// /bin/user/_speak.c // written by Valodin, August 1993 // enables players to speak in racial tongues...or any // language for that matter #include <std.h> #include <daemons.h> #define FLUBS ({ "something", "womble", "blarg", "cabbage", "blurgle", "jello", "bing", "migrated", "yellow hephalumps", "furry" }) #define FLUBNUM 10 inherit DAEMON; void speak(string lang, string str, int prof); void tell_em(string str, object *ob); mapping make_speakers(object *ob, string lang); mapping make_speech(mapping speakers, string str, int prof); int cmd_speak(string str) { string tmp, lang; int prof; if(!str) { write("Speak what?\n"); return 1; } if(sscanf(str, "in %s %s", lang, tmp) == 2) if((prof = (int)this_player()->query_lang_prof(lang)) == 0) { write("You don't know how to speak " + lang + ".\n"); return 1; } else speak(lang, tmp, prof); else if(!(lang = this_player()->query_primary_lang())) { write("You need to visit the sage to get your languages fixed.\n"); return 1; } else speak(lang, str, (int)this_player()->query_lang_prof(lang)); return 1; } void speak(string lang, string str, int prof) { object *speakers; mapping speech; string cap_name, cap_lang; int i; speakers = all_inventory(environment(this_player())); speakers -= ({ this_player() }); speakers = filter_array(speakers, "is_living", this_object()); if(prof != 10) str = translate(str, prof); cap_lang = capitalize(lang); write("You say in " + cap_lang + ": " + str); speech = make_speakers(speakers, lang); speech = make_speech(speech, str, prof); cap_name = this_player()->query_cap_name(); if(speech[10]) tell_em(cap_name + " says in " + cap_lang + ": " + str, speech[10]); if(speech[0]) tell_em(cap_name + " says something in " + cap_lang + ".", speech[0]); for(i = 1; i < 10; i++) if(speech[i]) tell_em(cap_name + " says in " + cap_lang + ": " + speech["messages"][i], speech[i]); } int is_living(object ob) { return living(ob); } void tell_em(string str, object *ob) { int i, obsz; for(i = 0, obsz = sizeof(ob); i < obsz; i++) message("talk", str, ob[i]); } mapping make_speakers(object *ob, string lang) { mapping speakers; int i, obsz, z; speakers = ([]); for(i = 0, obsz = sizeof(ob); i < obsz; i++) { z = ob[i]->query_lang_prof(lang); if(!speakers[z]) speakers[z] = ({ ob[i] }); else speakers[z] += ({ ob[i] }); } return speakers; } mapping make_speech(mapping speakers, string str, int prof) { int i; speakers["messages"] = ([]); for(i = 1; i < 10; i++) if(speakers[i]) speakers["messages"][i] = translate(str, i); return speakers; } int help() { write("Command: speak\nSyntax: speak [in <language>] <text>\n" " This allows you to speak in a language other than common. \n" " Only those around you who understand the language will see the real\n" " text. The others will see parts of it based on theirspeaking\n" " ability. If you have problems with languages, visit the sage and ask\n" " him to fix you.\n"); return 1; }