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|
-- A module of LSL stuffs.
-- Using a module means it gets compiled each time? Maybe not if I can use bytecode files. Perhaps LuaJIT caches these?
-- Does not seem to be slowing it down noticably, but that might change once the stubs are filled out.
-- Use it like this -
-- local _LSL = require 'LSL'
--[[ From http://lua-users.org/wiki/LuaModuleFunctionCritiqued
A related note on C code: The luaL_register [9] function in C is
somewhat analogous to the module function in Lua, so luaL_register
shares similar problems, at least when a non-NULL libname is used.
Furthermore, the luaL_newmetatable/luaL_getmetatable/luaL_checkudata
functions use a C string as a key into the global registry. This poses
some potential for name conflicts--either because the modules were
written by different people or because they are different versions of
the same module loaded simultaneously. To address this, one may instead
use a lightuserdata (pointer to variable of static linkage to ensure
global uniqueness) for this key or store the metatable as an
upvalue--either way is a bit more efficient and less error prone.
]]
-- http://www.lua.org/pil/15.4.html looks useful.
-- http://www.lua.org/pil/15.5.html the last part about autoloading functions might be useful.
local LSL = {};
local SID = "";
local scriptName = "";
local running = true
local paused = false
local currentState = {}
local detectedGroups = {}
local detectedGrabs = {}
local detectedKeys = {}
local detectedLinkNumbers = {}
local detectedNames = {}
local detectedOwners = {}
local detectedPoss = {}
local detectedRots = {}
local detectedTouchBinormals = {}
local detectedTouchFaces = {}
local detectedTouchNormals = {}
local detectedTouchPoss = {}
local detectedTouchSTs = {}
local detectedTouchUVs = {}
local detectedTypes = {}
local detectedVels = {}
local waitAndProcess
-- Debugging aids
-- Functions to print tables.
local print_table, print_table_start
function print_table_start(table, space, name)
print(space .. name .. ": ");
print(space .. "{");
print_table(table, space .. " ");
print(space .. "}");
end
function print_table(table, space)
for k, v in pairs(table) do
if type(v) == "table" then
print_table_start(v, space, k);
elseif type(v) == "string" then
print(space .. k .. ': "' .. v .. '";')
else
print(space .. k .. ": " .. v .. ";")
end
end
end
function msg(...)
print(SID, ...) -- The comma adds a tab, fancy that. B-)
end
-- Stuff called from the wire protocol has to be global, but I think this means just global to this file.
events = {}
function start() paused = false end
function stop() paused = true end
function quit() running = false end
function events.detectedGroups(list) detectedGroups = list end
function events.detectedGrabs(list) detectedGrabs = list end
function events.detectedKeys(list) detectedKeys = list end
function events.detectedLinkNumbers(list) detectedLinkNumbers = list end
function events.detectedNames(list) detectedNames = list end
function events.detectedOwners(list) detectedOwners = list end
function events.detectedPoss(list) detectedPoss = list end
function events.detectedRots(list) detectedRots = list end
function events.detectedTouchBinormals(list) detectedTouchBinormals = list end
function events.detectedTouchFaces(list) detectedTouchFaces = list end
function events.detectedTouchNormals(list) detectedTouchNormals = list end
function events.detectedTouchPoss(list) detectedTouchPoss = list end
function events.detectedTouchSTs(list) detectedTouchSTs = list end
function events.detectedTouchUVs(list) detectedTouchUVs = list end
function events.detectedTypes(list) detectedTypes = list end
function events.detectedVels(list) detectedVels = list end
function events.detectsClear()
detectedGroups = {}
detectedGrabs = {}
detectedKeys = {}
detectedLinkNumbers = {}
detectedNames = {}
detectedOwners = {}
detectedPoss = {}
detectedRots = {}
detectedTouchBinormals = {}
detectedTouchFaces = {}
detectedTouchNormals = {}
detectedTouchPoss = {}
detectedTouchSTs = {}
detectedTouchUVs = {}
detectedTypes = {}
detectedVels = {}
end
function events.at_rot_target(tnum, targetrot, ourrot) if nil ~= currentState.at_rot_target then currentState.at_rot_target(tnum, targetrot, ourrot) end events.detectsClear() end
function events.at_target(tnum, targetpos, ourpos) if nil ~= currentState.at_target then currentState.at_target(tnum, targetpos, ourpos) end events.detectsClear() end
function events.attach(id) if nil ~= currentState.attach then currentState.attach(id) end events.detectsClear() end
function events.changed(change) if nil ~= currentState.changed then currentState.changed(change) end events.detectsClear() end
function events.collision_start(num_detected) if nil ~= currentState.collision_start then currentState.collision_start(num_detected) end events.detectsClear() end
function events.collision(num_detected) if nil ~= currentState.collision then currentState.collision(num_detected) end events.detectsClear() end
function events.collision_end(num_detected) if nil ~= currentState.collision_end then currentState.collision_end(num_detected) end events.detectsClear() end
function events.control(id, held, changed) if nil ~= currentState.control then currentState.control(id, held, changed) end events.detectsClear() end
