// huffware script: rezzeroni, by fred huffhines // // a script that rezzes objects for you according to some game plan, which is defined // in a notecard. this script can also run periodically to create temporary objects // on a schedule. the real power of this script comes from its ability to rez up a // collection of objects using relative positioning. the newly rezzed objects can be // given a startup notecard also, which is held inside the rezzer. // // 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. // // * note regarding the periodic rezzing capability: the objects that are created // really need to be marked as temporary objects. otherwise the newly rezzed // objects will clutter up the sim, flooding it with objects, and will eventually // go over the owner's prim limit. that's not cool. so if you use a periodic // rezzer, make sure your contained objects are temporaries. // global constants... integer DEBUGGING = FALSE; // produces noisy diagnostics if enabled. integer SUPER_NOISY_DEBUG = FALSE; // extraordinarily noisy items are logged. float HOME_PROXIMITY = 0.1; // object must be this close to home before we quit. integer PERFORM_JAUNTS = TRUE; // set to true if rezzer should teleport to rez locations. integer OBJECT_STARTUP_PARM = 14042; //hmmm: may want this to come from notecard someday. // notecard configurable variables: integer owner_only; // is the owner the only one allowed to run this rezzer? vector obj_position; // absolute position for object to rez at. integer obj_is_singleton; // should the object not be rezzed if similar named one exists? //hmmm: support configurable singleton sensor range? integer rezzed_at_once; // the number of each object that are rezzed at the same time. float obj_rezzing_period; // how often the objects are rezzed up, in seconds. integer max_run_time; // how long to run once enabled, in seconds. 1200=20 minutes. string gift_card_name; // a gift object placed inside newly rezzed object. vector obj_max_offset_add = <2.0, 2.0, 2.0>; // random offsets can be this large. vector obj_max_rotation_add = ; // max random rotation. // these object variables can be randomized. "random" means pick a random item. string obj_name; // what is the object called? "ALL" means all items. string obj_offset; // how far away from current position object rezzes. string obj_rotation; // euler rotation for object to point at upon rez. string obj_multi_offset; // the amount to add to the offset each time for count > 1. string obj_multi_angle; // the angle added to each rez. //hmmm: also allow position to be random? integer DIE_ON_DEMAND_CHANNEL = 4826; // default, can be loaded from notecard. // assorted global variables... integer is_enabled_now; // records whether the rezzer is running a plan right now. integer when_last_enabled; // tracks time when device was turned on. // notecard globals. string global_notecard_name; // name of our notecard in the object's inventory. integer response_code; // set to uniquely identify the notecard read in progress. list global_config_list; // a collection of configuration parameters from our notecard. // globals tracking the current rezzing run. list already_done_items; // the items that are finished being rezzed, since they have no rate. integer rezzed_overall; // a count of the number of rezzes during this run. list gift_queue; // a list of items to hand to newly rezzed objects. // somewhat ugly rez plan globals. integer global_config_index; // where are we in the config list? string global_singleton_checker; // is a singleton object being sensor checked? integer global_found_the_singleton; // did we see the singleton object requested? integer sensor_checks_pending; // how many sensor scans are awaited (zero or one). integer recent_items_rezzed; // how many got rezzed in last run? // object creation loop vars: integer current_object_index = 0; // which object are we at, in the current section? integer current_count; // the number already created of the current object. vector main_home; // the home location for the rezzer object. it will return to this after // performing the requested rezzes. rotation main_rotate; // original rotation of the rezzer object. integer jaunt_responses_awaited; // the number of jumps still