MLPV2 LockGuard plugin
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Basically this is an alternative way of adding particle chain support to MLP2 using the LockGuard protocol. When the object is rezzed in world the script makes a list of the prim names and keys for later. It then reads the note card with the linking information each time inventory changes. When MLP2 gives pose info the script determines if it pertains to it's list and if so notifies lockguard enabled attachments of what to do and what prim keys to do it to.
Ed: Note that this script requires a build which has linked, at the point when the script starts up, the prim points (e.g. posts, etc) to which the chains from the person's cuffs etc will attach themselves.
So what do you need to do?
Step 1: Figure out what prims you want to use as anchor points, and give each a unique name. Personally I recommend the boring yet easy to remember format of point1, point2, point3, etc. Remember these names for later.
Step 2: Add the following script to your furniture. It may complain, but you can ignore that for now.
// ----------------------------------------------------------------------------------
// MLPV2 Plugin for LockGuard Particle Chaining v1.3
// ----------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------
// Notecard Format
// ----------------------------------------------------------------------------------
// Notecard .CHAINDATA format:
// menulabel | ballnumber | anchorprimname | LGattachpoint optionalparams
//
// Example data:
// Bound | 0 | point2 | rightwrist gravity 0.2 life 0.75
// Bound | 0 | point4 | leftwrist gravity 0.2 life 0.75
// Bound | 0 | point3 | collarfrontloop gravity 1.75 life 1.5
// Displayed | 0 | point1 | wrists gravity 0.0 life 2.0
// Hung | 0 | point1 | wrists gravity 0.0 life 0.75
// Dangled | 0 | point1 | ankles gravity 0.0 life 0.75
// Captured | 0 | point3 | wrists
// ----------------------------------------------------------------------------------
// Copyright 2011, Grey Mars. All rights reserved.
// ----------------------------------------------------------------------------------
// Redistribution and use in source and binary forms, with or without modification, are
// permitted provided that the following conditions are met:
//
// 1. Redistributions of source code must retain the above copyright notice, this list of
// conditions and the following disclaimer.
//
// 2. 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.
//
// THIS SOFTWARE IS PROVIDED BY GREY MARS ``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 <COPYRIGHT HOLDER> OR
// 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 views and conclusions contained in the software and documentation are those of the
// authors and should not be interpreted as representing official policies, either expressed
// or implied, of Grey Mars.
// ----------------------------------------------------------------------------------
// Changes:
// ----------------------------------------------------------------------------------
// Version 1.3
// - Fixed an error that was causing multiple avatar chain sets from working
// - Fixed chainData not properly clearing on a reload
// - Changed the order of operations in the changed state for better tracking and simplified
//
// Version 1.2
// - Large overhaul of how the data on the cards is stored. Original format was made
// to preserve the working of the MLP2 swap function. However no one ever uses the
// swap function in a chained context, so why complicate the notecard files? Plus
// new format is more memory friendly.
// - Note card separator changed from ; to | to match favorite RLV plugin format
// - Changed the need for the animation name to just the ball number in the note card
// - Removed some unused variables
// - Note card renamed to .CHAINDATA to follow MLP2 naming conventions
// - Removed sim ratings data poll.
// - Added warning if the desired target point does not exist in the linkset
// - Added more comments because comments are good.
//
// Version 1.1
// - Added a data reload on inventory change
//
// Version 1.0
// - Changed script name from ~chaincontrol
// - Cleaned up old comments and made it more readable
// - First post to lsl wiki ( https://wiki.secondlife.com/wiki/MLPV2_Addons )
// ----------------------------------------------------------------------------------
// Globals
// ----------------------------------------------------------------------------------
integer VERBOSE = FALSE; // Give extra info
integer LGChannel = -9119; // The LG listen channel
integer LGHandle; // Handle ID for LG messages
// Globals for reading card config
integer ConfigLineIndex;
list ConfigCards; // list of names of config cards
string ConfigCardName; // name of card being read
integer ConfigCardIndex; // index of next card to read
key ConfigQueryId; // The dataserver ID for the query sent
string Pose; // Pose name
key Avkey; // Avatar Key
string CurrentSet = "stand"; // stand being the menu default
list chainData = []; // The list of all data from the notecard [label,ballnum,attachpoint,params]
integer chainCount = 0; // How many entries in the list
integer chainStride = 4; // The stride count for the list
list primKeys = []; // The list of prims in the object and their keys [primname,key]
integer primKeysCount = 0; // How many entries in the list
integer primKeysStride = 2; // The stride count for the list
list avData = []; // The list of currently chained avs [avkey,currentchains]
integer avDataCount = 0; // How many entries in the list
integer avDataStride = 2; // The stride count for the list
// ----------------------------------------------------------------------------------
// Support functions
// ----------------------------------------------------------------------------------
// Debugging outputs
debug(string text) { if (VERBOSE) llOwnerSay(text); }
// get the next card in case there is more than one
integer next_card() {
if (ConfigCardIndex >= llGetListLength(ConfigCards)) {
ConfigCards = [];
return (FALSE);
}
ConfigLineIndex = 0;
ConfigCardName = llList2String(ConfigCards, ConfigCardIndex);
ConfigCardIndex++;
ConfigQueryId = llGetNotecardLine(ConfigCardName, ConfigLineIndex);
debug("====================\n[?] Reading file: " + ConfigCardName);
return (TRUE);
}
// add chain data to the list...