function events.dataserver(queryid, data) if nil ~= currentState.dataserver then currentState.dataserver(queryid, data) end events.detectsClear() end
function events.email(Time, address, subj, message, num_left) if nil ~= currentState.email then currentState.email(Time, address, subj, message, num_left) end events.detectsClear() end
function events.http_request(request_id, status, metadata, body) if nil ~= currentState.http_request then currentState.http_request(request_id, status, metadata, body) end events.detectsClear() end
function events.http_response(request_id, status, metadata, body) if nil ~= currentState.http_response then currentState.http_response(request_id, status, metadata, body) end events.detectsClear() end
function events.land_collision_start(pos) if nil ~= currentState.land_collision_start then currentState.land_collision_start(pos) end events.detectsClear() end
function events.land_collision(pos) if nil ~= currentState.land_collision then currentState.land_collision(pos) end events.detectsClear() end
function events.land_collision_end(pos) if nil ~= currentState.land_collision_end then currentState.land_collision_end(pos) end events.detectsClear() end
function events.link_message(sender_num, num, str, id) if nil ~= currentState.link_message then currentState.link_message(sender_num, num, str, id) end events.detectsClear() end
function events.listen(channel, name, id, message) if nil ~= currentState.listen then currentState.listen(channel, name, id, message) end events.detectsClear() end
function events.money(id, amount) if nil ~= currentState.money then currentState.money(id, amount) end events.detectsClear() end
function events.moving_start() if nil ~= currentState.moving_start then currentState.moving_start() end events.detectsClear() end
function events.moving_end() if nil ~= currentState.moving_end then currentState.moving_end() end events.detectsClear() end
function events.no_sensor() if nil ~= currentState.no_sensor then currentState.no_sensor() end events.detectsClear() end
function events.not_at_rot_target() if nil ~= currentState.not_at_rot_target then currentState.not_at_rot_target() end events.detectsClear() end
function events.not_at_target() if nil ~= currentState.not_at_target then currentState.not_at_target() end events.detectsClear() end
function events.object_rez(id) if nil ~= currentState.object_rez then currentState.object_rez() end events.detectsClear() end
function events.on_rez(start_param) if nil ~= currentState.on_rezz then currentState.on_rez(start_param) end events.detectsClear() end
function events.remote_data(event_type, channel, message_id, sender, idata, sdata) if nil ~= currentState.remote_data then currentState.remote_data(event_type, channel, message_id, sender, idata, sdata) end events.detectsClear() end
function events.run_time_permissions(perm) if nil ~= currentState.run_time_permisions then currentState.run_time_permissions(perm) end events.detectsClear() end
function events.sensor(num_detected) if nil ~= currentState.sensor then currentState.sensor(num_detected) end events.detectsClear() end
function events.state_entry() if nil ~= currentState.state_entry then currentState.state_entry() end events.detectsClear() end
function events.state_exit() if nil ~= currentState.state_exit then currentState.state_exit() end events.detectsClear() end
function events.timer() if nil ~= currentState.timer then currentState.timer() end events.detectsClear() end
function events.touch_start(num_detected) if nil ~= currentState.touch_start then currentState.touch_start(num_detected) end events.detectsClear() end
function events.touch(num_detected) if nil ~= currentState.touch then currentState.touch(num_detected) end events.detectsClear() end
function events.touch_end(num_detected) if nil ~= currentState.touch_end then currentState.touch_end(num_detected) end events.detectsClear() end
function events.transaction_result(id, success, data) if nil ~= currentState.transaction_result then currentState.transaction_result(id, success, data) end events.detectsClear() end
-- LSL function and constant creation stuff.
local args2string -- Pre declare this.
local functions = {}
local mt = {}
local function value2string(value, Type)
local temp = ""
if "float" == Type then temp = temp .. value
elseif "integer" == Type then temp = temp .. value
elseif "key" == Type then temp = "\"" .. value .. "\""
elseif "list" == Type then temp = "[" .. args2string(true, unpack(value)) .. "]"
elseif "table" == Type then temp = "[" .. args2string(true, unpack(value)) .. "]"
elseif "string" == Type then temp = "\"" .. value .. "\""
elseif "rotation" == Type then temp = "<" .. value.x .. ", " .. value.y .. ", " .. value.z .. ", " .. value.s .. ">"
elseif "vector" == Type then temp = "<" .. value.x .. ", " .. value.y .. ", " .. value.z .. ">"
else
temp = temp .. value
end
return temp
end
function args2string(doType, ...)
local temp = ""
local first = true
for j,w in ipairs( {...} ) do
if first then first = false else temp = temp .. ", " end
if doType then
temp = temp .. value2string(w, type(w))
else
temp = temp .. w
end
end
return temp
end
function mt.callAndReturn(name, ...)
luaproc.sendback(name .. "(" .. args2string(true, ...) .. ")")
end
function mt.callAndWait(name, ...)
mt.callAndReturn(name, ...);
-- Eventually a sendForth() is called, which should end up passing through SendToChannel().