pending. should never be more than one in this script. // constants that should generally not be modified unless you are an expert... string REZZERONI_SIGNATURE = "#rezzeroni"; // the expected first line of our notecards. float MAXIMUM_REZ_DISTANCE = 9.9; // the farthest distance that we can rez an object at reliably. if the distance is // larger than this, then the rezzer will teleport to the work zone. float BASE_TIMER_PERIOD = 0.04; // the rate at which the timer runs to rez objects. // requires noteworthy library v9.3 or better. ////////////// // do not redefine these constants. integer NOTEWORTHY_HUFFWARE_ID = 10010; // the unique id within the huffware system for the noteworthy 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 noteworthy library: string NOTECARD_READ_CONTINUATION = "continue!"; // returned as first parameter if there is still more data to handle. // commands available via the noteworthy library: string READ_NOTECARD_COMMAND = "#read_note#"; // command used to tell the script to read notecards. needs a signature to find // in the card as the first parameter, and a randomly generated response code for // the second parameter. the response code is used to uniquely identify a set of // pending notecard readings (hopefully). the signature can be blank. // the results will be fired back as the string value returned, which will have // as first element the notecard's name (or BAD_NOTECARD_INDICATOR if none was // found) and as subsequent elements an embedded list that was read from the // notecard. this necessarily limits the size of the notecards that we can read // and return. string READ_SPECIFIC_NOTECARD_COMMAND = "#read_thisun#"; // like the read notecard command, but specifies the notecard name to use. only that // specific notecard file will be consulted. first and second parm are still signature // and response code, third parm is the notecard name. // ////////////// // 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); } ////////////// //hmmm: move to hufflets. // sets the timer period, while making sure that bugs about the timer are dealt with. set_timer(float timer_period) { //log_it("setting timer event for " + (string)timer_period + "s."); llSetTimerEvent(0.0); llSetTimerEvent(timer_period); } // looks for a notecard with our signature in it and reads the configuration. // an empty string is returned if we couldn't find anything. request_configuration() { global_notecard_name = ""; response_code = 0; // try to find a notecard with our configuration. response_code = -1 * (integer)randomize_within_range(23, 80000, FALSE); string parms_sent = wrap_parameters([REZZERONI_SIGNATURE, response_code]); llMessageLinked(LINK_THIS, NOTEWORTHY_HUFFWARE_ID, READ_NOTECARD_COMMAND, parms_sent); } // processes link messages received from support libraries. integer handle_link_message(integer which, integer num, string msg, key id) { list parms; if (num == JAUNT_HUFFWARE_ID + REPLY_DISTANCE) { // did we get a response to a teleport request? if (msg == JAUNT_LIST_COMMAND) { //log_it("msg: " + (string)num + " str=" + str); jaunt_responses_awaited--; // one less response being awaited. if (jaunt_responses_awaited < 0) { log_it("error, jaunts awaited < 0!"); jaunt_responses_awaited = 0; } // unpack the reply. parms = llParseString2List(id, [HUFFWARE_PARM_SEPARATOR], []); integer last_jaunt_was_success = llList2Integer(parms, 0); vector posn = (vector)llList2String(parms, 1); //log_it("got a reply for a jaunt request, success=" + (string)last_jaunt_was_success + " posn=" + (string)posn); //do anything with the parms? } return FALSE; } if ( (num != NOTEWORTHY_HUFFWARE_ID + REPLY_DISTANCE) || (msg != READ_NOTECARD_COMMAND) ) return FALSE; // not for us. // process the result of reading the notecard. parms = llParseString2List(id, [HUFFWARE_PARM_SEPARATOR], []); string notecard_name = llList2String(parms, 0); integer response_for = llList2Integer(parms, 1); if (response_for != response_code) return FALSE; // oops, this isn't for us. // make sure if we are being told to keep going. if (notecard_name == NOTECARD_READ_CONTINUATION) { //log_it("continuation of notecard seen."); // snag all but the first two elements for our config now. global_config_list += llList2List(parms, 2, -1); // we're