+++ /dev/null
-
-// huffware script: concussive (aka blow em up), by fred huffhines
-//
-// provides a script for a missile that will start tracking the last position it
-// hit something at and will start a sensor probe to see if there are avatars there.
-// if there are, it will blow up and try to take avatars and active objects with it.
-//
-// 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.
-//
-
-// hmmm: unimplemented ideas...
-// buddy list; ids to not blow up besides the owner.
-// maybe that's just a team setup.
-// probably better in a notecard?
-
-
-// configurable parameters...
-
-float sense_distance = 23.0;
- // the distance from the bisconation device within which to search for happy targets.
-
-float sensory_addition = 14.0;
- // the amount of distance that can be added in the case of
- // a failure to sense any avatars or items.
-
-float push_magnitude = 2147483646.0; //maxint - 1, dealing with svc-2723.
- // how much to push the targets that we have located.
-
-integer MAXIMUM_HITS = 2;
- // the most times the object is allowed through its sensor loops.
-
-float MAX_VEL_ADJUST = 20.0;
- // the maximum amount we would randomly add to the object's velocity after a
- // failure to sense any items.
-
-//////////////
-// 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 [];
-}
-//
-//////////////
-
-//borrowed from jump good
-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);
-}
-
-// attempts to bring the object to a complete stop.
-full_stop()
-{
- llSetForce(<0,0,0>, FALSE);
- set_velocity(<0,0,0>, FALSE);
-}
-
-//////////////
-
-//////////////
-//borrowed from jaunt script...
-///////////////
-
-// returns the portion of the list between start and end, but only if they are valid compared with
-// the list length. an attempt to use negative start or end values also returns a blank list.
-list chop_list(list to_chop, integer start, integer end)
-{
- integer last_len = llGetListLength(to_chop) - 1;
- if ( (start < 0) || (end < 0) || (start > last_len) || (end > last_len) ) return [];
- return llList2List(to_chop, start, end);
-}
-
-// the most jumps the script will try to take. the overall distance from the start
-// to the end can be 10 * MAXIMUM_JUMPS meters.
-integer MAXIMUM_JUMPS = 100;
-
-// used to calculate jump distances.
-vector last_posn;
-
-// helper function for warp_across_list. this adds one jump vector to the
-// list of rules as long as the destination is interesting.
-list process_warp_item(vector next_jump)
-{
-//tell_owner("last posn " + (string)last_posn);
-//tell_owner("next warp " + (string)next_jump);
- // calculate the number of jumps needed.
- integer jumps = (integer)(llVecDist(next_jump, last_posn) / 10.0) + 1;
- // calculate the offset needed for crossing sim boundaries.
-/// adjust_offset(next_jump);
- last_posn = next_jump; // record for next check.
- // set up our list which we'll replicate.
- list rules = [ PRIM_POSITION, next_jump ];
- // Try and avoid stack/heap collisions.
- if (jumps > MAXIMUM_JUMPS) jumps = MAXIMUM_JUMPS;
- // add the rules repeatedly to get the effective overall jump done.
- integer count = 1;
- while ( (count = count << 1) < jumps) rules += rules;
- // magnify the rule list before really adding it. this gets us to the proper
- // final number of jumps.
- return rules + llList2List(rules, (count - jumps) << 1, count);
-}
-
-// originally based on warpPos from lsl wiki but drastically modified.
-// uses a set of
-// transfer points instead of a single target.
-list warp_across_list(list full_journey, integer forwards)
-{
-//tell_owner("entry to warp across list, list size=" + (string)llGetListLength(full_journey));
- // make sure the list didn't run out.
- if (llGetListLength(full_journey) == 0) return [];
- if (forwards) {
- // forwards traversal of the list.
- vector next_jump = (vector)llList2String(full_journey, 0);
- // shortcut the jumps if we're already there.
- if (next_jump == llGetPos())
- return warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards);
- // calculate our trajectory for the next jump and add in all subsequent jumps.
- return process_warp_item(next_jump)
- + warp_across_list(chop_list(full_journey, 1, llGetListLength(full_journey) - 1), forwards);
- } else {
- // reverse traversal of the list.
- vector next_jump = (vector)llList2String(full_journey, llGetListLength(full_journey) - 1);
- // shortcut the jumps if we're already there.