add_cd(string label, string ballnum, string target, string params) {
chainData = (chainData=[]) + chainData + (list)label;
chainData = (chainData=[]) + chainData + (list)ballnum;
chainData = (chainData=[]) + chainData + (list)target;
chainData = (chainData=[]) + chainData + (list)params;
++chainCount;
}
// Does this point actually referance a set of points?
list UnAliasChainPoints(list originalData) {
// wrists -> leftwrist rightwrist
// ankles -> leftankle rightankle
// allfour -> leftwrist rightwrist leftankle rightankle
// nipples -> leftnipplering rightnipplering
// arms -> leftupperarm rightupperarm
// thighs -> leftupperthigh rightupperthigh
// knees -> leftknee rightknee
list modData = [];
integer xx;
// Hacky. Feel free to optimize.
for(xx = 0; xx < llGetListLength(originalData); xx++) {
if (llToLower(llList2String(originalData,xx)) == "wrists") {
modData = modData + ["leftwrist", "rightwrist"];
} else if (llToLower(llList2String(originalData,xx)) == "ankles") {
modData = modData + ["leftankle", "rightankle"];
} else if (llToLower(llList2String(originalData,xx)) == "allfour") {
modData = modData + ["leftankle", "rightankle", "leftwrist", "rightwrist"];
} else if (llToLower(llList2String(originalData,xx)) == "nipples") {
modData = modData + ["leftnipplering", "rightnipplering"];
} else if (llToLower(llList2String(originalData,xx)) == "arms") {
modData = modData + ["leftupperarm", "rightupperarm"];
} else if (llToLower(llList2String(originalData,xx)) == "thighs") {
modData = modData + ["leftupperthigh", "rightupperthigh"];
} else if (llToLower(llList2String(originalData,xx)) == "knees") {
modData = modData + ["leftknee", "rightknee"];
} else { modData = modData + llList2List(originalData,xx,xx); }
}
return modData;
}
// ----------------------------------------------------------------------------------
// Main Script
// ----------------------------------------------------------------------------------
default {
state_entry() {
// Now we build the prim key list...
integer n; // Initialize the counter
integer linkcount = llGetNumberOfPrims(); // How many items in the link set?
for (n = 2; n <= linkcount; n++) { // Cycle through, skipping root
string thiselement = llGetLinkName(n); // Get the prim name
if (thiselement != "Object") { // If the name is something besides the default...
primKeys = primKeys + [thiselement, llGetLinkKey(n)]; // add it to primKeys
primKeysCount++; // increment counter
} // end if
} // end for loop
state load; // Go load the data...
}
}
state load {
state_entry() {
chainData = []; // reset chainData in case it's a soft reload of info
avData = []; // reset avData for soft reload. PLEASE do not be sitting while editing chain data.
string item;
ConfigCards = [];
integer n = llGetInventoryNumber(INVENTORY_NOTECARD);
while (n-- > 0) { // get the data off cards with the right name
item = llGetInventoryName(INVENTORY_NOTECARD, n);
if (llSubStringIndex(item, ".CHAINDATA") != -1) {
ConfigCards = (ConfigCards=[]) + ConfigCards + (list) item;
}
}
ConfigCardIndex = 0;
ConfigCards = llListSort(ConfigCards, 1, TRUE);
next_card();
}
dataserver(key query_id, string data) {
if (query_id != ConfigQueryId) { return; } // Make sure this is the data event we asked for
if (data == EOF) { // Finished with this card...