not done reading yet, so fall out to the false return. } else if (notecard_name != "bad_notecard") { // a valid notecard has been found and we're done with it now. global_notecard_name = notecard_name; // snag all but the first two elements for our config now. global_config_list += llList2List(parms, 2, -1); global_config_index = 0; // signal that we're done getting the config. return TRUE; } else { // we hated the notecards we found, or there were none. log_it("sorry, no notecards starting with '" + REZZERONI_SIGNATURE + "'; cannot rez yet."); } return FALSE; } /////////////// // 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. // 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. // ////////////// // 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) { if (PERFORM_JAUNTS) { 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(), main_home], TRUE); } /////////////// // creates the real list of items to rez based on the obj_name variable. // this might turn out to be an empty list. list build_rezzing_list() { list objects_to_rez; // what items are we expected to create in this round? integer num_inv = llGetInventoryNumber(INVENTORY_OBJECT); if (num_inv == 0) { log_it("Inventory is empty; please add objects to rez."); set_timer(0.0); // stop the timer; nothing further to do. return []; } //hmmm: all has never been tested. if (obj_name == "ALL") { integer inv; for (inv = 0; inv < num_inv; inv++) { objects_to_rez += [ llGetInventoryName(INVENTORY_OBJECT, inv) ]; } obj_is_singleton = FALSE; // flag makes no sense for multiple objects. } else { // we know we are not being told to do a multiple set of objects. if (obj_name == "random") { // special keyword for a random object. integer inv = (integer)randomize_within_range(0.0, num_inv, FALSE); obj_name = llGetInventoryName(INVENTORY_OBJECT, inv); if (SUPER_NOISY_DEBUG) log_it("chose item #" + (string)inv + " randomly (called '" + obj_name + "')."); } else { // a normal singular object to create. if (find_in_inventory(obj_name, INVENTORY_OBJECT) < 0) { // this item is bogus! log_it("item '" + obj_name + "' is bogus! not in inventory."); obj_name = ""; // reset it. } } // now make sure we didn't already do this one. if (find_in_list(already_done_items, obj_name) >= 0) { // if (SUPER_NOISY_DEBUG) // log_it("item '" + obj_name + "' has already been rezzed. skipping it."); obj_name = ""; } else { if (obj_name != "") objects_to_rez += [ obj_name ]; } } return objects_to_rez; } // checks whether the object is even supposed to be a singleton or not. // if it should be a singleton, then we run a sensor ping to see if it exists in the // vicinity or not. if it's not there, we'll eventually hear about it and create it. integer validate_singleton_object() { // see if there's only supposed to be one of these objects. if (!obj_is_singleton) return TRUE; // just keep going; it's not one. if (obj_name == "") return TRUE; // this should never happen. pretend it's okay. // okay, we know we should have a singleton. now did we already check for its presence? if (global_singleton_checker == "") { // have not scanned yet; postpone the rezzing action and start a sensor for the object. sensor_checks_pending++; global_singleton_checker = obj_name; // maximally distant ping in full arc on all types of objects we can see. llSensor(obj_name, NULL_KEY, AGENT|ACTIVE|PASSIVE, 96, PI); if (DEBUGGING) log_it("scanning for singleton item '" + obj_name + "' now."); return FALSE; } else { // we should have finished a sensor probe now, since there were no checks pending // and since this is a singleton. if (global_found_the_singleton) { if (DEBUGGING) log_it("singleton item '" + obj_name + "' already present; not re-rezzing."); already_done_items += [ obj_name ]; //if (TERMINATE_IF_PRESENT) string DIE_ON_DEMAND_MESSAGE = "die-on-demand"; llShout(DIE_ON_DEMAND_CHANNEL, DIE_ON_DEMAND_MESSAGE); } else { if (DEBUGGING) log_it("singleton item '" + obj_name + "' is absent; will rez one now if possible."); } return TRUE; } } // operates on the current parameters to rez an object or objects. integer perform_rezzing_action() { vector current_home = llGetPos(); list objects_to_rez = build_rezzing_list(); //log_it("rezzing " + (string)llGetListLength(objects_to_rez) + " objects"); // create