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Diffstat (limited to 'OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs')
-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs76
1 files changed, 69 insertions, 7 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 3591d14..e87ec1c 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -4957,12 +4957,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4957 { 4957 {
4958 return 0; 4958 return 0;
4959 } 4959 }
4960
4961 // Vectors & Rotations always return zero in SL, but
4962 // keys don't always return zero, it seems to be a bit complex.
4963 else if (src.Data[index] is LSL_Vector ||
4964 src.Data[index] is LSL_Rotation)
4965 {
4966 return 0;
4967 }
4960 try 4968 try
4961 { 4969 {
4970
4962 if (src.Data[index] is LSL_Integer) 4971 if (src.Data[index] is LSL_Integer)
4963 return (LSL_Integer) src.Data[index]; 4972 return (LSL_Integer)src.Data[index];
4964 else if (src.Data[index] is LSL_Float) 4973 else if (src.Data[index] is LSL_Float)
4965 return Convert.ToInt32(((LSL_Float) src.Data[index]).value); 4974 return Convert.ToInt32(((LSL_Float)src.Data[index]).value);
4966 return new LSL_Integer(src.Data[index].ToString()); 4975 return new LSL_Integer(src.Data[index].ToString());
4967 } 4976 }
4968 catch (FormatException) 4977 catch (FormatException)
@@ -4982,14 +4991,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
4982 { 4991 {
4983 return 0.0; 4992 return 0.0;
4984 } 4993 }
4994
4995 // Vectors & Rotations always return zero in SL
4996 else if (src.Data[index] is LSL_Vector ||
4997 src.Data[index] is LSL_Rotation)
4998 {
4999 return 0;
5000 }
5001 // valid keys seem to get parsed as integers then converted to floats
5002 else
5003 {
5004 UUID uuidt;
5005 if (src.Data[index] is LSL_Key && UUID.TryParse(src.Data[index].ToString(), out uuidt))
5006 {
5007 return Convert.ToDouble(new LSL_Integer(src.Data[index].ToString()).value);
5008 }
5009 }
4985 try 5010 try
4986 { 5011 {
4987 if (src.Data[index] is LSL_Integer) 5012 if (src.Data[index] is LSL_Integer)
4988 return Convert.ToDouble(((LSL_Integer) src.Data[index]).value); 5013 return Convert.ToDouble(((LSL_Integer)src.Data[index]).value);
4989 else if (src.Data[index] is LSL_Float) 5014 else if (src.Data[index] is LSL_Float)
4990 return Convert.ToDouble(((LSL_Float) src.Data[index]).value); 5015 return Convert.ToDouble(((LSL_Float)src.Data[index]).value);
4991 else if (src.Data[index] is LSL_String) 5016 else if (src.Data[index] is LSL_String)
4992 return Convert.ToDouble(((LSL_String) src.Data[index]).m_string); 5017 return Convert.ToDouble(((LSL_String)src.Data[index]).m_string);
4993 return Convert.ToDouble(src.Data[index]); 5018 return Convert.ToDouble(src.Data[index]);
4994 } 5019 }
4995 catch (FormatException) 5020 catch (FormatException)
@@ -5012,17 +5037,30 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5012 return src.Data[index].ToString(); 5037 return src.Data[index].ToString();
5013 } 5038 }
5014 5039
5015 public LSL_String llList2Key(LSL_List src, int index) 5040 public LSL_Key llList2Key(LSL_List src, int index)
5016 { 5041 {
5017 m_host.AddScriptLPS(1); 5042 m_host.AddScriptLPS(1);
5018 if (index < 0) 5043 if (index < 0)
5019 { 5044 {
5020 index = src.Length + index; 5045 index = src.Length + index;
5021 } 5046 }
5047
5022 if (index >= src.Length || index < 0) 5048 if (index >= src.Length || index < 0)
5023 { 5049 {
5024 return ""; 5050 return "";
5025 } 5051 }
5052
5053 // SL spits out an empty string for types other than key & string
5054 // At the time of patching, LSL_Key is currently LSL_String,
5055 // so the OR check may be a little redundant, but it's being done
5056 // for completion and should LSL_Key ever be implemented
5057 // as it's own struct
5058 else if (!(src.Data[index] is LSL_String ||
5059 src.Data[index] is LSL_Key))
5060 {
5061 return "";
5062 }
5063
5026 return src.Data[index].ToString(); 5064 return src.Data[index].ToString();
5027 } 5065 }
5028 5066
@@ -5041,6 +5079,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5041 { 5079 {
5042 return (LSL_Vector)src.Data[index]; 5080 return (LSL_Vector)src.Data[index];
5043 } 5081 }
5082
5083 // SL spits always out ZERO_VECTOR for anything other than
5084 // strings or vectors. Although keys always return ZERO_VECTOR,
5085 // it is currently difficult to make the distinction between
5086 // a string, a key as string and a string that by coincidence
5087 // is a string, so we're going to leave that up to the
5088 // LSL_Vector constructor.
5089 else if (!(src.Data[index] is LSL_String ||
5090 src.Data[index] is LSL_Vector))
5091 {
5092 return new LSL_Vector(0, 0, 0);
5093 }
5044 else 5094 else
5045 { 5095 {
5046 return new LSL_Vector(src.Data[index].ToString()); 5096 return new LSL_Vector(src.Data[index].ToString());
@@ -5058,7 +5108,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
5058 { 5108 {
5059 return new LSL_Rotation(0, 0, 0, 1); 5109 return new LSL_Rotation(0, 0, 0, 1);
5060 } 5110 }
5061 if (src.Data[index].GetType() == typeof(LSL_Rotation)) 5111
5112 // SL spits always out ZERO_ROTATION for anything other than
5113 // strings or vectors. Although keys always return ZERO_ROTATION,
5114 // it is currently difficult to make the distinction between
5115 // a string, a key as string and a string that by coincidence
5116 // is a string, so we're going to leave that up to the
5117 // LSL_Rotation constructor.
5118 else if (!(src.Data[index] is LSL_String ||
5119 src.Data[index] is LSL_Rotation))
5120 {
5121 return new LSL_Rotation(0, 0, 0, 1);
5122 }
5123 else if (src.Data[index].GetType() == typeof(LSL_Rotation))
5062 { 5124 {
5063 return (LSL_Rotation)src.Data[index]; 5125 return (LSL_Rotation)src.Data[index];
5064 } 5126 }