User:Allen Kerensky/Myriad Lite Preview 5/Equipment Server

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Latest revision as of 14:55, 6 February 2012

[edit] Myriad Lite Equipment Server

[edit] Myriad_Lite_Equipment_Server-v0.0.1-201201024.lsl

// Myriad_Lite_Equipment_Server-v0.0.1-20120124.lsl
// 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)
// Myriad Lite 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 = "0.0.1"; // Allen Kerensky's script version
string VERSIONDATE = "20120124"; // Allen Kerensky's script yyyymmdd
integer CHAN_MYRIAD = -999; // regionwide channel for Myriad events
string CARD = "Myriad_Lite_Equipment-v0.0.0-20120122.csv"; // notecard data table

// RUNTIME GLOBALS - CAN CHANGE DURING RUN
integer HAND_MYRIAD; // llListenRemove handle for Myriad regional channel

list EQNAMES; // names of equipment loaded
list EQTYPES; // types of equipment loaded, indexed by name order
list EQCOSTS; // costs of equipment loaded, indexed by name order
list EQINFOS; // info for equipment loaded, indexed by name order
list EQRANGES; // range of item loaded, indexed by name order
list EQDAMAGES; // damage of item loaded, indexed by name order
list EQPERIODS; // time period of item loaded, indexed by name order
list EQBONUSES; // bonus using item loaded, indexed by name order
list EQRATINGS; // rating of item loaded, indexed, by name order
list EQACTIVATIONS; // activation rule for item loaded, indexed by name order
list EQEFFECTS; // special effects for item loaded, indexed by name order

integer LINE = 0; // reading line number
key QUERY = NULL_KEY; // track notecard queries

// DEBUG - show debug messages
DEBUG(string dmessage) {
    llOwnerSay("DEBUG: "+dmessage);
}

// SETUP - begin
SETUP() {
    if ( HAND_MYRIAD != 0 ) llListenRemove(HAND_MYRIAD); // is there already a listener? clear it    
    HAND_MYRIAD = llListen(CHAN_MYRIAD,"",NULL_KEY,""); // start region channel listener
    DEBUG("Equipment Server "+VERSION+" "+VERSIONDATE+" loading Equipment. Please wait..."); // tell player we're waiting for data server
    QUERY = llGetNotecardLine(CARD,LINE++); // ask for line from notecard and advance to next line
}

// RESET - reload
RESET() {
    llResetScript(); // now reset
}

LIST_EQUIPMENT(key id) {
    integer replyto = (integer)("0x"+llGetSubString((string)id,0,6)); // calculate requestor-specific chat channel to reply to
    // we have to work around llRegionSay max string length 1023 characters
    integer items = llGetListLength(EQNAMES); // how many total items to send?
    integer count; // which item are we processing now?
    string out = "EQUIPMENT|"; // start an output list
    integer firstflag = TRUE; // is this first item in new list?
    while (count < items ) { // do we still have items in list to send?
        string name = llList2String(EQNAMES,count); // get the name of current item
        if (  llStringLength(out+","+name) <= 1016) { // is our output list under the string length limit?
            if ( firstflag == TRUE ) { // first item in list does not need a comma prefix
                out += name; // add this item as first in the output list
                firstflag = FALSE; // turn off first flag since next item won't be
            } else { // not first item in list, prefix with comma
                out += ","+name; // add a comma and this boon to existing list
            }
        } else { // output string > 1016 chars long
            llRegionSay(replyto,out); // send current output string
            out = "EQUIPMENT|"+name; // start a new one and add current item to that
        }
        count++; // done putting this item in a list, set counter to next
    }   
    llRegionSay(replyto,out); // say last line of output
}

GET_EQUIPMENT(key id,string msg) {
    integer replyto = (integer)("0x"+llGetSubString((string)id,0,6)); // calculate requestor-specific chat channel to reply to
    list tokens = llParseString2List(msg,["|"],[]); // split msg into list around pipe symbols
    string equipment = llList2String(tokens,1); // the name of the item to get
    integer listpos = llListFindList(EQNAMES,[equipment]); // get the position of that item in the list
    string reply = "EQUIPMENT"; // start output item data NO PLURAL here - we're sending 1 boon
    if ( listpos != -1 ) { // was item name in the list?
        reply += "|NAME="+llList2String(EQNAMES,listpos); // add name field to output
        reply += "|TYPE="+llList2String(EQTYPES,listpos); // add type field to output
        reply += "|COST="+llList2String(EQCOSTS,listpos); // add cost field to output
        reply += "|INFO="+llList2String(EQINFOS,listpos); // add info field to output
        reply += "|RANGE="+llList2String(EQRANGES,listpos); // add range field to output
        reply += "|DAMAGE="+llList2String(EQDAMAGES,listpos); // add damage field to output
        reply += "|PERIOD="+llList2String(EQPERIODS,listpos); // add period field to output
        reply += "|BONUS="+llList2String(EQBONUSES,listpos); // add bonus field to output
        reply += "|RATING="+llList2String(EQRATINGS,listpos); // add rating field to output
        reply += "|ACTIVATION="+llList2String(EQACTIVATIONS,listpos); // add activation rule field to output
        reply += "|EFFECTS="+llList2String(EQEFFECTS,listpos); // add effect field to output
        llRegionSay(replyto,reply); // send it to requestor FIXME what if output greater than 1016 chars?
    } else {
        llRegionSay(replyto,"EFFECTS|ERROR=Requested equipment ("+equipment+") not found"); // item requested does not exist, return an error
    }
}

