Zesstra | 953f997 | 2017-02-18 15:37:36 +0100 | [diff] [blame^] | 1 | |
| 2 | catch_tell() |
| 3 | ************ |
| 4 | |
| 5 | |
| 6 | SYNOPSIS |
| 7 | ======== |
| 8 | |
| 9 | void catch_tell(string) |
| 10 | |
| 11 | |
| 12 | DESCRIPTION |
| 13 | =========== |
| 14 | |
| 15 | When a message is sent to a noninteractive player, via say(), |
| 16 | tell_object, tell_room(), printf() or write(), it will get to the |
| 17 | function catch_tell(string). This will enable communications between |
| 18 | NPCs and from a player to an NPC. |
| 19 | |
| 20 | Also, if an interactive object is being shadowed and the |
| 21 | shadow has catch_tell() defined, it will receive all output |
| 22 | that would otherwise be written to the user. |
| 23 | |
| 24 | If a message is sent by an interactive object, catch_tell() is |
| 25 | not called in that object, to prevent recursive calls. Thus |
| 26 | catch_tell() in interactive objects can be used to filter the |
| 27 | output that goes to the users. |
| 28 | |
| 29 | The efun shout() sends to interactive objects only. |
| 30 | |
| 31 | |
| 32 | SEE ALSO |
| 33 | ======== |
| 34 | |
| 35 | enable_commands(E), say(E), tell_object(E), tell_room(E), |
| 36 | write(E), catch_msg(L) |