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language.inc
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#include <open.mp>
#if !defined PP_SYNTAX_ON_EXIT
#define PP_SYNTAX_ON_EXIT
#endif
#if !defined PP_SYNTAX_ON_INIT
#define PP_SYNTAX_ON_INIT
#endif
#include <PawnPlus>
#include <YSI_Coding\y_va>
#include <YSI_Data\y_iterate>
#if !defined MAX_LANGS
#define MAX_LANGS 30
#endif
#if !defined MAX_LANG_NAME
#define MAX_LANG_NAME 40
#endif
static
Pool: Language_gsList,
Map: Language_gsMap[MAX_LANGS],
Language: Language_gsPlayer[MAX_PLAYERS];
// --
// API
// --
/**
* <library>language</library>
* <summary>Initializes a language.</summary>
* <param name="name">Language name.</param>
* <returns>Language index, -1 if language exists.</returns>
*/
stock Language: Language_Init(const string: name[])
{
//name is just in case, you can write whatever, maps are points
if(pool_find_str(Language_gsList, name) != -1)
{
return Language: -1;
}
new Language: idx = Language: pool_add_str(Language_gsList, name);
Language_gsMap[_:idx] = map_new();
return idx;
}
/**
* <library>language</library>
* <summary>Removes a language.</summary>
* <param name="id">Language id (index).</param>
* <returns>False if language is invalid, otherwise true if removed.</returns>
*/
stock bool: Language_Remove(Language: id)
{
if(map_valid(Language_gsMap[_:id]))
{
return false;
}
map_delete_deep(Language_gsMap[_:id]);
pool_remove(Language_gsList, _:id);
return true;
}
/**
* <library>language</library>
* <summary>Removes a language.</summary>
* <param name="id">Language id (index).</param>
* <param name="key">Key.</param>
* <param name="text_value">Text to send.</param>
* <returns>False if language is invalid, otherwise true if added.</returns>
*/
stock bool: Language_AddKey(Language: id, const string: key[], const string: text_value[])
{
if(!map_valid(Language_gsMap[_:id]))
{
return false;
}
map_str_add_str(Language_gsMap[_:id], key, text_value);
return true;
}
/**
* <library>language</library>
* <summary>Sets player's language.</summary>
* <param name="playerid">Player we set language to.</param>
* <param name="id">Language we set.</param>
* <returns>No return values.</returns>
*/
stock void: Language_SetPlayer(playerid, Language: id)
{
Language_gsPlayer[playerid] = id;
}
/**
* <library>language</library>
* <summary>Gets player's language.</summary>
* <param name="playerid">Player we get language from.</param>
* <returns>Player's language.</returns>
*/
stock Language: Language_GetPlayer(playerid)
{
return Language_gsPlayer[playerid];
}
/**
* <library>language</library>
* <summary>Gets language name.</summary>
* <param name="id">Language id.</param>
* <param name="name">Destination to store the name.</param>
* <returns>False if language doesn't exist, otherwise true.</returns>
*/
stock Language_GetName(Language: id, name[MAX_LANG_NAME], len=sizeof(name))
{
if(!pool_has(Language_gsList, _:id))
{
return false;
}
pool_get_str(Language_gsList, _:id, name, len);
return true;
}
// --
// Initializers and finalizers
// --
pawn_on_init[lang]
{
Language_gsList = pool_new();
}
pawn_on_exit[lang]
{
pool_delete_deep(Language_gsList);
}
// --
// Hooks
// --
//SendClientMessage
stock __language_SendClientMessage(playerid, colour, const format[], OPEN_MP_TAGS: ...)
{
new Language: lang = Language_gsPlayer[playerid];
if(map_has_str_key(Language_gsMap[_:lang], format))
{
new text[144];
map_str_get_str(Language_gsMap[_:lang], format, text);
return SendClientMessage(playerid, colour, text, ___(3));
}
else
{
return SendClientMessage(playerid, colour, format, ___(3));
}
}
#if defined _ALS_SendClientMessage
#undef SendClientMessage
#else
#define _ALS_SendClientMessage
#endif
#define SendClientMessage __language_SendClientMessage
//SendClientMessageToAll
stock __language_SendClientMessageToAll(colour, const format[], OPEN_MP_TAGS: ...)
