The OnRoomBrowse() block is called when TAME needs to execute a Browse() function with a room as a parameter and when the object that contains this block is in the browsed room. Several of these types of blocks may be called for one call of Browse().
Inheritance rules apply when searching for callable blocks, always!
action transitive a_take named "pick up", "take", "grab";
action transitive a_drop named "drop";
action modal a_goto named "go to", "goto" uses modes "red room", "yellow room", "weird room", "white room";
action general a_quit named "quit";
action general a_lookaround;
room archetype r_colored_room
{
function getColorType()
{
return "weird";
}
onAction(a_lookaround)
{
textln("This room has a "+getColorType()+" color.");
}
}
room r_red_room : r_colored_room
{
override function getColorType()
{
return "red";
}
}
room r_yellow_room : r_colored_room
{
override function getColorType()
{
return "yellow";
}
}
room r_white_room : r_colored_room
{
override function getColorType()
{
return "white";
}
}
room r_weird_room
{
onAction(a_lookaround)
{
textln("You cannot grasp the form of the room.");
}
}
object o_ball named "ball";
player p_main
{
onModalAction(a_goto, "red room")
{
setRoom(player, r_red_room);
}
onModalAction(a_goto, "yellow room")
{
setRoom(player, r_yellow_room);
}
onModalAction(a_goto, "white room")
{
setRoom(player, r_white_room);
}
onModalAction(a_goto, "weird room")
{
setRoom(player, r_weird_room);
}
}
extend object o_ball
{
onAction(a_drop)
{
if (!hasObject(player, o_ball))
textln("I don't have the ball.");
else
{
giveObject(room, o_ball);
textln("I dropped the ball.");
}
}
onAction(a_take)
{
if (hasObject(player, this))
textln("I already have this.");
else
{
giveObject(player, this);
textln("Taken.");
}
}
onElementBrowse(r_red_room)
{
textln("A ball is here on the ground. It looks red.");
}
onElementBrowse(r_yellow_room)
{
textln("A ball is here on the ground. It looks yellow.");
}
// archetype room.
onElementBrowse(r_colored_room)
{
textln("A ball is here on the ground. It is a non-specific color.");
}
onRoomBrowse()
{
textln("A ball is here.");
}
onPlayerBrowse()
{
textln("I have a ball.");
}
onWorldBrowse()
{
textln("A ball is omnipresent.");
}
}
world
{
init()
{
giveObject(world, o_ball);
setPlayer(p_main);
setRoom(p_main, r_red_room);
}
function doTurn()
{
browse(room);
browse(player);
browse(world);
queue a_lookaround;
}
start()
{
textln("Move between rooms with \"go to\" and the name of a room (\"red\", \"yellow\", \"weird\", \"white\")");
textln("Pick up things with \"take\" or \"pick up\".");
doTurn();
}
onAction(a_quit)
{
quit;
}
afterSuccessfulCommand()
{
doTurn();
}
}
OnElementBrowse() — Called when an object is browsed and owned by a specific element or element lineage.
OnPlayerBrowse() — Called when an object is browsed and owned by a player.
OnContainerBrowse() — Called when an object is browsed and owned by a container.
OnWorldBrowse() — Called when an object is browsed and owned by the world.
Objects are browsed in the order that they were added to their object containers. This is the same behavior across all platforms.