-- Wait for the result, which should be a Lua value as a string.
return waitAndProcess(true)
end
local function newConst(Type, name, value)
LSL[name] = value
return { Type = Type, name = name }
end
local function newFunc(Type, name, ... )
functions[name] = { Type = Type, args = {...} }
if "" == Type then
LSL[name] = function(...) mt.callAndReturn(name, ... ) end
else
LSL[name] = function(...) return mt.callAndWait(name, ... ) end
end
end
-- LSL constants.
local constants =
{
newConst("float", "PI", 3.14159265358979323846264338327950),
newConst("float", "PI_BY_TWO", LSL.PI / 2), -- 1.57079632679489661923132169163975
newConst("float", "TWO_PI", LSL.PI * 2), -- 6.28318530717958647692528676655900
newConst("float", "DEG_TO_RAD", LSL.PI / 180.0), -- 0.01745329252
newConst("float", "RAD_TO_DEG", 180.0 / LSL.PI), -- 57.2957795131
newConst("float", "SQRT2", 1.4142135623730950488016887242097),
newConst("integer", "CHANGED_INVENTORY", 0x001),
newConst("integer", "CHANGED_COLOR", 0x002),
newConst("integer", "CHANGED_SHAPE", 0x004),
newConst("integer", "CHANGED_SCALE", 0x008),
newConst("integer", "CHANGED_TEXTURE", 0x010),
newConst("integer", "CHANGED_LINK", 0x020),
newConst("integer", "CHANGED_ALLOWED_DROP", 0x040),
newConst("integer", "CHANGED_OWNER", 0x080),
newConst("integer", "CHANGED_REGION", 0x100),
newConst("integer", "CHANGED_TELEPORT", 0x200),
newConst("integer", "CHANGED_REGION_START", 0x400),
newConst("integer", "CHANGED_MEDIA", 0x800),
newConst("integer", "DEBUG_CHANNEL", 2147483647),
newConst("integer", "PUBLIC_CHANNEL", 0),
newConst("integer", "INVENTORY_ALL", -1),
newConst("integer", "INVENTORY_NONE", -1),
newConst("integer", "INVENTORY_TEXTURE", 0),
newConst("integer", "INVENTORY_SOUND", 1),
newConst("integer", "INVENTORY_LANDMARK", 3),
newConst("integer", "INVENTORY_CLOTHING", 5),
newConst("integer", "INVENTORY_OBJECT", 6),
newConst("integer", "INVENTORY_NOTECARD", 7),
newConst("integer", "INVENTORY_SCRIPT", 10),
newConst("integer", "INVENTORY_BODYPART", 13),
newConst("integer", "INVENTORY_ANIMATION", 20),
newConst("integer", "INVENTORY_GESTURE", 21),
newConst("integer", "ALL_SIDES", -1),
newConst("integer", "LINK_SET", -1),
newConst("integer", "LINK_ROOT", 1),
newConst("integer", "LINK_ALL_OTHERS", -2),
newConst("integer", "LINK_ALL_CHILDREN", -3),
newConst("integer", "LINK_THIS", -4),
newConst("integer", "PERM_ALL", 0x7FFFFFFF),
newConst("integer", "PERM_COPY", 0x00008000),
newConst("integer", "PERM_MODIFY", 0x00004000),
newConst("integer", "PERM_MOVE", 0x00080000),
newConst("integer", "PERM_TRANSFER", 0x00002000),
newConst("integer", "MASK_BASE", 0),
newConst("integer", "MASK_OWNER", 1),
newConst("integer", "MASK_GROUP", 2),
newConst("integer", "MASK_EVERYONE", 3),
newConst("integer", "MASK_NEXT", 4),
newConst("integer", "PERMISSION_DEBIT", 0x0002),
newConst("integer", "PERMISSION_TAKE_CONTROLS", 0x0004),
newConst("integer", "PERMISSION_TRIGGER_ANIMATION", 0x0010),
newConst("integer", "PERMISSION_ATTACH", 0x0020),
newConst("integer", "PERMISSION_CHANGE_LINKS", 0x0080),
newConst("integer", "PERMISSION_TRACK_CAMERA", 0x0400),
newConst("integer", "PERMISSION_CONTRAL_CAMERA", 0x0800),
newConst("integer", "AGENT", 0x01),
newConst("integer", "ACTIVE", 0x02),
newConst("integer", "PASSIVE", 0x04),
newConst("integer", "SCRIPTED", 0x08),
newConst("integer", "OBJECT_UNKNOWN_DETAIL", -1),
newConst("integer", "PRIM_BUMP_SHINY", 19),
newConst("integer", "PRIM_COLOR", 18),
newConst("integer", "PRIM_FLEXIBLE", 21),
newConst("integer", "PRIM_FULLBRIGHT", 20),
newConst("integer", "PRIM_GLOW", 25),
newConst("integer", "PRIM_MATERIAL", 2),
newConst("integer", "PRIM_PHANTOM", 5),
newConst("integer", "PRIM_PHYSICS", 3),
newConst("integer", "PRIM_POINT_LIGHT", 23),
newConst("integer", "PRIM_POSITION", 6),
newConst("integer", "PRIM_ROTATION", 8),
newConst("integer", "PRIM_SIZE", 7),
newConst("integer", "PRIM_TEMP_ON_REZ", 4),
newConst("integer", "PRIM_TYPE", 9),
newConst("integer", "PRIM_TYPE_OLD", 1),
newConst("integer", "PRIM_TEXGEN", 22),
newConst("integer", "PRIM_TEXTURE", 17),
newConst("integer", "PRIM_TEXT", 26),
newConst("integer", "PRIM_BUMP_NONE", 0),
newConst("integer", "PRIM_BUMP_BRIGHT", 1),
newConst("integer", "PRIM_BUMP_DARK", 2),
newConst("integer", "PRIM_BUMP_WOOD", 3),
newConst("integer", "PRIM_BUMP_BARK", 4),
newConst("integer", "PRIM_BUMP_BRICKS", 5),
newConst("integer", "PRIM_BUMP_CHECKER", 6),
newConst("integer", "PRIM_BUMP_CONCRETE", 7),
newConst("integer", "PRIM_BUMP_TILE", 8),
newConst("integer", "PRIM_BUMP_STONE", 9),
newConst("integer", "PRIM_BUMP_DISKS", 10),
newConst("integer", "PRIM_BUMP_GRAVEL", 11),
newConst("integer", "PRIM_BUMP_BLOBS", 12),
newConst("integer", "PRIM_BUMP_SIDING", 13),
newConst("integer", "PRIM_BUMP_LARGETILE", 14),
newConst("integer", "PRIM_BUMP_STUCCO", 15),
newConst("integer", "PRIM_BUMP_SUCTION", 16),
newConst("integer", "PRIM_BUMP_WEAVE", 17),
newConst("integer", "PRIM_HOLE_DEFAULT", 0),
newConst("integer", "PRIM_HOLE_CIRCLE", 16),
newConst("integer", "PRIM_HOLE_SQUARE", 32),
newConst("integer", "PRIM_HOLE_TRIANGLE", 48),
newConst("integer", "PRIM_MATERIAL_STONE", 0),
newConst("integer", "PRIM_MATERIAL_METAL", 1),
newConst("integer", "PRIM_MATERIAL_GLASS", 2),
newConst("integer", "PRIM_MATERIAL_WOOD", 3),
newConst("integer", "PRIM_MATERIAL_FLESH", 4),
newConst("integer", "PRIM_MATERIAL_PLASTIC", 5),
newConst("integer", "PRIM_MATERIAL_RUBBER", 6),
newConst("integer", "PRIM_MATERIAL_LIGHT", 7),
newConst("integer", "PRIM_SCULPT_TYPE_SPHERE", 1),
newConst("integer", "PRIM_SCULPT_TYPE_TORUS", 2),
newConst("integer", "PRIM_SCULPT_TYPE_PLANE", 3),
newConst("integer", "PRIM_SCULPT_TYPE_CYLINDER", 4),
newConst("integer", "PRIM_SCULPT_TYPE_MESH", 5),
newConst("integer", "PRIM_SCULPT_TYPE_MIMESH", 6),
newConst("integer", "PRIM_SHINY_NONE", 0),
newConst("integer", "PRIM_SHINY_LOW", 1),
newConst("integer", "PRIM_SHINY_MEDIUM", 2),
newConst("integer", "PRIM_SHINY_HIGH", 3),
newConst("integer", "PRIM_TYPE_BOX", 0),
newConst("integer", "PRIM_TYPE_CYLINDER", 1),
newConst("integer", "PRIM_TYPE_PRISM", 2),
newConst("integer", "PRIM_TYPE_SPHERE", 3),
newConst("integer", "PRIM_TYPE_TORUS", 4),
newConst("integer", "PRIM_TYPE_TUBE", 5),
newConst("integer", "PRIM_TYPE_RING", 6),
newConst("integer", "PRIM_TYPE_SCULPT", 7),
newConst("integer", "STRING_TRIM", 3),
newConst("integer", "STRING_TRIM_HEAD", 1),
newConst("integer", "STRING_TRIM_TAIL", 2),
newConst("integer", "TRUE", 1),
newConst("integer", "FALSE", 0),
newConst("integer", "TOUCH_INVALID_FACE", 0x7FFFFFFF),
newConst("vector", "TOUCH_INVALID_TEXCOORD", {x=-1.0, y=-1.0, z=0.0}),
newConst("vector", "TOUCH_INVALID_VECTOR", {x=0.0, y=0.0, z=0.0}),
newConst("integer", "TYPE_INTEGER", 1),
newConst("integer", "TYPE_FLOAT", 2),
newConst("integer", "TYPE_STRING", 3),
newConst("integer", "TYPE_KEY", 4),
newConst("integer", "TYPE_VECTOR", 5),
newConst("integer", "TYPE_ROTATION", 6),
newConst("integer", "TYPE_INVALID", 0),
newConst("string", "NULL_KEY", "00000000-0000-0000-0000-000000000000"),
newConst("string", "EOF", "\\n\\n\\n"), -- Corner case, dealt with later.