{
foreach(new i : Player)
{
__language_SendClientMessage(i, colour, format, ___(2));
}
}
#if defined _ALS_SendClientMessageToAll
#undef SendClientMessageToAll
#else
#define _ALS_SendClientMessageToAll
#endif
#define SendClientMessageToAll __language_SendClientMessageToAll
// SendPlayerMessageToPlayer
stock __language_SendPlayerMessageToPlayer(playerid, senderid, const format[], OPEN_MP_TAGS:...)
{
new Language: lang = Language_gsPlayer[playerid];
if(map_has_str_key(Language_gsMap[_:lang], format))
{
new text[144];
map_str_get_str(Language_gsMap[_:lang], format, text);
return SendPlayerMessageToPlayer(playerid, senderid, text, ___(3));
}
else
{
return SendPlayerMessageToPlayer(playerid, senderid, format, ___(3));
}
}
#if defined _ALS_SendPlayerMessageToPlayer
#undef SendPlayerMessageToPlayer
#else
#define _ALS_SendPlayerMessageToPlayer
#endif
#define SendPlayerMessageToPlayer __language_SendPlayerMessageToPlayer
//GameTextForPlayer
stock __language_GameTextForPlayer(playerid, const string[], time, style, OPEN_MP_TAGS: ...)
{
new Language: lang = Language_gsPlayer[playerid];
if(map_has_str_key(Language_gsMap[_:lang], string))
{
new text[144];
map_str_get_str(Language_gsMap[_:lang], string, text);
return GameTextForPlayer(playerid, text, time, style, ___(4));
}
else
{
return GameTextForPlayer(playerid, string, time, style, ___(4));
}
}
#if defined _ALS_GameTextForPlayer
#undef GameTextForPlayer
#else
#define _ALS_GameTextForPlayer
#endif
#define GameTextForPlayer __language_GameTextForPlayer
//GameTextForAll
stock __language_GameTextForAll(const string[], time, style, OPEN_MP_TAGS: ...)
{
foreach(new i : Player)
{
__language_GameTextForPlayer(i, string, time, style, ___(3));
}
}
#if defined _ALS_GameTextForAll
#undef GameTextForAll
#else
#define _ALS_GameTextForAll
#endif
#define GameTextForAll __language_GameTextForAll
// I'm still figuring out how to make dialog language available if you find any bug report as soon as possible
stock __language_ShowPlayerDialog(playerid, dialogid, DIALOG_STYLE: style, const caption[], const info[], const button1[], const button2[])
{
new Language: lang = Language_gsPlayer[playerid];
new
dialog_caption[60],
dialog_info[3800],
dialog_button1[30],
dialog_button2[30];
//caption
if(map_has_str_key(Language_gsMap[_:lang], caption))
{
map_str_get_str(Language_gsMap[_:lang], caption, dialog_caption);
}
else
{
strcopy(dialog_caption, caption);
}
//info
if(map_has_str_key(Language_gsMap[_:lang], info))
{
map_str_get_str(Language_gsMap[_:lang], info, dialog_info);
}
else
{
strcopy(dialog_info, info);
}
//button1
if(map_has_str_key(Language_gsMap[_:lang], button1))
{
map_str_get_str(Language_gsMap[_:lang], button1, dialog_button1);
}
else
{
strcopy(dialog_button1, button1);
}
//button2
if(map_has_str_key(Language_gsMap[_:lang], button2))
{
map_str_get_str(Language_gsMap[_:lang], button2, dialog_button2);
}
else
{
strcopy(dialog_button2, button2);
}
return ShowPlayerDialog(playerid, dialogid, style, dialog_caption, dialog_info, dialog_button1, dialog_button2);
}
#if defined _ALS_ShowPlayerDialog
#undef ShowPlayerDialog
#else
#define _ALS_ShowPlayerDialog
#endif
#define ShowPlayerDialog __language_ShowPlayerDialog