/**
* The language handler. This will keep track of the info on languages
* Each language can be a written language or a spoken language and have
* a garble object.
*<p>
* The function garble_say, garble_tell, garble_shout and
* garble_written shoud be defined on the garbling object.
* They should return the entire string to print. So if the
* routine returns 0 nothing is printed.
*
* @author Pinkfish
*/
#include <language.h>
#define L_NEW 512
#define REPLACEMENTS ({" ne1 ", " anyone ", " u ", " you ", " r ", " are "})
mapping languages;
void create() {
languages = ([
"common" : ({ L_SPOKEN|L_WRITTEN|L_DISTANCE/*|L_NEW */,
"/std/languages/common", 10 }),
"thieves' cant" : ({ L_SPOKEN|L_WRITTEN,
"/std/languages/cant", 100 }),
"grunt" : ({ L_SPOKEN, "/std/languages/grunt", 100 }),
"wizard spells" : ({ L_WRITTEN|L_MAGIC|L_SIZED,
"/std/languages/wizard_spells", 100 }),
"dwarven" : ({ L_SPOKEN|L_WRITTEN|L_DISTANCE,
"/std/languages/dwarven", 10 }),
"gnomish" : ({ L_SPOKEN|L_WRITTEN|L_DISTANCE,
"/std/languages/gnomish", 10 }),
"djelian" : ({ L_SPOKEN|L_WRITTEN|L_DISTANCE|L_NEW,
"/std/languages/djelian", 10 }),
"ephebian" : ({ L_SPOKEN|L_WRITTEN|L_DISTANCE|L_NEW,
"/std/languages/ephebian", 10 }),
"agatean" : ({ L_SPOKEN|L_WRITTEN|L_DISTANCE|L_NEW,
"/std/languages/agatean", 10 }),
/* Four magic languages of the elements: */
"aquateel" : ({ L_WRITTEN|L_MAGIC|L_SIZED,
"/std/languages/aquateel", 100 }),
"echthonica" : ({ L_WRITTEN|L_MAGIC|L_SIZED,
"/std/languages/echthonica", 100 }),
"flagraris" : ({ L_WRITTEN|L_MAGIC|L_SIZED,
"/std/languages/flagraris", 100 }),
"zephyrial" : ({ L_WRITTEN|L_MAGIC|L_SIZED,
"/std/languages/zephyrial", 100 }),
"wommon" : ({ L_WRITTEN|L_SPOKEN|L_DISTANCE|L_MAGIC,
"/std/languages/wommon", 10 }),
"tuandor" : ({ L_WRITTEN|L_SPOKEN|L_DISTANCE|L_NEW,
"/std/languages/tuandor", 10 }),
"vostrum" : ({ L_SPOKEN, "/std/languages/vostrum", 100 }),
]);
} /* create() */
/**
* Determine if the language is spoken.
*
* @param str the language name to test
* @return 1 if the language is spoken, 0 if it is not
*/
int query_language_spoken(string str) {
if (!languages[str])
return 0;
return languages[str][0]&L_SPOKEN;
} /* query_language_spoken() */
/**
* Determine if the language is written.
*
* @param str the language name to test
* @return 1 if the language is written, 0 if it is not
*/
int query_language_written(string str) {
if (!languages[str])
return 0;
return languages[str][0]&L_WRITTEN;
} /* query_language_written() */
/**
* Determine if the language is spoken.
* Distance languages can be used with tell and shout.
*
* @param str the language name to test
* @return 1 if it is distance language, 0 if it is not
*/
int query_language_distance(string str) {
if (!languages[str])
return 0;
return languages[str][0]&L_DISTANCE;
} /* query_language_distance() */
/**
* @ignore yes
*/
int query_language_new(string str) {
if (!languages[str])
return 0;
return languages[str][0]&L_NEW;
} /* query_language_new() */
/**
* Determine if it is a magical language.
* A magical langage gets a function called on it's object whenever it
* is read even if the person knows the language. It is also the language
* spells are written in.
*
* @param str the language to test
* @return 1 if it is magical, 0 if it is not
*/
int query_language_magic(string str) {
if (!languages[str])
return 0;
return languages[str][0]&L_MAGIC;
} /* query_language_magic() */
/**
* This method returns the size of the language (used by add_read_mess()).
* Some languages have bigger letters and stuff than others.