newConst("rotation", "ZERO_ROTATION", {x=0.0, y=0.0, z=0.0, s=1.0}),
newConst("vector", "ZERO_VECTOR", {x=0.0, y=0.0, z=0.0}),
-- TODO - Temporary dummy variables to get vector and rotation thingies to work for now.
newConst("float", "s", 1.0),
newConst("float", "x", 0.0),
newConst("float", "y", 0.0),
newConst("float", "z", 0.0),
}
-- ll*() function definitions
-- LSL avatar functions
newFunc("key", "llAvatarOnSitTarget")
newFunc("list", "llGetAnimationList", "key id")
newFunc("integer", "llGetPermissions")
newFunc("key", "llGetPermissionsKey")
newFunc("string", "llKey2Name", "key avatar")
newFunc("", "llRequestPermissions", "key avatar", "integer perms")
newFunc("integer", "llSameGroup", "key avatar")
newFunc("", "llStartAnimation", "string anim")
newFunc("", "llStopAnimation", "string anim")
newFunc("", "llUnSit", "key avatar")
-- LSL collision / detect / sensor functions
newFunc("integer", "llDetectedGroup", "integer index")
newFunc("vector", "llDetectedGrab", "integer index")
newFunc("key", "llDetectedKey", "integer index")
newFunc("integer", "llDetectedLinkNumber", "integer index")
newFunc("string", "llDetectedName", "integer index")
newFunc("key", "llDetectedOwner", "integer index")
newFunc("vector", "llDetectedPos", "integer index")
newFunc("rotation", "llDetectedRot", "integer index")
newFunc("vector", "llDetectedTouchBinormal", "integer index")
newFunc("integer", "llDetectedTouchFace", "integer index")
newFunc("vector", "llDetectedTouchNormal", "integer index")
newFunc("vector", "llDetectedTouchPos", "integer index")
newFunc("vector", "llDetectedTouchST", "integer index")
newFunc("vector", "llDetectedTouchUV", "integer index")
newFunc("integer", "llDetectedType", "integer index")
newFunc("vector", "llDetectedVel", "integer index")
-- LSL communications functions
newFunc("", "llDialog", "key avatar", "string caption", "list arseBackwardsMenu", "integer channel")
newFunc("integer", "llListen", "integer channel", "string name", "key id", "string msg")
newFunc("", "llListenRemove", "integer handle")
newFunc("", "llOwnerSay", "string text")
newFunc("", "llSay", "integer channel", "string text")
newFunc("", "llShout", "integer channel", "string text")
newFunc("", "llWhisper", "integer channel", "string text")
newFunc("", "llMessageLinked", "integer link", "integer num", "string text", "key aKey")
-- LSL inventory functions.
newFunc("string", "llGetInventoryName", "integer Type", "integer index")
newFunc("integer", "llGetInventoryNumber", "integer Type")
newFunc("integer", "llGetInventoryType", "string name")
newFunc("key", "llGetNotecardLine", "string name", "integer index")
newFunc("", "llRezAtRoot", "string name", "vector position", "vector velocity", "rotation rot", "integer channel")
newFunc("", "llRezObject", "string name", "vector position", "vector velocity", "rotation rot", "integer channel")
-- LSL list functions.
