33 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C
		
	
	
			
		
		
	
	
			33 lines
		
	
	
		
			1.5 KiB
		
	
	
	
		
			C
		
	
	
| #ifndef MESSAGE_H
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| #define MESSAGE_H
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| #include "tile.h"
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| /* message.h - defines the entire messaging system.
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| 
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| 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.
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| 
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| 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.
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| */
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| /* messages! */
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| #define MESSAGE_OPEN "You open the %s."
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| #define MESSAGE_CLOSE "You close the %s."
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| #define MESSAGE_ACTIVATE_QUERY "Activate what?"
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| #define MESSAGE_ACTIVATE_FAIL "You see nothing to activate."
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| #define MESSAGE_ACTIVATE_NAUGHTY "You turn on the %s - how naughty."
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| #define MESSAGE_ACTIVATE_NULL "Your hand dissapears for but a moment..."
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| 
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| #define MESSAGE_LOOK_QUERY "Look where?"
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| #define MESSAGE_LOOK_SUCCESS "You see: "
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| 
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| #define MESSAGE_PICKUP "You pick up the %s."
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| #define MESSAGE_DROP "You drop the %s."
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| 
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| #define MESSAGE_EQUIP "You equip the %s."
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| #define MESSAGE_EQUIP_NEED_FREE "You need %s free."
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| #define MESSAGE_EQUIP_NEED_SLOTS "You need %s to do that."
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| #define MESSAGE_UNEQUIP "You unequip the %s."
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| 
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| void messageTile(struct Tile *sender, struct Tile *recipient, const char *message);
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| 
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| void messageTiles(struct Tile *sender, struct Tile **recipients, const char *message);
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| #endif
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