/* * 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); }