Myriad_Lite_Module_Rumor-Preview6.lsl
// Myriad_Lite_Module_Rumors-v0.0.1-20120317.lsl
// Copyright (c) 2012 by Allen Kerensky (OSG/SL) All Rights Reserved.
// This work is dual-licensed under
// Creative Commons Attribution (CC BY) 3.0 Unported
// http://creativecommons.org/licenses/by/3.0/
// - or -
// Modified BSD License (3-clause)
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of Myriad Lite nor the names of its contributors may be
// used to endorse or promote products derived from this software without
// specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY EXPRESS OR
// IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
// OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN
// NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
// INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
// NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
// DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
// THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
// THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// The Myriad RPG System was designed, written, and illustrated by Ashok Desai
// Myriad RPG System licensed under:
// Creative Commons Attribution (CC BY) 2.0 UK: England and Wales
// http://creativecommons.org/licenses/by/2.0/uk/
// CONSTANTS - DO NOT CHANGE DURING RUN
string VERSION = "0.0.1"; // Allen Kerensky's script version
string VERSIONDATE = "20120317"; // Allen Kerensky's script yyyymmdd
// Module to Module Messaging Constants
//integer MODULE_HUD = -1;
//integer MODULE_CHARSHEET = -2;
//integer MODULE_ARMOR = -3;
//integer MODULE_BAM = -4;
integer MODULE_RUMORS = -5; // Which Module Link Message number do I listen for?
integer LM_SENDTOATTACHMENT = 0x80000000;
integer CHANMYRIAD = -999; // regionwide rendezvous channel
string CHAN_PREFIX = "0x"; // channel prefix for calculating dynamic channels
string DIV = "|"; // message field divider
// RUNTIME GLOBALS - CAN CHANGE DURING RUN
integer CHANOBJ; // channel of thing we're talking to
string RUMOR; // the current rumor we've heard
integer FLAG_DEBUG; // configure in SETUP function, LSLINT hack
DEBUG(string debugmsg) {
if ( FLAG_DEBUG == TRUE ) llSay(DEBUG_CHANNEL,"("+llKey2Name(llGetOwner())+") MOD RUMORS: "+debugmsg);
}
// SETUP - begin bringing the HUD online
SETUP() {
FLAG_DEBUG=TRUE;
llOwnerSay("Myriad Lite Module Rumors "+VERSION+" "+VERSIONDATE+" starting.");
llRegionSay(CHANMYRIAD,"RUMOR_SERVER_FIND");
}
// RESET - shut down running animations then reset the script to reload character sheet
RESET() {
llResetScript(); // now reset
}
// DEFAULT STATE - load character sheet
default {
// STATE ENTRY - called on Reset
state_entry() {
SETUP(); // show credits and start character sheet load
}
// ON_REZ - logged in with meter, or worn from inventory while running
on_rez(integer param) {
param = 0; //LSLINT
RESET(); // a reset to reload character
}
// ATTACH - logged in with meter or worn from inventory/ground while running
attach(key id) {
id = NULL_KEY; // LSLINT
RESET(); // a reset to reload character
}
changed(integer changes) {
if ( changes & CHANGED_REGION ) { // moved to another region
SETUP();
return;
}
if ( changes & CHANGED_TELEPORT ) { // moved somewhere - are we in same region?
SETUP();
return;
}
}
// LINK MESSAGE - commands to and from other prims in HUD
link_message(integer sender,integer sending_module,string message, key speakerid) {
if ( sending_module == MODULE_RUMORS || sending_module == LM_SENDTOATTACHMENT ) return; // ignore our own link messages
DEBUG("Rumor Module Incoming Link Message: "+message);
sender = 0; // LSLINT
// break down the commands and messages into units we can work with
list fields = llParseString2List(message,[DIV],[]); // break into list of fields based on DIVider
string command = llList2String(fields,0); // assume the first field is a Myriad Lite command
//string data1 = llList2String(fields,1);
//string data2 = llList2String(fields,2);
//string data3 = llList2String(fields,3);
if ( command == "RUMOR_RESET" ) {
RESET();
return;
}
if ( command == "RUMOR_SERVER_FIND" ) {
llRegionSay(CHANMYRIAD,"RUMOR_FIND_SERVER");
return;
}
if ( command == "RUMOR_SERVER_FOUND" ) {
// calculate dynamic channel of item/player talking to us
CHANOBJ = (integer)(CHAN_PREFIX + llGetSubString((string)speakerid,0,6));
llOwnerSay("This region supports Myriad Lite rumors.");
return;
}
if ( command == "RUMOR_GET" ) { // does player want to get a rumor from system?
llRegionSay(CHANOBJ,"RUMOR_GET|"+(string)llGetKey());
return;
}
if ( command == "RUMOR_SHOW" ) { // incoming rumor from the system
RUMOR = "";
RUMOR = llGetSubString(message,llSubStringIndex(message,DIV),-1);
llOwnerSay("You hear a rumor, \""+RUMOR+"\"");
return;
}
if ( command == "RUMOR_MAIN" ) { // ask for rumor main menu (admins only)
llRegionSay(CHANOBJ,"RUMOR_MAIN" );
return;
}
if ( command == "RUMOR_MODERATE" ) { // ask for first rumor to moderate (admins only)
llRegionSay(CHANOBJ,"RUMOR_MODERATE" );
return;
}
if ( command == "RUMOR_YES" ) { // approve rumor (for admins only)
llRegionSay(CHANOBJ,"RUMOR_LIST" );
return;
}
if ( command == "RUMOR_LIST" ) { // ask for list of all rumors in system (for admins only)
llRegionSay(CHANOBJ,"RUMOR_LIST" );
return;
}
if ( command == "RUMOR_PENDING" ) { // ask for next pending rumor
llRegionSay(CHANOBJ,"RUMOR_PENDING");
return;
}
if ( command == "RUMOR_NONE_PENDING" ) { // none left
llOwnerSay("No rumors pending");
}
if ( command == "RUMOR_APPROVE" ) { // approve a pending rumor (for admins only)
llRegionSay(CHANOBJ,"RUMOR_APPROVE");
return;
}
if ( command == "RUMOR_APPROVED" ) { // confirmed
llOwnerSay("Rumor approved.");
return;
}
if ( command == "RUMOR_REMOVE" ) { // remove a pending
llRegionSay(CHANOBJ,"RUMOR_REMOVE");
return;
}
if ( command == "RUMOR_REMOVED" ) { // confirmed
llOwnerSay("Rumor Removed");
return;
}
if ( command == "RUMOR_PUT" ) { // does player want to put a rumor into system?
llRegionSay(CHANOBJ,"RUMOR_PUT|"+llKey2Name(llGetOwner())+"|"+llList2String(fields,1));
return;
}
} // end listen
} // end state running
// END