// huffware script: bouncer, by fred huffhines. // // this script repels an object or avatar that slams into 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. // integer PUSH_UPWARDS = TRUE; // if this is true, the velocity is reflected upwards. this is sort of // a trampoline effect. integer PUSH_DIRECTLY_BACK = TRUE; // if this is true, then the object's velocity is reflected directly back. // this is not a realistic bounce since it is like every bounce hits the // object at a tangent rather than having the angle be rotated as a // reflection. integer AVATARS_ONLY = FALSE; // if true, then the bouncer will only react to people and not things. float PUSH_MULTIPLIER = 32.0; // increase the object's velocity by this factor, as part of how we // help it along when it collides with us. integer LOCAL_AXIS = FALSE; // use the axis relative to the object's rotation? // originally came from reverse_velocity from concussive script. vector push_back(key act_upon, integer local_axis) { list details = llGetObjectDetails(act_upon, [ OBJECT_VELOCITY ]); vector current_velocity = llList2Vector(details, 0); if (local_axis) { rotation rot = llGetRot(); current_velocity /= rot; // undo the rotation. } // here's where we return the velocity exactly backwards along // its own axis. this is not really very true to physics. vector new_velocity = -PUSH_MULTIPLIER * current_velocity; new_velocity *= llGetMass(); // llPushObject(act_upon, new_velocity, ZERO_VECTOR, local_axis); return new_velocity; } // causes the object to be thrown up into the air and magnifies their // velocity. vector push_up(key act_upon, integer local_axis) { list details = llGetObjectDetails(act_upon, [ OBJECT_VELOCITY ]); vector current_velocity = llList2Vector(details, 0); if (local_axis) { rotation rot = llGetRot(); current_velocity /= rot; // undo the rotation. } // another example that's like the trampoline... // vector new_velocity = PUSH_MULTIPLIER * llRot2Up(llGetRot()); vector new_velocity = current_velocity; new_velocity.z = -PUSH_MULTIPLIER * new_velocity.z; new_velocity *= llGetMass(); // llPushObject(act_upon, new_velocity, ZERO_VECTOR, local_axis); return new_velocity; } // a newer method that can be used to 'continue' the velocity away from // the bouncer but more upwards from an elastic collision than back at the av. /////not implemented yet. // needs good physics normal vector implementation. // called by the collision event handler when we detect something // bumping into us. handle_collisions(integer count) { integer i; for (i = 0; i < count; i++) { if ( (AVATARS_ONLY && (llDetectedType(i) & AGENT) ) || !AVATARS_ONLY) { vector upwards; if (PUSH_UPWARDS) upwards = push_up(llDetectedKey(i), LOCAL_AXIS); vector back; if (PUSH_DIRECTLY_BACK) back = push_back(llDetectedKey(i), LOCAL_AXIS); llPushObject(llDetectedKey(i), upwards + back, ZERO_VECTOR, LOCAL_AXIS); } } } ////////////// // from hufflets... ////////////// // 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 []; } // ////////////// // end hufflets. ////////////// 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(); } collision(integer count) { handle_collisions(count); } }