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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 /std/living/living.c</h2>
The main living inherit.  This inherits all the files
needed to be in a living object.<p>Written by Pinkfish
<h2>Inherits</h2>
This class inherits the following classes <a href="std.living.spells.c.shtml">/std/living/spells.c</a>, <a href="std.living.nationality.c.shtml">/std/living/nationality.c</a>, <a href="std.living.respond_cmd.c.shtml">/std/living/respond_cmd.c</a>, <a href="std.living.holding.c.shtml">/std/living/holding.c</a>, <a href="std.living.carrying.c.shtml">/std/living/carrying.c</a>, <a href="std.living.force.c.shtml">/std/living/force.c</a>, <a href="std.living.riding.c.shtml">/std/living/riding.c</a>, <a href="std.living.money.c.shtml">/std/living/money.c</a>, <a href="std.living.magic.c.shtml">/std/living/magic.c</a>, <a href="std.living.health.c.shtml">/std/living/health.c</a>, <a href="std.living.stats.c.shtml">/std/living/stats.c</a>, /std/container.c, <a href="std.living.gender.c.shtml">/std/living/gender.c</a>, <a href="std.living.crafts.c.shtml">/std/living/crafts.c</a>, <a href="std.living.combat.c.shtml">/std/living/combat.c</a>, <a href="std.living.skills.c.shtml">/std/living/skills.c</a> and <a href="std.living.armour.c.shtml">/std/living/armour.c</a><h2>Includes</h2>
This class includes the following files /include/obj_parser.h, /include/tune.h, /include/move_failures.h, /include/drinks.h, /include/living.h, /include/player.h, /include/position.h, /include/dirs.h, /include/room.h and /include/playtesters.h<h2>Class Index</h2>
<ul><li><a href="#class_living_data">living_data</a>
<li><a href="#class_messages">messages</a>
</ul><h2>Method index</h2>
<ul>
<li><a href="#add_dragging_assister">add_dragging_assister</a>(object)<br/>
This method adds in a person to assist with the dragging
<li><a href="#add_follower">add_follower</a>(object, int)<br/>
This method adds a follower to the living object.
<li><a href="#add_following">add_following</a>(object, int)<li><a href="#add_skill_follower">add_skill_follower</a>(object, int)<br/>
This method adds a follower to the living object.
<li><a href="#add_skill_following">add_skill_following</a>(object, int)<li><a href="#adjust_al">adjust_al</a>(int)<br/>
This method adjusts the current alignment of the living
object.
<li><a href="#adjust_alignment">adjust_alignment</a>(int)<br/>
This method adjusts the current alignment of the living
object.
<li><a href="#adjust_deity_favour">adjust_deity_favour</a>(string, int)<br/>
Adjust the favour rating for 'god' by amount.
<li><a href="#align_string">align_string</a>()<br/>
This method returns the string associated with the current
alignment of the living object.
<li><a href="#attack_by">attack_by</a>(object)<li><a href="#become_flummoxed">become_flummoxed</a>()<li><a href="#burden_string">burden_string</a>()<br/>
This method returns the string representation of the current
burden level.
<li><a href="#calc_burden">calc_burden</a>()<br/>
This method calculates the current handicap of the living
object.
<li><a href="#cannot_walk">cannot_walk</a>(string, mixed *)<br/>
This method returns 1 if the creature is trapped, ie cannot walk.
<li><a href="#check_doing_follow">check_doing_follow</a>(object, string, string)<br/>
This is a method to check to see if this object can actually follow
the person they are following.
<li><a href="#do_burden_call">do_burden_call</a>()<li><a href="#eat_this">eat_this</a>(object)<br/>
This method allows you to make the living object eat something.
<li><a href="#exit_command">exit_command</a>(string, mixed, object, int, int)<li><a href="#find_abs">find_abs</a>(string)<br/>
Finds the absolute direction from the input relative direction.
<li><a href="#find_rel">find_rel</a>(string, int)<br/>
This method finds the relative direction from the passed in direction.
<li><a href="#force_burden_recalculate">force_burden_recalculate</a>()<br/>
This forces a burden recalculation.
<li><a href="#living_commands">living_commands</a>()<br/>
This method adds any commands needed by the living inherit.
<li><a href="#move_with_look">move_with_look</a>(mixed, string, string)<li><a href="#now_removed_item">now_removed_item</a>(object)<li><a href="#now_worn_item">now_worn_item</a>(object)<li><a href="#query_al">query_al</a>()<br/>
This method returns the current alignment of the living
object.
<li><a href="#query_all_deity_favour">query_all_deity_favour</a>()<br/>
Return the deity favour mapping.
<li><a href="#query_always_use_default_position">query_always_use_default_position</a>()<br/>
This method sets the always the flag to always use the default position.
<li><a href="#query_arcane_shields">query_arcane_shields</a>()<br/>
This method can be shadowed by all forms of magical and
religious shields so that the shields command will give
the player a nice description.
<li><a href="#query_burden">query_burden</a>()<br/>
This method returns the current burden level of the living
object.
<li><a href="#query_burden_limit">query_burden_limit</a>()<li><a href="#query_current_room">query_current_room</a>()<br/>
This method returns the current room of the object.
