// fred huffhines mods: // // took away the universal skeleton key that was lodged in this script. // // stopped considering door's scale; this is not usually needed, plus we were blowing // past the SL limit on object names. // // moved to only storing a couple digits after the decimal point; this is another // crucial thing to limit the size of the object name. // // added a "toggle" command that behaves like touch, in that the door will be opened // or closed based on current state. // // made the sensor distance required before the door will listen to someone into a // configurable parameter, instead of the woefully tiny, hard-coded 5 meters. // // added debugging flag and switchable logging for debugging mode. // // *original license and author info below...* // // plus, timeless prototype said this about using the script in osgrid and elsewhere: // "hi, thanks for asking, yes you may use the door script in other grids." // // 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. // // more fred huffhines mods: (circa march 2012) // added PASS_COMMANDS flag, which can be used to pass along any commands we // hear to anyone else on our same channel within the object. // added stifling of commands heard so they don't get re-sent, causing endless // loops of door openings. //------------------------------------------------------ // Timeless Linked Door Script by Timeless Prototype //------------------------------------------------------ // The latest version of this script can always be found // in the Library section of the wiki: // http://www.secondlife.com/badgeo/ // This script is free to use, but whereever it is used // the SCRIPT's permissions MUST be set to: // [x] Next owner can modify // [x] Next owner can copy // [x] Next owner can transfer // [x] Allow anyone to copy // [x] Share with group //------------------------------------------------------ // USAGE INSTRUCTIONS FOR EVERYDAY USE: //------------------------------------------------------ // Say the following commands on channel 0: // 'unlock' - Unlocks all doors in range. // 'lock' - Locks all doors in range and allows // only the permitted users to open it. // To open the door, either Touch it, Walk into it or // say 'open' or say 'close'. //------------------------------------------------------ // USAGE INSTRUCTIONS FOR BUILDERS: //------------------------------------------------------ // 1. Copy and paste this script into the door prim and // change the settings (see further down). // 2. The door prim must be linked to at least one other // prim (could be linked to the house for example). // 3. The door prim MUST NOT be the root prim. // 4. Use Edit Linked Parts to move, rotate and size the // door prim for the closed state. // 5. When ready, stand close to the door and say // '/door closed' (this records the closed door // position, rotation and size to the object's // name and description). // 6. Use the Edit Linked parts to move, rotate and size // the door prim for the opened state. // 7. When ready, stand close to the door and say // '/door opened' (this records the opened door // position, rotation and size). // 8. Once recorded it will not accept these commands // again. If you do need to redo the settings then // delete the Name and Description of the door prim // (these are where the position information is // stored), and then follow the steps above again. // Note: deleting the object name won't save, so set // the object name to 'Object' to reset the object // name. //------------------------------------------------------ // Change these settings to suit your needs. //------------------------------------------------------ // To mute any/all of the sounds set the sound string(s) // to "" (empty string). // To get the UUID of a sound, right click on the sound // in your inventory and choose "Copy Asset UUID", then // paste the UUID in here. string doorOpenSound = "Door open"; string doorCloseSound = "Door close"; string confirmedSound = "69743cb2-e509-ed4d-4e52-e697dc13d7ac"; string accessDeniedSound = "58da0f9f-42e5-8a8f-ee51-4fac6c247c98"; string doorBellSound = ""; // Setting to empty stops door announcements too. float