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MG Mud User88f12472016-06-24 23:31:02 +02001SYNOPSIS
2 void catch_tell(string)
3
4DESCRIPTION
5 When a message is sent to an non-interactive object, via say(),
6 tell_object, tell_room() or write(), it will get to the function
7 catch_tell(string). The idea is to enable communications between
8 NPCs and from a user to an NPC.
9
10 Messages sent to an interactive object are also passed to that
11 object's catch_tell() lfun, _if it has one_. If the receiver
12 (or one of its shadows) doesn't have that lfun, the text is sent
13 to the socket directly. Only messages sent by an interactive
Zesstra7ea4a032019-11-26 20:11:40 +010014 object to itself inside a catch_tell are always written to the
15 socket immediately.
MG Mud User88f12472016-06-24 23:31:02 +020016
Zesstra7ea4a032019-11-26 20:11:40 +010017 This allows text to be filtered and processed before it is
18 written to a player.
MG Mud User88f12472016-06-24 23:31:02 +020019
20SEE ALSO
21 enable_commands(E), say(E), tell_object(E), tell_room(E),
22 write(E), snoop(E), catch_msg(A)