+++ /dev/null
-
-// huffware script: stay at home, by fred huffhines
-//
-// this script attempts to keep an object at home, which is to say, near where
-// it was rezzed. it is not perfect, and if the object quickly crosses a region
-// boundary, the object may get away. there is an automatic termination option
-// for cases where the object is taken away and cannot get back; otherwise the
-// object will bleat its position out at regular intevals.
-// this script mainly makes sense for physical objects, since non-physical
-// objects are not as prone to being pushed around by other avatars. in addition,
-// it really makes the most sense for an object that allows anyone to move 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.
-//
-
-// constants to be adjusted as needed...
-
-float MAXIMUM_ROAMING_RANGE = 12.0;
- // this is the farthest that we let them drag our object away, in meters.
-
-integer AUTO_TERMINATE = FALSE;
- // if the object crosses a region boundary (exits sim, enters new one), then
- // it will zap itself if this flag is set to true. it will also go poof if
- // it reaches escape velocity and travels off world.
-
-integer KEEP_IT_PHYSICAL = TRUE;
- // if this is true, then the object's state as physical is continually
- // refreshed.
-
-integer ROTATE_TO_TARGET = FALSE;
- // if this is true, the object will try to rotate to a set position.
-
-integer ONLY_ROTATE_FIXED_AXES = FALSE;
- // if this is true and rotate to target is true, then we will only try to
- // set the rotation on the axes that are specified as "fixed" below.
-
-vector TARGETED_ROTATION = <0.0, 0.0, 0.0>;
- // if the control rotation flag is true, the object will try to reattain
- // this value for its rotation.
-
-// if these are set to true, the no rotation is allowed around the axis.
-// note that this decision is totally independent of whether the object has
-// a targeted rotation or not.
-integer FIXATE_X_AXIS = FALSE;
-integer FIXATE_Y_AXIS = FALSE;
-integer FIXATE_Z_AXIS = FALSE;
-
-integer MAXIMUM_FAILED_JUMPS = 200;
- // if we are having to make this many attempts to get home, something is
- // really wrong. treat it like leaving the region; totally awol.
-
-float POSITION_CHECKING_INTERVAL = 8.0;
- // how frequently the object will check where it is, in seconds.
-
-float PANIC_EVERY_N_HOURS = 4.0;
- // this is the number of hours between panic mewling at the owner, if the object
- // did not get told to self-terminate upon leaving the region.
-
-integer DEBUGGING = FALSE;
- // if this is true, then the object will tell about it's problems when it
- // goes off world or into another sim. note that an object that is not
- // set to auto-terminate is considered important enough to tell the owner;
- // if you don't want to hear from lost objects, always turn on auto-terminate
- // and turn off debugging.
-
-// these mysterious values control how the object rotates to its target.
-float ROT_STRENGTH = 1.0;
-float ROT_DAMPING = 0.25;
-//these values don't work that great, but neither did any other ones.
-// the rotlookat stuff seems overpowered by the physical nature of an object.
-
-// global variables...
-
-vector home_place;
- // where the object starts out inside the sim. we will try to get back
- // to here if we exceed our maximum distance from home.
-
-vector home_region;
- // which sim we start out in, in terms of the region corners. if this changes,
- // the object has left the sim.
-
-integer homeward_jump_attempts = 0;
- // tracks how many jumps home we've tried to make.
-
-integer last_alerted = 0;
- // when the script last told the user about having gone missing.
- // if this is zero, we presumably haven't been lost recently.
-
-// requires jaunting library v10.5 or greater.
-//////////////
-// do not redefine these constants.
-integer JAUNT_HUFFWARE_ID = 10008;
- // the unique id within the huffware system for the jaunt script to
- // accept commands on. this is used in llMessageLinked as the num parameter.
-string HUFFWARE_PARM_SEPARATOR = "{~~~}";
- // this pattern is an uncommon thing to see in text, so we use it to separate
- // our commands in link messages.
