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1 vero 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  
28 using OpenMetaverse;
29 using OpenSim.Framework;
30 using OpenSim.Region.Framework.Scenes;
31  
32 namespace OpenSim.Region.Framework.Interfaces
33 {
34 /// <summary>
35 /// Temporary interface. More methods to come at some point to make NPCs
36 /// more object oriented rather than controlling purely through module
37 /// level interface calls (e.g. sit/stand).
38 /// </summary>
39 public interface INPC
40 {
41 /// <summary>
42 /// Should this NPC be sensed by LSL sensors as an 'agent'
43 /// (interpreted here to mean a normal user) rather than an OpenSim
44 /// specific NPC extension?
45 /// </summary>
46 bool SenseAsAgent { get; }
47 }
48  
49 public interface INPCModule
50 {
51 /// <summary>
52 /// Create an NPC
53 /// </summary>
54 /// <param name="firstname"></param>
55 /// <param name="lastname"></param>
56 /// <param name="position"></param>
57 /// <param name="senseAsAgent">
58 /// Make the NPC show up as an agent on LSL sensors. The default is
59 /// that they show up as the NPC type instead, but this is currently
60 /// an OpenSim-only extension.
61 /// </param>
62 /// <param name="scene"></param>
63 /// <param name="appearance">
64 /// The avatar appearance to use for the new NPC.
65 /// </param>
66 /// <returns>
67 /// The UUID of the ScenePresence created. UUID.Zero if there was a
68 /// failure.
69 /// </returns>
70 UUID CreateNPC(string firstname, string lastname, Vector3 position,
71 UUID owner, bool senseAsAgent, Scene scene,
72 AvatarAppearance appearance);
73  
74 /// <summary>
75 /// Create an NPC with a user-supplied agentID
76 /// </summary>
77 /// <param name="firstname"></param>
78 /// <param name="lastname"></param>
79 /// <param name="position"></param>
80 /// <param name="agentID"></param>
81 /// The desired agent ID
82 /// <param name="owner"></param>
83 /// <param name="senseAsAgent">
84 /// Make the NPC show up as an agent on LSL sensors. The default is
85 /// that they show up as the NPC type instead, but this is currently
86 /// an OpenSim-only extension.
87 /// </param>
88 /// <param name="scene"></param>
89 /// <param name="appearance">
90 /// The avatar appearance to use for the new NPC.
91 /// </param>
92 /// <returns>
93 /// The UUID of the ScenePresence created. UUID.Zero if there was a
94 /// failure.
95 /// </returns>
96 UUID CreateNPC(string firstname, string lastname,
97 Vector3 position, UUID agentID, UUID owner, bool senseAsAgent, Scene scene,
98 AvatarAppearance appearance);
99  
100 /// <summary>
101 /// Check if the agent is an NPC.
102 /// </summary>
103 /// <param name="agentID"></param>
104 /// <param name="scene"></param>
105 /// <returns>
106 /// True if the agent is an NPC in the given scene. False otherwise.
107 /// </returns>
108 bool IsNPC(UUID agentID, Scene scene);
109  
110 /// <summary>
111 /// Get the NPC.
112 /// </summary>
113 /// <remarks>
114 /// This is not currently complete - manipulation of NPCs still occurs
115 /// through the region interface.
116 /// </remarks>
117 /// <param name="agentID"></param>
118 /// <param name="scene"></param>
119 /// <returns>The NPC. null if it does not exist.</returns>
120 INPC GetNPC(UUID agentID, Scene scene);
121  
122 /// <summary>
123 /// Check if the caller has permission to manipulate the given NPC.
124 /// </summary>
125 /// <param name="npcID"></param>
126 /// <param name="callerID"></param>
127 /// <returns>
128 /// true if they do, false if they don't or if there's no NPC with the
129 /// given ID.
130 /// </returns>
131 bool CheckPermissions(UUID npcID, UUID callerID);
132  
133 /// <summary>
134 /// Set the appearance for an NPC.
135 /// </summary>
136 /// <param name="agentID"></param>
137 /// <param name="appearance"></param>
138 /// <param name="scene"></param>
139 /// <returns>
140 /// True if the operation succeeded, false if there was no such agent
141 /// or the agent was not an NPC.
142 /// </returns>
143 bool SetNPCAppearance(UUID agentID, AvatarAppearance appearance,
144 Scene scene);
145  
146 /// <summary>
147 /// Move an NPC to a target over time.
148 /// </summary>
149 /// <param name="agentID">The UUID of the NPC</param>
150 /// <param name="scene"></param>
151 /// <param name="pos"></param>
152 /// <param name="noFly">
153 /// If true, then the avatar will attempt to walk to the location even
154 /// if it's up in the air. This is to allow walking on prims.