<li><a href="#query_default_position">query_default_position</a>()<br/>
This method sets the default position of the object.
<li><a href="#query_deity">query_deity</a>()<br/>
This method returns the current deity the living object is
worshipping.
<li><a href="#query_deity_favour">query_deity_favour</a>(string)<br/>
If there is no mapping for deity favour, or if the God is not mentioned,
return 0 as 'no favour'.
<li><a href="#query_dragging">query_dragging</a>()<br/>
This method returns the object we are dragging.
<li><a href="#query_dragging_assisters">query_dragging_assisters</a>()<br/>
This method returns the people who are assisting us drag.
<li><a href="#query_facing">query_facing</a>()<li><a href="#query_followers">query_followers</a>()<br/>
This method returns the current list of followers of the living
object.
<li><a href="#query_following">query_following</a>()<li><a href="#query_handicap">query_handicap</a>()<br/>
This method returns the current handicap of the living
object.
<li><a href="#query_it_them">query_it_them</a>()<br/>
This method returns the current array used for calculating 'it' and
'them' in the find_match code.
<li><a href="#query_mmsgin">query_mmsgin</a>()<br/>
THis is the message to be used when the person is teleported.
<li><a href="#query_mmsgout">query_mmsgout</a>()<br/>
THis is the message to be used when the person is teleported.
<li><a href="#query_msgin">query_msgin</a>()<br/>
This is the method used to query the current message to use when
entering a room.
<li><a href="#query_msgout">query_msgout</a>()<br/>
This is the method used to query the current message to use when
exiting a room.
<li><a href="#query_objective">query_objective</a>()<br/>
This method returns the objective string of the living object.
<li><a href="#query_position">query_position</a>()<br/>
This queries the current position of the object.
<li><a href="#query_position_long">query_position_long</a>()<br/>
This method returns the string used in the long description of the
living object.
<li><a href="#query_position_multiple">query_position_multiple</a>()<br/>
This returns fact that the object being referenced is one of many.
<li><a href="#query_position_on">query_position_on</a>()<br/>
This queries the current object being referenced.
<li><a href="#query_position_on_short">query_position_on_short</a>()<br/>
This method returns the short description of the object
we are referencing.
<li><a href="#query_position_short">query_position_short</a>()<br/>
This method returns the description used in the inventory listing
code.
<li><a href="#query_position_type">query_position_type</a>()<br/>
This returns way the object is being referenced.
<li><a href="#query_possessive">query_possessive</a>()<br/>
This method returns the prossessive string of the living object.
<li><a href="#query_pronoun">query_pronoun</a>()<br/>
This method returns the pronoun string of the living object.
<li><a href="#query_single_shoulder_burden">query_single_shoulder_burden</a>()<li><a href="#query_skill_followers">query_skill_followers</a>()<br/>
This method returns the current list of skill based followers of the living
object.
<li><a href="#query_skill_following">query_skill_following</a>()<li><a href="#query_verbose">query_verbose</a>(string)<br/>
This method returns the current verbose mode setting of the player.
<li><a href="#query_verbose_types">query_verbose_types</a>()<br/>
This method returns the current verbose/brief types.
<li><a href="#recalc_single_shoulder_burden">recalc_single_shoulder_burden</a>()<li><a href="#remove_dragging_assister">remove_dragging_assister</a>(object)<br/>
This method removes a person who is assisting us drag.
<li><a href="#remove_follower">remove_follower</a>(object, int)<br/>
This method removes a follower from the living object.
<li><a href="#remove_following">remove_following</a>(object, int)<li><a href="#remove_skill_follower">remove_skill_follower</a>(object, int)<br/>
This method removes a follower from the living object.
<li><a href="#remove_skill_following">remove_skill_following</a>(object, int)<li><a href="#reorient_abs">reorient_abs</a>(string)<br/>
This method takes in a absolute direction and reorients us in the correct
way to go in that direction.
<li><a href="#reorient_rel">reorient_rel</a>(string)<br/>
This method takes in a relative direction and reorients us in the correct
way to go in that direction.
<li><a href="#reset_dragging">reset_dragging</a>()<br/>
This method resets the object we are dragging.
<li><a href="#reset_dragging_assisters">reset_dragging_assisters</a>()<br/>
This method removes all the people who are helping us drag.
<li><a href="#reset_following">reset_following</a>()<br/>
This method resets all the people following this person.
<li><a href="#return_to_default_position">return_to_default_position</a>(int)<br/>
This method returns the living object to its default position.
<li><a href="#room_look">room_look</a>()<br/>
This is used by the movement system to look in the room when we move.
<li><a href="#run_away">run_away</a>()<li><a href="#send_position_event">send_position_event</a>()<br/>
This method sends the position changing event.
<li><a href="#set_al">set_al</a>(int)<br/>
This method sets the current alignment of the living
object.
<li><a href="#set_always_use_default_position">set_always_use_default_position</a>(int)<br/>
This method sets the always the flag to always use the default position.
<li><a href="#set_default_position">set_default_position</a>(mixed)<br/>
This sets the default position of the object.
<li><a href="#set_deity">set_deity</a>(string)<br/>
This method sets the current deity the living object is
worshipping.