* @param lang the language to get the size of
* @return the size of each letter in standard handwriting
* @see /std/basic/read_desc->add_read_mess()
*/
int query_language_size( string lang ) {
if( !languages[lang] )
return 0;
return languages[lang][2];
} /* query_language_size() */
/* This is called to resize the text if it doesnt fit... */
/**
* @ignore yes
*/
mixed squidge_text(string lang, mixed str, int size) {
if (!languages[lang])
return 0; /* Don't add it... */
if (!(languages[lang][0]&L_MAGIC))
return str[0..(size/languages[lang][2])];
return (mixed)languages[lang][1]->squidge_text(str, size);
} /* squish_text() */
/* Shjould not really allow this...
int add_language(string name, int flags, mixed ob, int size) {
languages[name] = ({ flags, ob, size });
} * add_language() */
/**
* Return all the flags for the language.
*
* @param name the language to get the flags of
* @return all the flags
* @see /include/language.h
*/
int query_flags(string name) {
if (!languages[name])
return 0;
return languages[name][0];
} /* query_flags() */
/**
* Figure out the garble object. This returns the garble object for the
* language. The garble object is used to modify the text so that
* player does not see plain text if they do not know the language.
*
* @param name the language to get the garble object for
* @return the garble object
*/
string query_garble_object(string name) {
if (!languages[name])
return 0;
return languages[name][1];
} /* query_garble_object() */
/**
* Names of all the languages.
* @return the names of all the languages
*/
string *query_languages() {
return m_indices(languages);
} /* query_languages() */
/**
* Determine if this is a language.
* @return 1 if it is a language, 0 if it s not
* @param str the language to check
*/
int test_language(string str) {
return pointerp(languages[str]);
} /* test_language() */
/**
* The skill for the spoken language. This gets the skill name in the skill
* tree for the spoken part of the language.
* @param lang the language to get the skill of
* @return the skill name
*/
string query_language_spoken_skill(string lang) {
return LANGUAGE_SKILL_START + replace(lang, " ", "_") + "." + SPOKEN_SKILL;
} /* query_language_spoken_skill() */
/**
* The skill for the written language. This gets the skill name in the skill
* tree for the written part of the language.
* @param lang the language to get the skill of
* @return the skill name
*/
string query_language_written_skill(string lang) {
return LANGUAGE_SKILL_START + replace(lang, " ", "_") + "." + WRITTEN_SKILL;
} /* query_language_written_skill() */
/**
* This garbles a say. Called from the events class to garble the text
* that players see. This looks up the garble object and calls the
* correct function on it. The returned array contains the
* garbled start and message.
*
* @param lang the language spoken in
* @param start the start bit
* @param mess the message itself
* @param player the player hearing
* @param from the player speaking
* @param type 'say', 'tell', 'shout' etc
* @return an array <code>({ start, mess })</code>
*/
mixed garble_say(string lang, string start, string mess,
object player, object from, string type) {
string garble_ob;
mess = replace(mess, REPLACEMENTS);
if (query_language_new(lang)) {
garble_ob = query_garble_object(lang);
if (garble_ob) {
return garble_ob->garble_say(start, mess, player, from, type,
query_language_spoken_skill(lang),
type == SHOUT_TYPE);
}
} else {
if (player->query_skill(query_language_spoken_skill(lang)) < 99) {
garble_ob = query_garble_object(lang);
if(garble_ob)
return garble_ob->garble_say(start, mess, player, type);
else
debug_printf("Error, %s has no garble object.", lang);
}
}
return ({ start, mess });
} /* garble_say() */
/**
* Garble written text. This is the same as garble_say, but it works on written
* text.
*
* @param lang the language written in
* @param text the text which has been written
* @param thing the thing which is written on
* @param player the player doing the reading
* @return the garbled text as a string
*/
string garble_text(string lang, mixed text, object thing, object player ) {
string garble_ob;
if (functionp(text)) {
text = evaluate(text);
}
if (query_language_new(lang)) {
garble_ob = query_garble_object(lang);
if (garble_ob) {
return garble_ob->garble_text(text, thing, player,
query_language_written_skill(lang));
}
} else {
if (player->query_skill(query_language_written_skill(lang)) < 99) {
garble_ob = query_garble_object(lang);
if(!garble_ob) return "This item has a buggy language set, please report it.\n";
return garble_ob->garble_text(text, thing, player);
}
if (query_language_magic(lang)) {
garble_ob = query_garble_object(lang);
return garble_ob->magical_text(text, thing, player);
}
return text;
}
if (query_language_magic(lang))
return 0;
return "Text written in " + lang + " could not have been written. "
"There are "
"broken bits of letters scattered over the page, looks like "
"someone had a bad game of scrabble.\n";
} /* garble_text() */