2 // huffware script: particle projector, by fred huffhines.
4 // takes a texture from one side of the object and projects it in a forward X and upward Z direction.
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 // constants that can be modified for different behavior.
12 float TEXTURE_DISPLAY_LIFE_SPAN = 14.0; // how long the texture should be shown.
14 integer SIDE_TO_ACQUIRE_TEXTURE_FROM = 1; // which side of the object should give us our display texture?
16 float MAGNIFIER = 4.0; // how much to expand the texture as it runs.
18 vector TEXTURE_ACCELERATION = <0.02, 0.0, 0.01>; // change in speed of the texture over time.
20 // global variables used in the script.
22 string texture_to_display = "95c7bb7c-d777-26b1-4052-acd778bfcb40"; // a simple default texture.
24 // displays a particle system with a texture that gradually enlarges over the object.
25 texture_hallucination()
27 // get a bounding box around the object.
28 list bounds = llGetBoundingBox(llGetKey());
29 // calculate the size of the object, which will be our starting particle size.
30 vector size = (vector)llList2String(bounds, 1) - (vector)llList2String(bounds, 0);
31 float chosen_dimension = size.x;
32 if (size.y > chosen_dimension) chosen_dimension = size.y;
33 if (size.z > chosen_dimension) chosen_dimension = size.z;
35 // properties regarding the generated particles.
36 PSYS_PART_FLAGS, PSYS_PART_BOUNCE_MASK | PSYS_PART_INTERP_SCALE_MASK,
37 PSYS_PART_START_SCALE, <chosen_dimension, chosen_dimension, 0.0>,
38 PSYS_PART_END_SCALE, <chosen_dimension * MAGNIFIER, chosen_dimension * MAGNIFIER, 0.0>,
39 PSYS_PART_MAX_AGE, TEXTURE_DISPLAY_LIFE_SPAN,
40 PSYS_PART_START_COLOR, <1.0, 1.0, 1.0>,
41 PSYS_PART_END_COLOR, <1.0, 1.0, 1.0>,
42 PSYS_PART_START_ALPHA, 1.0,
43 PSYS_PART_END_ALPHA, 1.0,
44 // properties for the particle system's source.
45 PSYS_SRC_MAX_AGE, TEXTURE_DISPLAY_LIFE_SPAN,
46 PSYS_SRC_TEXTURE, texture_to_display,
47 PSYS_SRC_ACCEL, TEXTURE_ACCELERATION,
48 PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_DROP,
49 PSYS_SRC_BURST_PART_COUNT, 1,
50 PSYS_SRC_BURST_RADIUS, chosen_dimension,
51 PSYS_SRC_BURST_RATE, TEXTURE_DISPLAY_LIFE_SPAN,
52 PSYS_SRC_BURST_SPEED_MIN, 0.01,
53 PSYS_SRC_BURST_SPEED_MAX, 0.01,
54 PSYS_SRC_ANGLE_BEGIN, 0.0,
55 PSYS_SRC_ANGLE_END, 0.0,
56 PSYS_SRC_OMEGA, <0.0, 0.0, 0.0>
62 // returns a number at most "maximum" and at least "minimum".
63 // if "allow_negative" is TRUE, then the return may be positive or negative.
64 float randomize_within_range(float minimum, float maximum, integer allow_negative)
66 if (minimum > maximum) {
67 // flip the two if they are reversed.
68 float temp = minimum; minimum = maximum; maximum = temp;
70 float to_return = minimum + llFrand(maximum - minimum);
72 if (llFrand(1.0) < 0.5) to_return *= -1.0;
78 // huffware script: auto-retire, by fred huffhines, version 2.5.
79 // distributed under BSD-like license.
80 // !! keep in mind that this code must be *copied* into another
81 // !! script that you wish to add auto-retirement capability to.
82 // when a script has auto_retire in it, it can be dropped into an
83 // object and the most recent version of the script will destroy
84 // all older versions.
86 // the version numbers are embedded into the script names themselves.
87 // the notation for versions uses a letter 'v', followed by two numbers
88 // in the form "major.minor".
