Myriad_Lite_Firearm-Preview6.lsl
N O T I C E
This script is NOT dual licensed - please follow the specific license included until this script can be replaced.
//============================================================================
// Myriad_Lite_Firearm-Preview6.lsl
// Copyright (c) 2012 By Allen Kerensky (OSG/SL)
// The Myriad RPG System was designed, written, and illustrated by Ashok Desai
// Myriad RPG licensed under the Creative Commons Attribution 2.0 UK: England and Wales
// http://creativecommons.org/licenses/by/2.0/uk/
// Myriad Lite software Copyright (c) 2011-2012 by Allen Kerensky (OSG/SL)
// Baroun's Adventure Machine Copyright (c) 2008-2011 by Baroun Tardis (SL)
// Myriad Lite and Baroun's Adventure Machine licensed under the
// Creative Commons Attribution-Share Alike-Non-Commercial 3.0 Unported
// http://creativecommons.org/licenses/by-nc-sa/3.0/
// You must agree to the terms of this license before making any use of this software.
// If you do not agree to this license, simply delete these materials.
// There is no warranty, express or implied, for your use of these materials.
//----------------------------------------------------------------------------
// Based on phillip linden (SL) gunscript
// With many refinements by Rhonin Nissondorf (SL)
// Retrieved 2011-04-30 from http://wiki.secondlife.com/wiki/Gun_Script
// Copyright (c) 2009 Linden Research, Inc.
// Licensed under Creative Commons Attribution-Share Alike 3.0 (CC-BY-SA 3.0)
// Converted to OSSL by Allen Kerensky (SL/OSG).
//===========================================================================
//===========================================================================
// MESSAGE FORMAT REFERENCE
//===========================================================================
// CHANMYRIAD OUT - RPEVENT|str event_message
// CHANATTACH IN - REGISTERATTACHMENTS
// CHANATTACH OUT - ATTACHRANGED|int damagedice|int attachpoint|str attachmentname
// CHANATTACH OUT - DETACHRANGED|int damagedice|int attachpoint|str attachmentname
string VERSION = "1.5"; // version number
string VERDATE = "20120130"; // version date
//===========================================================================
// GLOBAL VARIABLES - variables to be changed below.
//===========================================================================
float BULLET_VELOCITY = 30.0; // change this to change the speed of the bullet.
float REPEAT_DELAY = 0.20; // delay between bullets, i recommend you dont' set it to low.
string gunsound = "pistol_shot.wav"; // string; name of sound in inventory
string ammo = "Myriad Lite Bullet v0.0.3 20110813"; //name of desired object to be shot out. Must be in the inventory of the "gun".
integer ATTACH_HAND = 6; // left hand = 5, right hand = 6
string SAFETY_OFF_MESSAGE = "The safety is now OFF."; //message when you touch it.
string SAFETY_ON_MESSAGE = "The safety is now ON."; // a message when you...
string NOT_OWNER = "You are not the owner of this weapon."; //message when non-owner touches it - assumes a sci-fi-like grip with owner ID
string ANIM_HOLD = "hold_R_handgun"; // animation to use when holding pistol
string ANIM_AIM = "PistolRightSteady1"; // animation to use when aiming in mouselook
float TIMER_RES = 0.5; // time in seconds to check for mouselook to start aim animation, like an AO
integer AVSTATE = 0; // is av in mouselook?
vector OFFSET = <1.10, -0.25, 0.75>; // rez offset for bullet
vector OFFSET_LEFT = <1.10, 0.25, 0.75>; // rez offset for bullet
vector OFFSET_RIGHT = <1.10, -0.25, 0.75>; // rez offset for bullet
integer CHANMYRIAD = -999; // regionwide RPEVENT channel for Myriad
string DIV = "|"; // field divider between parts of Myriad messages
// Myriad Ranged Weapons Damage Dice, PDF page 64, Myriad Special Edition page 98
// 1 die of damage = small stones thrown by hand (or in crude sling)
// 2 die of damage = throwing knife, derringer, hand catapult, thrown house brick
// 3 die of damage = throwing axe, pistol, hunting rifle, automatic pistol (full auto)
// 4 die of damage = very heavy pistol (Magnum), assault rifle (full auto), shotgun
// 5 die of damage = high velocity sniper rifle, heavy calibre machine gun (full auto)
integer DAMAGEDICE = 3; // many damage dice does this bullet do in Myriad? default to pistol here
integer MAXAMMO = 30; // 30 round clip
//===========================================================================
// GLOBAL RUNTIMES - runtime variables we change as we go
// Don't alter anything below if your not familiar with it.
