
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LL_WARNS() << mSourceObject->getID() << " attempted to reset skeleton on "
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<< mTargetObject->getID() << ", but it is not a avatar!" << LL_ENDL;
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}
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markDead();
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}
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