newFunc("list", "llCSV2List", "string text")
newFunc("list", "llDeleteSubList", "list l", "integer start", "integer End")
newFunc("string", "llDumpList2String", "list l", "string separator")
newFunc("integer", "llGetListLength", "list l")
newFunc("string", "llList2CSV", "list l")
newFunc("float", "llList2Float", "list l", "integer index")
newFunc("integer", "llList2Integer", "list l", "integer index")
newFunc("key", "llList2Key", "list l", "integer index")
newFunc("list", "llList2List", "list l", "integer start", "integer End")
newFunc("string", "llList2String", "list l", "integer index")
newFunc("rotation", "llList2Rotation", "list l", "integer index")
newFunc("vector", "llList2Vector", "list l", "integer index")
newFunc("integer", "llListFindList", "list l", "list l1")
newFunc("list", "llListInsertList", "list l", "list l1", "integer index")
newFunc("list", "llListReplaceList", "list l", "list part", "integer start", "integer End")
newFunc("list", "llListSort", "list l", "integer stride", "integer ascending")
newFunc("list", "llParseString2List", "string In", "list l", "list l1")
newFunc("list", "llParseStringKeepNulls", "string In", "list l", "list l1")
-- LSL math functions
newFunc("rotation", "llEuler2Rot", "vector vec")
newFunc("float", "llFrand", "float max")
newFunc("float", "llPow", "float number", "float places")
newFunc("vector", "llRot2Euler", "rotation rot")
newFunc("integer", "llRound", "float number")
-- LSL media functions
newFunc("", "llPlaySound", "string name", "float volume")
-- LSL object / prim functions
newFunc("", "llDie")
newFunc("key", "llGetKey")
newFunc("integer", "llGetLinkNumber")
newFunc("string", "llGetObjectDesc")
newFunc("string", "llGetObjectName")
newFunc("key", "llGetOwner")
newFunc("", "llSetObjectDesc", "string text")
newFunc("", "llSetObjectName", "string text")
newFunc("", "llSetPrimitiveParams", "list params")
newFunc("", "llSetSitText", "string text")
newFunc("", "llSetText", "string text", "vector colour", "float alpha")
newFunc("", "llSitTarget", "vector pos", "rotation rot")
-- LSL rotation / scaling / translation functions
newFunc("vector", "llGetPos")
newFunc("rotation", "llGetRot")
newFunc("", "llSetPos", "vector pos")
newFunc("", "llSetRot", "rotation rot")
newFunc("", "llSetScale", "vector scale")
-- LSL script functions
newFunc("integer", "llGetFreeMemory")
newFunc("string", "llGetScriptName")
newFunc("", "llResetOtherScript", "string name")
newFunc("", "llResetScript")
newFunc("", "llSetScriptState", "string name", "integer running")
-- LSL string functions
newFunc("string", "llGetSubString", "string text", "integer start", "integer End")
newFunc("integer", "llStringLength", "string text")
newFunc("string", "llStringTrim", "string text", "integer type")
newFunc("integer", "llSubStringIndex", "string text", "string sub")
-- LSL texture functions
newFunc("float", "llGetAlpha", "integer side")
newFunc("", "llSetAlpha", "float alpha", "integer side")
newFunc("", "llSetColor", "vector colour", "integer side")
-- LSL time functions
newFunc("float", "llGetTime")
newFunc("", "llResetTime")
newFunc("", "llSetTimerEvent", "float seconds")
newFunc("float", "llSleep", "float seconds") -- Faked return type, it actually does not return anything. This forces it to wait. Actually fully implements llSleep(). B-)
-- TODO - fake this for now.
function --[[integer]] LSL.llGetInventoryType(--[[string]] name) return LSL.INVENTORY_SCRIPT end;
-- LSL collision / detect / sensor functions
function --[[integer]] LSL.llDetectedGroup( --[[integer]] index) return detectedGroups [index + 1] or false end
function --[[vector]] LSL.llDetectedGrab( --[[integer]] index) return detectedGrabs [index + 1] or LSL.ZERO_VECTOR end
function --[[key]] LSL.llDetectedKey( --[[integer]] index) return detectedKeys [index + 1] or LSL.NULL_KEY end -- LL says "returns empty key" which is "", but LSL Wiki says NULL_KEY
function --[[integer]] LSL.llDetectedLinkNumber( --[[integer]] index) return detectedLinkNumbers [index + 1] or 0 end
function --[[string]] LSL.llDetectedName( --[[integer]] index) return detectedNames [index + 1] or "" end -- LL says it returns NULL_KEY, LSL Wiki says an empty string. Apparently there used to be an exploit for creating multi kb names, normally they are 255 characters.
function --[[key]] LSL.llDetectedOwner( --[[integer]] index) return detectedOwners [index + 1] or LSL.NULL_KEY end -- LL says "returns empty key" which is "", but LSL Wiki says NULL_KEY
function --[[vector]] LSL.llDetectedPos( --[[integer]] index) return detectedPoss [index + 1] or LSL.ZERO_VECTOR end
function --[[rotation]] LSL.llDetectedRot( --[[integer]] index) return detectedRots [index + 1] or LSL.ZERO_ROTATION end
function --[[vector]] LSL.llDetectedTouchBinormal( --[[integer]] index) return detectedTouchBinormals [index + 1] or LSL.TOUCH_INVALID_VECTOR end
function --[[integer]] LSL.llDetectedTouchFace( --[[integer]] index) return detectedTouchFaces [index + 1] or LSL.TOUCH_INVALID_FACE end
function --[[vector]] LSL.llDetectedTouchNormal( --[[integer]] index) return detectedTouchNormals [index + 1] or LSL.TOUCH_INVALID_VECTOR end
function --[[vector]] LSL.llDetectedTouchPos( --[[integer]] index) return detectedTouchPoss [index + 1] or LSL.TOUCH_INVALID_VECTOR end
function --[[vector]] LSL.llDetectedTouchST( --[[integer]] index) return detectedTouchSTs [index + 1] or LSL.TOUCH_INVALID_TEXCOORD end
function --[[vector]] LSL.llDetectedTouchUV( --[[integer]] index) return detectedTouchUVs [index + 1] or LSL.TOUCH_INVALID_TEXCOORD end
function --[[integer]] LSL.llDetectedType( --[[integer]] index) return detectedTypes [index + 1] or 0 end
function --[[vector]] LSL.llDetectedVel( --[[integer]] index) return detectedVels [index + 1] or LSL.ZERO_VECTOR end
-- LSL list functions.
