User:Allen Kerensky/Myriad Lite Preview4/Myriad Lite Module BAM v0.0.0 20110908

From Second Life Wiki
< User:Allen Kerensky
Revision as of 07:27, 8 September 2011 by Allen Kerensky (talk | contribs) (created)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

Myriad Lite Module BAM v0.0.0 20110908

<lsl> // Myriad Lite Module BAM v0.0.0 20110908 // 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 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/

// CONSTANTS - DO NOT CHANGE DURING RUN string VERSION = "0.0.0"; // Allen Kerensky's script version string VERSIONDATE = "20110908"; // Allen Kerensky's script yyyymmdd string CHAN_PREFIX = "0x"; // channel prefix for calculating dynamic channels string DIV = "|"; // message field divider string API_OFFERADV = "OfferAdv"; // Offer an adventure to HUD wearer string API_ACCEPTADV = "AcceptAdv"; // Offer accepted player is on an adventure string API_INADV_QUERY = "InAdv?"; // Ask a player HUD if the player is in an adventure - InAdv? string API_INADV_RESPONSE = "InAdv"; // In Adventure Response Yes: InAdv | String AdventureName No: InAdv | NONE string API_TASKIP_QUERY = "TaskIP?"; string API_TASKIP_RESPONSE = "TaskIP"; // Task In Progress Reply current task in progress: TaskIP | AdventureGoal string API_TASKCP_QUERY = "TaskCP?"; // Task Complete Query string API_TASKCP_RESPONSE = "TaskCP"; // Task Complete Reply string API_DONETASK = "DoneTask"; // Task Done - player achieved current goal NPC sends: DoneTask | GoalText | TaskDone Text | PlayerUUID string API_DONEADV = "DoneAdv"; // Done Adventure reply string API_NONE = "NONE"; string API_ADDTASK = "AddTask"; // Add a task to the Player HUD - AddTask | TaskNumber | String Describing Task string API_ADDHINT = "AddHint"; // Add a hint for a task to the Player HUD - AddHint | TaskNumber | String Hint string MSG_NO_ADVENTURE = "Looking for adventure..."; string MSG_CURRENT_ADVENTURE = "Adventure: "; string MSG_CURRENT_GOAL = "Overall Goal: "; string MSG_CURRENT_TASK = "Current Task: "; string MSG_CURRENT_HINT = "Current Hint: ";

// RUNTIME GLOBALS - CAN CHANGE DURING RUN integer CHANOBJBAM; // channel of thing we're talking to string STATUSMSG; // scratch space to build status messages integer STATUS_FLAG; // show status as HUD hover text

// Adventure-Specific Configuration // Task numbers are (AdvNum*100)+task, so they don't overlap between adventures string ADVNAME="NONE"; // Adventure Name string ADVTEXT; // brief description // Current Task-specific info string ADVTASKTODO; // task name of the next task handed out integer ADVTASKTDNUM; // task number of the next task handed out string ADVTASKTODOHINT; // Hint text for the next task handed out // Previous Task-specific info list ADVTASKDONE; // Tasks which are complete (name of task) list ADVTCOMP; // completed task numbers (list of numbers)

// SETUP - begin bringing the HUD online SETUP() {

   llSetText("",<0,0,0>,0); // clear any previous hovertext
   if ( llGetAttached() >= 31 && llGetAttached() <= 38 ) { // are we attached to a HUD slot?
       STATUS_FLAG = TRUE; // turn on HUD hovertext
   } else {
       STATUS_FLAG = FALSE; // turn off body attached hovertext
   } 
   STATUS();        

}

// RESET - shut down running animations then reset the script to reload character sheet RESET() {

   llResetScript(); // now reset

}

// GLOBAL STATUS() - update adventure data on HUD STATUS() {

   if ( ADVNAME == "NONE" ) { // is player in an adventure?
       STATUSMSG = MSG_NO_ADVENTURE; // nope
   } else { // yep, build the status
       STATUSMSG = MSG_CURRENT_ADVENTURE + ADVNAME + "\n" +
                   MSG_CURRENT_GOAL + ADVTEXT + "\n" +
                   MSG_CURRENT_TASK + ADVTASKTODO + "\n" +
                   MSG_CURRENT_HINT + ADVTASKTODOHINT;
   }
   if ( STATUS_FLAG == FALSE ) { // if attached to body, use chat output
       llOwnerSay(STATUSMSG);
   } else { // attached to HUD slot, use hovertext
       llSetText(STATUSMSG,<1,1,1>,1.0);
   }

