User:Allen Kerensky/Myriad Lite/Myriad Lite Module BAM-Preview6.lsl
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Myriad_Lite_Module_BAM-Preview6.lsl
// Myriad_Lite_Module_BAM-Preview6.lsl // Copyright (c) 2012 by Baroun Tardis (OSG/SL) and Allen Kerensky (OSG/SL) All Rights Reserved. // This work is dual-licensed under // Creative Commons Attribution (CC BY) 3.0 Unported // http://creativecommons.org/licenses/by/3.0/ // - or - // Modified BSD License (3-clause) // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions are met: // * Redistributions of source code must retain the above copyright notice, // this list of conditions and the following disclaimer. // * 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. // * Neither the name of Myriad Lite nor the names of its contributors may be // used to endorse or promote products derived from this software without // specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``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 THE 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 Myriad RPG System was designed, written, and illustrated by Ashok Desai // Myriad RPG System licensed under: // Creative Commons Attribution (CC BY) 2.0 UK: England and Wales // http://creativecommons.org/licenses/by/2.0/uk/ // CONSTANTS - DO NOT CHANGE DURING RUN string VERSION = "0.0.4"; // script version string VERSIONDATE = "20120317"; // script date string CHAN_PREFIX = "0x"; // channel prefix for calculating dynamic channels string DIV = "|"; // message field divider // Module to Module Messaging Constants //integer MODULE_HUD = -1; //integer MODULE_CHARSHEET = -2; //integer MODULE_ARMOR = -3; integer MODULE_BAM = -4; //integer MODULE_RUMORS = -5; integer LM_SENDTOATTACHMENT = 0x80000000; string API_OFFERADV = "OfferAdv"; // Offer an adventure to HUD wearer string API_ACCEPTADV = "AcceptAdv"; // Offer accepted player is on an adventure string API_INADV_QUERY = "InAdv?"; // Ask a player HUD if the player is in an adventure - InAdv? string API_INADV_RESPONSE = "InAdv"; // In Adventure Response Yes: InAdv | String AdventureName No: InAdv | NONE string API_TASKIP_QUERY = "TaskIP?"; string API_TASKIP_RESPONSE = "TaskIP"; // Task In Progress Reply current task in progress: TaskIP | AdventureGoal string API_TASKCP_QUERY = "TaskCP?"; // Task Complete Query string API_TASKCP_RESPONSE = "TaskCP"; // Task Complete Reply string API_DONETASK = "DoneTask"; // Task Done - player achieved current goal NPC sends: DoneTask | GoalText | TaskDone Text | PlayerUUID string API_DONEADV = "DoneAdv"; // Done Adventure reply string API_NONE = "NONE"; // a fixed string when not in adventure - uses variable to stay consistent everywhere string API_ADDTASK = "AddTask"; // Add a task to the Player HUD - AddTask | TaskNumber | String Describing Task string API_ADDHINT = "AddHint"; // Add a hint for a task to the Player HUD - AddHint | TaskNumber | String Hint string MSG_NO_ADVENTURE = "Looking for adventure..."; string MSG_CURRENT_ADVENTURE = "Adventure: "; string MSG_CURRENT_GOAL = "Overall Goal: "; string MSG_CURRENT_TASK = "Current Task: "; string MSG_CURRENT_HINT = "Current Hint: "; // RUNTIME GLOBALS - CAN CHANGE DURING RUN integer CHANOBJBAM; // channel of thing we're talking to string STATUSMSG; // scratch space to build status messages integer STATUS_FLAG; // show status as HUD hover text // Adventure-Specific Configuration // Task numbers are (AdvNum*100)+task, so they don't overlap between adventures string ADVNAME="NONE"; // Adventure Name string ADVTEXT; // brief description // Current Task-specific info string ADVTASKTODO; // task name of the next task handed out integer ADVTASKTDNUM; // task number of the next task handed out string ADVTASKTODOHINT; // Hint text for the next task handed out // Previous Task-specific info list ADVTCOMP; // completed task numbers (list of numbers) integer FLAG_DEBUG; // show debugging? DEBUG(string debugmsg) { if ( FLAG_DEBUG == TRUE ) llSay(DEBUG_CHANNEL,"("+llKey2Name(llGetOwner())+") MOD BAM: "+debugmsg); } // SETUP - begin bringing the HUD online SETUP() { FLAG_DEBUG=TRUE; llSetText("",<0,0,0>,0); // clear any previous hovertext if ( llGetAttached() >= 31 && llGetAttached() <= 38 ) { // are we attached to a HUD slot? STATUS_FLAG = TRUE; // turn on HUD hovertext } else { STATUS_FLAG = FALSE; // turn off body attached hovertext } STATUS(); } // RESET - shut down running animations then reset the script to reload character sheet RESET() { llResetScript(); // now reset } // GLOBAL STATUS() - update adventure data on HUD STATUS() { if ( ADVNAME == API_NONE ) { // is player in an adventure? STATUSMSG = MSG_NO_ADVENTURE; // nope } else { // yep, build the status STATUSMSG = MSG_CURRENT_ADVENTURE + ADVNAME + "\n" + MSG_CURRENT_GOAL + ADVTEXT + "\n" + MSG_CURRENT_TASK + ADVTASKTODO + "\n" + MSG_CURRENT_HINT + ADVTASKTODOHINT; } if ( STATUS_FLAG == FALSE ) { // if attached