- if (next_jump == llGetPos())
- return warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards);
- // calculate our trajectory for the next jump and add in all subsequent jumps.
- return process_warp_item(next_jump)
- + warp_across_list(chop_list(full_journey, 0, llGetListLength(full_journey) - 2), forwards);
- }
-}
-
-// the main function that performs the jaunting process.
-jaunt(list full_journey, integer forwards)
-{
- // set up our global variables...
- last_posn = llGetPos();
- // calculate the trip and run it.
- llSetPrimitiveParams(warp_across_list(full_journey, forwards));
- // failsafe to patch up any math issues...
- integer last_indy = 0;
- if (forwards == TRUE) last_indy = llGetListLength(full_journey) - 1;
-
- // pick out the last target in the list based on the direction we're moving.
- vector last_jump = (vector)llList2String(full_journey, last_indy);
- integer max_attempts = 3; // a rough guess at most adjustments we'd ever need.
- while ( (llVecDist(llGetPos(), last_jump) > .001) && (max_attempts-- > 0) ) {
-////llWhisper(0, "touch up jump from " + (string)llGetPos());
- llSetPos(last_jump);
- }
-}
-
-//end borrowed from jaunt
-//////////////
-
-// sends an object back along its trajectory.
-reverse_velocity(integer local_axis)
-{
- vector current_velocity = llGetVel();
-
- if (local_axis) {
- rotation rot = llGetRot();
- current_velocity /= rot; // undo the rotation.
- }
-
- vector new_velocity = -2 * current_velocity;
- new_velocity *= llGetMass();
-
- llApplyImpulse(new_velocity, local_axis);
-}
-
-//////////////
-
-// globals that record parameters during runtime.
-
-vector last_victim = <0.0, 0.0, 0.0>;
- // the last place we collided or sensed something and decided to check out.
-
-vector previous_velocity;
- // the rate the object was going when it started to hit something.
-
-// the steps taken when the bullet itself dies.
-dying_scene()
-{
- // make fire appear again.
- llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR);
- // replay the explosion noise, for good measure
- llTriggerSound("Explosion", 1.0);
- // make the smoke visible. it would technically be faster than the sound, but
- // the call also pauses the script.
- llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "Smoke", ZERO_VECTOR);
- // gone!
- llDie();
-}
-
-fling_at(vector location)
-{
- if (location == <0.0, 0.0, 0.0>) return;
- vector proper_direction = location - llGetPos();
- set_velocity(100 * proper_direction, FALSE);
-}
-
-jaunt_to_location(vector location)
-{
- if (location == <0.0, 0.0, 0.0>) return;
- // this turns off the physics property for the object, so that jaunt and
- // llSetPos will still work. this became necessary due to havok4.
- llSetStatus(STATUS_PHYSICS, FALSE);
- llSetStatus(STATUS_PHANTOM, TRUE);
- // go to position specified.
- jaunt([llGetPos(), location], TRUE);
- // return to prior characteristics.
- llSetStatus(STATUS_PHANTOM, FALSE);
- llSetStatus(STATUS_PHYSICS, TRUE);
-
-//simplistic version.
-//// llSetPos(location);
-}
-
-blow_up_item(key to_whack, integer type)
-{
- if (to_whack == NULL_KEY) {
- llOwnerSay("wtf? passed a null key in blow up item.");
- return;
- }
- list details = llGetObjectDetails(to_whack, [ OBJECT_POS ]);
- vector current_victim = llList2Vector(details, 0);
-/// fling_at(current_victim);
- jaunt_to_location(current_victim - <0.0, 0.0, 0.042>);
- if (type & AGENT) {
- llOwnerSay("targeting: " + llKey2Name(to_whack));
- // flame first.
- llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR);
- // reset the last victim for a *real* victim.
- last_victim = current_victim;
- }
-//fling_at(last_victim);//trying new approach.
- // then a huge push.
- llPushObject(to_whack, push_magnitude * llRot2Up(llGetRot()), ZERO_VECTOR, FALSE);
- // then the noise, if the victim is important enough.
- if (type & AGENT) {
- // make a glad noise. sound is slower, right?
-llSetStatus(STATUS_PHYSICS, FALSE);//guess temp.
