X-Git-Url: https://feistymeow.org/gitweb/?a=blobdiff_plain;f=huffware%2Fhuffotronic_eepaw_knowledge_v62.5%2Fjump_good_v6.0.txt;fp=huffware%2Fhuffotronic_eepaw_knowledge_v62.5%2Fjump_good_v6.0.txt;h=a0537fdc5609a7162b1f0202a88fd3bbddd9d368;hb=ef90e9104684f535e8a5edef643f008592254019;hp=0000000000000000000000000000000000000000;hpb=8bca8b4404ce2236359f100b97b1d10abb1b94bb;p=feisty_meow.git diff --git a/huffware/huffotronic_eepaw_knowledge_v62.5/jump_good_v6.0.txt b/huffware/huffotronic_eepaw_knowledge_v62.5/jump_good_v6.0.txt new file mode 100755 index 00000000..a0537fdc --- /dev/null +++ b/huffware/huffotronic_eepaw_knowledge_v62.5/jump_good_v6.0.txt @@ -0,0 +1,318 @@ + +// huffware script: jump good, by fred huffhines +// "jump good" is an homage to samurai jack. +// +// if you wear an object containing this script (and using the +// jump_good_jump_strength() value), then this script will make +// your jumps much higher than normal. other values for the +// jump strength will vary the force on you accordingly. +// +// this script is licensed by the GPL v3 which is documented at: http://www.gnu.org/licenses/gpl.html +// do not use it in objects without fully realizing you are implicitly accepting that license. +// + +////////////// + +// this section provides some example forces one might want to exert. +// all floating point numbers below are measured in meters per second squared, +// which is a measurement of acceleration. + +float EARTH_ACCELERATION = 9.80665; + // the acceleration due to gravity on earth. + +float JUPITER_ACCELERATION = 25.93; + // the acceleration on jupiter due to gravity. + +float earth_jump_strength() { return EARTH_ACCELERATION - EARTH_ACCELERATION; } + // normal gravity for the earth; no additional force added. + +float jupiter_jump_strength() +{ return EARTH_ACCELERATION - (JUPITER_ACCELERATION - EARTH_ACCELERATION); } + // this is what the jump force should be when approximating jupiter's gravity. + +float jump_good_jump_strength() { return 8.4; } + // samurai jack was probably able to jump this high after the tree dwellers + // taught him how to jump good. + +integer DEBUGGING = FALSE; + // if this is true, then extra noise is made about state transitions. + +float TIMER_PERIOD = 4.0; + // how frequently to check our state. + +////////////// + +// this is the most important jump strength, since it's the one we'll use... + +float jump_strength() { return jump_good_jump_strength(); } + // the amount of force that you're "thrown" upwards with. this is + // relative to your mass. the force of gravity pulls on objects with + // a force of 9.80665, so if the jump strength exceeds that, the object + // will never return to earth. + +////////////// + +// global variables... + +key attached_key; // key of the avatar wearing the object, if any avatar is. + +integer _last_seen_flying; // tracks the attached avatar's flight state. + +integer enabled; // records device's state; if false, then it's off. + +////////////// + +// makes the force appropriate to the mass of the overall object. +use_configured_force() +{ + float mass = llGetMass(); +//log_it("mass is " + (string)mass); + if (mass == 0.0) mass = 20000; + // fake there being a good mass. + vector force = <0,0, mass * jump_strength()>; +//log_it("using force of " + (string)force + "."); + llSetForce(force, FALSE); +} + +// resets force to zero to have normal gravity return. +use_zero_force() { +//log_it("using zero force."); + + llSetForce(<0,0,0>, FALSE); } + +// changes the objects current velocity to match "new_velocity". +// if the "local_axis" is true, then it applies the velocity to the +// object's own axis. if false, then it uses the global axis of +// the simulator. +set_velocity(vector new_velocity, integer local_axis) +{ + vector current_velocity = llGetVel(); + + if (local_axis) { + rotation rot = llGetRot(); + current_velocity /= rot; // undo the rotation. + } + + new_velocity -= current_velocity; + new_velocity *= llGetMass(); + + llApplyImpulse(new_velocity, local_axis); +} + +// picks the right amount of force based on whether the object is +// attached to an avatar and whether the avatar is flying. +set_force_appropriately() +{ + if (attached_key != NULL_KEY) { + // make sure we're not flying now; jump force would be redundant. + if (llGetAgentInfo(llGetOwner()) & AGENT_FLYING) { + if (!