autoCloseTime = 120.0; // 0 seconds to disable auto close. integer allowGroupToo = TRUE; // Set to FALSE to disallow same group access to door. list allowedAgentUUIDs = []; // Comma-separated, quoted list of avatar UUIDs who are allowed access to this door. integer listenChannel = 100008; float RESPONSE_DISTANCE = 120.0; // how far to allow a command from users with permission. integer DEBUGGING = FALSE; integer PASS_COMMANDS = TRUE; // if true, then we will order other doors to open when we do. // we use the listenChannel as the id to pass commands on, so that only the doors listening to // the same place will hear our commands. integer command_is_a_response = FALSE; // if this is true, then the door open and close must not re-echo their actions. //------------------------------------------------------ // Leave the rest of the settings alone, these are // handled by the script itself. //------------------------------------------------------ integer isLocked = FALSE; // Only when the door is locked do the permissions apply. integer isOpen = TRUE; vector openPos = ZERO_VECTOR; rotation openRot = ZERO_ROTATION; vector closedPos = ZERO_VECTOR; rotation closedRot = ZERO_ROTATION; key openerKey = NULL_KEY; key closerKey = NULL_KEY; integer isSetup = FALSE; integer listenHandle = 0; string avatarName = ""; // zooms the sub-prim to a new rotation and position. jump_to_position(vector position, rotation new_rot) { list config_blast = [ PRIM_SIZE, llGetScale(), ///???? // first jump away from where we started, trying to get past an opensim bug. // PRIM_POSITION, ZERO_VECTOR, // PRIM_POSITION, ZERO_VECTOR, // PRIM_POSITION, ZERO_VECTOR, // PRIM_POSITION, ZERO_VECTOR, // PRIM_POSITION, ZERO_VECTOR, PRIM_ROTATION, ZERO_ROTATION * new_rot / llGetRootRotation(), // PRIM_POSITION, position, // PRIM_POSITION, position, // PRIM_POSITION, position, // PRIM_POSITION, position, // PRIM_POSITION, position, PRIM_POSITION, position ]; llSetLinkPrimitiveParams(llGetLinkNumber(), config_blast); if (DEBUGGING) llOwnerSay("want pos=" + (string)position + ", got=" + (string)llGetLocalPos() + ", and want rot=" + (string)new_rot + ", got=" + (string)llGetLocalRot()); } mySayName(integer channel, string objectName, string message) { string name = llGetObjectName(); llSetObjectName(objectName); llSay(0, "/me " + message); llSetObjectName(name); } mySay(integer channel, string message) { string name = llGetObjectName(); llSetObjectName("Door"); llSay(0, message); llSetObjectName(name); } myOwnerSay(string message) { string name = llGetObjectName(); llSetObjectName("Door"); llOwnerSay(message); llSetObjectName(name); } mySoundConfirmed() { if (confirmedSound != "") { llTriggerSound(confirmedSound, 1.0); } } mySoundAccessDenied() { if (accessDeniedSound != "") { llTriggerSound(accessDeniedSound, 1.0); } } myGetDoorParams() { isSetup = FALSE; if (llSubStringIndex(llGetObjectDesc(), "D;") == 0 && llSubStringIndex(llGetObjectName(), "D;") == 0) { list nameWords = llParseString2List(llGetObjectName(), [";"], []); list descWords = llParseString2List(llGetObjectDesc(), [";"], []); if (llGetListLength(nameWords) != 3 || llGetListLength(descWords) != 3) { myOwnerSay("The door prim's name and/or description has invalid syntax and/or number of parameters. Delete the door prim's name and description and setup the door prim again."); } else { openPos = (vector)llList2String(nameWords, 1); openRot = (rotation)llList2String(nameWords, 2); closedPos = (vector)llList2String(descWords, 1); closedRot = (rotation)llList2String(descWords, 2); isSetup = TRUE; } //llSay(0, "got open pos=" + (string)(openPos) + " rot=" + (string)(openRot)); //llSay(0, "got close pos=" + (string)(closedPos) + " rot=" + (string)(closedRot)); } } // if open_state is true, the parms are for an open door. mySetDoorParams(integer open_state, vector Pos, rotation Rot) { if (open_state) { // parms for open state. llSetObjectName("D;" + vector_chop(Pos) + ";" + rotation_chop(Rot)); } else { // parms for closed state. llSetObjectDesc("D;" + vector_chop(Pos) + ";" + rotation_chop(Rot)); } isSetup = TRUE; } integer myPermissionCheck(key id) { integer hasPermission = FALSE; if (isLocked == FALSE) { if (DEBUGGING) llOwnerSay("perm--unlocked: okay"); hasPermission = TRUE; } else if (llGetOwnerKey(id) == llGetOwner()) { if (DEBUGGING) llOwnerSay("perm--is owner: okay"); hasPermission = TRUE; } else if (allowGroupToo == TRUE && llSameGroup(id)) { if (DEBUGGING) llOwnerSay("perm--same group: okay"); hasPermission = TRUE; } else if (llListFindList(allowedAgentUUIDs, [(string)id]) != -1) { if (DEBUGGING) llOwnerSay("perm--in list: okay"); hasPermission = TRUE; } else { if (DEBUGGING) llOwnerSay("perm--not found anywhere: bad perms"); } return hasPermission; } myOpenDoor() { isOpen = FALSE; myToggleDoor(); } myCloseDoor() { isOpen = TRUE; myToggleDoor(); } myToggleDoor() { if (isSetup == FALSE) { myOwnerSay("The door prim has not been configured yet. Please read the usage instructions in the door script."); } else if (llGetLinkNumber() == 0 || llGetLinkNumber() == 1) { myOwnerSay("The door prim must be linked to at least one other prim and the door prim must not be the root prim"); } else { isOpen = !isOpen; if (DEBUGGING) llOwnerSay("door open state is now=" + (string)isOpen); if (isOpen) { if (DEBUGGING) llOwnerSay("opening the door."); if (doorBellSound != "") { llTriggerSound(doorBellSound, 1.0); if (avatarName != "") { mySayName(0, avatarName, "is at the door."); avatarName = ""; } } if (doorOpenSound != "") { llTriggerSound(doorOpenSound, 1.0); } jump_to_position(openPos, openRot); // list config_blast = [ PRIM_POSITION, llGetLocalPos() + <4, 4, 4>, // PRIM_ROTATION, ZERO_ROTATION * openRot / llGetRootRotation(), // PRIM_POSITION, openPos //// PRIM_SIZE, llGetScale() // ]; // llSetPrimitiveParams(config_blast); //if (DEBUGGING) llOwnerSay("want pos=" + (string)openPos + ", got=" + (string)llGetLocalPos() //+ ", and want rot=" + (string)openRot + ", got=" + (string)llGetLocalRot()); if (PASS_COMMANDS && !command_is_a_response) { // Door API. llMessageLinked(LINK_SET, listenChannel, "cmd|door|open", llGetKey()); } command_is_a_response = FALSE; // took care of that one. } else { if (DEBUGGING) llOwnerSay("closing the door."); if (doorCloseSound != "") { llTriggerSound(doorCloseSound, 1.0); } jump_to_position(closedPos, closedRot); // list config_blast = [ // PRIM_ROTATION, ZERO_ROTATION * closedRot / llGetRootRotation(), // PRIM_POSITION, closedPos //// PRIM_SIZE, llGetScale() // ]; // llSetPrimitiveParams(config_blast); //if (DEBUGGING) llOwnerSay("want pos=" + (string)closedPos + ", got=" + (string)llGetLocalPos() //+ ", and want rot=" + (string)closedRot + ", got=" + (string)llGetLocalRot()); if (PASS_COMMANDS && !command_is_a_response) { // Door API. llMessageLinked(LINK_SET, listenChannel, "cmd|door|close", llGetKey()); } command_is_a_response = FALSE; // took care of that one. } llSetTimerEvent(0.0); if (isOpen == TRUE && autoCloseTime != 0.0) { llSetTimerEvent(autoCloseTime); } } } ////////////// // from hufflets... // returns the index of the first occurrence of "pattern" inside // the "full_string". if it is not found, then a negative number is returned. integer find_substring(string full_string, string pattern) { return llSubStringIndex(llToLower(full_string), llToLower(pattern)); } // returns text for a floating point number, but includes only // three digits after the decimal point. string float_chop(float to_show) { integer mant = llAbs(llRound(to_show * 1000.0) / 1000); string neg_sign; if (to_show < 0.0) neg_sign = "-"; string dec_s = (string)((llRound(to_show * 1000.0) - mant * 1000) / 1000.0); dec_s = llGetSubString(llGetSubString(dec_s, find_substring(dec_s, ".") + 1, -1), 0, 2); // strip off all trailing zeros. while (llGetSubString(dec_s, -1, -1) == "0") dec_s = llDeleteSubString(dec_s, -1, -1); string to_return = neg_sign + (string)mant; if (llStringLength(dec_s)) to_return += "." + dec_s; return to_return; } // returns a prettier form for vector text, with chopped floats. string vector_chop(vector to_show) { return "<" + float_chop(to_show.x) + "," + float_chop(to_show.y) + "," + float_chop(to_show.z) + ">"; } // similarly, for a rotation. string rotation_chop(rotation to_show) { return "<" + float_chop(to_show.x) + "," + float_chop(to_show.y) + "," + float_chop(to_show.z) + "," + float_chop(to_show.s) + ">"; } ////////////// // 