- llTriggerSound("Explosion", 1.0);
-llSetStatus(STATUS_PHYSICS, TRUE);//guess temp.
- }
-}
-
-reset_to_last_hit()
-{
- jaunt_to_location(last_victim); // start back where we first collided.
- // onward at nearly the same rate, but backwards.
- vector adjusted = <llFrand(MAX_VEL_ADJUST), llFrand(MAX_VEL_ADJUST),
- llFrand(MAX_VEL_ADJUST)>;
- set_velocity(-previous_velocity + adjusted, FALSE);
- last_victim = <0.0, 0.0, 0.0>; // allow collisions to start being noticed again.
- }
-
-integer blow_up_avatars(integer total_number)
-{
-// fling_at(last_victim);
- jaunt_to_location(last_victim);
-
-//if (last_victim != <0.0, 0.0, 0.0>) {
-//full_stop();
-//// check where it actually thinks we hit.
-//integer i;
-//for (i = 0; i < 20; i++)
-//llMakeExplosion(20, 1.0, 5, 3.0, 1.0, "fire", ZERO_VECTOR);
-//}
-
- integer found_avatar = FALSE;
-
- // now whack the avatars.
- integer i;
- for (i = 0; i < total_number; i++) {
- // if we hit an avatar, slam them away.
- key curr_key = llDetectedKey(i);
- if (curr_key != NULL_KEY) {
- // why would the key ever be null? yet it seems we have seen that.
- integer type = llDetectedType(i);
- // make sure the target is an avatar and it's NOT the owner.
- if (curr_key != llGetOwner()) {
- // blow them up regardless of what type they are.
- blow_up_item(curr_key, type);
- // set that we found an avatar if the type is right.
- if (type & AGENT) found_avatar = TRUE;
- }
- }
- }
-
- if (!found_avatar) {
- reset_to_last_hit();
- return FALSE; // don't die right now. we didn't achieve our objective.
- }
-
- dying_scene();
- return TRUE; // i'm not sure we'll ever see this statement...
-}
-
-integer enabled = FALSE; // true if bullet is ready to operate.
-
-integer hits_used = 0; // number of hits consumed so far on sensors.
-
-prepare_bullet()
-{
-/// llSensorRemove();
-
-// llSetDamage(5000); // hang onto that.
-//what do they mean by "task will be killed"?
-
- // pick the object characteristics that seem to work best.
- llSetStatus(STATUS_PHYSICS, TRUE);
- llSetStatus(STATUS_PHANTOM, FALSE);
-
- hits_used = 0;
- last_victim = <0.0, 0.0, 0.0>;
-}
-
-limit_obnoxiousness()
-{
- hits_used++;
- if (hits_used > MAXIMUM_HITS) dying_scene();
-}
-
-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();
- llPreloadSound("Explosion");
- prepare_bullet();
- }
-
- on_rez(integer start_param) {
- // make this a bit more specific so we can work on it.
- if (start_param == 2814) {
- prepare_bullet();
- enabled = TRUE;
- }
- }
-
- collision_start(integer total_number)
- {
- if (!enabled) return;
- // initialize our boom position if it hasn't been yet.
- if (last_victim == <0.0, 0.0, 0.0>) {
- previous_velocity = llGetVel();
- last_victim = llGetPos();
-// reverse_velocity(FALSE);
- // sense up any bogies.
- llSensor("", NULL_KEY, AGENT | ACTIVE, sense_distance, 2.0 * PI);
- }
- }
-
- sensor(integer total_number) {
- if (!enabled) return;
- limit_obnoxiousness();
- // act on who we sensed around us.
- integer found_one = blow_up_avatars(total_number);
- // did we find an avatar? that makes us explode with pleasure.
- if (!found_one) {
- // start looking again.
- llSensor("", NULL_KEY, AGENT | ACTIVE, sensory_addition + sense_distance, 2.0 * PI);
- } else {
- // we had seen one, so croak.
- dying_scene();
- }
- }
-
- no_sensor() {
- if (!enabled) return;
- limit_obnoxiousness();
- // try again until we find a victim.
- reset_to_last_hit();
- llSensor("", NULL_KEY, AGENT | ACTIVE, 2.0 * sensory_addition
- + sense_distance, 2.0 * PI);
- }
-}
-