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-rw-r--r--OpenSim/Region/ScriptEngine/XEngine/LSL_ScriptCommands.cs80
1 files changed, 63 insertions, 17 deletions
diff --git a/OpenSim/Region/ScriptEngine/XEngine/LSL_ScriptCommands.cs b/OpenSim/Region/ScriptEngine/XEngine/LSL_ScriptCommands.cs
index cfd70f4..1fb13a7 100644
--- a/OpenSim/Region/ScriptEngine/XEngine/LSL_ScriptCommands.cs
+++ b/OpenSim/Region/ScriptEngine/XEngine/LSL_ScriptCommands.cs
@@ -172,6 +172,31 @@ namespace OpenSim.Region.ScriptEngine.XEngine
172 return LLUUID.Zero; 172 return LLUUID.Zero;
173 } 173 }
174 174
175
176 /// <summary>
177 /// accepts a valid LLUUID, -or- a name of an inventory item.
178 /// Returns a valid LLUUID or LLUUID.Zero if key invalid and item not found
179 /// in prim inventory.
180 /// </summary>
181 /// <param name="k"></param>
182 /// <returns></returns>
183 private LLUUID KeyOrName(string k)
184 {
185 LLUUID key = LLUUID.Zero;
186
187 // if we can parse the string as a key, use it.
188 if (LLUUID.TryParse(k, out key))
189 {
190 return key;
191 }
192 // else try to locate the name in inventory of object. found returns key,
193 // not found returns LLUUID.Zero which will translate to the default particle texture
194 else
195 {
196 return InventoryKey(k);
197 }
198 }
199
175 public void osSetRegionWaterHeight(double height) 200 public void osSetRegionWaterHeight(double height)
176 { 201 {
177 m_host.AddScriptLPS(1); 202 m_host.AddScriptLPS(1);
@@ -1372,16 +1397,38 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1372 Deprecated("llSound"); 1397 Deprecated("llSound");
1373 } 1398 }
1374 1399
1400 // Xantor 20080528 PlaySound updated so it accepts an objectinventory name -or- a key to a sound
1401 // 20080530 Updated to remove code duplication
1375 public void llPlaySound(string sound, double volume) 1402 public void llPlaySound(string sound, double volume)
1376 { 1403 {
1377 m_host.AddScriptLPS(1); 1404 m_host.AddScriptLPS(1);
1378 m_host.SendSound(sound, volume, false, 0); 1405
1406 // send the sound, once, to all clients in range
1407 m_host.SendSound(KeyOrName(sound).ToString(), volume, false, 0);
1379 } 1408 }
1380 1409
1410 // Xantor 20080528 we should do this differently.
1411 // 1) apply the sound to the object
1412 // 2) schedule full update
1413 // just sending the sound out once doesn't work so well when other avatars come in view later on
1414 // or when the prim gets moved, changed, sat on, whatever
1415 // see large number of mantises (mantes?)
1416 // 20080530 Updated to remove code duplication
1417 // 20080530 Stop sound if there is one, otherwise volume only changes don't work
1381 public void llLoopSound(string sound, double volume) 1418 public void llLoopSound(string sound, double volume)
1382 { 1419 {
1383 m_host.AddScriptLPS(1); 1420 m_host.AddScriptLPS(1);
1384 m_host.SendSound(sound, volume, false, 1); 1421
1422 if (m_host.Sound != LLUUID.Zero)
1423 llStopSound();
1424
1425 m_host.Sound = KeyOrName(sound);
1426 m_host.SoundGain = volume;
1427 m_host.SoundFlags = 1; // looping
1428 m_host.SoundRadius = 20; // Magic number, 20 seems reasonable. Make configurable?
1429
1430 m_host.ScheduleFullUpdate();
1431 m_host.SendFullUpdateToAllClients();
1385 } 1432 }
1386 1433
1387 public void llLoopSoundMaster(string sound, double volume) 1434 public void llLoopSoundMaster(string sound, double volume)
@@ -1408,10 +1455,20 @@ namespace OpenSim.Region.ScriptEngine.XEngine
1408 m_host.SendSound(sound, volume, true, 0); 1455 m_host.SendSound(sound, volume, true, 0);
1409 } 1456 }
1410 1457
1458 // Xantor 20080528: Clear prim data of sound instead
1411 public void llStopSound() 1459 public void llStopSound()
1412 { 1460 {
1413 m_host.AddScriptLPS(1); 1461 m_host.AddScriptLPS(1);
1414 m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2); 1462
1463 m_host.Sound = LLUUID.Zero;
1464 m_host.SoundGain = 0;
1465 m_host.SoundFlags = 0;
1466 m_host.SoundRadius = 0;
1467
1468 m_host.ScheduleFullUpdate();
1469 m_host.SendFullUpdateToAllClients();
1470
1471 // m_host.SendSound(LLUUID.Zero.ToString(), 1.0, false, 2);
1415 } 1472 }
1416 1473
1417 public void llPreloadSound(string sound) 1474 public void llPreloadSound(string sound)
@@ -4045,23 +4102,12 @@ namespace OpenSim.Region.ScriptEngine.XEngine
4045 prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi; 4102 prules.Pattern = (Primitive.ParticleSystem.SourcePattern)tmpi;
4046 break; 4103 break;
4047 4104
4048 // Xantor 03-May-2008 4105 // Xantor 20080503
4049 // Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture 4106 // Wiki: PSYS_SRC_TEXTURE string inventory item name or key of the particle texture
4050 // "" = default texture. 4107 // "" = default texture.
4108 // 20080530 Updated to remove code duplication
4051 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE: 4109 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_TEXTURE:
4052 LLUUID tkey = LLUUID.Zero; 4110 prules.Texture = KeyOrName(rules.Data[i + 1].ToString());
4053
4054 // if we can parse the string as a key, use it.
4055 if (LLUUID.TryParse(rules.Data[i + 1].ToString(), out tkey))
4056 {
4057 prules.Texture = tkey;
4058 }
4059 // else try to locate the name in inventory of object. found returns key,
4060 // not found returns LLUUID.Zero which will translate to the default particle texture
4061 else
4062 {
4063 prules.Texture = InventoryKey(rules.Data[i+1].ToString());
4064 }
4065 break; 4111 break;
4066 4112
4067 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE: 4113 case (int)BuiltIn_Commands_BaseClass.PSYS_SRC_BURST_RATE: