User:Allen Kerensky/Myriad Lite Preview4/Myriad Lite Firearm v1.4 20110903

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Myriad Lite Firearm v1.4 20110903

<lsl> //============================================================================ // Myriad Lite Firearm v1.4 20110903 // Copyright (c) 2011 By Allen Kerensky (OSG/SL) // The Myriad RPG System was designed, written, and illustrated by Ashok Desai // Myriad is published under a: // Creative Commons License (Attribution 2.0 UK: England and Wales) // Myriad Lite Firearm is published under a: // Creative Commons License Attribution-NonCommercial-ShareAlike 3.0 Unported //---------------------------------------------------------------------------- // 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

//=========================================================================== // 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) {
       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_ATTACH ) { // was object granted permission to attach?
           //llAttachToAvatar(ATTACH_HAND); // attach to the given attach point, 5 = left hand, 6 = right hand
       }
       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) {
       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) {
       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 //============================================================================ </lsl>