<li><a href="#set_dragging">set_dragging</a>(object)<br/>
This method sets the object for us to drag when we try and leave.
<li><a href="#set_facing">set_facing</a>(mixed *)<br/>
The facing array is a list of directions and two integers which determine
which way we face.
<li><a href="#set_it_them">set_it_them</a>(class obj_match_context)<br/>
This method sets the current array used for calculating 'it' and
'them' in the find_match code.
<li><a href="#set_mmsgin">set_mmsgin</a>(string)<br/>
The teleport in message.
<li><a href="#set_mmsgout">set_mmsgout</a>(string)<br/>
Sets the teleport out message.
<li><a href="#set_msgin">set_msgin</a>(string)<br/>
This is the method used to set the current message to use when
entering a room.
<li><a href="#set_msgout">set_msgout</a>(string)<br/>
This is the method used to query the current message to use when
exiting a room.
<li><a href="#set_position">set_position</a>(string)<br/>
This sets the current position of the object.
<li><a href="#set_position_multiple">set_position_multiple</a>(int)<br/>
This sets fact that the object being referenced is one of many.
<li><a href="#set_position_on">set_position_on</a>(mixed)<br/>
This sets the current object which is being referenced as being
'on', 'beside' or 'at'.
<li><a href="#set_position_type">set_position_type</a>(string)<br/>
This sets way the object is being referenced.
<li><a href="#set_verbose">set_verbose</a>(string, int)<br/>
This method sets the verbosity for a given type.
<li><a href="#test_add">test_add</a>(object, int)<br/>
This method handles the cannot get flags.
<li><a href="#test_remove">test_remove</a>(object, int, mixed)<br/>
This method handles the cannot drop flags.
</ul>
<h2>Public Functions</h2>
These are functions that everyone can access.<p>
<dl>
<dt class="autodocfuncname"><a name="add_dragging_assister">
add_dragging_assister</a><pre class="autodocfuncdef">
void add_dragging_assister(object thing)
</pre><dd><br />
This method adds in a person to assist with the dragging<br />
<br /><dl>
<dd><b>Parameters:</b><br />
thing - the person who will help assist
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="add_follower">
add_follower</a><pre class="autodocfuncdef">
varargs int add_follower(object ob,
                         int no_recurse)
</pre><dd><br />
This method adds a follower to the living object.  A follower will
happily follow around the person in front.  Used in the follow
command.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
ob - the object to follow us<br />
<br />
<dd><b>Returns:</b>
<br />1 on success, 0 on failure
<br /><br />
<dd><b>See also:</b>
<br /><a href="#remove_follower">remove_follower()</a> and <a href="#query_followers">query_followers()</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="add_following">
add_following</a><pre class="autodocfuncdef">
varargs void add_following(object ob,
                           int no_recurse)
</pre>
<dt class="autodocfuncname"><a name="add_skill_follower">
add_skill_follower</a><pre class="autodocfuncdef">
varargs int add_skill_follower(object ob,
                               int no_recurse)
</pre><dd><br />
This method adds a follower to the living object.  A follower will
happily follow around the person in front.  Used in the follow
command.  This is used when people are trying to follow using a
skill.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
ob - the object to follow us<br />
<br />
<dd><b>Returns:</b>
<br />1 on success, 0 on failure
<br /><br />
<dd><b>See also:</b>
<br /><a href="#remove_follower">remove_follower()</a> and <a href="#query_followers">query_followers()</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="add_skill_following">
add_skill_following</a><pre class="autodocfuncdef">
varargs void add_skill_following(object ob,
                                 int no_recurse)
</pre>
<dt class="autodocfuncname"><a name="adjust_al">
adjust_al</a><pre class="autodocfuncdef">
int adjust_al(int number)
</pre><dd><br />
This method adjusts the current alignment of the living
object.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
number - the amount to change the alignment by<br />
<br />
<dd><b>Returns:</b>
<br />the new alignment<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_al">query_al()</a>, <a href="#set_al">set_al()</a>, <a href="#adjust_alignment">adjust_alignment()</a> and <a href="#align_string">align_string()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="adjust_alignment">
adjust_alignment</a><pre class="autodocfuncdef">
int adjust_alignment(int number)
</pre><dd><br />
This method adjusts the current alignment of the living
object.  This is called when an object dies and handles the
mangling of the change value based on the current alignment and
the alignment of the thing dieing.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
number - the amount to change the alignment by<br />
<br />
<dd><b>Returns:</b>
<br />the new alignment<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_al">query_al()</a>, <a href="#adjust_al">adjust_al()</a>, <a href="#set_al">set_al()</a> and <a href="#align_string">align_string()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="adjust_deity_favour">
adjust_deity_favour</a><pre class="autodocfuncdef">
void adjust_deity_favour(string god,
                         int amount)
</pre><dd><br />
Adjust the favour rating for 'god' by amount.
A +ve amount is good favour, a negative is bad.
