//============================================================================
// Myriad_Lite_Bullet-Preview6.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/
//============================================================================
// Includes Keknehv's Particle Script v1.2
//============================================================================
// MESSAGE FORMAT REFERENCE
//============================================================================
// CHANMYRIAD IN - RPEVENT|str event message
// CHANPLAYER OUT - DEPRECATED - TOHIT|str attackdice|key who/whatwashit|key bulletowner|str bulletname
// CHANPLAYER OUT - RANGEDCOMBAT|str attackdice|key who/whatwashit|key bulletowner|str bulletname
string VERSION = "0.0.5"; // version number
string VERDATE = "20120811"; // version date
//============================================================================
// Bullet Configuration
//============================================================================
string RICOCHET = "nebs_smoke_particle_01"; // puff-of-smoke texture to show on bullet hits/ricochets - put this texture in bullet prim
string SOUND = ""; // ricochet sound to play when making particles - put this sound file in bullet prim
float BOUYANCY = 1.0; // how buoyant is the bullet for physics
float TIMEOUT = 20.0; // control timer to force bullet to die
// Myriad config
integer MINDAMAGE = 1; // minimum valid damage value for weapon
integer MAXDAMAGE = 5; // maximum valid damage value for weapon
integer DAMAGE = 1; // default how much damage do you want this weapon to cause? can be overriden on rez!
string DIV = "|"; // divider between parts of Myriad API messages
integer CHANMYRIAD = -999; // channel to send Myriad RP events to
//============================================================================
// GLOBAL SETUP()
//============================================================================
SETUP(integer type) {
if ( llGetStatus(STATUS_PHYSICS) == FALSE ) { // is the bullet a physics object?
llSetStatus(STATUS_PHYSICS, TRUE); // if not, make it one
}
llSetStatus(STATUS_DIE_AT_EDGE, TRUE); // set bullet to die if it crosses a region edge
llSetPrimitiveParams([PRIM_TEMP_ON_REZ,TRUE]); // set bullet to be temp-on-rez to cleanup and not count against prim limits
llSetBuoyancy(BOUYANCY); // make bullet float so it flies
if ( type >= MINDAMAGE && type <= MAXDAMAGE ) { // is the damage value passed on rez valid?
DAMAGE = type; // yes it is, override bullet default
}
llSetDamage((float)DAMAGE); // set the Linden Lab Combat System damage value to the same as Myriad damage class
llSetTimerEvent(TIMEOUT); // start the timeout timer to try to force bullet to die too
}
//============================================================================
// Keknehv's Particle Script v1.2
//============================================================================
// Retrieved 2011-04-30 from http://lslwiki.net/lslwiki/wakka.php?wakka=LibraryKeknehvParticles
// 1.0 -- 5/30/05
// 1.1 -- 6/17/05
// 1.2 -- 9/22/05 (Forgot PSYS_SRC_MAX_AGE)
// This function may be used in anything you choose, including and not limited to commercial products.
// Just copy the MakeParticles() function; it will function without any other variables in a different script
// ( You can, of course, rename MakeParticles() to something else, such as StartFlames() )
MAKEPARTICLES(string texture) {
if ( texture == "" || texture == NULL_KEY ) { // no texture set, no reason to show particles
llParticleSystem([ ]); // shut off any particles that were somehow running
return; // exit early since we're not going to show more particles without a texture to show
}
// This is the function that actually starts the particle system.
llParticleSystem([ //KPSv1.0
PSYS_PART_FLAGS , 0 //Comment out any of the following masks to deactivate them
//| PSYS_PART_BOUNCE_MASK //Bounce on object's z-axis
| PSYS_PART_WIND_MASK //Particles are moved by wind
| PSYS_PART_INTERP_COLOR_MASK //Colors fade from start to end
| PSYS_PART_INTERP_SCALE_MASK //Scale fades from beginning to end
//| PSYS_PART_FOLLOW_SRC_MASK //Particles follow the emitter
//| PSYS_PART_FOLLOW_VELOCITY_MASK //Particles are created at the velocity of the emitter
//| PSYS_PART_TARGET_POS_MASK //Particles follow the target
| PSYS_PART_EMISSIVE_MASK //Particles are self-lit (glow)
//| PSYS_PART_TARGET_LINEAR_MASK //Undocumented--Sends particles in straight line?
