189 lines
7.0 KiB
C
189 lines
7.0 KiB
C
/**
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* @file llregionflags.h
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* @brief Flags that are sent in the statistics message region_flags field.
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*
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* $LicenseInfo:firstyear=2002&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2010, 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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#ifndef LL_LLREGIONFLAGS_H
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#define LL_LLREGIONFLAGS_H
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// Can you be hurt here? Should health be on?
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const U64 REGION_FLAGS_ALLOW_DAMAGE = (1 << 0);
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// Can you make landmarks here?
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const U64 REGION_FLAGS_ALLOW_LANDMARK = (1 << 1);
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// Do we reset the home position when someone teleports away from here?
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const U64 REGION_FLAGS_ALLOW_SET_HOME = (1 << 2);
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// Do we reset the home position when someone teleports away from here?
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const U64 REGION_FLAGS_RESET_HOME_ON_TELEPORT = (1 << 3);
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// Does the sun move?
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const U64 REGION_FLAGS_SUN_FIXED = (1 << 4);
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// Can't change the terrain heightfield, even on owned parcels,
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// but can plant trees and grass.
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const U64 REGION_FLAGS_BLOCK_TERRAFORM = (1 << 6);
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// Can't release, sell, or buy land.
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const U64 REGION_FLAGS_BLOCK_LAND_RESELL = (1 << 7);
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// All content wiped once per night
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const U64 REGION_FLAGS_SANDBOX = (1 << 8);
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const U64 REGION_FLAGS_GAMING = (1 << 10); // Denotes a gaming region on certain grids
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const U64 REGION_FLAGS_HIDE_FROM_SEARCH = (1 << 11); // Hides region from search on certain grids
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const U64 REGION_FLAGS_SKIP_COLLISIONS = (1 << 12); // Pin all non agent rigid bodies
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const U64 REGION_FLAGS_SKIP_SCRIPTS = (1 << 13);
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const U64 REGION_FLAGS_SKIP_PHYSICS = (1 << 14); // Skip all physics
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const U64 REGION_FLAGS_EXTERNALLY_VISIBLE = (1 << 15);
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const U64 REGION_FLAGS_ALLOW_RETURN_ENCROACHING_OBJECT = (1 << 16);
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const U64 REGION_FLAGS_ALLOW_RETURN_ENCROACHING_ESTATE_OBJECT = (1 << 17);
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const U64 REGION_FLAGS_BLOCK_DWELL = (1 << 18);
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// Is flight allowed?
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const U64 REGION_FLAGS_BLOCK_FLY = (1 << 19);
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// Is direct teleport (p2p) allowed?
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const U64 REGION_FLAGS_ALLOW_DIRECT_TELEPORT = (1 << 20);
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// Is there an administrative override on scripts in the region at the
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// moment. This is the similar skip scripts, except this flag is
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// presisted in the database on an estate level.
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const U64 REGION_FLAGS_ESTATE_SKIP_SCRIPTS = (1 << 21);
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const U64 REGION_FLAGS_RESTRICT_PUSHOBJECT = (1 << 22);
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const U64 REGION_FLAGS_DENY_ANONYMOUS = (1 << 23);
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const U64 REGION_FLAGS_ALLOW_PARCEL_CHANGES = (1 << 26);
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const U64 REGION_FLAGS_ALLOW_VOICE = (1 << 28);
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const U64 REGION_FLAGS_BLOCK_PARCEL_SEARCH = (1 << 29);
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const U64 REGION_FLAGS_DENY_AGEUNVERIFIED = (1 << 30);
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const U64 REGION_FLAGS_DEFAULT = REGION_FLAGS_ALLOW_LANDMARK |
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REGION_FLAGS_ALLOW_SET_HOME |
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REGION_FLAGS_ALLOW_PARCEL_CHANGES |
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REGION_FLAGS_ALLOW_VOICE;
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const U64 REGION_FLAGS_PRELUDE_SET = REGION_FLAGS_RESET_HOME_ON_TELEPORT;
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const U64 REGION_FLAGS_PRELUDE_UNSET = REGION_FLAGS_ALLOW_LANDMARK
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| REGION_FLAGS_ALLOW_SET_HOME;
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const U64 REGION_FLAGS_ESTATE_MASK = REGION_FLAGS_EXTERNALLY_VISIBLE
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| REGION_FLAGS_SUN_FIXED
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| REGION_FLAGS_DENY_ANONYMOUS
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| REGION_FLAGS_DENY_AGEUNVERIFIED;
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// 'Gaming' flags
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const U32 REGION_GAMING_PRESENT = (1 << 0);
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const U32 REGION_GAMING_HIDE_PARCEL = (1 << 1);
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const U32 REGION_GAMING_HIDE_FIND_ALL = (1 << 2);
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const U32 REGION_GAMING_HIDE_FIND_CLASSIFIEDS = (1 << 3);