<br />

<dt class="autodocfuncname"><a name="align_string">
align_string</a><pre class="autodocfuncdef">
string align_string()
</pre><dd><br />
This method returns the string associated with the current
alignment of the living object.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the string associated with the alignment<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_al">query_al()</a>, <a href="#adjust_al">adjust_al()</a>, <a href="#adjust_alignment">adjust_alignment()</a> and <a href="#set_al">set_al()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="attack_by">
attack_by</a><pre class="autodocfuncdef">
int attack_by(object ob)
</pre>
<dt class="autodocfuncname"><a name="become_flummoxed">
become_flummoxed</a><pre class="autodocfuncdef">
void become_flummoxed()
</pre>
<dt class="autodocfuncname"><a name="burden_string">
burden_string</a><pre class="autodocfuncdef">
string burden_string()
</pre><dd><br />
This method returns the string representation of the current
burden level.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the burden string<br /><br />
<dd><b>See also:</b>
<br /><a href="#calc_burden">calc_burden()</a> and <a href="#query_burden">query_burden()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="calc_burden">
calc_burden</a><pre class="autodocfuncdef">
void calc_burden()
</pre><dd><br />
This method calculates the current handicap of the living
object.  The handicap is based on the burden of the
person, the more burdened the higher the handicap.  The
handicap is 1 point of dexterity for every 25% burdened.<br />
<br /><dl>
<dd><b>See also:</b>
<br /><a href="#query_handicap">query_handicap()</a> and <a href="#query_burden">query_burden()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="cannot_walk">
cannot_walk</a><pre class="autodocfuncdef">
varargs int cannot_walk(string verb,
                        mixed * dest_other)
</pre><dd><br />
This method returns 1 if the creature is trapped, ie cannot walk.
By default, a creature is free to walk, hence the normal return
value of 0.  If you shadow this method, including a message about
why the player cannot move move is a good idea.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
verb - the exit direction that the player is trying to move.<br />
dest_other - the destination information for the exit.<br />
<br />
<dd><b>Returns:</b>
<br />0 means creature is free to move, 1 that it is trapped.
<br /><br />
<dd><b>See also:</b>
<br /><a href="std.room.c.shtml#query_dest_other">/std/room->query_dest_other()</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="check_doing_follow">
check_doing_follow</a><pre class="autodocfuncdef">
int check_doing_follow(object thing,
                       string verb,
                       string special)
</pre><dd><br />
This is a method to check to see if this object can actually follow
the person they are following.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
thing - the thing following us<br />
verb - the direction they are going to<br />
special - any special stuff<br />
<br />
<dd><b>Returns:</b>
<br />1 if we are allowed to go there, 0 otherwise
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="do_burden_call">
do_burden_call</a><pre class="autodocfuncdef">
void do_burden_call()
</pre>
<dt class="autodocfuncname"><a name="eat_this">
eat_this</a><pre class="autodocfuncdef">
void eat_this(object food)
</pre><dd><br />
This method allows you to make the living object eat something.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
food - the food object to eat
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="exit_command">
exit_command</a><pre class="autodocfuncdef">
varargs int exit_command(string word,
                         mixed verb,
                         object thing,
                         int redirection,
                         int recurse)
</pre>
<dt class="autodocfuncname"><a name="find_abs">
find_abs</a><pre class="autodocfuncdef">
string find_abs(string word)
</pre><dd><br />
Finds the absolute direction from the input relative direction.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
word - the exit name ('left', 'right', ...)<br />
<br />
<dd><b>Returns:</b>
<br />the absolute direction
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="find_rel">
find_rel</a><pre class="autodocfuncdef">
string find_rel(string word,
                int from)
</pre><dd><br />
This method finds the relative direction from the passed in direction.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
word - the exit name ('east', 'west',...)<br />
from - the offset to find the exit from<br />
<br />
<dd><b>Returns:</b>
<br />the relative direction
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="force_burden_recalculate">
force_burden_recalculate</a><pre class="autodocfuncdef">
void force_burden_recalculate()
</pre><dd><br />
This forces a burden recalculation.  This should also be used to
force a recalcuation of the number of items someone can carry.
<br />

<dt class="autodocfuncname"><a name="living_commands">
living_commands</a><pre class="autodocfuncdef">
void living_commands()
</pre><dd><br />
This method adds any commands needed by the living inherit.
<br />

<dt class="autodocfuncname"><a name="move_with_look">
move_with_look</a><pre class="autodocfuncdef">
varargs int move_with_look(mixed dest,
                           string messin,
                           string messout)
</pre>
<dt class="autodocfuncname"><a name="now_removed_item">
now_removed_item</a><pre class="autodocfuncdef">
void now_removed_item(object item)
</pre>
<dt class="autodocfuncname"><a name="now_worn_item">
now_worn_item</a><pre class="autodocfuncdef">
void now_worn_item(object item)
</pre>
<dt class="autodocfuncname"><a name="query_al">
query_al</a><pre class="autodocfuncdef">
int query_al()
</pre><dd><br />
This method returns the current alignment of the living
object.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the current alignment<br /><br />
<dd><b>See also:</b>
<br /><a href="#set_al">set_al()</a>, <a href="#adjust_al">adjust_al()</a>, <a href="#adjust_alignment">adjust_alignment()</a> and <a href="#align_string">align_string()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_all_deity_favour">
query_all_deity_favour</a><pre class="autodocfuncdef">
mapping query_all_deity_favour()
</pre><dd><br />
Return the deity favour mapping.