//===========================================================================
integer SAFETY_ON = TRUE; // is this weapon safety on or off by default?
vector pos; // holds our current position temporarily
rotation rot; // holds our current rotation temporarily
vector offset; // holds an offset to where to rez the bullet based on position and rotation
integer CHANATTACH = 0; // dynamic channel for attachment messages
integer HANDATTACH = 0; // chat channel handle for attachment dynamic channel
integer AMMOLEFT; // how much ammo is left?
//===========================================================================
// GLOBAL SETUP
//===========================================================================
SETUP() {
CHANATTACH = (integer)("0x"+llGetSubString((string)llGetOwner(),1,7)); // calculate the dynamic attachment channel
HANDATTACH = llListen(CHANATTACH,"",NULL_KEY,""); // start a listener on the attachment channel
llWhisper(CHANATTACH,"ATTACHRANGED"+DIV+(string)DAMAGEDICE+DIV+(string)llGetAttached()+DIV+llGetObjectName()); // inform the player HUD that we're using a weapon to turn off fist fighter
llOwnerSay("Attach me to your right hand, and enter mouselook to fire!");
// ask for permission to trigger animations, take controls, and attach to avatar
llRequestPermissions(llGetOwner(),PERMISSION_TRIGGER_ANIMATION | PERMISSION_TAKE_CONTROLS|PERMISSION_ATTACH);
llPreloadSound(gunsound); // try pre-loading the gunsound for everyone around
if ( SAFETY_ON == TRUE ) { // lets tell owner the state of the safety
if ( llGetAttached() == 5 ) HOLSTER("left"); // safety on? start holstered
if ( llGetAttached() == 6 ) HOLSTER("right"); // safety on? start holstered
} else { // safety is not on
if ( llGetAttached() == 5 ) DRAW("left"); // safety off! start drawn
if ( llGetAttached() == 6 ) DRAW("right"); // safety off! start drawn
}
RELOAD(); // start the weapon with a full clip
llSetTimerEvent(TIMER_RES); // start a timer running to check for mouselook and start aim animations or not
}
// SAFETY OFF - turn off safety and enable firing
SAFETYOFF() {
SAFETY_ON = FALSE; // switch the safety off
llOwnerSay(SAFETY_OFF_MESSAGE); // and tell them
}
// SAFETY ON - turn on safety
SAFETYON() {
SAFETY_ON = TRUE; // switch the safety on
llOwnerSay(SAFETY_ON_MESSAGE); // and tell them
}
// DRAW THE WEAPON
DRAW(string hand) {
// draw code goes here - turn copy in hand visible?
if ( llGetAttached() == 5 && ( hand == "left" || hand == "both" ) ) {
llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" draws a weapon with their left hand.");
llOwnerSay("Left hand weapon drawn.");
llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);
}
if ( llGetAttached() == 6 && ( hand == "right" || hand == "both" ) ) {
llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" draws a weapon with their right hand.");
llOwnerSay("Right hand weapon drawn.");
llSetLinkAlpha(LINK_SET,1.0,ALL_SIDES);
}
SAFETYOFF(); // unholster and turn off safety
}
// HOLSTER THE WEAPON
HOLSTER(string hand) {
// holster code goes here - turn copy in hand invisible?
if ( llGetAttached() == 5 && ( hand == "left" || hand == "both" ) ) {
llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" holsters their left-hand weapon.");
llOwnerSay("Left hand weapon holstered.");
llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);
}
if ( llGetAttached() == 6 && ( hand == "right" || hand == "both" ) ) {
llRegionSay(CHANMYRIAD,llKey2Name(llGetOwner())+" holsters their right-hand weapon.");
llOwnerSay("Right hand weapon holstered.");
llSetLinkAlpha(LINK_SET,0.0,ALL_SIDES);
}
SAFETYON(); // turn on safety before holstering
}
// RELOAD THE WEAPON
RELOAD() {
AMMOLEFT = MAXAMMO;
}
// CHECK AMMO LEFT
CHECKAMMO() {
if ( AMMOLEFT > MAXAMMO ) { AMMOLEFT = MAXAMMO; } // don't overflow clip
if ( AMMOLEFT < 0 ) { AMMOLEFT = 0; } // can't have negative bullets
llOwnerSay("Ammo remaining: "+(string)AMMOLEFT);
}
//===========================================================================
// STATE DEFAULT - the main state is the default state.
