--- /dev/null
+
+// huffware script: weapon fire, by fred huffhines.
+//
+// finds the first item in inventory and uses it as a bullet. it also finds the first
+// sound in inventory and uses that as the report noise for firing the bullet.
+//
+// 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.
+//
+
+// modifiable constants...
+
+integer LEFT_HANDED = TRUE;
+
+//float SPEED = 100.0;
+float SPEED = 20.0;
+
+float DELAY = 0.0; // an enforced delay before the weapon can fire again.
+
+float VOLUME = 0.2;
+
+integer USE_ANIMATION = FALSE; // if this is true, then the bearer is posed.
+
+// global variables...
+
+vector velocity;
+vector position;
+rotation rotation_vec;
+
+integer have_permissions = FALSE;
+integer armed = TRUE;
+
+//////////////
+// 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 [];
+}
+//
+//////////////
+
+// performs the act of firing the bullet.
+fire()
+{
+ if (armed) {
+ rotation_vec = llGetRot();
+ velocity = llRot2Fwd(rotation_vec);
+ position = llGetPos();
+ position = position + velocity;
+ position.z += 0.75;
+ velocity = velocity * SPEED;
+ if (llGetInventoryNumber(INVENTORY_SOUND) > 0)
+ llTriggerSound(llGetInventoryName(INVENTORY_SOUND, 0), VOLUME);
+ integer i;
+ for (i = 0; i < llGetInventoryNumber(INVENTORY_OBJECT); i++)
+ llRezObject(llGetInventoryName(INVENTORY_OBJECT, i), position, velocity, rotation_vec, 2814);
+ if (DELAY != 0.0) {
+ armed = FALSE;
+ llSetTimerEvent(DELAY);
+ }
+ }
+}
+
+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();
+ if (llGetInventoryNumber(INVENTORY_SOUND) > 0)
+ llPreloadSound(llGetInventoryName(INVENTORY_SOUND, 0));
+ if (!have_permissions) {
+ llRequestPermissions(llGetOwner(),
+ PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);
+ }
+ }
+
+ on_rez(integer param) { llResetScript(); }
+
+ run_time_permissions(integer permissions) {
+ if (permissions == PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS) {
+ llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE);
+ if (USE_ANIMATION) {
+ if (LEFT_HANDED) {
+ llStartAnimation("hold_L_bow");
+ llStopAnimation("aim_L_bow");
+ } else {
+ llStartAnimation("hold_R_handgun");
+ llStopAnimation("aim_R_handgun");
+ }
+ }
+ have_permissions = TRUE;
+ }
+ }
+
+ attach(key attachedAgent) {
+ if (attachedAgent != NULL_KEY) {
+ llRequestPermissions(llGetOwner(),
+ PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS);
+ } else {
+ if (have_permissions) {
+ llStopAnimation("hold_R_handgun");
+ llStopAnimation("aim_R_handgun");
+ llReleaseControls();
+ llSetRot(<0,0,0,1>);
+ have_permissions = FALSE;
+ }
+ }
+ }
+
+ control(key name, integer levels, integer edges) {
+ if ( ((edges & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON)
+ && ((levels & CONTROL_ML_LBUTTON) == CONTROL_ML_LBUTTON) ) {
+ fire();
+ }
+ }
+
+ timer() {
+ llSetTimerEvent(0.0);
+ armed = TRUE;
+ }
+}