/*
* 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);
}