// When a script is compiled, reset or loaded, this is the state it enters by default.
//===========================================================================
default {
//-----------------------------------------------------------------------
// STATE_ENTRY EVENT - Triggered on any state transition and start up
//-----------------------------------------------------------------------
state_entry() {
SETUP(); // call global setup
}
//-----------------------------------------------------------------------
// ON_REZ EVENT - Triggered when object attached or rezzed on the ground
//-----------------------------------------------------------------------
on_rez(integer rezparams) {
rezparams = 0; // LSLINT
SETUP();
}
//-----------------------------------------------------------------------
// ATTACH EVENT - when the object is attached or detached
//-----------------------------------------------------------------------
attach(key id) {
if ( id == NULL_KEY) { // if id is null key, this is a detach event
llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(llGetOwner())+ " puts away their "+llGetObjectName());
llWhisper(CHANATTACH,"DETACHRANGED"+DIV+(string)DAMAGEDICE+DIV+(string)llGetAttached()+DIV+llGetObjectName()); // inform the player HUD that we're using a weapon to turn on fist fighter
integer perms = llGetPermissions(); // what permissions does object have
if ( perms & PERMISSION_TRIGGER_ANIMATION ) { // if object has permission to change animations
llStopAnimation(ANIM_HOLD); // stop the 'hold a weapon' animation since we're detaching
}
return;
}
}
//-----------------------------------------------------------------------
// RUN_TIME_PERMISSIONS EVENT - triggered when avatar grants permissions to object
// some permissions automatically granted on attach or sit - but you should STILL check correctly for those
//-----------------------------------------------------------------------
run_time_permissions(integer perm) {
if ( perm & PERMISSION_TAKE_CONTROLS ) { // was object granted permission to read control events?
llTakeControls(CONTROL_ML_LBUTTON, TRUE, FALSE); // start reading the left mouse button in mouselook mode
}
if ( perm & PERMISSION_TRIGGER_ANIMATION ) { // was object granted permission to trigger animations?
llStartAnimation(ANIM_HOLD); // start the 'hold a weapon' animation
}
}
//-----------------------------------------------------------------------
// TOUCH_START EVENT - trigger at the start of someone clicking on the object
//-----------------------------------------------------------------------
touch_start(integer touches) { // Triggered by the start of agent clicking on object
while (touches--) { // count down through each touch event
key who = llDetectedKey(touches); // get the key of who triggered the touch
if ( llGetOwner() != who ) { // if not the owner
llInstantMessage(who,NOT_OWNER); // tell them
} if ( SAFETY_ON == TRUE ) { // lets tell owner the state of the safety
SAFETY_ON = FALSE;
if ( llGetAttached() == 5 ) DRAW("left"); // safety off! start drawn
if ( llGetAttached() == 6 ) DRAW("right"); // safety off! start drawn
} else if (SAFETY_ON == FALSE ) { // safety is not on
SAFETY_ON = TRUE;
if ( llGetAttached() == 5 ) HOLSTER("left"); // safety on? start holstered
if ( llGetAttached() == 6 ) HOLSTER("right"); // safety on? start holstered
}
} // end while
}
//-----------------------------------------------------------------------
// CHANGED EVENT - various changes to object can trigger this event
//-----------------------------------------------------------------------
changed(integer change) {
if(change & CHANGED_OWNER) { // did the object change owner through a give or drop/take?
integer perms = llGetPermissions(); // what permissions does object have?
if ( perms & PERMISSION_TRIGGER_ANIMATION ) { // if object has permission to change animations
llStopAnimation(ANIM_HOLD); // stop the 'hold a weapon' animation'
}
llResetScript(); // and reset the entire script
}
}
//-----------------------------------------------------------------------
// EVENT CONTROL - called for user input we've requested with LLTAKECONTROLS
//-----------------------------------------------------------------------
control(key owner, integer level, integer edge) {
owner = NULL_KEY; // LSLINT
if ( SAFETY_ON == TRUE ) { // check the safety before shooting
llOwnerSay("The safety is ON."); // warn owner they are shooting with safety on
return; // return now to prevent running the rest of the shooting code
}
integer pressed = level & edge; // level is when you click ,edge would be if you let up.
