X-Git-Url: https://feistymeow.org/gitweb/?a=blobdiff_plain;f=huffware%2Fhuffotronic_tools_n_testers%2Faxis_rider_v2.9.txt;fp=huffware%2Fhuffotronic_tools_n_testers%2Faxis_rider_v2.9.txt;h=c26062cd3597ec4cc1ae9d0a041fcfcbd06ccc91;hb=0d8edb6dc63fa915c775b005830084935f75174c;hp=0000000000000000000000000000000000000000;hpb=29190d88923f6281801872a80811faf6c2d7943e;p=feisty_meow.git diff --git a/huffware/huffotronic_tools_n_testers/axis_rider_v2.9.txt b/huffware/huffotronic_tools_n_testers/axis_rider_v2.9.txt new file mode 100755 index 00000000..c26062cd --- /dev/null +++ b/huffware/huffotronic_tools_n_testers/axis_rider_v2.9.txt @@ -0,0 +1,324 @@ + +// huffware script: axis rider, by fred huffhines. +// +// causes an object to move up and down on the z axis, although that and +// other parameters can be modified. +// +// 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. +// + +// these two control how far from the original position the object may travel. +float MIN_POSITION = -0.3; +float MAX_POSITION = 1.0; +// these specify which axis to modify and compare on. +integer USE_X_AXIS = FALSE; +integer USE_Y_AXIS = FALSE; +integer USE_Z_AXIS = TRUE; +// these are the limits on how much the object can move during one timer click. +float MIN_POSITION_ADJUSTMENT = 0.05; +float MAX_POSITION_ADJUSTMENT = 0.07; + +// jitter is the capability for the object to not be aligned on a straight +// up and down axis. +integer JITTER_EFFECT = TRUE; + // if this is true, then the rider will move unevenly at various angles. +float CHANCE_FOR_JITTER = 0.60; + // this is the probability of changing the current direction (0.0 to 1.0). +vector MIN_ANGULAR_POSITION = <0.0, 0.0, 0.0>; // minimum jitter amount, in degrees. +vector MAX_ANGULAR_POSITION = <1.0, 1.0, 4.0>; // maximum jitter amount, in degrees. + +float TIMER_FREQUENCY = 0.20; + // this is the fastest that prim changes can happen anyhow, + // so we fire the timer at this rate. + +////////////// +// 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. + llOwnerSay(llGetScriptName() + "--" + (string)debug_num + ": " + to_say); + // say this on open chat, but use an unusual channel. +// llSay(108, llGetScriptName() + "--" + (string)debug_num + ": " + to_say); +} + +// returns a number at most "maximum" and at least "minimum". +// if "allow_negative" is TRUE, then the return may be positive or negative. +float randomize_within_range(float minimum, float maximum, integer allow_negative) +{ + if (minimum > maximum) { + // flip the two if they are reversed. + float temp = minimum; minimum = maximum; maximum = temp; + } + float to_return = minimum + llFrand(maximum - minimum); + if (allow_negative) { + if (llFrand(1.0) < 0.5) to_return *= -1.0; + } + return to_return; +} + +// returns a random vector where x,y,z will be between "minimums" and "maximums" +// x,y,z components. if "allow_negative" is true, then any component will +// randomly be negative or positive. +vector random_bound_vector(vector minimums, vector maximums, integer allow_negative) +{ + return ; +} + +// returns a vector whose components are between minimum and maximum. +// if allow_negative is true, then they can be either positive or negative. +vector random_vector(float minimum, float maximum, integer allow_negative) +{ + return random_bound_vector(, + , allow_negative); +} + +// returns TRUE if a is less than b in any component. +integer vector_less_than(vector a, vector b) +{ return (a.x < b.x) || (a.y < b.y) || (a.z < b.z); } + +// returns TRUE if a is greater than b in any component. +integer vector_greater_than(vector a, vector b) +{ return (a.x > b.x) || (a.y > b.y) || (a.z > b.z); } + +// returns a list with two components; a new vector and a boolean. +// the new vector starts from "starting_point". it will have a vector +// between "minimum_addition" and "maximum_addition" added to it. +// if it is over the "minimum_allowed" or the "maximum_allowed", then +// it is reset to whichever it would have crossed over. two booleans +// are also returned to indicate when the lower and upper limits were +// exceeded (in that order). +list limit_and_add(vector starting_point, + vector minimum_allowed, vector maximum_allowed, + vector minimum_addition, vector maximum_addition) +{ + integer too_low = FALSE; + integer too_high = FALSE; + vector new_location = starting_point; + vector addition = random_bound_vector(minimum_addition, maximum_addition, FALSE); +//log_it("start=" + (string)starting_point + " addin=" + (string)addition); + new_location += addition; + if (vector_less_than(new_location, minimum_allowed)) { + too_low = TRUE; + new_location = minimum_allowed; + } else if (vector_greater_than(new_location, maximum_allowed)) { + too_high = TRUE; + new_location = maximum_allowed; + } + return [ new_location, too_low, too_high ]; +} + +////////////// + +// variables used during the script. + +vector rez_position; + // set at time of object rez from object's current location. + +vector rez_rotation; + // set at time of object rez from object's current rotation. + +vector current_position_addin = <0.0, 0.0, 0.0>; + // the amount that we're adding to the rider's position right now. + +vector current_rotation_addin = <0.0, 0.0, 0.0>; + // randomly assigned to if JITTER_EFFECT is true. + +vector current_direction = <1.0, 1.0, 1.0>; + // we start out by adding to all axes. + +// provides a random vector that could be negative or positive for +// any of the values. the range is given by the two constants +// MIN_ADDITION and MAX_ADDITION. +vector rando_vector() +{ + return random_bound_vector(MIN_ANGULAR_POSITION * DEG_TO_RAD, + MAX_ANGULAR_POSITION * DEG_TO_RAD, TRUE); +} + +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(); + rez_position = llGetPos(); + rez_rotation = llRot2Euler(llGetRot()); +//vector calc_rot = rez_rotation * RAD_TO_DEG; +//log_it("rotation at start is " + (string)calc_rot); + llSetTimerEvent(TIMER_FREQUENCY); + } + + on_rez(integer parm) { llResetScript(); } + + timer() + { + if (USE_X_AXIS) { + list add_result = limit_and_add(current_position_addin, + , + , + , + ); + current_position_addin = llList2Vector(add_result, 0); + integer too_low = llList2Integer(add_result, 1); + integer too_high = llList2Integer(add_result, 2); + if (too_low) current_direction.x = 1.0; + else if (too_high) current_direction.x = -1.0; + } + if (USE_Y_AXIS) { + list add_result = limit_and_add(current_position_addin, + , + , + <0.0, current_direction.y * MIN_POSITION_ADJUSTMENT, 0.0>, + <0.0, current_direction.y * MAX_POSITION_ADJUSTMENT, 0.0>); + current_position_addin = llList2Vector(add_result, 0); + integer too_low = llList2Integer(add_result, 1); + integer too_high = llList2Integer(add_result, 2); + if (too_low) current_direction.y = 1.0; + else if (too_high) current_direction.y = -1.0; + } + if (USE_Z_AXIS) { + list add_result = limit_and_add(current_position_addin, + , + , + <0.0, 0.0, current_direction.z * MIN_POSITION_ADJUSTMENT>, + <0.0, 0.0, current_direction.z * MAX_POSITION_ADJUSTMENT>); + current_position_addin = llList2Vector(add_result, 0); + integer too_low = llList2Integer(add_result, 1); + integer too_high = llList2Integer(add_result, 2); + if (too_low) current_direction.z = 1.0; + else if (too_high) current_direction.z = -1.0; + } + +//logic below for randomness is a bit odd. + // change the jitter position if we get a chance. + float starter = 0.420; // where we start looking for change. + float change_cap = starter + CHANCE_FOR_JITTER; + float randomness = llFrand(1.000); + if ( (randomness <= change_cap) && (randomness >= starter) ) { + // time for a change in the rotation. + if (JITTER_EFFECT) { + current_rotation_addin = rando_vector(); + } + } + + llSetPrimitiveParams([ + PRIM_POSITION, rez_position + current_position_addin, + PRIM_ROTATION, llEuler2Rot(rez_rotation + current_rotation_addin) + ]); + + } +} +