if ( next_card() ) { return; } // Are there more cards to process?
state on; // All cards done, go to the on state
}
data = llStringTrim(data, STRING_TRIM); // Cut off white space from the front and end...
if (llGetSubString(data,0,0) != "/" && llStringLength(data)) { // Skip comments and blank lines
list ldata = llParseStringKeepNulls(data, ["|"], []); // Get the whole line for processing...
string label = llStringTrim(llList2String(ldata, 0), STRING_TRIM); // Extract label
string ballnum = llStringTrim(llList2String(ldata, 1), STRING_TRIM); // Extract ball number
string target = llStringTrim(llList2String(ldata, 2), STRING_TRIM); // Extract target point
string param = llStringTrim(llList2String(ldata, 3), STRING_TRIM); // Extract params
add_cd(label,ballnum,target,param); // Add all that to chainData
}
++ConfigLineIndex; // Increment counter
ConfigQueryId = llGetNotecardLine(ConfigCardName, ConfigLineIndex); // Read next line of data notecard...
}
}
state on {
state_entry() {
debug("[!] Ready!\n====================");
}
on_rez(integer arg) { llResetScript(); } // Object was rezed in world, reset script for freshness
changed(integer change) {
if (change & CHANGED_INVENTORY) state load; // Inventory changed, so reload the card data to be safe
}
link_message(integer from, integer num, string message, key id) {
// Do we care about this link message? If not, just return
if (!((num == -11000) || (num == -11001) || (num == -11002) || (message == "POSEB"))) { return; }
if (message == "POSEB") { // Is it a set change?
CurrentSet = (string)id; // Save the set name...
return; // Nothing more for us, so return
}
list linedata = llParseStringKeepNulls(message,["|"],[]); // It's a generic sit/unsit/change update, so break it down
string param1 = llList2String(linedata, 0); // Extract ball number
string param2 = llList2String(linedata, 1); // Extract animation
integer findSet = llListFindList(chainData, (list)CurrentSet); // Check chainData for this set name...
integer findAv = llListFindList(avData, [id]); // Check avData for the person sitting...
debug("==========\n= SET: " + CurrentSet + " BALL: " + param1 + " ANIMATION: " + param2);
if (findSet == -1) { // There is no chain data for this set, so...
debug("[!] No chain data found");
if (findAv != -1) { // Do we still have chain data for this av, and need to clear it?
list itemData = llParseStringKeepNulls(llList2String(avData,findAv + 1),["|"],[]); // find the stored data
integer ix; // initialize counter
for(ix = 0; ix < llGetListLength(itemData); ix++) { // Step through the stored data
llWhisper(LGChannel,"lockguard " + (string)id + " " + llList2String(itemData,ix) + " unlink"); // unlink from points
debug("[-] " + llList2String(itemData,ix));
} // end for
avData = llDeleteSubList(avData, findAv, findAv + 1); // finally delete the stored data
} // end findAv if
return; // No further processing for this event needed
} else debug("[!] Chain data found");
list chainLog = []; // set up the list of commands [attachpoint, params]
integer ii; // initialize counter var
for(ii = 0; ii < llGetListLength(chainData); ii = ii + chainStride) { // Run through the chainData list... [label,ballnum,attachpoint,params]
if (llList2String(chainData, ii) == CurrentSet) { // if the set has a match...
if (llList2String(chainData, ii + 1) == param1) { // if the matching set also matches ball...
chainLog = llList2List(chainData, ii + 2, ii + 3) + chainLog; // add attachpoint and params to chainLog
} // End ball if
} // End set if
} // End for
if (chainLog == []) { return; } // We have data for this set, but not this ball. Returning.
// TYPE: sit
// FORMAT: llMessageLinked(LINK_SET, -11000, (string)BallNum + "|" + animation, avatar);
if (num == -11000) {
debug("[!] Sit triggered");
string tempPoints = ""; // set up tempPoints
integer ix; // initalize counter
for(ix = 0; ix < llGetListLength(chainLog); ix = ix + 2) { // step through chainLog
integer findKey = llListFindList(primKeys, (list)llList2String(chainLog, ix)); // find the target point in the key list
if (findKey == -1) { // if point does not exist..
