User:Allen Kerensky/Myriad Lite Preview3/Myriad Lite Melee v0.0.2 20110813
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Myriad Lite Melee v0.0.2 20110813
<lsl> //============================================================================ // Myriad Lite Melee v0.0.2 20110813 // Copyright (c) 2011 By Allen Kerensky (OSG/SL) // The Myriad RPG System was designed, written, and illustrated by Ashok Desai // Myriad published under a: // Creative Commons License (Attribution 2.0 UK: England and Wales) // Myriad Lite published under a // Creative Commons License Attribution-NonCommercial-ShareAlike 3.0 Unported //============================================================================
//============================================================================ // MESSAGE FORMAT REFERENCE //============================================================================ // CHANMYRIAD OUT - RPEVENT|message // CHANATTACH IN - REGISTERATTACHMENTS // CHANATTACH OUT - ATTACHMELEE|int attackdice|int attachpoint|str name // CHANATTACH OUT - DETACHMELEE|int attackdice|int attachpoint|str name // CHANPLAYER OUT - CLOSECOMBAT|int attackdice|key victim|key attacker|str weaponname
//============================================================================ // GLOBAL VARIABLES //============================================================================ key WEARER = NULL_KEY; // UUID of melee weapon user integer ATTACHPOINT = 0; // attachment point integer MINMELEE = 1; // minimum attack dice for melee weapons integer MAXMELEE = 5; // maximum attack dice for melee weapons // Melee Attack Dice // 1D - Unarmed Combat // 2D - Short animal claws, knife, dagger, blackjack, knuckledusters // 3D - Long animal claws, short sword, machete, wooden baseball bat, staff // 4D - Fire axe, long sword, katana, aluminum baseball bat, poleaxe // 5D - Battleaxe, claymore, laser sword, daikatana, double-ended polearm integer MELEEATTACKDICE = 4; // long sword string DIV="|"; // Myriad message field divider string ANIM_SWORD = "sword_strike_r"; // use built in right handed sword strike animation integer CHANATTACH; // hold the dynamically calculated attachment channel number integer HANDATTACH; // hold a handle to remove the attachment channel if needed integer CHANMYRIAD = -999; // the Myriad RPEVENT channel number integer ANIM = FALSE; // do we have permission to animate the avatar? float WEAPON_LENGTH = 2.0; // a six-foot longsword is the default
//============================================================================ // DEFAULT STATE //============================================================================ default {
//------------------------------------------------------------------------ // STATE_ENTRY EVENT - called on reset //------------------------------------------------------------------------ state_entry() { CHANATTACH = (integer)("0x"+llGetSubString((string)llGetOwner(),1,7)); // calculate dynamic attachment channel HANDATTACH = llListen(CHANATTACH,"",NULL_KEY,""); // start listening on attachment channel } //------------------------------------------------------------------------ // ATTACH EVENT //------------------------------------------------------------------------ attach(key id) { if ( id != NULL_KEY ) { // if id not equal null key, this is an attach WEARER = id; // save the id we attached to ATTACHPOINT = llGetAttached(); // get the position we attached to // tell the region we're arming a weapon llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(WEARER)+" equips their "+llGetObjectName()); integer dynchan = (integer)("0x"+llGetSubString((string)WEARER,1,7)); // calculate dynamic attach channel // send attach melee message to HUD which disables fist fighter llWhisper(dynchan,"ATTACHMELEE"+DIV+(string)MELEEATTACKDICE+DIV+(string)ATTACHPOINT+DIV+llGetObjectName()); llRequestPermissions(id,PERMISSION_TAKE_CONTROLS|PERMISSION_TRIGGER_ANIMATION); // request permissions } else { // the id was null key, so this is a detach integer dynchan = (integer)("0x"+llGetSubString((string)WEARER,1,7)); // calculate dynamic attach channel if ( dynchan != 0 ) { // is channel valid // tell the region we're disarming llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(WEARER)+" disarms their "+llGetObjectName()); // send detach message to HUD which re-enables fist fighter