-string HUFFWARE_ITEM_SEPARATOR = "{|||}";
- // used to separate lists of items from each other when stored inside a parameter.
- // this allows lists to be passed as single string parameters if needed.
-integer REPLY_DISTANCE = 100008; // offset added to service's huffware id in reply IDs.
-//////////////
-// commands available via the jaunting library:
-string JAUNT_COMMAND = "#jaunt#";
- // command used to tell jaunt script to move object. pass a vector with the location.
-string JAUNT_LIST_COMMAND = "#jauntlist#";
- // like regular jaunt, but expects a list of vectors as the first parameter; this list
- // should be in the jaunter notecard format (separated by pipe characters).
- // the second parameter, if any, should be 1 for forwards traversal and 0 for backwards.
-//
-//////////////
-// joins a list of parameters using the parameter sentinel for the library.
-string wrap_parameters(list to_flatten)
-{ return llDumpList2String(to_flatten, HUFFWARE_PARM_SEPARATOR); }
-//
-// encases a list of vectors in the expected character for the jaunting library.
-string wrap_vector_list(list to_wrap)
-{ return llDumpList2String(to_wrap, HUFFWARE_ITEM_SEPARATOR); }
-//////////////
-
-// asks the jaunting library to take us to the target using a list of waypoints.
-request_jaunt(list full_journey, integer forwards)
-{
-// jaunt_responses_awaited++;
- llMessageLinked(LINK_THIS, JAUNT_HUFFWARE_ID, JAUNT_LIST_COMMAND,
- wrap_vector_list(full_journey) + HUFFWARE_PARM_SEPARATOR + (string)forwards);
-}
-
-// jaunts back to our home location.
-attempt_to_go_home()
-{
- // jump back to home.
- request_jaunt([llGetPos(), home_place], TRUE);
-}
-
-// we panic at the user this frequently, in seconds.
-float panic_interval() { return PANIC_EVERY_N_HOURS * 60.0 * 60.0; }
-
-//////////////
-// 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 [];
-}
-//
-//////////////
-
-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(); // make sure newest addition is only version of script.
- // we just woke up here. remember where we started out.
- home_place = llGetPos();
- home_region = llGetRegionCorner();
- if (AUTO_TERMINATE) {
- // make the object go kerflooey if it leaves the world entirely.
- llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
- }
- // disallow rotation if we were requested to.
- llSetStatus(STATUS_ROTATE_X, !FIXATE_X_AXIS);
- llSetStatus(STATUS_ROTATE_Y, !FIXATE_Y_AXIS);
- llSetStatus(STATUS_ROTATE_Z, !FIXATE_Z_AXIS);
-
- if (ROTATE_TO_TARGET) {
-//hmmm: maybe still offer gradual form as an option also?
-
- // set our rotational target to the configured position.
-// llRotTarget(llEuler2Rot(TARGETED_ROTATION), 0.01);
- // if we're supposed to rotate, we need to start that movement
- // towards our target rotation.
-// llRotLookAt(llEuler2Rot(TARGETED_ROTATION), ROT_STRENGTH, ROT_DAMPING);
- }
- // start the timer that checks on our position.
- llSetTimerEvent(POSITION_CHECKING_INTERVAL);
- }
-
- on_rez(integer parm) {
- llResetScript(); // a cop-out; just reroutes rezzing into a script reset.
- }
-
- timer() {
-
- if (ROTATE_TO_TARGET) {
- vector real_rot_target = TARGETED_ROTATION;
- vector curr_rot = llRot2Euler(llGetRot());
-
- if (ONLY_ROTATE_FIXED_AXES) {
- // set our rotation to the target, but only for fixed axes.
- if (!FIXATE_X_AXIS) real_rot_target.x = curr_rot.x;
- if (!FIXATE_Y_AXIS) real_rot_target.y = curr_rot.y;
- if (!FIXATE_Z_AXIS) real_rot_target.z = curr_rot.z;
- }
-
- // see if we even need to do any rotation.
