====== Myriad Lite Meter ====== // Myriad_Lite_Meter-v0.0.7-20120827.lsl // Copyright (c) 2012 by 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/ //============================================================================ // MESSAGE FORMAT REFERENCE //============================================================================ // CHANPLAYER IN - METER|str PLAYER NAME|str GAMENAME|int CURWOUNDS|int MAXWOUNDS|int CURCRITICAL|int MAXCRITICAL|int ISDEAD|int ISINCAPACITATED //============================================================================ // GLOBAL VARIABLES //============================================================================ string VERSION = "0.0.7"; // version number string VERDATE = "20120827"; // version date integer FLAG_DEBUG; // show debugging messages? integer CHANATTACH; // dynamic channel for player attachments integer HANDATTACH; // attach channel handle for llRemove string CHAN_PREFIX = "0x"; // prefix to convert to hexadecimal string DIV = "|"; // Myriad message field divider string FORMATSTRING = " @GN \n @FA @TI \n @HP / @RP \n @ST "; // GN = GameName, HP = HealthPercent, ST = Status (incap, dead, etc) string STATUS; // settext message vector COLOR = <0,1,0>; // set text color float ALPHA = 1.0; // set text alpha 0.0 = clear, 1.0 = solid vector GREEN = <0,1,0>; // color constant for convenience vector YELLOW = <1,1,0>; // color constant for convenience vector RED = <1,0,0>; // color constant for convencience vector BLACK = <0,0,0>; // color constant for convenience //============================================================================ // DEBUG //============================================================================ DEBUG(string debugmsg) { if ( FLAG_DEBUG == TRUE ) llSay(DEBUG_CHANNEL,"("+llKey2Name(llGetOwner())+") METER DEBUG: "+debugmsg); } //============================================================================ // HEALTHPERCENT - generate a percentage health status //============================================================================ string HEALTHPERCENT(integer curwounds,integer maxwounds,integer curcritical,integer maxcritical) { string out; float currentpoints = (float)curwounds + (float)curcritical; // add up noncritical and critical wounds boxes remaining float maxpoints = (float)maxwounds + (float)maxcritical; // add up total wounds boxes player should have if ( currentpoints > 0.0 ) { // if player has some wounds left float health = ( ( currentpoints / maxpoints ) * 100.0 ); // get a percentage out = "Health: "+(string)llRound(health)+"%"; // add the percentage health to the status } else { // oops all resilience gone out = "Health: 0%"; // so add a zero% to status } return out; } //============================================================================ // RESOLVEPERCENT - generate a percentage resolve status //============================================================================ string RESOLVEPERCENT(integer curresolve,integer resolve) { string out; float currentpoints = (float)curresolve; // noncritical resolve boxes remaining float maxpoints = (float)resolve; // total resolve boxes player should have if ( currentpoints > 0.0 ) { // if player has some wounds left float health = ( ( currentpoints / maxpoints ) * 100.0 ); // get a percentage out = "Resolve: "+(string)llRound(health)+"%"; // add the percentage health to the status } else { // oops all resilience gone out = "Resolve: 0%"; // so add a zero% to status } return out; } //============================================================================ // SEARCHANDREPLACE - search and replace tokens //============================================================================ string SEARCHANDREPLACE(string input, string old, string new) { return llDumpList2String(llParseString2List(input, [old], []), new); } //============================================================================ // SETUP() //============================================================================ SETUP() { FLAG_DEBUG = FALSE; llSetText("--- Waiting for Myriad Update ---",<1,0,0>,1); // set a default banner to show we haven't been updated yet CHANATTACH = (integer)(CHAN_PREFIX+llGetSubString((string)llGetOwner(),1,7)); // calculate wearer's dynamic attachment channel if ( HANDATTACH != 0 ) llListenRemove(HANDATTACH); // remove previously open channel HANDATTACH = llListen(CHANATTACH,"",NULL_KEY,""); // start a listener on the dynamic channel llWhisper(CHANATTACH,"ATTACHMETER"); // tell HUD we're attached } //============================================================================ // DEFAULT STATE //============================================================================ default { //------------------------------------------------------------------------ // ATTACH EVENT //------------------------------------------------------------------------ attach(key id) { // if ( id != NULL_KEY ) { SETUP(); // wearing, let's setup return; } if ( id == NULL_KEY ) { // detach, drop, derezzed to inventory - NOT ON LOGOUT if ( HANDATTACH != 0 ) llListenRemove(HANDATTACH); llWhisper(CHANATTACH,"DETACHMETER"); return; } } //------------------------------------------------------------------------ // CHANGED EVENT //------------------------------------------------------------------------ changed(integer changes) { if ( changes & CHANGED_OWNER ) { // if owner has changed, we need to recalculate the dynamic channel SETUP(); // setup the hovertext meter return; } if ( changes & CHANGED_REGION || changes & CHANGED_TELEPORT ) { // owner jumped to new location? restart SETUP(); // setup hovertext and channel return; } } //------------------------------------------------------------------------ // LISTEN EVENT //------------------------------------------------------------------------ listen(integer channel,string name,key id,string message) { DEBUG("listen("+(string)channel+","+name+","+(string)id+","+message+")"); if ( channel == CHANATTACH ) { // did this message come in on attachment channel? list fields = llParseString2List(message,[DIV],[]); // break message down into list separated by | string command = llList2String(fields,0); // read first item in list to get the Myriad command if ( command == "METER") { // if this is the METER command, let's update the meter status string playername = llList2String(fields,1); // get the full player name from the list of METER values list name2 = llParseString2List(playername,[" "],[]); // separate first and last name by space string firstname = llList2String(name2,0); // get the firstname from the name2 string lastname = llList2String(name2,1); // get the lastname, if any, from the name2 string gamename = llList2String(fields,2); // get player's alias/game name (originally set in their character sheet) integer curwounds = llList2Integer(fields,3); // what is player's current wound value? integer maxwounds = llList2Integer(fields,4); // what is player's maximum healed wounds allowed by level/stats? integer curcritical = llList2Integer(fields,5); // what is player's current critical wounds value? integer maxcritical = llList2Integer(fields,6); // what is player's maximum healed critical wounds value? integer isdead = llList2Integer(fields,7); // is player dead? integer isincap = llList2Integer(fields,8); // is player incapacitated? string species = llList2String(fields,9); // player species string background = llList2String(fields,10); // player background string career = llList2String(fields,11); // player career integer curresolve = llList2Integer(fields,12); // player current resolve integer resolve = llList2Integer(fields,13); // player total resolve string title = llList2String(fields,14); // player's social title string faction = llList2String(fields,15); // players faction name // okay, we've broken down status, lets create a banner from that using colors STATUS = FORMATSTRING; // start with a default FORMATSTRING STATUS = SEARCHANDREPLACE(STATUS,"@PN",playername); // @PN = Player Name STATUS = SEARCHANDREPLACE(STATUS,"@FN",firstname); // @FN = First Name STATUS = SEARCHANDREPLACE(STATUS,"@LN",lastname); // @PN = Last Name STATUS = SEARCHANDREPLACE(STATUS,"@GN",gamename); // @GN = Game Name STATUS = SEARCHANDREPLACE(STATUS,"@TI",title); // @TI = Title STATUS = SEARCHANDREPLACE(STATUS,"@FA",faction); // @FA = Faction STATUS = SEARCHANDREPLACE(STATUS,"@SP",species); // @SP = Species STATUS = SEARCHANDREPLACE(STATUS,"@BG",background); // @BG = Background Name STATUS = SEARCHANDREPLACE(STATUS,"@CA",career); // @CA = Career STATUS = SEARCHANDREPLACE(STATUS,"@CW",(string)curwounds); // @CW = Current Wounds STATUS = SEARCHANDREPLACE(STATUS,"@MW",(string)maxwounds); // @MW = Max Wounds STATUS = SEARCHANDREPLACE(STATUS,"@CC",(string)curcritical); // @CC = Current Critical STATUS = SEARCHANDREPLACE(STATUS,"@MC",(string)maxcritical); // @MC = Max Critical if ( isincap == 1 && isdead == 0 ) { STATUS = SEARCHANDREPLACE(STATUS,"@ST"," ! INCAPACITATED ! "); // @ST = Status } else if ( isdead == 1 ) { STATUS = SEARCHANDREPLACE(STATUS,"@ST"," !!! DEAD !!! "); // @ST = Status } else { STATUS = SEARCHANDREPLACE(STATUS,"@ST",""); // @ST = Status } string hp = HEALTHPERCENT(curwounds,maxwounds,curcritical,maxcritical); STATUS = SEARCHANDREPLACE(STATUS,"@HP",hp); // @HP = Health Percent string rp = RESOLVEPERCENT(curresolve,resolve); // calculate resolve percent STATUS = SEARCHANDREPLACE(STATUS,"@RP",rp); // @RP = Resolve Percent // PICK Color based on status COLOR = GREEN; // start with fully healthy color if ( curwounds == maxwounds && curcritical == maxcritical && curresolve == resolve ) { COLOR = GREEN; } // are all health boxes full? if ( curwounds < maxwounds && curwounds >= 1 || curresolve < resolve ) { COLOR = YELLOW; } // we've lost some wounds, but not incapacitated if ( curwounds < 1 || curresolve < 1 ) { COLOR = RED; } // if we're out of non-critical wounds, we're bleeding out if ( isincap == 1 && isdead == 0 ) { COLOR = RED;} // set color to warning that we're down but not dead yet if ( isdead == 1 ) { COLOR = BLACK; } // if we're dead llSetText(STATUS,COLOR,ALPHA); // show the new status text over the meter return; // we're done with this command, exit entire listen event } // end if command meter if ( command == "REGISTERATTACHMENTS" ) { // HUD asking for attachments attached? SETUP(); // just setup return; } } // end if chanattach } //------------------------------------------------------------------------ // ON_REZ EVENT //------------------------------------------------------------------------ on_rez(integer param) { param = 0; // LSLINT SETUP(); // setup the hovertext meter } //------------------------------------------------------------------------ // STATE_ENTRY EVENT //------------------------------------------------------------------------ state_entry() { SETUP(); // setup the hovertext meter } } // end default //============================================================================ // END //============================================================================