/*
* lockeddoor.lsl
* Part of the Sloodle project (www.sloodle.org)
*
* Copyright (c) 2011-06 contributors (see below)
* Released under the GNU GPL v3
* -------------------------------------------
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*
* All scripts must maintain this copyrite information, including the contributer information listed
*
* DESCRIPTION
* This script was built for an adventure game which involves access to hidden chambers etc.
* A user must collect X currency in order to unlock and open this door through touch
*
*
* A touch action will check to see if the user has X currency in their inventory, and if so
* instruct the door to open
*
* Contributors:
* Paul Preibisch
* Edmund Edgar
*/
integer MAX=30;
integer counter=0;
//order of animation messages
key userKey;
vector RED =<1.00000, 0.00000, 0.00000>;
integer SLOODLE_NOT_ENOUGH_CURRENCY= -1001;// AWARDS You do not have enough points to use this object. (There may be a customized message in the next line.)
integer SLOODLE_OBJECT_REGISTER_INTERACTION= -1639271133; //channel objects send interactions to the mod_interaction-1.0 script on to be forwarded to server
debug(string str){
//llOwnerSay(str);
}
integer soundCounter=0;
playDoorKnockSound(){
list snds= ["SND_DOOR_I_TOLD_U_GO_AWAY","SND_DOOR_COME_BACK_LATER","SND_GO_AWAY","SND_DOOR_DONT_MAKE_ME_COME_OUT_THERE_GO_AWAY","SND_DOOR_GETTING_ANGRY","SND_DOOR_HEARING_PROBLEM"];
llTriggerSound(llList2String(snds, soundCounter),1);
soundCounter++;
if (soundCounter>llGetListLength(snds)-1){
soundCounter=0;
snds=llListRandomize(snds, 1);
}
}
playDoorCloseSound(){
list snds= ["SND_THANKYOU_DONT_COME_AGAIN","SND_DONT_COME_AGAIN"];
llTriggerSound(llList2String(snds, soundCounter),1);
soundCounter++;
if (soundCounter>llGetListLength(snds)-1){
soundCounter=0;
snds=llListRandomize(snds, 1);
}
}
playDoorOpenSound(){
list snds= ["SND_U_LOOK_FAMILIAR","SND_COME_IN_1","SND_COMEIN_5"];
llTriggerSound(llList2String(snds, soundCounter),1);
soundCounter++;
if (soundCounter>llGetListLength(snds)-1){
soundCounter=0;
snds=llListRandomize(snds, 1);
}
}
integer DOOR_STATE;
integer OPEN=-1;
integer CLOSED=1;
doorClose(){
counter=0;
llSetTimerEvent(0);
llTriggerSound("SND_DOOR_CLOSE", 1);
llMessageLinked(LINK_SET, -99, "p0", NULL_KEY);
playDoorCloseSound();
llSetText("", RED, 1);
DOOR_STATE=CLOSED;
}
doorOpen(){
counter=0;
DOOR_STATE=OPEN;
//status is > 0 so it is a success, user has enough currency so we can open the door
llTriggerSound("SND_SQUEEKY_DOOR_OPEN", 1);
llSay(0,"Door is opened!");
llMessageLinked(LINK_SET, -99, "p1", NULL_KEY);
llSleep(1);
playDoorOpenSound();
llSetTimerEvent(1);
}
knock(){
//when touched, tell mod_interaction script that a water action has occured
llMessageLinked(LINK_SET, SLOODLE_OBJECT_REGISTER_INTERACTION, "knockknock", llDetectedKey(0));
llSay(0,"Attempting to open the door");
llTriggerSound("SND_DOOR_KNOCK", 1);
}
default {
state_entry() {
doorClose();
}
touch_start(integer num_detected) {
integer j;
for (j=0;j 1) {
msg = llList2String(lines, 1);
}
return;
}else{
string task = llList2String(lines, 1);
if (task=="knockknock"){
doorOpen();
}
}
}
timer() {
counter++;
if (counter>MAX){
doorClose();
}
if ((MAX-counter)>0){
llSetText("Closing door in: "+(string)(MAX-counter)+" seconds!", RED, 1);
}
}
}
// Please leave the following line intact to show where the script lives in Git:
// SLOODLE LSL Script Git Location: mod/interaction-1.0/objects/lockeddoor/assets/locked_door.lslp