_last_seen_flying) { +//log_it("avatar wasn't flying, is now. setting zero force."); + use_zero_force(); + } + _last_seen_flying = TRUE; + } else { +//if (_last_seen_flying) { +//log_it("avatar was just flying, but is not now. setting configured force."); +//} + // we're not flying so keep our force set. + _last_seen_flying = FALSE; + use_configured_force(); + + } + } else { + // there's no one attached, so just follow our plan with the force. + use_configured_force(); + } +} + +initialize_forces() +{ + enabled = FALSE; + _last_seen_flying = FALSE; + attached_key = NULL_KEY; + llSetTimerEvent(TIMER_PERIOD); // check avatar's state periodically. + if (llGetAttached() != 0) { + // there's an avatar attached right now! get the stats right. + attached_key = llGetOwner(); + if (llGetAgentInfo(llGetOwner()) & AGENT_FLYING) _last_seen_flying = TRUE; + else _last_seen_flying = FALSE; + } + set_force_appropriately(); +} + +////////////// +// huffware script: auto-retire, by fred huffhines, version 2.5. +// distributed under BSD-like license. +// !! keep in mind that this code must be *copied* into another +// !! script that you wish to add auto-retirement capability to. +// when a script has auto_retire in it, it can be dropped into an +// object and the most recent version of the script will destroy +// all older versions. +// +// the version numbers are embedded into the script names themselves. +// the notation for versions uses a letter 'v', followed by two numbers +// in the form "major.minor". +// major and minor versions are implicitly considered as a floating point +// number that increases with each newer version of the script. thus, +// "hazmap v0.1" might be the first script in the "hazmap" script continuum, +// and "hazmap v3.2" is a more recent version. +// +// example usage of the auto-retirement script: +// default { +// state_entry() { +// auto_retire(); // make sure newest addition is only version of script. +// } +// } +// this script is partly based on the self-upgrading scripts from markov brodsky +// and jippen faddoul. +////////////// +auto_retire() { + string self = llGetScriptName(); // the name of this script. + list split = compute_basename_and_version(self); + if (llGetListLength(split) != 2) return; // nothing to do for this script. + string basename = llList2String(split, 0); // script name with no version attached. + string version_string = llList2String(split, 1); // the version found. + integer posn; + // find any scripts that match the basename. they are variants of this script. + for (posn = llGetInventoryNumber(INVENTORY_SCRIPT) - 1; posn >= 0; posn--) { +//log_it("invpo=" + (string)posn); + string curr_script = llGetInventoryName(INVENTORY_SCRIPT, posn); + if ( (curr_script != self) && (llSubStringIndex(curr_script, basename) == 0) ) { + // found a basic match at least. + list inv_split = compute_basename_and_version(curr_script); + if (llGetListLength(inv_split) == 2) { + // see if this script is more ancient. + string inv_version_string = llList2String(inv_split, 1); // the version found. + // must make sure that the retiring script is completely the identical basename; + // just matching in the front doesn't make it a relative. + if ( (llList2String(inv_split, 0) == basename) + && ((float)inv_version_string < (float)version_string) ) { + // remove script with same name from inventory that has inferior version. + llRemoveInventory(curr_script); + } + } + } + } +} +// +// separates the base script name and version number. used by auto_retire. +list compute_basename_and_version(string to_chop_up) +{ + // minimum script name is 2 characters plus a version. + integer space_v_posn; + // find the last useful space and 'v' combo. + for (space_v_posn = llStringLength(to_chop_up) - 3; + (space_v_posn >= 2) && (llGetSubString(to_chop_up, space_v_posn, space_v_posn + 1) != " v"); + space_v_posn--) { + // look for space and v but do nothing else. +//log_it("pos=" + (string)space_v_posn); + } + if (space_v_posn < 2) return []; // no space found. +//log_it("space v@" + (string)space_v_posn); + // now we zoom through the stuff after our beloved v character and find any evil + // space characters, which are most likely from SL having found a duplicate item + // name and not so helpfully renamed it for us. + integer indy; + for (indy = llStringLength(to_chop_up) - 1; indy > space_v_posn; indy--) { +//log_it("indy=" + (string)space_v_posn); + if (llGetSubString(to_chop_up, indy, indy) == " ") { + // found one; zap it. since we're going backwards we don't need to + // adjust the loop at all. + to_chop_up = llDeleteSubString(to_chop_up, indy, indy); +//log_it("saw case of previously redundant item, aieee. flattened: " + to_chop_up); + } + } + string full_suffix = llGetSubString(to_chop_up, space_v_posn, -1); + // ditch the space character for our numerical check. + string chop_suffix = llGetSubString(full_suffix, 1, llStringLength(full_suffix) - 1); + // strip out a 'v' if there is one. + if (llGetSubString(chop_suffix, 0, 0) == "v") + chop_suffix = llGetSubString(chop_suffix, 1, llStringLength(chop_suffix) - 1); + // if valid floating point number and greater than zero, that works for our version. + string basename = to_chop_up; // script name with no version attached. + if ((float)chop_suffix > 0.0) { + // this is a big success right here. + basename = llGetSubString(to_chop_up, 0, -llStringLength(full_suffix) - 1); + return [ basename, chop_suffix ]; + } + // seems like we found nothing useful. + return []; +} +// +////////////// + +////////////// + +// from hufflets... + +integer debug_num = 0; + +// a debugging output method. can be disabled entirely in one place. +log_it(string to_say) +{ + debug_num++; + // tell this to the owner. + string addition; + if (DEBUGGING) addition = llGetScriptName() + "[" + (string)debug_num + "] "; + llOwnerSay(addition + to_say); + // say this on an unusual channel for chat if it's not intended for general public. +// llSay(108, llGetScriptName() + "[" + (string)debug_num + "] " + to_say); + // say this on open chat that anyone can hear. we take off the bling for this one. +// llSay(0, to_say); +} + +////////////// + +default +{ + state_entry() { if (llSubStringIndex(llGetObjectName(), "huffotronic") < 0) state real_default; } + on_rez(integer parm) { state rerun; } +} +state rerun { state_entry() { state default; } } + +state real_default +{ + state_entry() { + auto_retire(); +//log_it("state_entry"); + initialize_forces(); + } + + timer() { + // we can't do anything without physics enabled. + if (!llGetStatus(STATUS_PHYSICS)) + llSetStatus(STATUS_PHYSICS, TRUE); + if (!llGetStatus(STATUS_PHANTOM)) + llSetStatus(STATUS_PHANTOM, FALSE); + if (enabled) set_force_appropriately(); + else use_zero_force(); + } + + attach(key avatar) + { +//log_it("into attach, key=" + (string)avatar); + initialize_forces(); + } + + on_rez(integer parm) { +//log_it("on_rez"); + initialize_forces(); + } + + touch_start(integer count) { + if (llDetectedKey(0) != llGetOwner()) return; // not listening to that guy. + if (llGetAttached() == 0) return; // cannot change state if not attached. + // flip the current state, since they clicked. + if (enabled) { + log_it("disabled gravity control."); + enabled = FALSE; + use_zero_force(); + } else { + log_it("enabled gravity control."); + enabled = TRUE; + use_configured_force(); + } + } +} +