2 // huffware script: axis rider, by fred huffhines.
4 // causes an object to move up and down on the z axis, although that and
5 // other parameters can be modified.
7 // this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html
8 // do not use it in objects without fully realizing you are implicitly accepting that license.
11 // these two control how far from the original position the object may travel.
12 float MIN_POSITION = -0.3;
13 float MAX_POSITION = 1.0;
14 // these specify which axis to modify and compare on.
15 integer USE_X_AXIS = FALSE;
16 integer USE_Y_AXIS = FALSE;
17 integer USE_Z_AXIS = TRUE;
18 // these are the limits on how much the object can move during one timer click.
19 float MIN_POSITION_ADJUSTMENT = 0.05;
20 float MAX_POSITION_ADJUSTMENT = 0.07;
22 // jitter is the capability for the object to not be aligned on a straight
24 integer JITTER_EFFECT = TRUE;
25 // if this is true, then the rider will move unevenly at various angles.
26 float CHANCE_FOR_JITTER = 0.60;
27 // this is the probability of changing the current direction (0.0 to 1.0).
28 vector MIN_ANGULAR_POSITION = <0.0, 0.0, 0.0>; // minimum jitter amount, in degrees.
29 vector MAX_ANGULAR_POSITION = <1.0, 1.0, 4.0>; // maximum jitter amount, in degrees.
31 float TIMER_FREQUENCY = 0.20;
32 // this is the fastest that prim changes can happen anyhow,
33 // so we fire the timer at this rate.
36 // huffware script: auto-retire, by fred huffhines, version 2.5.
37 // distributed under BSD-like license.
38 // !! keep in mind that this code must be *copied* into another
39 // !! script that you wish to add auto-retirement capability to.
40 // when a script has auto_retire in it, it can be dropped into an
41 // object and the most recent version of the script will destroy
42 // all older versions.
44 // the version numbers are embedded into the script names themselves.
45 // the notation for versions uses a letter 'v', followed by two numbers
46 // in the form "major.minor".
47 // major and minor versions are implicitly considered as a floating point
48 // number that increases with each newer version of the script. thus,
49 // "hazmap v0.1" might be the first script in the "hazmap" script continuum,
50 // and "hazmap v3.2" is a more recent version.
52 // example usage of the auto-retirement script:
55 // auto_retire(); // make sure newest addition is only version of script.
58 // this script is partly based on the self-upgrading scripts from markov brodsky
59 // and jippen faddoul.
62 string self = llGetScriptName(); // the name of this script.
63 list split = compute_basename_and_version(self);
64 if (llGetListLength(split) != 2) return; // nothing to do for this script.
65 string basename = llList2String(split, 0); // script name with no version attached.
66 string version_string = llList2String(split, 1); // the version found.
68 // find any scripts that match the basename. they are variants of this script.
69 for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) {
70 //log_it("invpo=" + (string)posn);
71 string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn);
72 if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) {
73 // found a basic match at least.
74 list inv_split = compute_basename_and_version(curr_script);
75 if (llGetListLength(inv_split) == 2) {
76 // see if this script is more ancient.
77 string inv_version_string = llList2String(inv_split, 1); // the version found.
78 // must make sure that the retiring script is completely the identical basename;
79 // just matching in the front doesn't make it a relative.
80 if ( (llList2String(inv_split, 0) == basename)
81 && ((float)inv_version_string < (float)version_string) ) {
82 // remove script with same name from inventory that has inferior version.
83 llRemoveInventory(curr_script);
90 // separates the base script name and version number. used by auto_retire.
91 list compute_basename_and_version(string to_chop_up)
93 // minimum script name is 2 characters plus a version.
95 // find the last useful space and 'v' combo.
96 for (space_v_posn = llStringLength(to_chop_up) - 3;
97 (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v");
99 // look for space and v but do nothing else.
100 //log_it("pos=" + (string)space_v_posn);
102 if (space_v_posn < 2) return []; // no space found.
103 //log_it("space v@" + (string)space_v_posn);
104 // now we zoom through the stuff after our beloved v character and find any evil
105 // space characters, which are most likely from SL having found a duplicate item
106 // name and not so helpfully renamed it for us.