89 // major and minor versions are implicitly considered as a floating point
90 // number that increases with each newer version of the script. thus,
91 // "hazmap v0.1" might be the first script in the "hazmap" script continuum,
92 // and "hazmap v3.2" is a more recent version.
94 // example usage of the auto-retirement script:
97 // auto_retire(); // make sure newest addition is only version of script.
100 // this script is partly based on the self-upgrading scripts from markov brodsky
101 // and jippen faddoul.
104 string self = llGetScriptName(); // the name of this script.
105 list split = compute_basename_and_version(self);
106 if (llGetListLength(split) != 2) return; // nothing to do for this script.
107 string basename = llList2String(split, 0); // script name with no version attached.
108 string version_string = llList2String(split, 1); // the version found.
110 // find any scripts that match the basename. they are variants of this script.
111 for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) {
112 //log_it("invpo=" + (string)posn);
113 string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn);
114 if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) {
115 // found a basic match at least.
116 list inv_split = compute_basename_and_version(curr_script);
117 if (llGetListLength(inv_split) == 2) {
118 // see if this script is more ancient.
119 string inv_version_string = llList2String(inv_split, 1); // the version found.
120 // must make sure that the retiring script is completely the identical basename;
121 // just matching in the front doesn't make it a relative.
122 if ( (llList2String(inv_split, 0) == basename)
123 && ((float)inv_version_string < (float)version_string) ) {
124 // remove script with same name from inventory that has inferior version.
125 llRemoveInventory(curr_script);
132 // separates the base script name and version number. used by auto_retire.
133 list compute_basename_and_version(string to_chop_up)
135 // minimum script name is 2 characters plus a version.
136 integer space_v_posn;
137 // find the last useful space and 'v' combo.
138 for (space_v_posn = llStringLength(to_chop_up) - 3;
139 (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v");
141 // look for space and v but do nothing else.
142 //log_it("pos=" + (string)space_v_posn);
144 if (space_v_posn < 2) return []; // no space found.
145 //log_it("space v@" + (string)space_v_posn);
146 // now we zoom through the stuff after our beloved v character and find any evil
147 // space characters, which are most likely from SL having found a duplicate item
148 // name and not so helpfully renamed it for us.
150 for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) {
151 //log_it("indy=" + (string)space_v_posn);
152 if (llGetSubString(to_chop_up, indy, indy) == " ") {
153 // found one; zap it. since we're going backwards we don't need to
154 // adjust the loop at all.
155 to_chop_up = llDeleteSubString(to_chop_up, indy, indy);
156 //log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up);
159 string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1);
160 // ditch the space character for our numerical check.
161 string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1);
162 // strip out a 'v' if there is one.
163 if (llGetSubString(chop_suffix, 0, 0) == "v")
164 chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1);
165 // if valid floating point number and greater than zero, that works for our version.
166 string basename = to_chop_up; // script name with no version attached.
167 if ((float)chop_suffix > 0.0) {
168 // this is a big success right here.
169 basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1);
170 return [ basename, chop_suffix ];
172 // seems like we found nothing useful.
180 state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; }
181 on_rez(integer parm) { state rerun; }
183 state rerun { state_entry() { state default; } }
190 touch_start(integer touch_count) {
191 integer count = llGetInventoryNumber(INVENTORY_TEXTURE);
193 // try getting a texture out of inventory.
194 integer which_texture = llRound(randomize_within_range(0, count - 1, FALSE));
195 texture_to_display = llGetInventoryName(INVENTORY_TEXTURE, which_texture);
196 //if (texture_to_display == "") llOwnerSay("fail! got bad index from random.");
198 // if none in inventory, load the texture to show from our side.
199 texture_to_display = llGetTexture(SIDE_TO_ACQUIRE_TEXTURE_FROM);
201 //llOwnerSay("texture is now: " + texture_to_display);
202 texture_hallucination();
203 llSetTimerEvent(TEXTURE_DISPLAY_LIFE_SPAN + 0.1);
207 llParticleSystem([]); // zap it back out again.
208 llSetTimerEvent(0); // turn off timer.