to body, use chat output llOwnerSay(STATUSMSG); } else { // attached to HUD slot, use hovertext llSetText(STATUSMSG,<1,1,1>,1.0); } } // DEFAULT STATE - load character sheet default { // STATE ENTRY - called on Reset state_entry() { SETUP(); // show credits and start character sheet load } // ON_REZ - logged in with meter, or worn from inventory while running on_rez(integer param) { param = 0; // LSLINT RESET(); // a reset to reload character } // ATTACH - logged in with meter or worn from inventory/ground while running attach(key id) { id = NULL_KEY; // LSLINT RESET(); // a reset to reload character } // TOUCH_START - touch HUD for adventure update touch_start(integer total_number) { total_number = 0; // LSLINT STATUS(); } // LINK MESSAGE - commands to and from other prims in HUD link_message(integer sender,integer sending_module,string message, key speakerid) { if ( sending_module == MODULE_BAM || sending_module == LM_SENDTOATTACHMENT ) return; // ignore our own messages DEBUG("link_message: sender=["+(string)sender+"] sending_module=["+(string)sending_module+"] message=["+message+"] speakerid=["+(string)speakerid+"]"); sender = 0; // LSLINT if ( message == "BAMSTATUS" ) { STATUS(); return;} // show status when specifically requested if ( message == "BAMRESET" ) { RESET(); return;} // reset on command // calculate BAM dynamic channel of item/player talking to us CHANOBJBAM = (integer)(CHAN_PREFIX + llGetSubString((string)speakerid,-7,-1)); // break down the commands and messages into units we can work with list fields = llParseString2List(message,[DIV],[]); // break into list of fields based on DIVider string command = llList2String(fields,0); // assume the first field is a Myriad Lite command string data1 = llList2String(fields,1); string data2 = llList2String(fields,2); string data3 = llList2String(fields,3); // We're asked what adventure we're in if ( command == API_INADV_QUERY ) { llSay(CHANOBJBAM,API_INADV_RESPONSE + DIV + ADVNAME); // reply with In Adventure and Adventure Name STATUS(); return; // command done, return early } // We're asked our current task in progress if ( command == API_TASKIP_QUERY ) { // what task in progress? // respond with task in progress llSay(CHANOBJBAM, API_TASKIP_RESPONSE + DIV + (string)ADVTASKTDNUM); // Reply with current task in progress and number STATUS(); return; // command done, return early } // Get list of completed tasks if ( command == API_TASKCP_QUERY ) { // what tasks complete? llSay(CHANOBJBAM, API_TASKCP_RESPONSE + DIV + llList2CSV(ADVTCOMP)); // reply with current task complete list as CSV STATUS(); return; // command done, return early } // player is offered an adventure if ( command == API_OFFERADV ) { // want adventure? // FIXME need to add dialog box to accept/decline later ADVNAME=data1; // name of the adventure ADVTEXT=data2; // description of the adventure ADVTCOMP=[]; // clear the completed task list and start new one ADVTASKTODO=""; // clear the next task name ADVTASKTDNUM=0; // clear the next task number llSay(CHANOBJBAM, API_ACCEPTADV + DIV +data1); // accept the adventure STATUS(); return; // command done, return early } // add the next task to complete if ( command == API_ADDTASK ) { // add a task ADVTASKTDNUM=(integer)data1; // next task number ADVTASKTODO=data2; // next task name llOwnerSay(ADVTASKTODO); // tell player the next task name STATUS(); return; // command done, return early } // add a hint for the next task to complete if( ( command == API_ADDHINT ) && ( (integer)data1 == ADVTASKTDNUM) ) { ADVTASKTODOHINT=data2; // next task hint llOwnerSay(ADVTASKTODOHINT); // tell that player the next task hint STATUS(); return; // command done, return early } // is player done with this task of the adventure? if ( ( command == API_DONETASK ) && ( (integer)data1 == ADVTASKTDNUM) ) { ADVTCOMP = [(integer)data1] + ADVTCOMP; // add this task number to completed list ADVTASKTDNUM=0; // clear out the task number we're working on since its done now ADVTASKTODO=""; // clear out the task name ADVTASKTODOHINT=""; // clear out the task hint llOwnerSay(data2); // tell player task is complete if ( data3 != "" ) llPlaySound(data3,0.5); // play sound if one was defined STATUS(); return; // command done, return early } // is player done with the entire adventure? if ( ( command == API_DONEADV ) && ( data1 == ADVNAME ) ) { ADVTCOMP = []; // clear out adventure tasks - we're done ADVTASKTDNUM=0; // clear out next task number ADVTASKTODO=""; // clear out name of next task ADVTASKTODOHINT=""; // clear out next task hint ADVNAME=API_NONE; // set current adventure name to none ADVTEXT="Looking for adventure..."; // set the current adventure name to llOwnerSay(data2); // tell player adventure is complete if ( data3 != "" ) llPlaySound(data3,0.5); // play sound if one was defined STATUS(); return; // command done, return early } } // end listen } // end state running // END </source