<br />

<dt class="autodocfuncname"><a name="query_always_use_default_position">
query_always_use_default_position</a><pre class="autodocfuncdef">
int query_always_use_default_position()
</pre><dd><br />
This method sets the always the flag to always use the default position.
If this is set then rooms cannot override the position message which is
displayed by the object.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the always use default position flag<br /><br />
<dd><b>See also:</b>
<br /><a href="#set_always_use_default_position">set_always_use_default_position()</a>, <a href="#set_default_position">set_default_position()</a> and <a href="#return_to_default_position">return_to_default_position()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_arcane_shields">
query_arcane_shields</a><pre class="autodocfuncdef">
string * query_arcane_shields()
</pre><dd><br />
This method can be shadowed by all forms of magical and
religious shields so that the shields command will give
the player a nice description.
The first element in the array should contain the description
as shown to the player, the second element should contain the
description shown to others.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />Array with description of shield.
<br /><br />
<dd><b>Example:</b>
<br/><pre>({ "You have a nice shield.", "He has a nice shield." })</pre><br /></dl>

<dt class="autodocfuncname"><a name="query_burden">
query_burden</a><pre class="autodocfuncdef">
int query_burden()
</pre><dd><br />
This method returns the current burden level of the living
object.  This is returned as a percentage of the maximum
weight that the living can carry.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the burden level (0-100)
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_burden_limit">
query_burden_limit</a><pre class="autodocfuncdef">
int query_burden_limit()
</pre>
<dt class="autodocfuncname"><a name="query_current_room">
query_current_room</a><pre class="autodocfuncdef">
object query_current_room()
</pre><dd><br />
This method returns the current room of the object.  This was needed
previously to use in things like unique_array, before function
pointers came into existance.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the environment of the object
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_default_position">
query_default_position</a><pre class="autodocfuncdef">
string query_default_position()
</pre><dd><br />
This method sets the default position of the object.  This is used to
allow things to default to some other exciting off beat and froopy
default position.  The value returned by this is the command code
used to put the object back into the default position or an
array which contains three or one elements, the first is the string
to use as the position, the second and third (if they exist) are
the string to tell the person when changing and the string to tell
everyone else when changing position.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the default position<br /><br />
<dd><b>See also:</b>
<br /><a href="#set_default_position">set_default_position()</a>, <a href="#return_to_default_position">return_to_default_position()</a> and <a href="#set_always_use_default_position">set_always_use_default_position()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_deity">
query_deity</a><pre class="autodocfuncdef">
string query_deity()
</pre><dd><br />
This method returns the current deity the living object is
worshipping.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the current deity<br /><br />
<dd><b>See also:</b>
<br />/obj/handlers/diety_handler.c and <a href="#set_deity">set_deity()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_deity_favour">
query_deity_favour</a><pre class="autodocfuncdef">
int query_deity_favour(string god)
</pre><dd><br />
If there is no mapping for deity favour, or if the God is not mentioned,
return 0 as 'no favour'.
Otherwise return the favour amount.<br />

<dt class="autodocfuncname"><a name="query_dragging">
query_dragging</a><pre class="autodocfuncdef">
object query_dragging()
</pre><dd><br />
This method returns the object we are dragging.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the thing we are dragging
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_dragging_assisters">
query_dragging_assisters</a><pre class="autodocfuncdef">
object * query_dragging_assisters()
</pre><dd><br />
This method returns the people who are assisting us drag.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the people assisting us drag
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_facing">
query_facing</a><pre class="autodocfuncdef">
mixed * query_facing()
</pre>
<dt class="autodocfuncname"><a name="query_followers">
query_followers</a><pre class="autodocfuncdef">
mixed * query_followers()
</pre><dd><br />
This method returns the current list of followers of the living
object.<br />
<br /><dl>
<dd><b>See also:</b>
<br /><a href="#add_follower">add_follower()</a> and <a href="#remove_follower">remove_follower()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_following">
query_following</a><pre class="autodocfuncdef">
mixed * query_following()
</pre>
<dt class="autodocfuncname"><a name="query_handicap">
query_handicap</a><pre class="autodocfuncdef">
int query_handicap()
</pre><dd><br />
This method returns the current handicap of the living
object.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the current handicap.<br /><br />
<dd><b>See also:</b>
<br /><a href="#calc_burden">calc_burden()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_it_them">
query_it_them</a><pre class="autodocfuncdef">
class obj_match_context query_it_them()
</pre><dd><br />
This method returns the current array used for calculating 'it' and
'them' in the find_match code.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the array of objects matching them<br /><br />
<dd><b>See also:</b>
<br /><a href="secure.simul_efun.c.shtml#find_match">/secure/simul_efun->find_match()</a> and <a href="#set_it_them">set_it_them()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_mmsgin">
query_mmsgin</a><pre class="autodocfuncdef">
string query_mmsgin()
</pre><dd><br />
THis is the message to be used when the person is teleported.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the in message when they teleport
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_mmsgout">
query_mmsgout</a><pre class="autodocfuncdef">
string query_mmsgout()
</pre><dd><br />
THis is the message to be used when the person is teleported.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the out message when they teleport
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_msgin">
query_msgin</a><pre class="autodocfuncdef">
string query_msgin()
</pre><dd><br />
This is the method used to query the current message to use when
entering a room.   A $N in the string will be expanded to the
name and a $F will be expanded to the from direction.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the message to print when entering a room.<br /><br />
<dd><b>See also:</b>
<br /><a href="obj.handlers.room_handler.c.shtml">/obj/handlers/room_handler.c</a>, <a href="#query_msgout">query_msgout()</a> and <a href="#set_msgin">set_msgin()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_msgout">
query_msgout</a><pre class="autodocfuncdef">
string query_msgout()
</pre><dd><br />
This is the method used to query the current message to use when
exiting a room.   A $N in the string will be expanded to the
name and a $T will be expanded to the to direction.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the message to print when entering a room.<br /><br />
<dd><b>See also:</b>
<br /><a href="obj.handlers.room_handler.c.shtml">/obj/handlers/room_handler.c</a>, <a href="#query_msgin">query_msgin()</a> and <a href="#set_msgout">set_msgout()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_objective">
query_objective</a><pre class="autodocfuncdef">
string query_objective()
</pre><dd><br />
This method returns the objective string of the living object.