- if (curr_rot != real_rot_target) {
- // yes, we need to move back to the preferred rotation for at least one axis.
- llSetStatus(STATUS_PHYSICS, FALSE); // physics property gets fixed in next block.
- llSetRot(llEuler2Rot(real_rot_target));
- }
- }
-
- if (KEEP_IT_PHYSICAL) {
- // remind the object that it's physical, or set it if it wasn't. sometimes
- // a physical object can get jinxed when bouncing into other people's lands
- // and lose its status as a physical object. we correct for that here.
- llSetStatus(STATUS_PHYSICS, TRUE);
- }
-
- integer time_to_panic = FALSE; // set to true if we should panic now.
-
- // check whether the object is still in the appropriate region.
- integer region_okay = (home_region == llGetRegionCorner());
-
- // check to see if we're watching for a specific time.
- if (last_alerted != 0) {
- // ooh, we've already hit panicky conditions in the past. let's see if
- // it's time to tell the owner about it.
- if (panic_interval() <= llAbs(llGetUnixTime() - last_alerted)) {
- // time to tell them about this, oh yes.
- time_to_panic = TRUE;
- }
- } else {
- // evaluate whether we are in the right condition (right sim and
- // without being boxed in).
- if (!region_okay || (homeward_jump_attempts > MAXIMUM_FAILED_JUMPS)) {
- // this is not a good situation. we will now set the last alerted
- // timer so as to force a panic message next time through the timer
- // loop.
- last_alerted = llAbs(llGetUnixTime() - (integer)panic_interval() - 1000);
- // decide when to fire the timer next.
- if (AUTO_TERMINATE) {
- llSetTimerEvent(0.1); // fire very soon to zap.
- } else {
- llSetTimerEvent(POSITION_CHECKING_INTERVAL * 5);
- // slow the checking down a bit, since we don't expect to
- // magically get back to our sim (although it could happen!).
- }
- }
- }
-
- // time to panic just means that we should tell the owner about our problematic
- // location, or auto-terminate if configured that way.
- if (time_to_panic) {
- // well, we've got to say something about this dire situation.
- string reason = "trapped by unfriendly turf";
- if (!region_okay) reason = "crossed region boundary";
- if (AUTO_TERMINATE) {
- // enforce the rules; we left the building and we have no ticket back.
- if (DEBUGGING) {
- llOwnerSay(reason + " -- object death -- was in "
- + llGetRegionName() + " at " + (string)llGetPos());
- }
- llDie();
- }
- // whew, we ducked that deadly issue. let the owner know that we
- // don't like this place.
- llOwnerSay(reason + "; please come get me:\nlast in "
- + llGetRegionName() + " at " + (string)llGetPos());
- last_alerted = llGetUnixTime(); // reset, since we just alerted.
- return; // don't bother trying to move anywhere.
- }
-
- if (region_okay && (last_alerted != 0) ) {
- // hmmm, did we recover our position?
- if (homeward_jump_attempts <= MAXIMUM_FAILED_JUMPS) {
- // we didn't expend too many jumps, so try going home again.
- last_alerted = 0;
- // also go back to our normal timing cycle.
- llSetTimerEvent(POSITION_CHECKING_INTERVAL);
- }
- }
-
- if (!region_okay || (homeward_jump_attempts > MAXIMUM_FAILED_JUMPS)
- || (last_alerted != 0) ) {
- // we said our piece, if any. we can't be fuddling around here.
- return;
- }
-
- // we're still in the right region, so check how far we are from the starting
- // place. we'll try to move back if someone dragged us too far away from it.
- float distance = llVecDist(llGetPos(), home_place);
- if (distance > MAXIMUM_ROAMING_RANGE) {
- // this is not good; we need to get back to our starting point.
- attempt_to_go_home();
- homeward_jump_attempts++;
- } else {
- // reset our counter, since we are close enough to home.
- homeward_jump_attempts = 0;
- }
- }
-}
-