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)
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