An objective is "her", "him", "it".<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the objective string
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_position">
query_position</a><pre class="autodocfuncdef">
string query_position()
</pre><dd><br />
This queries the current position of the object.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the current position of the living<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_position_on">query_position_on()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#query_position_type">query_position_type()</a>, <a href="#set_position">set_position()</a>, <a href="#set_position_on">set_position_on()</a>, <a href="#set_position_multiple">set_position_multiple()</a> and <a href="#set_position_type">set_position_type()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_position_long">
query_position_long</a><pre class="autodocfuncdef">
string query_position_long()
</pre><dd><br />
This method returns the string used in the long description of the
living object.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the long description of the position<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_position_type">query_position_type()</a> and <a href="#query_position_on_short">query_position_on_short()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_position_multiple">
query_position_multiple</a><pre class="autodocfuncdef">
int query_position_multiple()
</pre><dd><br />
This returns fact that the object being referenced is one of many.  So
you get something more like 'xx is sitting on one of the couches'.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />0 if non-multiple, 1 if multiple<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_position_on">query_position_on()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#query_position_type">query_position_type()</a>, <a href="#set_position">set_position()</a>, <a href="#set_position_on">set_position_on()</a>, <a href="#set_position_multiple">set_position_multiple()</a> and <a href="#set_position_type">set_position_type()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_position_on">
query_position_on</a><pre class="autodocfuncdef">
object query_position_on()
</pre><dd><br />
This queries the current object being referenced.  This can be an
object or a string.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the current object being referenced<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_position">query_position()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#query_position_type">query_position_type()</a>, <a href="#set_position">set_position()</a>, <a href="#set_position_on">set_position_on()</a>, <a href="#set_position_multiple">set_position_multiple()</a> and <a href="#set_position_type">set_position_type()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_position_on_short">
query_position_on_short</a><pre class="autodocfuncdef">
string query_position_on_short()
</pre><dd><br />
This method returns the short description of the object
we are referencing.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the short description of the object, "" if none<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_position_on">query_position_on()</a>, <a href="#set_position_on">set_position_on()</a> and <a href="#query_position_long">query_position_long()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_position_short">
query_position_short</a><pre class="autodocfuncdef">
string query_position_short()
</pre><dd><br />
This method returns the description used in the inventory listing
code.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the string used in inventory listings<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_position_long">query_position_long()</a>, <a href="#query_position_on_short">query_position_on_short()</a> and <a href="#query_position_type">query_position_type()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_position_type">
query_position_type</a><pre class="autodocfuncdef">
string query_position_type()
</pre><dd><br />
This returns way the object is being referenced.
The 'on', 'at', 'beside'
or whatever strings.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the current type string<br /><br />
<dd><b>See also:</b>
<br /><a href="#query_position">query_position()</a>, <a href="#query_position_on">query_position_on()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#set_position">set_position()</a>, <a href="#set_position_on">set_position_on()</a>, <a href="#set_position_multiple">set_position_multiple()</a> and <a href="#set_position_type">set_position_type()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_possessive">
query_possessive</a><pre class="autodocfuncdef">
string query_possessive()
</pre><dd><br />
This method returns the prossessive string of the living object.
A possessive is "her", "his", "its".<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the possessive string
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_pronoun">
query_pronoun</a><pre class="autodocfuncdef">
string query_pronoun()
</pre><dd><br />
This method returns the pronoun string of the living object.
