// huffware script: "huffbee bulb", by fred huffhines // // inspired by the higbee bulb script available in open source, but provides a few // different functions. this accepts a click to turn on and off, but it also listens // to a special command to hear requests from linked objects. this also shuts off // at dusk and turns on at dawn. // this script uses the party culiar script to get the particle system created, // and hence relies on a notecard to define the lamp's particles. // // 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 DUSK_CHECKING_PERIOD = 240; // check for dusk this frequently. in seconds, so 240 = 4 minutes. integer SECRET_LIGHT_BULB_ILLUMINATI_CODE = -14058; // a semi-secret code that is used in a linked message when some other script // wants the lamp to turn on or off. float BULB_GLOW_LEVEL = 0.5; // how much glow should the bulb have when it's lit? integer CHECK_FOR_DUSK = TRUE; // true if this lamp should be driven by daylight. integer PARTICLE_FIX_COG = 7; // every N timer hits, we'll fix our particles. // party culiar link message API. ////////////// integer PARTYCULIAR_HUFFWARE_ID = 10018; // a unique ID within the huffware system for this script. string HUFFWARE_PARM_SEPARATOR = "~~~"; // three tildes is an uncommon thing to have otherwise, so we use it to separate // our commands in linked messages. // string PARTYCULIAR_POWER_COMMAND = "#powrpcl"; // tells the particle system to either turn on or off. the single parameter is // either "on", "1", "true", or "off", "0", "false". ////////////// // globals. integer particle_cog = 0; ////////////// // asks the particle system script for a favor, given by the command and the // parameters. send_partyculiar_request(string cmd, string params) { llMessageLinked(LINK_THIS, PARTYCULIAR_HUFFWARE_ID, cmd, params); } // shuts down the lamp. there is no coming back from this method, // since it resets the script. turn_off_lamp() { turn_off_particles(); llResetScript(); } turn_off_particles() { send_partyculiar_request(PARTYCULIAR_POWER_COMMAND, "off"); } turn_on_particles() { send_partyculiar_request(PARTYCULIAR_POWER_COMMAND, "on"); } ////////////// // 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(); turn_off_particles(); // reset the bulb to a fairly dark color with no glow and no light. llSetPrimitiveParams([ PRIM_COLOR, ALL_SIDES, <0.42, 0.42, 0.42>, 0.5, PRIM_FULLBRIGHT, ALL_SIDES, FALSE, PRIM_GLOW, ALL_SIDES, 0.0, PRIM_POINT_LIGHT, FALSE, <0, 0, 0>, 1.0, 10.0, 0.25 ]); llSetTimerEvent(DUSK_CHECKING_PERIOD); } on_rez(integer parm) { state default; } timer() { vector sun = llGetSunDirection(); if (CHECK_FOR_DUSK && (sun.z <= 0) ) state PowerUp; // turn on at dusk. } touch_start(integer total_number) { state PowerUp; } // handle requests to ignite the lamp. link_message(integer sender, integer num, string str, key id) { // we only support one message really, which is to turn on/off. if (num == SECRET_LIGHT_BULB_ILLUMINATI_CODE) { state PowerUp; // we know we aren't lit yet, so get that way. } } } state PowerUp { state_entry() { // light the bulb, with a full color / full bright assault on // the sense, using real light and a glow effect. llSetPrimitiveParams([ PRIM_COLOR, ALL_SIDES, <1, 1, 1>, 0.5, PRIM_FULLBRIGHT, ALL_SIDES, TRUE, PRIM_GLOW, ALL_SIDES, BULB_GLOW_LEVEL, PRIM_POINT_LIGHT, TRUE, <.8, .8, .3>, 1.0, 20.0, .9 ]); turn_on_particles(); llSetTimerEvent(DUSK_CHECKING_PERIOD); } on_rez(integer parm) { // if we rezzed in this state, that's a mistake. the lamp is intended // to start in a dark state. turn_off_lamp(); } timer() { particle_cog++; if (particle_cog >= PARTICLE_FIX_COG) { // periodically refresh the particle system. turn_on_particles(); particle_cog = 0; // reset cog count. } // also periodically check if we should shut off. vector sun = llGetSunDirection(); if (CHECK_FOR_DUSK && (sun.z > 0) ) { // turn off at dawn. turn_off_lamp(); } } touch_start(integer total_number) { turn_off_lamp(); } link_message(integer sender, integer num, string str, key id) { // we only support one message really, which is to turn on/off. if (num == SECRET_LIGHT_BULB_ILLUMINATI_CODE) { turn_off_lamp(); // in this state, we are already lit, so get real dark. } } }