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>