| catch_tell() |
| ************ |
| |
| |
| SYNOPSIS |
| ======== |
| |
| void catch_tell(string) |
| |
| |
| DESCRIPTION |
| =========== |
| |
| When a message is sent to a noninteractive player, via say(), |
| tell_object, tell_room(), printf() or write(), it will get to the |
| function catch_tell(string). This will enable communications between |
| NPCs and from a player to an NPC. |
| |
| Also, if an interactive object is being shadowed and the |
| shadow has catch_tell() defined, it will receive all output |
| that would otherwise be written to the user. |
| |
| If a message is sent by an interactive object, catch_tell() is |
| not called in that object, to prevent recursive calls. Thus |
| catch_tell() in interactive objects can be used to filter the |
| output that goes to the users. |
| |
| The efun shout() sends to interactive objects only. |
| |
| |
| SEE ALSO |
| ======== |
| |
| enable_commands(E), say(E), tell_object(E), tell_room(E), |
| write(E), catch_msg(L) |