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(); listenHandle = llListen(listenChannel, "", NULL_KEY, ""); myGetDoorParams(); myCloseDoor(); } on_rez(integer parm) { llResetScript(); } touch_start(integer total_number) { command_is_a_response = FALSE; if (myPermissionCheck(llDetectedKey(0)) == TRUE) { avatarName = llDetectedName(0); myToggleDoor(); } else { mySoundAccessDenied(); } } timer() { myCloseDoor(); } link_message(integer sender_num, integer num, string str, key id) { // Door API. The API is here in case you want to create PIN entry keypads or whatever. if (num == listenChannel) { if (id == llGetKey()) return; // don't listen to our own commands. command_is_a_response = TRUE; if (str == "cmd|door|open") myOpenDoor(); else if (str == "cmd|door|close") myCloseDoor(); else if (str == "cmd|door|discover") llMessageLinked(LINK_SET, listenChannel, "cmd|door|discovered|" + (string)llGetKey(), llGetKey()); else command_is_a_response = FALSE; //hmmm: above protocol seems redundant, but sending back the original id (like this did before) // in the id field does not fit in with our usual schemes very well. } } listen(integer channel, string name, key id, string message) { // if (DEBUGGING) llOwnerSay("heard: " + message); command_is_a_response = FALSE; // don't get involved with the link message checking. // Performance note: it's quicker to compare the strings than to compare permissions each time anyone says anything on this channel. if (message == "open") { if (myPermissionCheck(id) == TRUE) { // Only open the door if the person is quite close to this door. openerKey = id; closerKey = NULL_KEY; avatarName = name; llSensor(name, id, AGENT, RESPONSE_DISTANCE, TWO_PI); } else { mySoundAccessDenied(); } } else if (message == "close") { if (myPermissionCheck(id) == TRUE) { openerKey = NULL_KEY; closerKey = id; avatarName = name; // Only close the door if the person is quite close to this door. llSensor(name, id, AGENT, RESPONSE_DISTANCE, TWO_PI); } else { mySoundAccessDenied(); } } else if (message == "lock") { if (myPermissionCheck(id) == TRUE) { isLocked = TRUE; mySoundConfirmed(); } else { mySoundAccessDenied(); } } else if (message == "unlock") { if (myPermissionCheck(id) == TRUE) { isLocked = FALSE; mySoundConfirmed(); } else { mySoundAccessDenied(); } } else if (message == "toggle") { if (myPermissionCheck(id) == TRUE) { avatarName = name; myToggleDoor(); } else { mySoundAccessDenied(); } } else if (message == "/door opened" && llSubStringIndex(llGetObjectName(), "D;") == -1) { if (llGetOwnerKey(id) == llGetOwner()) { mySoundConfirmed(); openPos = llGetLocalPos(); openRot = llGetLocalRot(); isOpen = TRUE; mySetDoorParams(TRUE, openPos, openRot); //llSay(0, "set open pos=" + (string)(openPos) + " rot=" + (string)(openRot)); } else { mySoundAccessDenied(); } } else if (message == "/door closed" && llSubStringIndex(llGetObjectDesc(), "D;") == -1) { if (llGetOwnerKey(id) == llGetOwner()) { mySoundConfirmed(); closedPos = llGetLocalPos(); closedRot = llGetLocalRot(); isOpen = FALSE; mySetDoorParams(FALSE, closedPos, closedRot); //llSay(0, "set close pos=" + (string)(closedPos) + " rot=" + (string)(closedRot)); } else { mySoundAccessDenied(); } } } sensor(integer num_detected) { if (openerKey != NULL_KEY) { integer i; for (i = 0; i < num_detected; i++) { if (llDetectedKey(i) == openerKey && myPermissionCheck(llDetectedKey(i)) == TRUE) { myOpenDoor(); } } openerKey = NULL_KEY; } else { integer i; for (i = 0; i < num_detected; i++) { if (llDetectedKey(i) == closerKey && myPermissionCheck(llDetectedKey(i)) == TRUE) { myCloseDoor(); } } closerKey = NULL_KEY; } } //------------------------------------------------------ // Uncomment the following code if you particularly want // collisions to affect the door state. //------------------------------------------------------ // collision_start(integer num_detected) // { // integer i; // for (i = 0; i < num_detected; i++) // { // if (myPermissionCheck(llDetectedKey(i)) == TRUE) // { // avatarName = llDetectedName(i); // myOpenDoor(); // } // else if (llDetectedType(i) & AGENT) // { // mySoundAccessDenied(); // } // } // } }