// huffware script: jump good, by fred huffhines // "jump good" is an homage to samurai jack. // // if you wear an object containing this script (and using the // jump_good_jump_strength() value), then this script will make // your jumps much higher than normal. other values for the // jump strength will vary the force on you accordingly. // // 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. // ////////////// // this section provides some example forces one might want to exert. // all floating point numbers below are measured in meters per second squared, // which is a measurement of acceleration. float EARTH_ACCELERATION = 9.80665; // the acceleration due to gravity on earth. float JUPITER_ACCELERATION = 25.93; // the acceleration on jupiter due to gravity. float earth_jump_strength() { return EARTH_ACCELERATION - EARTH_ACCELERATION; } // normal gravity for the earth; no additional force added. float jupiter_jump_strength() { return EARTH_ACCELERATION - (JUPITER_ACCELERATION - EARTH_ACCELERATION); } // this is what the jump force should be when approximating jupiter's gravity. float jump_good_jump_strength() { return 8.4; } // samurai jack was probably able to jump this high after the tree dwellers // taught him how to jump good. integer DEBUGGING = FALSE; // if this is true, then extra noise is made about state transitions. float TIMER_PERIOD = 4.0; // how frequently to check our state. ////////////// // this is the most important jump strength, since it's the one we'll use... float jump_strength() { return jump_good_jump_strength(); } // the amount of force that you're "thrown" upwards with. this is // relative to your mass. the force of gravity pulls on objects with // a force of 9.80665, so if the jump strength exceeds that, the object // will never return to earth. ////////////// // global variables... key attached_key; // key of the avatar wearing the object, if any avatar is. integer _last_seen_flying; // tracks the attached avatar's flight state. integer enabled; // records device's state; if false, then it's off. ////////////// // makes the force appropriate to the mass of the overall object. use_configured_force() { float mass = llGetMass(); //log_it("mass is " + (string)mass); if (mass == 0.0) mass = 20000; // fake there being a good mass. vector force = <0,0, mass * jump_strength()>; //log_it("using force of " + (string)force + "."); llSetForce(force, FALSE); } // resets force to zero to have normal gravity return. use_zero_force() { //log_it("using zero force."); llSetForce(<0,0,0>, FALSE); } // changes the objects current velocity to match "new_velocity". // if the "local_axis" is true, then it applies the velocity to the // object's own axis. if false, then it uses the global axis of // the simulator. set_velocity(vector new_velocity, integer local_axis) { vector current_velocity = llGetVel(); if (local_axis) { rotation rot = llGetRot(); current_velocity /= rot; // undo the rotation. } new_velocity -= current_velocity; new_velocity *= llGetMass(); llApplyImpulse(new_velocity, local_axis); } // picks the right amount of force based on whether the object is // attached to an avatar and whether the avatar is flying. set_force_appropriately() { if (attached_key != NULL_KEY) { // make sure we're not flying now; jump force would be redundant. if (llGetAgentInfo(llGetOwner()) & AGENT_FLYING) { if (!_last_seen_flying) { //log_it("avatar wasn't flying, is now. setting zero force."); use_zero_force(); } _last_seen_flying = TRUE; } else { //if (_last_seen_flying) { //log_it("avatar was just flying, but is not now. setting configured force."); //} // we're not flying so keep our force set. _last_seen_flying = FALSE; use_configured_force(); } } else { // there's no one attached, so just follow our plan with the force. use_configured_force(); } } initialize_forces() { enabled = FALSE; _last_seen_flying = FALSE; attached_key = NULL_KEY; llSetTimerEvent(TIMER_PERIOD); // check avatar's state periodically. if (llGetAttached() != 0) { // there's an avatar attached right now! get the stats right. attached_key = llGetOwner(); if (llGetAgentInfo(llGetOwner()) & AGENT_FLYING) _last_seen_flying = TRUE; else _last_seen_flying = FALSE; } set_force_appropriately(); } ////////////// // 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 []; } // ////////////// ////////////// // from hufflets... integer debug_num = 0; // a debugging output method. can be disabled entirely in one place. log_it(string to_say) { debug_num++; // tell this to the owner. string addition; if (DEBUGGING) addition = llGetScriptName() + "[" + (string)debug_num + "] "; llOwnerSay(addition + to_say); // say this on an unusual channel for chat if it's not intended for general public. // llSay(108, llGetScriptName() + "[" + (string)debug_num + "] " + to_say); // say this on open chat that anyone can hear. we take off the bling for this one. // llSay(0, to_say); } ////////////// 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(); //log_it("state_entry"); initialize_forces(); } timer() { // we can't do anything without physics enabled. if (!llGetStatus(STATUS_PHYSICS)) llSetStatus(STATUS_PHYSICS, TRUE); if (!llGetStatus(STATUS_PHANTOM)) llSetStatus(STATUS_PHANTOM, FALSE); if (enabled) set_force_appropriately(); else use_zero_force(); } attach(key avatar) { //log_it("into attach, key=" + (string)avatar); initialize_forces(); } on_rez(integer parm) { //log_it("on_rez"); initialize_forces(); } touch_start(integer count) { if (llDetectedKey(0) != llGetOwner()) return; // not listening to that guy. if (llGetAttached() == 0) return; // cannot change state if not attached. // flip the current state, since they clicked. if (enabled) { log_it("disabled gravity control."); enabled = FALSE; use_zero_force(); } else { log_it("enabled gravity control."); enabled = TRUE; use_configured_force(); } } }