llWhisper(dynchan,"DETACHMELEE"+DIV+(string)MELEEATTACKDICE+DIV+(string)ATTACHPOINT+DIV+llGetObjectName()); } else { // channel was not valid llSay(DEBUG_CHANNEL,"DETACH EVENT WITHOUT PREVIOUS ATTACH?"); // report the problem } WEARER = NULL_KEY; // cleanup wearer key on detach ATTACHPOINT = 0; // cleanup attachpoint on detach } } //------------------------------------------------------------------------ // LISTEN EVENT - whisper, say, show, regionsay... //------------------------------------------------------------------------ listen(integer channel,string speakername,key speakerid,string message) { if ( channel == CHANATTACH ) { // did this message come in on attachment channel? if ( message == "REGISTERATTACHMENTS" ) { // is this a HUD asking for attachments to register? WEARER = llGetOwner(); // who is wielding me? ATTACHPOINT = llGetAttached(); // where am I attached? integer dynchan = (integer)("0x"+llGetSubString((string)WEARER,1,7)); // calculate wearer's dynamic attachment channel llWhisper(dynchan,"ATTACHMELEE"+DIV+(string)MELEEATTACKDICE+DIV+(string)ATTACHPOINT+DIV+llGetObjectName()); // tell HUD we're attached to disable fist fighter } } } //------------------------------------------------------------------------ // RUN_TIME_PERMISSIONS EVENT - what is object allowed to do to avatar? //------------------------------------------------------------------------ run_time_permissions(integer perm) { if ( perm & PERMISSION_TAKE_CONTROLS ) { // can object read controls? llTakeControls(CONTROL_LBUTTON|CONTROL_ML_LBUTTON,TRUE,TRUE); // start watching the left mouse button in both views } if ( perm & PERMISSION_TRIGGER_ANIMATION ) { // can we also trigger animations for sword swings? ANIM = TRUE; // remember that we have permission now } } //------------------------------------------------------------------------ // CONTROL EVENT - read arrow keys and mouse button //------------------------------------------------------------------------ control(key id,integer level,integer edge) { if ( id == WEARER ) { // make sure controls come from wielder if ( ( level & CONTROL_LBUTTON && edge & CONTROL_LBUTTON ) || ( level & CONTROL_ML_LBUTTON && edge & CONTROL_ML_LBUTTON ) ) { // if left mouse button pressed in regular or mouselook mode llSensor("",NULL_KEY,(AGENT|ACTIVE|PASSIVE),WEAPON_LENGTH,PI/6); // trigger a sensor sweep for avatars within weapon range, and standing in front of us if ( ANIM == TRUE ) llStartAnimation(ANIM_SWORD); // if we can show sword swing, go ahead llSleep(0.2); // pause to let animation run return; // return now to skip processing any more events we add later } } } //------------------------------------------------------------------------ // SENSOR EVENT - what did we find? //------------------------------------------------------------------------ sensor(integer num_detected) { while(num_detected--) { // step through all AGENTS returned by sensor sweep integer dynchan = (integer)("0x"+llGetSubString((string)llGetOwner(),0,6)); // calculate attackers HUD dynamic channel // send the close combat skill check message to attacker to start close combat skill check // attackers hud adds attacker stat and skill and sends the information to the victim to finish the opposed close combat skill check // we region say this so others can keep score or detect cheaters, etc llRegionSay(dynchan,"CLOSECOMBAT"+DIV+(string)MELEEATTACKDICE+DIV+(string)llDetectedKey(num_detected)+DIV+(string)llGetOwner()+DIV+llGetObjectName()); key who = llDetectedKey(num_detected); // who did we hit with sensor? key owner = llList2Key(llGetObjectDetails(who,[OBJECT_OWNER]),0); // is this an agent/avatar for sure? if ( who == owner ) { // yep, we hit an avatar // tell the region an attempted attack is underway llRegionSay(CHANMYRIAD,"RPEVENT"+DIV+llKey2Name(llGetOwner())+" strikes at "+llDetectedName(num_detected)+" in Close Combat!"); } } } //------------------------------------------------------------------------ // NO_SENSOR EVENT - we didn't find anything to hit //------------------------------------------------------------------------ no_sensor() { // we do nothing in this - but having a nosensor block avoids bugs where sensors would fail if nonsensor was missing }
} // end default //============================================================================ // END //============================================================================ </lsl>