/*
 * mudObjects.cpp
 *   Functions that work on mudObjects etc
 *   ____            _
 *  |  _ \ ___  __ _| |_ __ ___  ___
 *  | |_) / _ \/ _` | | '_ ` _ \/ __|
 *  |  _ <  __/ (_| | | | | | | \__ \
 *  |_| \_\___|\__,_|_|_| |_| |_|___/
 *
 * Permission to use, modify and distribute is granted via the
 *  Creative Commons - Attribution - Non Commercial - Share Alike 3.0 License
 *    http://creativecommons.org/licenses/by-nc-sa/3.0/
 *
 * 	Copyright (C) 2007-2009 Jason Mitchell, Randi Mitchell
 * 	   Contributions by Tim Callahan, Jonathan Hseu
 *  Based on Mordor (C) Brooke Paul, Brett J. Vickers, John P. Freeman
 *
 */
// Mud Includes
#include "mud.h"
#include "version.h"
#include "commands.h"
#include "effects.h"
#include "specials.h"
#include "calendar.h"
#include "quests.h"
#include "guilds.h"
#include "property.h"
// C++ includes
#include <sstream>
#include <iomanip>
#include <locale>
//#include <c++/4.3.3/bits/stl_list.h>
#include <list>
void MudObject::moReset() {
}
void MudObject::moDestroy() {
	
	moReset();
}
//***********************************************************************
//						casting
//***********************************************************************
Monster* MudObject::getMonster() {
	return(dynamic_cast<Monster*>(this));
}
Player* MudObject::getPlayer() {
	return(dynamic_cast<Player*>(this));
}
Object* MudObject::getObject() {
	return(dynamic_cast<Object*>(this));
}
Room* MudObject::getRoom() {
	return(dynamic_cast<Room*>(this));
}
const Monster* MudObject::getConstMonster() const {
	return(dynamic_cast<const Monster*>(this));
}
const Player* MudObject::getConstPlayer() const {
	return(dynamic_cast<const Player*>(this));
}
const Object* MudObject::getObject() const {
	return(dynamic_cast<const Object*>(this));
}
const Room* MudObject::getRoom() const {
	return(dynamic_cast<const Room*>(this));
}
const char* MudObject::getName() {
        return(name);
}