2 // huffware script: bouncer, by fred huffhines.
4 // this script repels an object or avatar that slams into it.
6 // this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html
7 // do not use it in objects without fully realizing you are implicitly accepting that license.
10 integer PUSH_UPWARDS = TRUE;
11 // if this is true, the velocity is reflected upwards. this is sort of
12 // a trampoline effect.
13 integer PUSH_DIRECTLY_BACK = TRUE;
14 // if this is true, then the object's velocity is reflected directly back.
15 // this is not a realistic bounce since it is like every bounce hits the
16 // object at a tangent rather than having the angle be rotated as a
19 integer AVATARS_ONLY = FALSE;
20 // if true, then the bouncer will only react to people and not things.
22 float PUSH_MULTIPLIER = 32.0;
23 // increase the object's velocity by this factor, as part of how we
24 // help it along when it collides with us.
26 integer LOCAL_AXIS = FALSE;
27 // use the axis relative to the object's rotation?
29 // originally came from reverse_velocity from concussive script.
30 vector push_back(key act_upon, integer local_axis)
32 list details = llGetObjectDetails(act_upon, [ OBJECT_VELOCITY ]);
33 vector current_velocity = llList2Vector(details, 0);
36 rotation rot = llGetRot();
37 current_velocity /= rot; // undo the rotation.
39 // here's where we return the velocity exactly backwards along
40 // its own axis. this is not really very true to physics.
41 vector new_velocity = -PUSH_MULTIPLIER * current_velocity;
42 new_velocity *= llGetMass();
43 // llPushObject(act_upon, new_velocity, ZERO_VECTOR, local_axis);
47 // causes the object to be thrown up into the air and magnifies their
49 vector push_up(key act_upon, integer local_axis)
51 list details = llGetObjectDetails(act_upon, [ OBJECT_VELOCITY ]);
52 vector current_velocity = llList2Vector(details, 0);
54 rotation rot = llGetRot();
55 current_velocity /= rot; // undo the rotation.
57 // another example that's like the trampoline...
58 // vector new_velocity = PUSH_MULTIPLIER * llRot2Up(llGetRot());
59 vector new_velocity = current_velocity;
60 new_velocity.z = -PUSH_MULTIPLIER * new_velocity.z;
61 new_velocity *= llGetMass();
62 // llPushObject(act_upon, new_velocity, ZERO_VECTOR, local_axis);
66 // a newer method that can be used to 'continue' the velocity away from
67 // the bouncer but more upwards from an elastic collision than back at the av.
68 /////not implemented yet.
69 // needs good physics normal vector implementation.
71 // called by the collision event handler when we detect something
73 handle_collisions(integer count)
76 for (i = 0; i < count; i++) {
77 if ( (AVATARS_ONLY && (llDetectedType(i) & AGENT) )
81 upwards = push_up(llDetectedKey(i), LOCAL_AXIS);
83 if (PUSH_DIRECTLY_BACK)
84 back = push_back(llDetectedKey(i), LOCAL_AXIS);
85 llPushObject(llDetectedKey(i), upwards + back, ZERO_VECTOR, LOCAL_AXIS);
94 // huffware script: auto-retire, by fred huffhines, version 2.5.
95 // distributed under BSD-like license.
96 // !! keep in mind that this code must be *copied* into another
97 // !! script that you wish to add auto-retirement capability to.
98 // when a script has auto_retire in it, it can be dropped into an
99 // object and the most recent version of the script will destroy
100 // all older versions.
102 // the version numbers are embedded into the script names themselves.
103 // the notation for versions uses a letter 'v', followed by two numbers
104 // in the form "major.minor".
105 // major and minor versions are implicitly considered as a floating point
106 // number that increases with each newer version of the script. thus,
107 // "hazmap v0.1" might be the first script in the "hazmap" script continuum,
108 // and "hazmap v3.2" is a more recent version.
110 // example usage of the auto-retirement script:
113 // auto_retire(); // make sure newest addition is only version of script.
116 // this script is partly based on the self-upgrading scripts from markov brodsky
117 // and jippen faddoul.
120 string self = llGetScriptName(); // the name of this script.
121 list split = compute_basename_and_version(self);
122 if (llGetListLength(split) != 2) return; // nothing to do for this script.
123 string basename = llList2String(split, 0); // script name with no version attached.
124 string version_string = llList2String(split, 1); // the version found.
126 // find any scripts that match the basename. they are variants of this script.
127 for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) {
128 //log_it("invpo=" + (string)posn);
129 string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn);
130 if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) {
131 // found a basic match at least.
132 list inv_split = compute_basename_and_version(curr_script);
133 if (llGetListLength(inv_split) == 2) {
134 // see if this script is more ancient.
135 string inv_version_string = llList2String(inv_split, 1); // the version found.
136 // must make sure that the retiring script is completely the identical basename;
137 // just matching in the front doesn't make it a relative.
138 if ( (llList2String(inv_split, 0) == basename)
139 && ((float)inv_version_string < (float)version_string) ) {
140 // remove script with same name from inventory that has inferior version.
141 llRemoveInventory(curr_script);
148 // separates the base script name and version number. used by auto_retire.
149 list compute_basename_and_version(string to_chop_up)
151 // minimum script name is 2 characters plus a version.
152 integer space_v_posn;
153 // find the last useful space and 'v' combo.
154 for (space_v_posn = llStringLength(to_chop_up) - 3;
155 (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v");
157 // look for space and v but do nothing else.
158 //log_it("pos=" + (string)space_v_posn);
160 if (space_v_posn < 2) return []; // no space found.
161 //log_it("space v@" + (string)space_v_posn);
162 // now we zoom through the stuff after our beloved v character and find any evil
163 // space characters, which are most likely from SL having found a duplicate item
164 // name and not so helpfully renamed it for us.
166 for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) {
167 //log_it("indy=" + (string)space_v_posn);
168 if (llGetSubString(to_chop_up, indy, indy) == " ") {
169 // found one; zap it. since we're going backwards we don't need to
170 // adjust the loop at all.
171 to_chop_up = llDeleteSubString(to_chop_up, indy, indy);
172 //log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up);
175 string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1);
176 // ditch the space character for our numerical check.
177 string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1);
178 // strip out a 'v' if there is one.
179 if (llGetSubString(chop_suffix, 0, 0) == "v")
180 chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1);
181 // if valid floating point number and greater than zero, that works for our version.
182 string basename = to_chop_up; // script name with no version attached.
183 if ((float)chop_suffix > 0.0) {
184 // this is a big success right here.
185 basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1);
186 return [ basename, chop_suffix ];
188 // seems like we found nothing useful.
200 state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; }
201 on_rez(integer parm) { state rerun; }
203 state rerun { state_entry() { state default; } }
207 state_entry() { auto_retire(); }
209 collision(integer count) { handle_collisions(count); }