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const U32 REGION_GAMING_HIDE_FIND_EVENTS = (1 << 4);
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const U32 REGION_GAMING_HIDE_FIND_LAND = (1 << 5);
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const U32 REGION_GAMING_HIDE_FIND_SIMS = (1 << 6);
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const U32 REGION_GAMING_HIDE_FIND_GROUPS = (1 << 7);
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const U32 REGION_GAMING_HIDE_FIND_ALL_CLASSIC = (1 << 8);
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const U32 REGION_GAMING_HIDE_GOD_FLOATER = (1 << 9);
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inline BOOL is_prelude( U64 flags )
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{
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// definition of prelude does not depend on fixed-sun
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return 0 == (flags & REGION_FLAGS_PRELUDE_UNSET)
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&& 0 != (flags & REGION_FLAGS_PRELUDE_SET);
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}
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inline U64 set_prelude_flags(U64 flags)
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{
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// also set the sun-fixed flag
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return ((flags & ~REGION_FLAGS_PRELUDE_UNSET)
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| (REGION_FLAGS_PRELUDE_SET | REGION_FLAGS_SUN_FIXED));
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}
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inline U64 unset_prelude_flags(U64 flags)
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{
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// also unset the fixed-sun flag
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return ((flags | REGION_FLAGS_PRELUDE_UNSET)
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& ~(REGION_FLAGS_PRELUDE_SET | REGION_FLAGS_SUN_FIXED));
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}
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// Region protocols
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const U64 REGION_PROTOCOLS_AGENT_APPEARANCE_SERVICE = (1 << 0);
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// estate constants. Need to match first few etries in indra.estate table.
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const U32 ESTATE_ALL = 0; // will not match in db, reserved key for logic
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const U32 ESTATE_MAINLAND = 1;
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const U32 ESTATE_ORIENTATION = 2;
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const U32 ESTATE_INTERNAL = 3;
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const U32 ESTATE_SHOWCASE = 4;
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const U32 ESTATE_TEEN = 5;
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const U32 ESTATE_LAST_LINDEN = 5; // last linden owned/managed estate
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// for EstateOwnerRequest, setaccess message
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const U32 ESTATE_ACCESS_ALLOWED_AGENTS = 1 << 0;
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const U32 ESTATE_ACCESS_ALLOWED_GROUPS = 1 << 1;
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const U32 ESTATE_ACCESS_BANNED_AGENTS = 1 << 2;
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const U32 ESTATE_ACCESS_MANAGERS = 1 << 3;
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//maximum number of access list entries we can fit in one packet
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const S32 ESTATE_ACCESS_MAX_ENTRIES_PER_PACKET = 63;
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// for reply to "getinfo", don't need to forward to all sims in estate
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const U32 ESTATE_ACCESS_SEND_TO_AGENT_ONLY = 1 << 4;
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const U32 ESTATE_ACCESS_ALL = ESTATE_ACCESS_ALLOWED_AGENTS
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| ESTATE_ACCESS_ALLOWED_GROUPS
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| ESTATE_ACCESS_BANNED_AGENTS
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| ESTATE_ACCESS_MANAGERS;
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// for EstateOwnerRequest, estateaccessdelta message
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const U32 ESTATE_ACCESS_APPLY_TO_ALL_ESTATES = 1 << 0;
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const U32 ESTATE_ACCESS_APPLY_TO_MANAGED_ESTATES = 1 << 1;
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const U32 ESTATE_ACCESS_ALLOWED_AGENT_ADD = 1 << 2;
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const U32 ESTATE_ACCESS_ALLOWED_AGENT_REMOVE = 1 << 3;
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const U32 ESTATE_ACCESS_ALLOWED_GROUP_ADD = 1 << 4;
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const U32 ESTATE_ACCESS_ALLOWED_GROUP_REMOVE = 1 << 5;
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const U32 ESTATE_ACCESS_BANNED_AGENT_ADD = 1 << 6;
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const U32 ESTATE_ACCESS_BANNED_AGENT_REMOVE = 1 << 7;
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const U32 ESTATE_ACCESS_MANAGER_ADD = 1 << 8;
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const U32 ESTATE_ACCESS_MANAGER_REMOVE = 1 << 9;
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const U32 ESTATE_ACCESS_NO_REPLY = 1 << 10;
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const S32 ESTATE_MAX_MANAGERS = 10;
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const S32 ESTATE_MAX_ACCESS_IDS = 500; // max for access, banned
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const S32 ESTATE_MAX_GROUP_IDS = (S32) ESTATE_ACCESS_MAX_ENTRIES_PER_PACKET;
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// 'Sim Wide Delete' flags
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const U32 SWD_OTHERS_LAND_ONLY = (1 << 0);
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const U32 SWD_ALWAYS_RETURN_OBJECTS = (1 << 1);
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const U32 SWD_SCRIPTED_ONLY = (1 << 2);
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#endif
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