#ifndef MESSAGE_H #define MESSAGE_H #include "tile.h" /* message.h - defines the entire messaging system. Basically, instead of calling printl or something similar to what nethack does, messages are transferred by sending a message to some Tile. If the tile is of an appropriate type to receive the message, such as PlayerTile/PLAYER, then calls to interfacePrint() are in order. This is somewhat more similar to a real world, as every object "communicates" with every other object and has to run through their senses. So, basically, the eyes/ears = PlayerTile and the brain = interfacePrint. Kinda. */ /* messages! */ #define MESSAGE_OPEN "You open the %s." #define MESSAGE_CLOSE "You close the %s." #define MESSAGE_ACTIVATE_QUERY "Activate what?" #define MESSAGE_ACTIVATE_FAIL "You see nothing to activate." #define MESSAGE_ACTIVATE_NAUGHTY "You turn on the %s - how naughty." #define MESSAGE_ACTIVATE_NULL "Your hand dissapears for but a moment..." #define MESSAGE_LOOK_QUERY "Look where?" #define MESSAGE_LOOK_SUCCESS "You see: " #define MESSAGE_PICKUP "You pick up the %s." #define MESSAGE_DROP "You drop the %s." #define MESSAGE_EQUIP "You equip the %s." #define MESSAGE_EQUIP_NEED_FREE "You need %s free." #define MESSAGE_EQUIP_NEED_SLOTS "You need %s to do that." #define MESSAGE_UNEQUIP "You unequip the %s." void messageTile(struct Tile *sender, struct Tile *recipient, const char *message); void messageTiles(struct Tile *sender, struct Tile **recipients, const char *message); #endif