108 for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) {
109 //log_it("indy=" + (string)space_v_posn);
110 if (llGetSubString(to_chop_up, indy, indy) == " ") {
111 // found one; zap it. since we're going backwards we don't need to
112 // adjust the loop at all.
113 to_chop_up = llDeleteSubString(to_chop_up, indy, indy);
114 //log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up);
117 string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1);
118 // ditch the space character for our numerical check.
119 string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1);
120 // strip out a 'v' if there is one.
121 if (llGetSubString(chop_suffix, 0, 0) == "v")
122 chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1);
123 // if valid floating point number and greater than zero, that works for our version.
124 string basename = to_chop_up; // script name with no version attached.
125 if ((float)chop_suffix > 0.0) {
126 // this is a big success right here.
127 basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1);
128 return [ basename, chop_suffix ];
130 // seems like we found nothing useful.
138 integer debug_num = 0;
140 // a debugging output method. can be disabled entirely in one place.
141 log_it(string to_say)
144 // tell this to the owner.
145 llOwnerSay(llGetScriptName() + "--" + (string)debug_num + ": " + to_say);
146 // say this on open chat, but use an unusual channel.
147 // llSay(108, llGetScriptName() + "--" + (string)debug_num + ": " + to_say);
150 // returns a number at most "maximum" and at least "minimum".
151 // if "allow_negative" is TRUE, then the return may be positive or negative.
152 float randomize_within_range(float minimum, float maximum, integer allow_negative)
154 if (minimum > maximum) {
155 // flip the two if they are reversed.
156 float temp = minimum; minimum = maximum; maximum = temp;
158 float to_return = minimum + llFrand(maximum - minimum);
159 if (allow_negative) {
160 if (llFrand(1.0) < 0.5) to_return *= -1.0;
165 // returns a random vector where x,y,z will be between "minimums" and "maximums"
166 // x,y,z components. if "allow_negative" is true, then any component will
167 // randomly be negative or positive.
168 vector random_bound_vector(vector minimums, vector maximums, integer allow_negative)
170 return <randomize_within_range(minimums.x, maximums.x, allow_negative),
171 randomize_within_range(minimums.y, maximums.y, allow_negative),
172 randomize_within_range(minimums.z, maximums.z, allow_negative)>;
175 // returns a vector whose components are between minimum and maximum.
176 // if allow_negative is true, then they can be either positive or negative.
177 vector random_vector(float minimum, float maximum, integer allow_negative)
179 return random_bound_vector(<minimum, minimum, minimum>,
180 <maximum, maximum, maximum>, allow_negative);
183 // returns TRUE if a is less than b in any component.
184 integer vector_less_than(vector a, vector b)
185 { return (a.x < b.x) || (a.y < b.y) || (a.z < b.z); }
187 // returns TRUE if a is greater than b in any component.
188 integer vector_greater_than(vector a, vector b)
189 { return (a.x > b.x) || (a.y > b.y) || (a.z > b.z); }
191 // returns a list with two components; a new vector and a boolean.
192 // the new vector starts from "starting_point". it will have a vector
193 // between "minimum_addition" and "maximum_addition" added to it.
194 // if it is over the "minimum_allowed" or the "maximum_allowed", then
195 // it is reset to whichever it would have crossed over. two booleans
196 // are also returned to indicate when the lower and upper limits were
197 // exceeded (in that order).
198 list limit_and_add(vector starting_point,
199 vector minimum_allowed, vector maximum_allowed,
200 vector minimum_addition, vector maximum_addition)
202 integer too_low = FALSE;
203 integer too_high = FALSE;
204 vector new_location = starting_point;
205 vector addition = random_bound_vector(minimum_addition, maximum_addition, FALSE);
206 //log_it("start=" + (string)starting_point + " addin=" + (string)addition);
207 new_location += addition;
208 if (vector_less_than(new_location, minimum_allowed)) {
210 new_location = minimum_allowed;
211 } else if (vector_greater_than(new_location, maximum_allowed)) {
213 new_location = maximum_allowed;
215 return [ new_location, too_low, too_high ];
220 // variables used during the script.
