// huffware script: texture mover, by fred huffhines // // moves a texture across the object, either by smooth animation or brute force offsetting. // // 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. // // constants... integer USE_TEXTURE_ANIMATION = TRUE; // by default, we use texture animation which is a lower-lag way to // make the texture move. if this is false, then we use a timed update // to move the texture instead. // note: these modes are actually really different. the texture animation // is included here because i wanted to smooth out some objects that used // texture movement. // used in both types... float TIMER_INTERVAL = 0.2; // how fast do we move texture? // for timed movement... vector OFFSET_MOVEMENT = ZERO_VECTOR; // no movement. //vector OFFSET_MOVEMENT = <0.0, -0.02, 0.0>; // how much to move the texture by in x,y,z directions. //float OFFSET_ROTATION = 0.0; // in degrees. float OFFSET_ROTATION = -1.0; // in degrees. // for texture animations... float MOVER_TIMER_DIVISOR = 30.0; // makes the movement comparable to timed method. float ROTATER_TIMER_DIVISOR = 7.0; // makes the rotation comparable to timed method. // iterative movement of texture. move_texture(vector offset) { vector current = llGetTextureOffset(ALL_SIDES); current += offset; if (current.x > 1.0) current.x = -1.0; if (current.x < -1.0) current.x = 1.0; if (current.y > 1.0) current.y = -1.0; if (current.y < -1.0) current.y = 1.0; llOffsetTexture(current.x, current.y, ALL_SIDES); } // iterative rotation of texture. "spin" is measured in degrees. spin_texture(float spin) { float rot = llGetTextureRot(ALL_SIDES); // get our current state. rot += spin * DEG_TO_RAD; // add some rotation. llRotateTexture(rot, ALL_SIDES); //rotate the object } initialize_texture_mover() { if (!USE_TEXTURE_ANIMATION) { // we're stuck with the timed update style for movement. llSetTimerEvent(TIMER_INTERVAL); // turn off previous animation. llSetTextureAnim(0, ALL_SIDES, 0, 0, 0, 0, 0); } else { // we can just set the texture movement here and be done with it. integer x_frames = 1; integer y_frames = 1; llSetTimerEvent(0); // we don't use a timer. //hmmm: how do we combine rotation and offsets? currently mutually exclusive. if (OFFSET_MOVEMENT != ZERO_VECTOR) { float timer_interval = TIMER_INTERVAL / MOVER_TIMER_DIVISOR; log_it("getting x_frames=" + (string)x_frames + " y_frames=" + (string)y_frames + " timer_intvl=" + (string)timer_interval); llSetTextureAnim(ANIM_ON | LOOP | SMOOTH, ALL_SIDES, x_frames, y_frames, 0, 100, timer_interval); } else if (OFFSET_ROTATION != 0.0) { float timer_interval = TIMER_INTERVAL / ROTATER_TIMER_DIVISOR; // we're actually not using the rotation at all here, except for // the sign. that seems pretty busted. if (OFFSET_ROTATION < 0) timer_interval *= -1.0; llSetTextureAnim(ANIM_ON | LOOP | SMOOTH | ROTATE, ALL_SIDES, 0, 0, 0, TWO_PI, timer_interval); } } } ////////////// // 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. llOwnerSay(llGetScriptName() + "[" + (string)debug_num + "] " + 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); } // ////////////// ////////////// // 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(); initialize_texture_mover(); } timer() { // the timed approach is the only one so far that allows both a // movement of the texture and a rotation. if (OFFSET_MOVEMENT != ZERO_VECTOR) move_texture(OFFSET_MOVEMENT); if (OFFSET_ROTATION != 0.0) spin_texture(OFFSET_ROTATION); } }