}

// 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 rezparam) {
       RESET(); // a reset to reload character
   }
   // ATTACH - logged in with meter or worn from inventory/ground while running
   attach(key id) {
       RESET(); // a reset to reload character
   }
   // TOUCH_START - touch HUD for adventure update
   touch_start(integer total_number) {
       STATUS();
   }
   // LINK MESSAGE - commands to and from other prims in HUD
   link_message(integer sender,integer channel,string message, key speakerid) {
       if ( message == "BAMSTATUS" ) { STATUS(); return;} // show status when specifically requested
       if ( message == "MODULERESET" ) { RESET(); return;} // HUD reset so reset module too
       // calculate BAM dynamic channel of item/player talking to us
       CHANOBJBAM = (integer)(CHAN_PREFIX + llGetSubString((string)speakerid,-7,-1));
       // 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);
       // We're asked what adventure we're in
       if ( command == API_INADV_QUERY ) {
           llSay(CHANOBJBAM,API_INADV_RESPONSE + DIV + ADVNAME); // reply with In Adventure and Adventure Name
           STATUS();
           return; // command done, return early
       }
       // We're asked our current task in progress
       if ( command == API_TASKIP_QUERY ) { // what task in progress?
           // respond with task in progress
           llSay(CHANOBJBAM, API_TASKIP_RESPONSE + DIV + (string)ADVTASKTDNUM); // Reply with current task in progress and number
           STATUS();
           return; // command done, return early
       }
       
       // Get list of completed tasks
       if ( command == API_TASKCP_QUERY ) { // what tasks complete?
           llSay(CHANOBJBAM, API_TASKCP_RESPONSE + DIV + llList2CSV(ADVTCOMP)); // reply with current task complete list as CSV
           STATUS();
           return; // command done, return early
       }
       // player is offered an adventure
       if ( command == API_OFFERADV ) { // want adventure?
           // FIXME need to add dialog box to accept/decline later
           ADVNAME=data1; // name of the adventure
           ADVTEXT=data2; // description of the adventure
           ADVTCOMP=[]; // clear the completed task list and start new one
           ADVTASKTODO=""; // clear the next task name
           ADVTASKTDNUM=0; // clear the next task number
           llSay(CHANOBJBAM, API_ACCEPTADV + DIV +data1); // accept the adventure
           STATUS();
           return; // command done, return early
       }
       // add the next task to complete
       if ( command == API_ADDTASK ) { // add a task
           ADVTASKTDNUM=(integer)data1; // next task number
           ADVTASKTODO=data2; // next task name
           llOwnerSay(ADVTASKTODO); // tell player the next task name
           STATUS();
           return; // command done, return early
       }
       // add a hint for the next task to complete
       if( ( command == API_ADDHINT ) && ( (integer)data1 == ADVTASKTDNUM) ) {
           ADVTASKTODOHINT=data2; // next task hint
           llOwnerSay(ADVTASKTODOHINT); // tell that player the next task hint
           STATUS();
           return; // command done, return early
       }
       // is player done with this task of the adventure?
       if ( ( command == API_DONETASK ) && ( (integer)data1 == ADVTASKTDNUM) ) {
           ADVTCOMP = [(integer)data1] + ADVTCOMP; // add this task number to completed list
           ADVTASKTDNUM=0; // clear out the task number we're working on since its done now
           ADVTASKTODO=""; // clear out the task name
           ADVTASKTODOHINT=""; // clear out the task hint
           llOwnerSay(data2); // tell player task is complete
           if ( data3 != "" ) llPlaySound(data3,0.5); // play sound if one was defined
           STATUS();
           return; // command done, return early
       }
       // is player done with the entire adventure?
       if ( ( command == API_DONEADV ) && ( data1 == ADVNAME ) ) {
           ADVTCOMP = []; // clear out adventure tasks - we're done
           ADVTASKTDNUM=0; // clear out next task number
           ADVTASKTODO=""; // clear out name of next task
           ADVTASKTODOHINT=""; // clear out next task hint
           ADVNAME="NONE"; // set current adventure name to none
           ADVTEXT="Looking for adventure..."; // set the current adventure name to 
           llOwnerSay(data2); // tell player adventure is complete
           if ( data3 != "" ) llPlaySound(data3,0.5); // play sound if one was defined
           STATUS();
           return; // command done, return early
       }            
   } // end listen

} // end state running // END </lsl>