SET_EQUIPMENT() {
    // FIXME - do we need this?   
}

// DEFAULT STATE
default {

    // STATE ENTRY - called on Reset
    state_entry() {
        SETUP(); // show credits and start notecard data load
    }

    // on_rez - when rezzed to ground or from inventory as attachment during login
    on_rez(integer params) {
        params = 0; // LSLINT
        RESET(); // force to go through state entry
    }

    // attach - when attached or detached from inventory or during login
    attach(key id) {
        id = NULL_KEY; // LSLINT
        RESET(); // force to go through state entry
    }

    // dataserver called for each line of notecard requested
    dataserver(key queryid,string data) {
        if ( queryid == QUERY ) { // dataserver gave us line we asked for?
            if ( data != EOF ) { // we're not at end of notecard file?
                if ( llGetSubString(data,0,0) == "#" ) { // does this line start with comment mark?
                    QUERY = llGetNotecardLine(CARD,LINE++); // ignore comment and ask for the next line
                    return; // return early since we skipping comments
                }
                // Parse non-comment lines in keyword = value[,value,...] format
                list fields = llParseString2List(data,[","],[]); // break line of text into = delimited fields
                integer n = llGetListLength(fields); // how many fields in this entry?
                integer i; // temporary counter
                // NOTE: this mess is because items have some constant fields (name, type, cost, info) and optional fields by item type
                // so we create an entire empty entry, then populate it attribute by attribute from whatever we load
                // then we save it to the in-memory lists which are indexed by name
                // ugly - but it avoids multiple equipment servers, one per type
                string name = ""; // initialize temp item name
                string type = ""; // initialize temp item type
                string range = ""; // initialize temp item range
                string damage = ""; // initialize temp item damage
                integer cost = 0; // initialize temp item cost
                string info = ""; // initialize temp item info
                string period = ""; // initialize temp item period
                string bonus = ""; // initialize tem item bonus
                string rating = ""; // initialize temp item rating
                string activation = ""; // initialize temp item activations
                string effects = ""; // initialize temp item effects
                for (i=0; i<n; i++ ) { // count through teach field
                    string attribvalpair = llStringTrim(llList2String(fields,i),STRING_TRIM); // field zero is the "command"
                    string attrib = llStringTrim(llList2String(llParseString2List(attribvalpair,["="],[]),0),STRING_TRIM); // attribute name
                    string value = llStringTrim(llList2String(llParseString2List(attribvalpair,["="],[]),1),STRING_TRIM); // value of attribute
                    if ( attrib == "NAME" ) name = value; // if its a name, save value to temp name
                    if ( attrib == "TYPE" ) type = value; // if its a type, save value to temp type
                    if ( attrib == "COST" ) cost = (integer)value; // if its a cost, save value to type cost
                    if ( attrib == "INFO" ) info = value; // if its an info, save value to temp info
                    if ( attrib == "RANGE" ) range = value; // if its a range, save value to temp range
                    if ( attrib == "DAMAGE" ) damage = value; // if its a damage, save value to temp damage
                    if ( attrib == "PERIOD" ) period = value; // if its a period, save value to temp period
                    if ( attrib == "BONUS" ) bonus = value; // if its a bonus, save value to temp bonus
                    if ( attrib == "RATING" ) rating = value; // if its a rating, save value to temp rating
                    if ( attrib == "ACTIVATION" ) activation = value; // if its an activation rule, save value to temp activation
                    if ( attrib == "EFFECTS" ) effects = value; // if its a special effect ability list, save value to temp effects
                }
                // save values to memory lists
                EQNAMES = EQNAMES + [name]; // add name to end of names list
                EQTYPES = EQTYPES + [type]; // add type to end of types list
                EQCOSTS = EQCOSTS + [cost]; // add cost to end of costs list
                EQINFOS = EQINFOS + [info]; // add info to end of infos list
                EQRANGES = EQRANGES + [range]; // add range to end of ranges list
                EQDAMAGES = EQDAMAGES + [damage]; // add damage to end of damages list
                EQPERIODS = EQPERIODS + [period]; // add period to end of periods list
                EQBONUSES = EQBONUSES + [bonus]; // add bonus to end of the bonuses list
                EQRATINGS = EQRATINGS + [rating]; // add rating to end of the ratings list
                EQACTIVATIONS = EQACTIVATIONS + [activation]; // add activation to end of the activations list
                EQEFFECTS = EQEFFECTS + [effects]; // add effects to end of effects list
                QUERY = llGetNotecardLine(CARD,LINE++); // finished with known keywords, get next line
            } else { // end of notecard
                DEBUG("Equipment Loaded. Equipment server ready. Free Memory: "+(string)llGetFreeMemory());
            } // end if data not equal eof
        } // end if query id equal
    } // end if data server event
    
    listen(integer channel,string name,key id,string msg) {
        channel = 0; // LSLINT
        name = ""; // LSLINT
        list tokens = llParseString2List(msg,["|"],[ ]); // split msg into list around pipe symbols
        string command = llList2String(tokens,0); // first field is some sort of command
        if ( command == "LIST_EQUIPMENT" ) { // is this a list all boon names request
            LIST_EQUIPMENT(id); // call it
            return; // return early instead of processing more
        }
        if ( command == "GET_EQUIPMENT" ) { // GET_EQUIPMENT|string equipmentname
            GET_EQUIPMENT(id,msg); // call it
            return; // return early instead of processing more
        }
        if ( command == "SET_EQUIPMENT" ) { // is this a set equipment request
            SET_EQUIPMENT(); // call it
            return; // return early in case we add more later
        }
    }
} // end default state

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