the specified number of the items we were told to use. integer num_objects = llGetListLength(objects_to_rez); if (num_objects == 0) { // nothing to do at this point. // if (SUPER_NOISY_DEBUG) log_it("no items in rez list; bailing out."); return TRUE; } // iterate across each object in inventory. integer inv; for (inv= current_object_index; inv < num_objects; inv++) { //log_it("object index " + (string)inv); // rez as many of the object as we were requested to. string new_rezzee = llList2String(objects_to_rez, inv); integer counter; for (counter = current_count; counter < rezzed_at_once; counter++) { // make sure we've never rezzed a non-periodic with this name before. if (find_in_list(already_done_items, new_rezzee) < 0) { ///log_it("haven't rezzed '" + new_rezzee + "' yet."); vector rez_place = obj_position; //log_it("configd rezplace=" + (string)rez_place); if (rez_place == <0.0, 0.0, 0.0>) { // they did not give us an absolute position, so use the home position. rez_place = main_home; //log_it("rehomed rezplace=" + (string)rez_place); } vector calc_offset = maybe_randomize_offset(obj_offset, obj_max_offset_add); if (calc_offset != <0.0, 0.0, 0.0>) { // the offset is non-zero, so apply it to the rez place. rez_place += calc_offset * main_rotate; //log_it("offsetd rezplace=" + (string)rez_place); } // add in the multiplier offset if this is not the first rezzing of this item. rez_place += ((float)counter) * maybe_randomize_offset(obj_multi_offset, obj_max_offset_add) * main_rotate; //log_it("home=" + (string)main_home + " rezplace=" + (string)rez_place); // check that we are not too far away. float rez_distance = llVecDist(rez_place, llGetPos()); if (rez_distance > MAXIMUM_REZ_DISTANCE) { // try to jump there if we're too far away to rez from here. if (DEBUGGING) log_it("distance is " + (string)rez_distance + "; jaunting closer."); request_jaunt([llGetPos(), rez_place], TRUE); current_count = counter; current_object_index = inv; return FALSE; } // make sure we aren't already done with this object, if it's a singleton. integer keep_going = validate_singleton_object(); if (!keep_going) { if (SUPER_NOISY_DEBUG) log_it("must sense for singleton, bailing."); current_count = counter; current_object_index = inv; return FALSE; // we can't proceed yet. must check for singleton. } //hmmm: we need to offer an angular offset also! // this would mean that the multiple guys could be set at nice different angles. // now check again whether to rez this or not; the validation method adds it to the // done list if the object is already present and is a singleton. if (find_in_list(already_done_items, new_rezzee) < 0) { if (DEBUGGING) log_it("now rezzing '" + new_rezzee + "', rot " + obj_rotation); vector rota = maybe_randomize_rotation(obj_rotation, obj_max_rotation_add); rotation real_rot = llEuler2Rot(rota * DEG_TO_RAD); //hmmm: might be nice to offer an absolute version! // that accounts for the specific position and offset, rather // than relative to rezzer. angle should be kept absolutist also. // add in our rotation component as the rezzer. real_rot *= main_rotate; //this is bunkum. // add in the angular addition for multiple object creation. real_rot *= llEuler2Rot( maybe_randomize_rotation(obj_multi_angle, obj_max_rotation_add) * (float)counter * DEG_TO_RAD); recent_items_rezzed++; // we got to do something. // rez it up since we know what is wanted and where, plus we're in range. llRezObject(new_rezzee, rez_place, ZERO_VECTOR, real_rot, OBJECT_STARTUP_PARM); rezzed_overall++; // one more item. if (gift_card_name != "") { // this guy needs its startup gift. string inv_name = gift_card_name + (string)rezzed_overall; if (find_in_inventory(inv_name, INVENTORY_NOTECARD) >= 0) { // this inventory item exists, so use it. gift_queue += [ inv_name]; } } global_singleton_checker = ""; // reset singleton checker for next object. } else { if (SUPER_NOISY_DEBUG) log_it("not rezzing, already saw it in list"); } } } current_count = 0; // got to the full count for the object. // if this is a non-periodic object, we don't need any more runs. if (obj_rezzing_period == 0.0) { if (find_in_list(already_done_items, new_rezzee) < 0) { if (SUPER_NOISY_DEBUG) log_it("adding newly done: " + (string)new_rezzee); already_done_items += [ new_rezzee ]; } } } current_object_index = 0; // reset the current object index. return TRUE; } /////////////// // returns true if the state should change. integer handle_timer() { // log_it("into handle timer."); if (!is_enabled_now) { if (jaunt_responses_awaited > 0) { if (SUPER_NOISY_DEBUG) log_it("done rez, but jaunts awaited."); return FALSE; } if (llVecDist(llGetPos(), main_home) > HOME_PROXIMITY) { if (SUPER_NOISY_DEBUG) log_it("done rez, but not at home."); attempt_to_go_home(); return FALSE; } if (llGetListLength(gift_queue)) { if (SUPER_NOISY_DEBUG) log_it("done rez, but still pending gifts."); return FALSE; } if (SUPER_NOISY_DEBUG) log_it("done rez, totally done."); set_timer(0.0); return TRUE; } // check whether the max run time has elapsed. integer run_time = llAbs(llGetUnixTime() - when_last_enabled); if (run_time > max_run_time) { log_it("Maximum run time elapsed; shutting down."); is_enabled_now = FALSE; set_timer(0.0); return TRUE; } // we have not gotten a configuration yet. if (global_notecard_name == "") { /// if (SUPER_NOISY_DEBUG) log_it("in timer with no notecard???"); return FALSE; } // crank to next step in config. if (!run_through_rez_plan()) { //log_it("told done with rez plan"); // we were told not to keep going. if this is a periodic run, // then we'll snooze until the next time. if (obj_rezzing_period != 0.0) { set_timer(obj_rezzing_period); finished_file = FALSE; } } // even if the run were done, we still have to handle termination conditions. return FALSE; } // processes requests made by avatars via chat. integer handle_hearing_voices(integer channel, string name, key id, string message) { string rez_command = "#rez"; // is this our command prefix? if (is_prefix(message, rez_command)) { // we found a command. which specific one? string parm = llDeleteSubString(message, 0, llStringLength(rez_command)); // eat the command portion, plus a space. if ( (parm == "on") && !is_enabled_now) { is_enabled_now = TRUE; return TRUE; } else if ( (parm == "off") && is_enabled_now) { is_enabled_now = FALSE; return TRUE; } } return FALSE; } // a helper function that turns the word "random" into a random value. // we will never allow a negative z value for the random amount, since that will often be // wrong (rezzing underneath where the object lives, e.g.). this implies always // putting the rezzer below where one wants to see the random rezzing action. vector maybe_randomize_offset(string vector_or_not, vector largest_add) { if (vector_or_not == "random") { vector just_xy = ; vector just_z = <0.0, 0.0, largest_add.z>; vector to_return = random_bound_vector(<0.0, 0.0, 0.0>, just_xy, TRUE) + random_bound_vector(<0.0, 0.0, 0.0>, just_z, FALSE); //log_it("calc rand off: " + (string)to_return); return to_return; } else { return (vector)vector_or_not; } } vector maybe_randomize_rotation(string vector_or_not, vector largest_add) { if (vector_or_not == "random") { vector to_return = random_bound_vector(<0.0, 0.0, 0.0>, largest_add, TRUE); //log_it("calc rand rot: " + (string)to_return); return to_return; } else { return (vector)vector_or_not; } } // returns a random vector where x,y,z will be between "minimums" and "maximums" // x,y,z components. if "allow_negative" is true, then any component will // randomly be negative or positive. vector random_bound_vector(vector minimums, vector maximums, integer allow_negative) { return ; } // consumes the notecard in a very application specific way // to retrieve the configurations for the items to rez. parse_variable_definition(string to_parse) { string content; // filled after finding a variable name. if ( (content = get_variable_value(to_parse, "name")) != "") obj_name = content; else if ( (content = get_variable_value(to_parse, "position")) != "") obj_position = (vector)content; else if ( (content = get_variable_value(to_parse, "offset")) != "") obj_offset = content; else if ( (content = get_variable_value(to_parse, "rotation")) != "") obj_rotation = content; else if ( (content = get_variable_value(to_parse, "multi_offset")) != "") obj_multi_offset = content; else if ( (content = get_variable_value(to_parse, "multi_angle")) != "") obj_multi_angle = content; else if ( (content = get_variable_value(to_parse, "singleton")) != "") obj_is_singleton = (integer)content; else if ( (content = get_variable_value(to_parse, "count")) != "") rezzed_at_once = (integer)content; else if ( (content = get_variable_value(to_parse, "rate")) != "") obj_rezzing_period = (float)content; else if ( (content = get_variable_value(to_parse, "max_run")) != "") max_run_time = (integer)content; else if ( (content = get_variable_value(to_parse, "gift")) != "") gift_card_name = content; else if ( (content = get_variable_value(to_parse, "maxrandoff")) != "") obj_max_offset_add = (vector)content; else if ( (content = get_variable_value(to_parse, "maxrandrot")) != "") obj_max_rotation_add = (vector)content; else if ( (content = get_variable_value(to_parse, "owner_only")) != "") owner_only = (integer)content; else if ( (content = get_variable_value(to_parse, "die_channel")) != "") DIE_ON_DEMAND_CHANNEL = (integer)content; else if ( (content = get_variable_value(to_parse, "perform_jaunts")) != "") PERFORM_JAUNTS = (integer)content; } // examines the configuration to find one section of rezzable plan. // returns TRUE when the entire config has been consumed. integer read_one_section() { integer count = llGetListLength(global_config_list); if (global_config_index >= count) return TRUE; // all done. integer sec_indy = global_config_index; string line = llList2String(global_config_list, sec_indy); // search for a section beginning. if (llGetSubString(line, 0, 0) == "[") { // we found the start of a section name. now read the contents. reset_variables_to_defaults(); // clean out former thoughts. if (SUPER_NOISY_DEBUG) log_it("reading section: " + llGetSubString(line, 1, -2)); // iterate across the items in current config section. // initializer skips line we just read. for (sec_indy++; sec_indy < count; sec_indy++) { // read the lines in the section. line = llList2String(global_config_list, sec_indy); if (llGetSubString(line, 0, 0) != "[") { // try to interpret this line as a variable setting. parse_variable_definition(line); } else { // done chowing on defs, so break out. global_config_index = sec_indy; // if the index is past the end, we're all done. return global_config_index >= count; } } global_config_index = sec_indy; if (SUPER_NOISY_DEBUG) log_it("read_one_section finished file, post loop."); return TRUE; // at end of list. } else { if ( (line != "") && !is_prefix(line, "#") ) { if (SUPER_NOISY_DEBUG) log_it("skipping gibberish: " + line); global_config_index++; return FALSE; // not done yet. } } if (SUPER_NOISY_DEBUG) log_it("read_one_section finished file, bottom bailout."); return TRUE; } // resets our variables to the default parameters. reset_variables_to_defaults() { obj_name = ""; obj_offset = "<0.0, 0.0, 0.0>"; obj_position = <0.0, 0.0, 0.0>; obj_rotation = "<0.0, 0.0, 0.0>"; obj_is_singleton = FALSE; obj_multi_offset = "<0.0, 0.0, 0.0>"; obj_multi_angle = "<0.0, 0.0, 0.0>"; rezzed_at_once = 1; obj_rezzing_period = 0.0; max_run_time = 1200; gift_card_name = ""; owner_only = FALSE; } integer completed_previous_section; // had the last section finished processing? integer finished_file = FALSE; // has the config file been consumed? // returns TRUE while it should continue to be called at the normal rate. integer run_through_rez_plan() { if (jaunt_responses_awaited > 0) return TRUE; // not ready yet. if (sensor_checks_pending > 0) return TRUE; // not ready yet. if (completed_previous_section) { // if (SUPER_NOISY_DEBUG) log_it("decided to read config, prev sec complete now..."); // read in the next section of config. finished_file = read_one_section(); // reset the current counters of rezzed items for the section. current_count = 0; current_object_index = 0; recent_items_rezzed = 0; already_done_items = []; } // now fire off the rez before we start the next section. integer worked = perform_rezzing_action(); if (!worked) { // we can't keep going; there needs to be a pause. // if (SUPER_NOISY_DEBUG) log_it("still working on previous section."); completed_previous_section = FALSE; return TRUE; } else { // if (SUPER_NOISY_DEBUG) log_it("completed running previous section."); completed_previous_section = TRUE; } // check whether we rezzed anything at all, and if we're done. if (finished_file) { //log_it("seeing file as finished"); if (obj_rezzing_period == 0.0) { // this one is not periodic, so we finish out its cycle. if (DEBUGGING) log_it("shutting down rezzer; no objects left to create."); is_enabled_now = FALSE; } global_config_index = 0; // reset reading position for config. attempt_to_go_home(); // try to go home after the run. // periodic plans will just cause a snooze now. return FALSE; } return TRUE; } // resets all our variables and starts reading the rez plan. crank_rezzer_up() { is_enabled_now = TRUE; // turn the device on. main_home = llGetPos(); // set our home location now. main_rotate = llGetRot(); // set our home rotation also. when_last_enabled = llGetUnixTime(); // restart the run counter. global_config_list = []; // no config yet. global_singleton_checker = ""; // we are not working on a sensor check for anything. sensor_checks_pending = 0; // no sensors are awaited. recent_items_rezzed = 0; // nothing rezzed recently. jaunt_responses_awaited = 0; // no jumps in progress. rezzed_overall = 0; // nothing has been rezzed yet. gift_queue = []; // no gifts waiting yet. request_configuration(); // try to find a notecard and read our config. // announce that we're open for business. if (DEBUGGING) log_it("rezzer started... [free mem=" + (string)llGetFreeMemory() + "]"); } ////////////// // from hufflets... // integer debug_num = 0; // in the case of rezzeroni, we want to say things out loud for anyone // to hear, since often the script is open to access by anyone. // when debugging, we want to say to the owner also, so that problems can be removed. // a debugging output method. can be disabled entirely in one place. log_it(string to_say) { debug_num++; if (SUPER_NOISY_DEBUG) { // say this on open chat. llSay(0, llGetScriptName() + "[" + (string)debug_num + "] " + to_say); } else { // tell this to just the owner. llOwnerSay(llGetScriptName() + "[" + (string)debug_num + "] " + to_say); } } // locates the string "text" in the list to "search_in". integer find_in_list(list search_in, string text) { integer len = llGetListLength(search_in); integer i; for (i = 0; i < len; i++) { if (llList2String(search_in, i) == text) return i; } return -1; } // returns TRUE if the "prefix" string is the first part of "compare_with". integer is_prefix(string compare_with, string prefix) { return (llSubStringIndex(compare_with, prefix) == 0); } // returns a number at most "maximum" and at least "minimum". // if "allow_negative" is TRUE, then the return may be positive or negative. float randomize_within_range(float minimum, float maximum, integer allow_negative) { if (minimum > maximum) { // flip the two if they are reversed. float temp = minimum; minimum = maximum; maximum = temp; } float to_return = minimum + llFrand(maximum - minimum); if (allow_negative) { if (llFrand(1.0) < 0.5) to_return *= -1.0; } return to_return; } // returns a non-empty string if "to_check" defines a value for "variable_name". // this must be in the form "X=Y", where X is the variable_name and Y is the value. string get_variable_value(string to_check, string variable_name) { // clean initial spaces. while (llGetSubString(to_check, 0, 0) == " ") to_check = llDeleteSubString(to_check, 0, 0); if (!is_prefix(to_check, variable_name)) return ""; to_check = llDeleteSubString(to_check, 0, llStringLength(variable_name) - 1); // clean any spaces or valid assignment characters. while ( (llGetSubString(to_check, 0, 0) == " ") || (llGetSubString(to_check, 0, 0) == "=") || (llGetSubString(to_check, 0, 0) == ",") ) to_check = llDeleteSubString(to_check, 0, 0); //still too noisy... // if (SUPER_NOISY_DEBUG) // log_it("set '" + variable_name + "' = '" + to_check + "'"); string chewed_content = to_check; //this is patching in CR. shouldn't that be separate? integer indy; for (indy = 0; indy < llStringLength(chewed_content); indy++) { if (llGetSubString(chewed_content, indy, indy) == "\\") { if (llGetSubString(chewed_content, indy+1, indy+1) == "n") { chewed_content = llGetSubString(chewed_content, 0, indy - 1) + "\n" + llGetSubString(chewed_content, indy + 2, llStringLength(chewed_content) - 1); } } } // return what's left of the string. return chewed_content; } // locates the item with "name_to_find" in the inventory items with the "type". // a value from 0 to N-1 is