A pronoun is "he", "she", "it".<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the pronoun string
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_single_shoulder_burden">
query_single_shoulder_burden</a><pre class="autodocfuncdef">
int query_single_shoulder_burden()
</pre>
<dt class="autodocfuncname"><a name="query_skill_followers">
query_skill_followers</a><pre class="autodocfuncdef">
mixed * query_skill_followers()
</pre><dd><br />
This method returns the current list of skill based followers of the living
object.<br />
<br /><dl>
<dd><b>See also:</b>
<br /><a href="#add_follower">add_follower()</a> and <a href="#remove_follower">remove_follower()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="query_skill_following">
query_skill_following</a><pre class="autodocfuncdef">
mixed * query_skill_following()
</pre>
<dt class="autodocfuncname"><a name="query_verbose">
query_verbose</a><pre class="autodocfuncdef">
int query_verbose(string type)
</pre><dd><br />
This method returns the current verbose mode setting of the player.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
the - type of verbosity, by default it will return the normal stuff.<br />
<br />
<dd><b>Returns:</b>
<br />the verbose mode of the player
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="query_verbose_types">
query_verbose_types</a><pre class="autodocfuncdef">
string * query_verbose_types()
</pre><dd><br />
This method returns the current verbose/brief types.
<br />

<dt class="autodocfuncname"><a name="recalc_single_shoulder_burden">
recalc_single_shoulder_burden</a><pre class="autodocfuncdef">
void recalc_single_shoulder_burden()
</pre>
<dt class="autodocfuncname"><a name="remove_dragging_assister">
remove_dragging_assister</a><pre class="autodocfuncdef">
void remove_dragging_assister(object thing)
</pre><dd><br />
This method removes a person who is assisting us drag.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
thing - the person who will help assist
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="remove_follower">
remove_follower</a><pre class="autodocfuncdef">
varargs int remove_follower(object ob,
                            int no_recurse)
</pre><dd><br />
This method removes a follower from the living object.  A follower will
happily follow around the person in front.  Used in the unfollow
and lose commands.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
ob - the object to remove from the follow list<br />
<br />
<dd><b>Returns:</b>
<br />1 on success, 0 on failure
<br /><br />
<dd><b>See also:</b>
<br /><a href="#add_follower">add_follower()</a> and <a href="#query_followers">query_followers()</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="remove_following">
remove_following</a><pre class="autodocfuncdef">
varargs void remove_following(object ob,
                              int no_recurse)
</pre>
<dt class="autodocfuncname"><a name="remove_skill_follower">
remove_skill_follower</a><pre class="autodocfuncdef">
varargs int remove_skill_follower(object ob,
                                  int no_recurse)
</pre><dd><br />
This method removes a follower from the living object.  A follower will
happily follow around the person in front. This is used when the player
is trying to follow someone with a skill.  It will be automatically
updated whenever the person being follow loses you.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
ob - the object to remove from the follow list<br />
<br />
<dd><b>Returns:</b>
<br />1 on success, 0 on failure
<br /><br />
<dd><b>See also:</b>
<br /><a href="#add_follower">add_follower()</a> and <a href="#query_followers">query_followers()</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="remove_skill_following">
remove_skill_following</a><pre class="autodocfuncdef">
varargs void remove_skill_following(object ob,
                                    int no_recurse)
</pre>
<dt class="autodocfuncname"><a name="reorient_abs">
reorient_abs</a><pre class="autodocfuncdef">
void reorient_abs(string verb)
</pre><dd><br />
This method takes in a absolute direction and reorients us in the correct
way to go in that direction.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
word - the direction to look up
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="reorient_rel">
reorient_rel</a><pre class="autodocfuncdef">
string reorient_rel(string word)
</pre><dd><br />
This method takes in a relative direction and reorients us in the correct
way to go in that direction.  This also updates our facing so we are
facing in the specified relative direction.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
word - the direction to look up<br />
<br />
<dd><b>Returns:</b>
<br />the real direction
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="reset_dragging">
reset_dragging</a><pre class="autodocfuncdef">
void reset_dragging()
</pre><dd><br />
This method resets the object we are dragging.
<br />

<dt class="autodocfuncname"><a name="reset_dragging_assisters">
reset_dragging_assisters</a><pre class="autodocfuncdef">
void reset_dragging_assisters()
</pre><dd><br />
This method removes all the people who are helping us drag.
<br />

<dt class="autodocfuncname"><a name="reset_following">
reset_following</a><pre class="autodocfuncdef">
void reset_following()
</pre><dd><br />
This method resets all the people following this person.  it is use dby the
death code to make sure that no one is following or purseuing the dead
person any more.
<br />

<dt class="autodocfuncname"><a name="return_to_default_position">
return_to_default_position</a><pre class="autodocfuncdef">
void return_to_default_position(int leaving)
</pre><dd><br />
This method returns the living object to its default position.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
leaving - this is if we are leaving the room<br />
<br />
<dd><b>See also:</b>
<br /><a href="#set_default_position">set_default_position()</a>, <a href="#query_default_position">query_default_position()</a> and <a href="#set_always_use_default_position">set_always_use_default_position()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="room_look">
room_look</a><pre class="autodocfuncdef">
int room_look()
</pre><dd><br />
This is used by the movement system to look in the room when we move.
It does checks for verbose and other checks before doing the look.
<br />

<dt class="autodocfuncname"><a name="run_away">
run_away</a><pre class="autodocfuncdef">
int run_away()
</pre>
<dt class="autodocfuncname"><a name="send_position_event">
send_position_event</a><pre class="autodocfuncdef">
void send_position_event()
</pre><dd><br />
This method sends the position changing event.  This is called
a little after the event acutally occurs so it catches all the
possible changes.  This called the event: event_position_change
on the environment with the following arguments.