//,PSYS_SRC_TARGET_KEY , NULL_KEY, //Key of the target for the particles to head towards
//Choose one of these as a pattern:
//PSYS_SRC_PATTERN_DROP Particles start at emitter with no velocity
//PSYS_SRC_PATTERN_EXPLODE Particles explode from the emitter
//PSYS_SRC_PATTERN_ANGLE Particles are emitted in a 2-D angle
//PSYS_SRC_PATTERN_ANGLE_CONE Particles are emitted in a 3-D cone
//PSYS_SRC_PATTERN_ANGLE_CONE_EMPTY Particles are emitted everywhere except for a 3-D cone
,PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_EXPLODE
,PSYS_SRC_TEXTURE, texture //UUID of the desired particle texture, or inventory name
,PSYS_SRC_MAX_AGE, 1.0 //Time, in seconds, for particles to be emitted. 0 = forever
,PSYS_PART_MAX_AGE, 5.0 //Lifetime, in seconds, that a particle lasts
,PSYS_SRC_BURST_RATE, 0.02 //How long, in seconds, between each emission
,PSYS_SRC_BURST_PART_COUNT, 1 //Number of particles per emission
,PSYS_SRC_BURST_RADIUS, 0.01 //Radius of emission
,PSYS_SRC_BURST_SPEED_MIN, 0.01 //Minimum speed of an emitted particle
,PSYS_SRC_BURST_SPEED_MAX, 1.0 //Maximum speed of an emitted particle
,PSYS_SRC_ACCEL, <0.05,0.05,0.05> //Acceleration of particles each second
,PSYS_PART_START_COLOR, <1.0,1.0,1.0> //Starting RGB color
,PSYS_PART_END_COLOR, <0.5,0.5,0.5> //Ending RGB color, if INTERP_COLOR_MASK is on
,PSYS_PART_START_ALPHA, 0.9 //Starting transparency, 1 is opaque, 0 is transparent.
,PSYS_PART_END_ALPHA, 0.0 //Ending transparency
,PSYS_PART_START_SCALE, <0.5,0.5,0.0> //Starting particle size
,PSYS_PART_END_SCALE, <1.0,1.0,0.0> //Ending particle size, if INTERP_SCALE_MASK is on
,PSYS_SRC_ANGLE_BEGIN, PI //Inner angle for ANGLE patterns
,PSYS_SRC_ANGLE_END, PI //Outer angle for ANGLE patterns
,PSYS_SRC_OMEGA, <0.0,0.0,0.0> //Rotation of ANGLE patterns, similar to llTargetOmega()
]);
if ( SOUND != "" ) llPlaySound(SOUND,1.0); // if sound defined, play sound
}
//============================================================================
// GLOBAL DIE()
// This kludge is to try very hard to force bullets to eventually die on OpenSims.
// Requested by Lani Global (OSgrid)
//============================================================================
DIE() {
while ( TRUE == TRUE ) { // this will always be true, forming an infinite loop
llDie(); // just keep trying to die, forever... one will eventually work!
}
}
//============================================================================
// STATE DEFAULT - where the program starts
//============================================================================
default {
//------------------------------------------------------------------------
// STATE_ENTRY - called if bullet rezzed onto the ground
//------------------------------------------------------------------------
state_entry() {
SETUP(DAMAGE); // sets default damage value - may be overridden on rez
}
//------------------------------------------------------------------------
// ON_REZ - called when bullet is rezzed by firearm
//------------------------------------------------------------------------
on_rez(integer start_param) {
SETUP(start_param); // pass any start param to setup as a request to set a custom damage value, if valid, it will be used
}
//------------------------------------------------------------------------
// COLLISION_START - we just hit an object or avatar
//------------------------------------------------------------------------
collision_start(integer collisions) {
while(collisions--) { // step through each collision event counting down
// calculate the dynamic channel of who/what we hit
integer dynchan = (integer)("0x"+llGetSubString((string)llGetOwner(),0,6));
// send a ranged combat check to the HUD of the shooter
// hitting with a bullet is not an automatic "you hit for damage"
// instead it triggers the shooter to make a ranged combat skill check against their victim
// if the skill check succeeds, THEN the shot is applied against the victim's armor
llRegionSay(dynchan,"RANGEDCOMBAT"+DIV+(string)DAMAGE+DIV+(string)llDetectedKey(collisions)+DIV+(string)llGetOwner()+DIV+llGetObjectName());
key who = llDetectedKey(collisions); // get the key of what or who we hit
// llGetObjectDetails returns avatar key as "owner" of the avatar itself
// so if key of what we hit matches owner's key, we hit an avatar themselves rather than someone's object
key owner = llList2Key(llGetObjectDetails(who,[OBJECT_OWNER]),0); // get the owner of the key of what we hit
if ( who == owner ) { // so, did we hit an actual avatar?
// yes, so as a basic anti-cheat, let's announce to the region that someone is being shot at by someone else
llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(llGetOwner())+" shot at "+llDetectedName(collisions)+"!");
}
}
// TODO Shrapnel?
// TODO Through and through?
MAKEPARTICLES(RICOCHET); // show the bullet impact
DIE(); // jump to infinite die loop to cleanup this bullet
}
//------------------------------------------------------------------------
// LAND_COLLISION - what to do if bullet hits the ground
//------------------------------------------------------------------------
land_collision_start( vector collisions) {
collisions = <0,0,0>; // LSLINT
MAKEPARTICLES(RICOCHET); // show the poof of smoke from the ricochet, movie style
DIE(); // jump to the infinite die loop to clean up this bullet
}
//------------------------------------------------------------------------
// TIMER - trigger bullet to die after a given time, if all else fails
//------------------------------------------------------------------------
timer() {
DIE(); // timer expired, jump to infinite die loop to cleanup this bullet
}
}
//============================================================================
// END
//============================================================================