--function --[[list]] LSL.llCSV2List(--[[string]] text) return {} end;
function --[[list]] LSL.llDeleteSubList(--[[list]] l,--[[integer]] start,--[[integer]] eNd)
local result = {}
local x = 1
-- Deal with the impedance mismatch.
start = start + 1
eNd = eNd + 1
for i = 1,#l do
if i < start then result[x] = l[i]; x = x + 1
elseif i > eNd then result[x] = l[i]; x = x + 1
end
end
return result
end
function --[[string]] LSL.llDumpList2String(--[[list]] l, --[[string]] separator)
local result = ""
for i = 1,#l do
if "" ~= result then result = result .. separator end
result = result .. l[i]
end
return result
end
function --[[integer]] LSL.llGetListLength(--[[list]] l)
return #l
end
function --[[string]] LSL.llList2CSV(--[[list]] l)
return LSL.llDumpList2String(l, ",")
end
function --[[float]] LSL.llList2Float(--[[list]] l,--[[integer]] index)
local result = tonumber(l[index])
if nil == result then result = 0.0 end
return result
end
function --[[integer]] LSL.llList2Integer(--[[list]] l,--[[integer]] index)
local result = tonumber(l[index+1])
if nil == result then result = 0 end
return result
end
function --[[key]] LSL.llList2Key(--[[list]] l,--[[integer]] index)
local result = l[index+1]
if result then return "" .. result else return LSL.NULL_KEY end
end
function --[[list]] LSL.llList2List(--[[list]] l,--[[integer]] start,--[[integer]] eNd)
local result = {}
local x = 1
--[[ TODO -
Using negative numbers for start and/or end causes the index to count backwards from the length of the list, so 0, -1 would capture the entire list.
If start is larger than end the list returned is the exclusion of the entries, so 6, 4 would give the entire list except for the 5th entry.
]]
-- Deal with the impedance mismatch.
start = start + 1
eNd = eNd + 1
for i = 1,#l do
if i >= start then result[x] = l[i]; x = x + 1
elseif i <= eNd then result[x] = l[i]; x = x + 1
end
end
return result
end
function --[[string]] LSL.llList2String(--[[list]] l,--[[integer]] index)
local result = l[index+1]
if result then return "" .. result else return "" end
end
function --[[rotation]] LSL.llList2Rotation(--[[list]] l,--[[integer]] index)
local result = l[index+1]
if nil == result then result = LSL.ZERO_ROTATION end
-- TODO - check if it's not an actual rotation, then return LSS.ZERO_ROTATION
return result
end
function --[[vector]] LSL.llList2Vector(--[[list]] l,--[[integer]] index)
local result = l[index+1]
if nil == result then result = LSL.ZERO_VECTOR end
-- TODO - check if it's not an actual rotation, then return LSS.ZERO_VECTOR
return result
end
--function --[[integer]] LSL.llListFindList(--[[list]] l, --[[list]] l1) return 0 end;
function --[[list]] LSL.llListInsertList(--[[list]] l, --[[list]] l1,--[[integer]] index)
local result = {}
local x = 1
local y
for i = 1,index do
result[x] = l[i]
x = x + 1
end
y = x
for i = 1,#ll do
result[x] = ll[i]
x = x + 1
end
for i = y,#l do
result[x] = l[i]
x = x + 1
end
return result
end
function --[[list]] LSL.llListReplaceList(--[[list]] l, --[[list]] part,--[[integer]] start,--[[integer]] eNd)
local result = {}
local x = 1
local y
for i = 1,index do
result[x] = l[i]
x = x + 1
end
for i = 1,#part do
result[x] = part[i]
x = x + 1
end
for i = index,#l do
result[x] = l[i]
x = x + 1
end
return result
end
function --[[list]] LSL.llListSort(--[[list]] l,--[[integer]] stride,--[[integer]] ascending)
local result = {}
-- TODO - Deal with stride and ascending.
for i = 1,#l do
result[x] = l[i]; x = x + 1
end
table.sort(result)
return result
end
--function --[[list]] LSL.llParseString2List(--[[string]] In, --[[list]] l, --[[list]] l1) return {} end;
--function --[[list]] LSL.llParseStringKeepNulls(--[[string]] In, --[[list]] l, --[[list]] l1) return {} end;
-- LSL script functions
function --[[string]] LSL.llGetScriptName()
return scriptName
end
-- LSL string functions
function --[[string]] LSL.llGetSubString(--[[string]] text, --[[integer]] start, --[[integer]] End)
-- Deal with the impedance mismatch.
