timesynk/old/message.h

33 lines
1.5 KiB
C

#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