223 // set at time of object rez from object's current location.
226 // set at time of object rez from object's current rotation.
228 vector current_position_addin = <0.0, 0.0, 0.0>;
229 // the amount that we're adding to the rider's position right now.
231 vector current_rotation_addin = <0.0, 0.0, 0.0>;
232 // randomly assigned to if JITTER_EFFECT is true.
234 vector current_direction = <1.0, 1.0, 1.0>;
235 // we start out by adding to all axes.
237 // provides a random vector that could be negative or positive for
238 // any of the values. the range is given by the two constants
239 // MIN_ADDITION and MAX_ADDITION.
240 vector rando_vector()
242 return random_bound_vector(MIN_ANGULAR_POSITION * DEG_TO_RAD,
243 MAX_ANGULAR_POSITION * DEG_TO_RAD, TRUE);
247 state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; }
248 on_rez(integer parm) { state rerun; }
250 state rerun { state_entry() { state default; } }
257 rez_position = llGetPos();
258 rez_rotation = llRot2Euler(llGetRot());
259 //vector calc_rot = rez_rotation * RAD_TO_DEG;
260 //log_it("rotation at start is " + (string)calc_rot);
261 llSetTimerEvent(TIMER_FREQUENCY);
264 on_rez(integer parm) { llResetScript(); }
269 list add_result = limit_and_add(current_position_addin,
270 <MIN_POSITION, current_position_addin.y, current_position_addin.z>,
271 <MAX_POSITION, current_position_addin.y, current_position_addin.z>,
272 <current_direction.x * MIN_POSITION_ADJUSTMENT, 0.0, 0.0>,
273 <current_direction.x * MAX_POSITION_ADJUSTMENT, 0.0, 0.0>);
274 current_position_addin = llList2Vector(add_result, 0);
275 integer too_low = llList2Integer(add_result, 1);
276 integer too_high = llList2Integer(add_result, 2);
277 if (too_low) current_direction.x = 1.0;
278 else if (too_high) current_direction.x = -1.0;
281 list add_result = limit_and_add(current_position_addin,
282 <current_position_addin.x, MIN_POSITION, current_position_addin.z>,
283 <current_position_addin.x, MAX_POSITION, current_position_addin.z>,
284 <0.0, current_direction.y * MIN_POSITION_ADJUSTMENT, 0.0>,
285 <0.0, current_direction.y * MAX_POSITION_ADJUSTMENT, 0.0>);
286 current_position_addin = llList2Vector(add_result, 0);
287 integer too_low = llList2Integer(add_result, 1);
288 integer too_high = llList2Integer(add_result, 2);
289 if (too_low) current_direction.y = 1.0;
290 else if (too_high) current_direction.y = -1.0;
293 list add_result = limit_and_add(current_position_addin,
294 <current_position_addin.x, current_position_addin.y, MIN_POSITION>,
295 <current_position_addin.x, current_position_addin.y, MAX_POSITION>,
296 <0.0, 0.0, current_direction.z * MIN_POSITION_ADJUSTMENT>,
297 <0.0, 0.0, current_direction.z * MAX_POSITION_ADJUSTMENT>);
298 current_position_addin = llList2Vector(add_result, 0);
299 integer too_low = llList2Integer(add_result, 1);
300 integer too_high = llList2Integer(add_result, 2);
301 if (too_low) current_direction.z = 1.0;
302 else if (too_high) current_direction.z = -1.0;
305 //logic below for randomness is a bit odd.
306 // change the jitter position if we get a chance.
307 float starter = 0.420; // where we start looking for change.
308 float change_cap = starter + CHANCE_FOR_JITTER;
309 float randomness = llFrand(1.000);
310 if ( (randomness <= change_cap) && (randomness >= starter) ) {
311 // time for a change in the rotation.
313 current_rotation_addin = rando_vector();
317 llSetPrimitiveParams([
318 PRIM_POSITION, rez_position + current_position_addin,
319 PRIM_ROTATION, llEuler2Rot(rez_rotation + current_rotation_addin)