llWhisper(0,"[!] " + llList2String(chainLog, ix) + " does not exist!"); // warn user
} // end if
llWhisper(LGChannel,"lockguard " + (string)id + " " + llList2String(chainLog,ix + 1) + // sent link command to LG items
" link " + llList2String(primKeys, findKey + 1));
debug("[+] " + llList2String(chainLog,ix + 1));
tempPoints = tempPoints + llList2String(chainLog,ix + 1) + "|"; // update tempPoints var
} // end for
tempPoints = llGetSubString(tempPoints, 0, -2); // trim the final char since we're done
avData = (avData=[]) + avData + [id]; // add new key to avData [avkey,currentchains]
avData = (avData=[]) + avData + [tempPoints]; // add new chained points to avData
} // End if for sit
// TYPE: unsit
// FORMAT: llMessageLinked(LINK_SET, -11001, (string)BallNum, llGetPermissionsKey());
if (num == -11001) {
debug("[!] Unsit triggered");
if (findAv != -1) { // If avatar exists in avData...
list itemData = llParseStringKeepNulls(llList2String(avData,findAv + 1),["|"],[]); // Get the chains we have active on av
integer ix; // Initialize counter var
for(ix = 0; ix < llGetListLength(itemData); ix++) { // Step through list of chain data
llWhisper(LGChannel,"lockguard " + (string)id + " " + llList2String(itemData,ix) + " unlink"); // Tell LG items to let go
debug("[-] " + llList2String(itemData,ix));
} // End for
avData = llDeleteSubList(avData, findAv, findAv + 1); // Remove data from avData
} // End if for av found in list
} // End if for unsit
// TYPE: change
// FORMAT: llMessageLinked(LINK_SET, -11002, (string)BallNum + "|" + animation, avatar);
if (num == -11002) {
debug("[!] Pose change triggered");
if (findAv != -1) { // If avatar exists in avData...
list itemData = llParseStringKeepNulls(llList2String(avData,findAv + 1),["|"],[]); // Get the chains we have active on av
integer yx; // Initialize counter var
for(yx = 0; yx < llGetListLength(itemData); yx++) { // Step through list of chain data
llWhisper(LGChannel,"lockguard " + (string)id + " " + llList2String(itemData,yx) + " unlink"); // Tell LG items to let go
debug("[-] " + llList2String(itemData,yx));
} // End for
avData = llDeleteSubList(avData, findAv, findAv + 1); // Remove data from avData
} // End if for av found in list
string tempPoints = ""; // set up tempPoints
integer zx; // initalize counter
for(zx = 0; zx < llGetListLength(chainLog); zx = zx + 2) { // step through chainLog
integer findKey = llListFindList(primKeys, (list)llList2String(chainLog, zx)); // find the target point in the key list
if (findKey == -1) { // if point does not exist..
llWhisper(0,"[!] " + llList2String(chainLog, zx) + " does not exist!"); // warn user
} // end if
llWhisper(LGChannel,"lockguard " + (string)id + " " + llList2String(chainLog,zx + 1) + // sent link command to LG items
" link " + llList2String(primKeys, findKey + 1));
debug("[+] " + llList2String(chainLog,zx + 1));
tempPoints = tempPoints + llList2String(chainLog,zx + 1) + "|"; // update tempPoints var
} // end for
tempPoints = llGetSubString(tempPoints, 0, -2); // trim the final char since we're done
avData = (avData=[]) + avData + [id]; // add new key to avData [avkey,currentchains]
avData = (avData=[]) + avData + [tempPoints]; // add new chained points to avData
} // end change if
} // end link_message
} // end state on // end state on
Step 3: Create the data note card. This card needs to be named .CHAINDATA but can have a further name past that if you need to use more than one card. The card will look something like this:
////////////////////////////////////////////////// // Chain control ////////////////////////////////////////////////// // Part 1: menulabel // Part 2: ball chain is linked to // Part 3: prim name to link to // Part 4: LG attach point // Part 4 optional commands: // texture key // size # # // life # // gravity # // speed # // color # # # ////////////////////////////////////////////////// Bound | 0 | point2 | rightwrist gravity 0.2 life 0.75 Bound | 0 | point4 | leftwrist gravity 0.2 life 0.75 Bound | 0 | point3 | collarfrontloop gravity 1.75 life 1.5 Displayed | 0 | point1 | wrists gravity 0.0 life 2.0 Hung | 0 | point1 | wrists gravity 0.0 life 0.75 Dangled | 0 | point1 | ankles gravity 0.0 life 0.75 Captured | 0 | point3 | wrists