| SYNOPSIS |
| void catch_tell(string) |
| |
| DESCRIPTION |
| When a message is sent to an non-interactive object, via say(), |
| tell_object, tell_room() or write(), it will get to the function |
| catch_tell(string). The idea is to enable communications between |
| NPCs and from a user to an NPC. |
| |
| Messages sent to an interactive object are also passed to that |
| object's catch_tell() lfun, _if it has one_. If the receiver |
| (or one of its shadows) doesn't have that lfun, the text is sent |
| to the socket directly. Only messages sent by an interactive |
| object to itself inside a catch_tell are always written to the |
| socket immediately. |
| |
| This allows text to be filtered and processed before it is |
| written to a player. |
| |
| SEE ALSO |
| enable_commands(E), say(E), tell_object(E), tell_room(E), |
| write(E), snoop(E), catch_msg(A) |