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[<a href="index.shtml">Package Index</a></code> | <a href="index_std.shtml">Mudlib Index</a></code> | <a href="index_eff.shtml">Effect Index</a></code>]<br><h2>File /obj/mineral.c</h2>
This method returns 1 if the object is a mineral object.<h2>Inherits</h2>
This class inherits the following classes <a href="obj.food.c.shtml">/obj/food.c</a><h2>Includes</h2>
This class includes the following files <a href="include.mineral.h.shtml">/include/mineral.h</a><h2>Method index</h2>
<dl><ul>
<li><a href="#check_tool">check_tool</a>(object *, string *)<br/>
This method checks the tools to see if the can be used to do whatever
the required task is.
<li><a href="#do_chip">do_chip</a>(object *)<li><a href="#do_eat">do_eat</a>()<li><a href="#do_pulverise">do_pulverise</a>(object *)<li><a href="#do_smash">do_smash</a>(object *)<li><a href="#do_sprinkle">do_sprinkle</a>(object *)<li><a href="#int_query_static_auto_load">int_query_static_auto_load</a>()<li><a href="#long">long</a>(string, int)<li><a href="#make_mineral">make_mineral</a>(string, mixed, string *)<br/>
This method makes a mineral from a specific set of inputs.
<li><a href="#parse_command_adjectiv_id_list">parse_command_adjectiv_id_list</a>()<li><a href="#query_material">query_material</a>()<br/>
This returns the material the object is made of.
<li><a href="#query_mineral">query_mineral</a>()<br/>
This returns the mineral type of this object.
<li><a href="#query_mineral_object">query_mineral_object</a>()</ul><h2>Public Functions</h2>
These are functions that everyone can access.<p>
.<ul><a name="check_tool">
check_tool</a><pre>
int check_tool(object * tools,
               string * needed)
</pre></br>
This method checks the tools to see if the can be used to do whatever
the required task is.  This is used to pulverise the items, for
example.
<br/><ul>
<li><b>Parameters:</b>
<br/>tools - the tools to check
<br/>needed - the needed types of tools

</dl>

<ul><a name="do_chip">
do_chip</a><pre>
int do_chip(object * tools)
</pre>
<ul><a name="do_eat">
do_eat</a><pre>
int do_eat()
</pre>
<ul><a name="do_pulverise">
do_pulverise</a><pre>
int do_pulverise(object * tools)
</pre>
<ul><a name="do_smash">
do_smash</a><pre>
int do_smash(object * tools)
</pre>
<ul><a name="do_sprinkle">
do_sprinkle</a><pre>
int do_sprinkle(object * obs)
</pre>
<ul><a name="int_query_static_auto_load">
int_query_static_auto_load</a><pre>
mapping int_query_static_auto_load()
</pre>
<ul><a name="long">
long</a><pre>
string long(string words,
            int dark)
</pre>
<ul><a name="make_mineral">
make_mineral</a><pre>
varargs void make_mineral(string word,
                          mixed number,
                          string * inputs)
</pre></br>
This method makes a mineral from a specific set of inputs.  This is mostly
called by the state changer system.
<br/><ul>
<li><b>Parameters:</b>
<br/>word - the mineral type to make
<br/>number - the size of the mineral
<br/>inputs - ({ name, short, long, plural, main plural })

</dl>

<ul><a name="parse_command_adjectiv_id_list">
parse_command_adjectiv_id_list</a><pre>
string * parse_command_adjectiv_id_list()
</pre>
<ul><a name="query_material">
query_material</a><pre>
string query_material()
</pre></br>
This returns the material the object is made of.  This will usually be the
same as the mineral.


<ul><a name="query_mineral">
query_mineral</a><pre>
string query_mineral()
</pre></br>
This returns the mineral type of this object.


<ul><a name="query_mineral_object">
query_mineral_object</a><pre>
int query_mineral_object()
</pre>

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