155 /// </param>
156 /// <param name="landAtTarget">
157 /// If true and the avatar is flying when it reaches the target, land.
158 /// </param> name="running">
159 /// If true, NPC moves with running speed.
160 /// <returns>
161 /// True if the operation succeeded, false if there was no such agent
162 /// or the agent was not an NPC.
163 /// </returns>
164 bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly,
165 bool landAtTarget, bool running);
166  
167 /// <summary>
168 /// Stop the NPC's current movement.
169 /// </summary>
170 /// <param name="agentID">The UUID of the NPC</param>
171 /// <param name="scene"></param>
172 /// <returns>
173 /// True if the operation succeeded, false if there was no such agent
174 /// or the agent was not an NPC.
175 /// </returns>
176 bool StopMoveToTarget(UUID agentID, Scene scene);
177  
178 /// <summary>
179 /// Get the NPC to say something.
180 /// </summary>
181 /// <param name="agentID">The UUID of the NPC</param>
182 /// <param name="scene"></param>
183 /// <param name="text"></param>
184 /// <returns>
185 /// True if the operation succeeded, false if there was no such agent
186 /// or the agent was not an NPC.
187 /// </returns>
188 bool Say(UUID agentID, Scene scene, string text);
189  
190 /// <summary>
191 /// Get the NPC to say something.
192 /// </summary>
193 /// <param name="agentID">The UUID of the NPC</param>
194 /// <param name="scene"></param>
195 /// <param name="text"></param>
196 /// <param name="channel"></param>
197 /// <returns>
198 /// True if the operation succeeded, false if there was no such agent
199 /// or the agent was not an NPC.
200 /// </returns>
201 bool Say(UUID agentID, Scene scene, string text, int channel);
202  
203 /// <summary>
204 /// Get the NPC to shout something.
205 /// </summary>
206 /// <param name="agentID">The UUID of the NPC</param>
207 /// <param name="scene"></param>
208 /// <param name="text"></param>
209 /// <param name="channel"></param>
210 /// <returns>
211 /// True if the operation succeeded, false if there was no such agent
212 /// or the agent was not an NPC.
213 /// </returns>
214 bool Shout(UUID agentID, Scene scene, string text, int channel);
215  
216 /// <summary>
217 /// Get the NPC to whisper something.
218 /// </summary>
219 /// <param name="agentID">The UUID of the NPC</param>
220 /// <param name="scene"></param>
221 /// <param name="text"></param>
222 /// <param name="channel"></param>
223 /// <returns>
224 /// True if the operation succeeded, false if there was no such agent
225 /// or the agent was not an NPC.
226 /// </returns>
227 bool Whisper(UUID agentID, Scene scene, string text, int channel);
228  
229 /// <summary>
230 /// Sit the NPC.
231 /// </summary>
232 /// <param name="agentID"></param>
233 /// <param name="partID"></param>
234 /// <param name="scene"></param>
235 /// <returns>true if the sit succeeded, false if not</returns>
236 bool Sit(UUID agentID, UUID partID, Scene scene);
237  
238 /// <summary>
239 /// Stand a sitting NPC.
240 /// </summary>
241 /// <param name="agentID"></param>
242 /// <param name="scene"></param>
243 /// <returns>true if the stand succeeded, false if not</returns>
244 bool Stand(UUID agentID, Scene scene);
245  
246 /// <summary>
247 /// Get the NPC to touch an object.
248 /// </summary>
249 /// <param name="agentID"></param>
250 /// <param name="partID"></param>
251 /// <returns>
252 /// true if the touch is actually attempted, false if not.
253 /// </returns>
254 bool Touch(UUID agentID, UUID partID);
255  
256 /// <summary>
257 /// Delete an NPC.
258 /// </summary>
259 /// <param name="agentID">The UUID of the NPC</param>
260 /// <param name="scene"></param>
261 /// <returns>
262 /// True if the operation succeeded, false if there was no such agent
263 /// or the agent was not an NPC.
264 /// </returns>
265 bool DeleteNPC(UUID agentID, Scene scene);
266  
267 /// <summary>
268 /// Get the owner of a NPC
269 /// </summary>
270 /// <param name="agentID">The UUID of the NPC</param>
271 /// <returns>
272 /// UUID of owner if the NPC exists, UUID.Zero if there was no such
273 /// agent, the agent is unowned or the agent was not an NPC.
274 /// </returns>
275 UUID GetOwner(UUID agentID);
276 }
277 }