if 0 <= start then start = start + 1 end
if 0 <= End then End = End + 1 end
-- TODO - If start is larger than end the substring is the exclusion of the entries, so 6,4 would give the entire string except for the 5th character.
return string.sub(text, start, End)
end
function --[[integer]] LSL.llSubStringIndex(--[[string]] text, --[[string]] sub)
local start, End = string.find(text, sub, 1, true)
if nil == start then return -1 else return start - 1 end
end
-- Crements stuff.
function LSL.preDecrement(name) _G[name] = _G[name] - 1; return _G[name]; end;
function LSL.preIncrement(name) _G[name] = _G[name] + 1; return _G[name]; end;
function LSL.postDecrement(name) local temp = _G[name]; _G[name] = _G[name] - 1; return temp; end;
function LSL.postIncrement(name) local temp = _G[name]; _G[name] = _G[name] + 1; return temp; end;
-- State stuff
function LSL.stateChange(x)
if currentState ~= x then -- Changing to the same state is a NOP.
-- TODO - Should clear out pending events, except timer()
-- Also forget about any event setup that needs setting up via some ll*() function, except timer().
if nil ~= currentState.state_exit then
currentState.state_exit();
end
currentState = x;
--[[ Never return to the current states event handler. In theory. lol
Notably, it's not actually legal to do a state change from a function, only from handlers.
There is a hack though, but it's unsupported, so I don't have to worry about it so much.
Write out "state new;" as "return _LSL.stateChange(newState);", with stateChange() returning new.state_entry()) which will force two tail calls.
The caller of stateChange() might be a function rather than an event handler.
Which will return to the event handler (possibly via other nested function calls) as if the state never changed.
http://lslwiki.net/lslwiki/wakka.php?wakka=FunctionStateChangeHack seems to imply that this is exactly what LSL does.
Soooo, this might actually work perfectly.
Except for one minor quirk, as that page shows - only the top level function's state sticks, unless the handler does one to, then the handlers one overrides things.
Which I can probably ignore anyway, as this entire calling states within functions thing is an unsupported hack.
]]
if nil ~= currentState.state_entry then
return currentState.state_entry();
end
end
end;
function LSL.mainLoop(sid, name, x)
local status, errorMsg
local result
SID = sid
scriptName = name
LSL.EOF = "\n\n\n" -- Fix this up now.
LSL.stateChange(x);
waitAndProcess(false)
msg("Script quitting.")
end
function waitAndProcess(returnWanted)
local Type = "event"
if returnWanted then Type = "result" end
while running do
local message = luaproc.receive(SID)
if message then
-- TODO - should we be discarding return values while paused? I don't think so, so we need to process those,
if paused then
if "start()" == message then paused = false end
else
result, errorMsg = loadstring(message) -- "The environment of the returned function is the global environment." Though normally, a function inherits it's environment from the function creating it. Which is what we want. lol
if nil == result then
msg("Not a valid " .. Type .. ": " .. message .. " ERROR MESSAGE: " .. errorMsg)
else
-- Set the functions environment to ours, for the protection of the script, coz loadstring sets it to the global environment instead.
-- TODO - On the other hand, we will need the global environment when we call event handlers. So we should probably stash it around here somewhere.
-- Meh, seems to be working fine as it is.
setfenv(result, getfenv(1))
status, result = pcall(result)
if not status then
msg("Error from " .. Type .. ": " .. message .. " ERROR MESSAGE: " .. result)
elseif result then
-- Check if we are waiting for a return, and got it.
if returnWanted and string.match(message, "^return ") then
return result
end
-- Otherwise, just run it and keep looping.
status, errorMsg = luaproc.send(sid, result)
if not status then
msg("Error sending results from " .. Type .. ": " .. message .. " ERROR MESSAGE: " .. errorMsg)
end
end
end
end
end
end
end
-- Typecasting stuff.
function LSL.floatTypecast(x)
local temp = tonumber(x)
if nil == temp then temp = 0 end
return temp;
end
function LSL.integerTypecast(x)
local temp = tonumber(x)
if nil == temp then temp = 0 end
return temp;
end
function LSL.keyTypecast(x)
return "" .. x;
end
function LSL.listTypecast(x)
return {x};
end
function LSL.rotationTypecast(x)
return x;
end
function LSL.stringTypecast(x)
return "" .. x;
end
function LSL.vectorTypecast(x)
return x;
end
-- Called at compiler set up time, to produce the constants.lsl file.
function LSL.gimmeLSL()
for i,v in ipairs(constants) do
local value = LSL[v.name]
print(v.Type .. " " .. v.name .. " = " .. value2string(value, v.Type) .. ";")
end
for k in pairs(functions) do
local v = functions[k]
if nil == v.args then
print(v.Type .. " " .. k .. "(){}")
else
print(v.Type .. " " .. k .. "(" .. args2string(false, unpack(v.args)) .. "){}")
end
end
end
return LSL;
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