returned if it's found, where N is the number of // items in the inventory. integer find_in_inventory(string name_to_find, integer inv_type) { integer num_inv = llGetInventoryNumber(inv_type); if (num_inv == 0) return -1; // nothing there! integer inv; for (inv = 0; inv < num_inv; inv++) { if (llGetInventoryName(inv_type, inv) == name_to_find) return inv; } return -2; // failed to find it. } ////////////// // 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 ////////////// integer trigger_stop_message = FALSE; // a simple logging switch; first time in to awaiting commands, // we do not want to say a run ended. but every time after that, // we do want to. 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(); if (DEBUGGING) log_it(""); // we immediately jump into the command handling state. // this state is really only for cleaning up older scripts with the auto-upgrade. state awaiting_commands; } } state awaiting_commands { state_entry() { if (DEBUGGING) log_it(""); set_timer(0.0); if (trigger_stop_message) if (DEBUGGING) log_it("rezzer finished. [free mem=" + (string)llGetFreeMemory() + "]"); trigger_stop_message = TRUE; // always say it next time. reset_variables_to_defaults(); // clean out any old notes. llListen(0, "", NULL_KEY, ""); } touch_start(integer count) { // see if we're blocking others right now. if (owner_only && (llDetectedKey(0) != llGetOwner())) return; state reading_rez_plan; } // is someone speaking to the object? listen(integer channel, string name, key id, string message) { if (owner_only && (llDetectedKey(0) != llGetOwner())) return; if (handle_hearing_voices(channel, name, id, message)) state reading_rez_plan; } } state reading_rez_plan { state_entry() { if (DEBUGGING) log_it(""); is_enabled_now = FALSE; // // we reset this list only here, since during periodic we'll keep resetting all // // our other variables. this status must persist between runs though. // already_done_items = []; // nothing's been done yet. // reset our state so the rez plan will start being read. completed_previous_section = TRUE; finished_file = FALSE; // get the timer cranking so we can process the configuration. crank_rezzer_up(); } // process the response from the noteworthy library. link_message(integer which, integer num, string msg, key id) { if (handle_link_message(which, num, msg, id)) state running_rez_plan; } touch_start(integer count) {} // do nothing in this state, but keep touch event alive. } state running_rez_plan { state_entry() { if (DEBUGGING) log_it(""); llListen(0, "", NULL_KEY, ""); set_timer(BASE_TIMER_PERIOD); } state_exit() { set_timer(0); } // we got clicked. touch_start(integer count) { if (owner_only && (llDetectedKey(0) != llGetOwner())) return; // disable the rezzing process. is_enabled_now = FALSE; set_timer(BASE_TIMER_PERIOD); // now we must allow the timer to handle the return process. } // is someone speaking to the object? listen(integer channel, string name, key id, string message) { if (owner_only && (llDetectedKey(0) != llGetOwner())) return; if (handle_hearing_voices(channel, name, id, message)) is_enabled_now = FALSE; set_timer(BASE_TIMER_PERIOD); } timer() { if (handle_timer()) state awaiting_commands; } //to fix ordering problem, we need the object to announce its start parm to us. //queue structure no longer good since we don't know which rez is which; need //to have indexable array until all kids are set up. object_rez(key id) { if (SUPER_NOISY_DEBUG) log_it("heard object rez: id=" + (string)id); if (!llGetListLength(gift_queue)) return; // no gifts to hand out. string new_gift = llList2String(gift_queue, 0); gift_queue = llDeleteSubList(gift_queue, 0, 0); if (find_in_inventory(new_gift, INVENTORY_NOTECARD) < 0) { // missing the present. this seems remarkable. log_it("could not find gift specified: " + new_gift); return; } llGiveInventory(id, new_gift); } // process the response from the noteworthy library. link_message(integer which, integer num, string msg, key id) { handle_link_message(which, num, msg, id); } // a sensor result came in--process either no match or the match. no_sensor() { global_found_the_singleton = FALSE; sensor_checks_pending--; } sensor(integer num_detected) { global_found_the_singleton = TRUE; sensor_checks_pending--; } }