if ( pressed & CONTROL_ML_LBUTTON ) { // if left mouse button was pressed in MouseLook mode
if ( AMMOLEFT <= 0 ) {
llOwnerSay("Out of ammo! Reload!");
return;
}
// Fire 1 bullet,, the heart of the firearm script.
pos = llGetPos(); // get our current position
rot = llGetRot(); // get our current rotation
offset = OFFSET; // start with the base offset for the gun held in the right hand
if ( ATTACH_HAND == 5 ) { // is weapon in left hand?
offset = OFFSET_LEFT; // use the left-hand offset
}
if ( ATTACH_HAND == 6 ) { // is weapon in right hand?
offset = OFFSET_RIGHT; // use the right hand offset
}
offset *= rot; // now, rotate the offset to match the avatar rotation
pos += offset; // now combine the rotated offset with avatar position
vector fwd = llRot2Fwd(rot); // calculate the direction that is "avatar's facing"
fwd *= BULLET_VELOCITY; // now multiply that by bullet speed to tell bullet to push in that direction, that fast
rot *= llEuler2Rot(<0, PI_BY_TWO, 0>); // now, straighten rotation for object we're about to rez
llPlaySound(gunsound,1.0); // here "gunsound"is a variable defined above.
// DAMAGEDICE is passed to rez-param of bullet. Myriad Bullets read this as damage dice to do if they hit
AMMOLEFT--;
llRezObject(ammo, pos, fwd, rot, DAMAGEDICE); // does the actual work rezzes the ammo in the specified variables.
llSleep(REPEAT_DELAY); // force a pause between shots
}
}
//-----------------------------------------------------------------------
// LISTEN EVENT - listen for whisper, say, shout, regionsay messages
//-----------------------------------------------------------------------
listen(integer channel, string name, key uuid, string message) {
name = ""; // LSLINT
uuid = NULL_KEY; // LSLINT
if ( channel == CHANATTACH ) { // did message come in on attachment channel?
if ( message == "REGISTERATTACHMENTS" ) { // request from a HUD to register attachments already in use
llWhisper(CHANATTACH,"ATTACHRANGED"+DIV+(string)DAMAGEDICE+DIV+(string)llGetAttached()+DIV+llGetObjectName()); // inform the player HUD that we're using a weapon to turn off fist fighter
return;
}
if ( message == "DRAWLEFT" ) { DRAW("left"); return;} // draw pistol if in left hand
if ( message == "DRAWRIGHT" ) { DRAW("right"); return;} // draw pistol in right hand
if ( message == "DRAWBOTH" ) { DRAW("both"); return; } // draw pistols in both hands
if ( message == "HOLSTERLEFT" ) { HOLSTER("left"); return;} // holster left-hand pistol
if ( message == "HOLSTERRIGHT" ) { HOLSTER("right"); return;} // holster right-hand pistol
if ( message == "HOLSTERBOTH" ) { HOLSTER("both"); return; } // holster both pistols
if ( message == "SAFETYOFF" ) { SAFETYOFF(); return; } // unsafe the weapon
if ( message == "SAFETYON" ) { SAFETYON(); return; } // safe the weapon
if ( message == "CHECKAMMO" ) { CHECKAMMO(); return; } // check ammo left
if ( message == "RELOAD" ) { RELOAD(); return; } // reload the clip
}
}
//-----------------------------------------------------------------------
// TIMER EVENT - called regularly as an animation override for holding or aiming weapon
//-----------------------------------------------------------------------
timer() {
if ( SAFETY_ON == TRUE ) return; // if safety is on, don't need to do weapon hold and aim animation
AVSTATE = llGetAgentInfo(llGetOwner()); // get an integer that holds the current state of the avatar to see if they are in mouselook or not
if ( AVSTATE & 0x0008 ) { // 0x0008 = AGENT_MOUSELOOK constant - this hack needed on OpenSim
llStopAnimation(ANIM_HOLD); // stop the 'just hold a weapon' animation
llSleep(0.05); // wait a little
llStartAnimation(ANIM_AIM); // start the aiming weapon animation
} else { // avatar is not in mouselook
llStopAnimation(ANIM_AIM); // stop the aiming animation
llSleep(0.05); // wait a little
llStartAnimation(ANIM_HOLD); // now start the just holding a weapon animation
}
AVSTATE = 0; // clean up or reset the avatar state variable
}
} // end of default
//============================================================================
// END
//============================================================================