<p>
void event_position_change(<br>
   position,<br>
   on_object,<br>
   type,<br>
   multiple<br>,
   who);
<br />

<dt class="autodocfuncname"><a name="set_al">
set_al</a><pre class="autodocfuncdef">
void set_al(int number)
</pre><dd><br />
This method sets the current alignment of the living
object.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
number - the new alignment for the object<br />
<br />
<dd><b>See also:</b>
<br /><a href="#query_al">query_al()</a>, <a href="#adjust_al">adjust_al()</a>, <a href="#adjust_alignment">adjust_alignment()</a> and <a href="#align_string">align_string()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_always_use_default_position">
set_always_use_default_position</a><pre class="autodocfuncdef">
void set_always_use_default_position(int flag)
</pre><dd><br />
This method sets the always the flag to always use the default position.
If this is set then rooms cannot override the position message which is
displayed by the object.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
flag - if we should always use the default position<br />
<br />
<dd><b>See also:</b>
<br /><a href="#query_always_use_default_position">query_always_use_default_position()</a>, <a href="#set_default_position">set_default_position()</a> and <a href="#return_to_default_position">return_to_default_position()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_default_position">
set_default_position</a><pre class="autodocfuncdef">
void set_default_position(mixed str)
</pre><dd><br />
This sets the default position of the object.  This is used to
allow things to default to some other exciting off beat and froopy
default position.  The paramater to this is the command code
used to put the object back into the default position or an
array which contains three or one elements, the first is the string
to use as the position, the second and third (if they exist) are
the string to tell the person when changing and the string to tell
everyone else when changing position.  The paramer can also be
a function pointer, if it is then it will be evaluated and
have two parameters passed into the function.  The first is
the object returing to the position and the second is the leaving
flag.
<p>
Please note!  After setting the position you will need to
make the object return to the default position to use it.
<p>
A second note!  A room can also define a query_default_position()
function which will be called, if this returns a value (and the
override flag is not set) then that will be used for the default
position.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
str - the new default position<br />
<br />
<dd><b>See also:</b>
<br /><a href="#query_default_position">query_default_position()</a>, <a href="#set_always_use_default_position">set_always_use_default_position()</a>, <a href="obj.monster().c.shtml#set_cannot_change_position">/obj/monster()->set_cannot_change_position()</a> and <a href="#return_to_default_position">return_to_default_position()</a><br /><br /><dd><b>Example:</b>
<br/><pre>set_default_position("/cmds/living/kneel");</pre><br/><pre>
set_default_position(({ "running" }));</pre><br/><pre>
set_default_position(({ "fishing",
                        "You start to fish.\n",
                        the_short() + " starts to fish.\n" }));</pre><br/><pre>
npc->set_default_position(({ "running" }));
npc->return_to_default_position(1);
</pre><br /></dl>

<dt class="autodocfuncname"><a name="set_deity">
set_deity</a><pre class="autodocfuncdef">
void set_deity(string word)
</pre><dd><br />
This method sets the current deity the living object is
worshipping.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
word - the new deity<br />
<br />
<dd><b>See also:</b>
<br />/obj/handlers/diety_handler.c and <a href="#query_deity">query_deity()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_dragging">
set_dragging</a><pre class="autodocfuncdef">
void set_dragging(object thing)
</pre><dd><br />
This method sets the object for us to drag when we try and leave.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
thing - the object to drag off
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="set_facing">
set_facing</a><pre class="autodocfuncdef">
void set_facing(mixed * args)
</pre><dd><br />
The facing array is a list of directions and two integers which determine
which way we face.  The layout is:<br>
({ facing, ({ dirs }), up_down_facing, ({ up_down_dirs }) })<br />
<br /><dl>
<dd><b>Parameters:</b><br />
args - the facing arguments
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="set_it_them">
set_it_them</a><pre class="autodocfuncdef">
void set_it_them(class obj_match_context args)
</pre><dd><br />
This method sets the current array used for calculating 'it' and
'them' in the find_match code.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
args - the new array of objects<br />
<br />
<dd><b>See also:</b>
<br /><a href="secure.simul_efun.c.shtml#find_match">/secure/simul_efun->find_match()</a> and <a href="#query_it_them">query_it_them()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_mmsgin">
set_mmsgin</a><pre class="autodocfuncdef">
int set_mmsgin(string str)
</pre><dd><br />
The teleport in message.  Sets the message to be seen when
a player telerpots into the room.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
str - the message to be seen
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="set_mmsgout">
set_mmsgout</a><pre class="autodocfuncdef">
int set_mmsgout(string str)
</pre><dd><br />
Sets the teleport out message.  If the player teleports out, this
is the message seen.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
str - the teleport message
<br />
<br />
<br /></dl>

<dt class="autodocfuncname"><a name="set_msgin">
set_msgin</a><pre class="autodocfuncdef">
int set_msgin(string str)
</pre><dd><br />
This is the method used to set the current message to use when
entering a room.   A $N in the string will be expanded to the
name and a $F will be expanded to the from direction.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
str - the message to print when entering a room<br />
<br />
<dd><b>See also:</b>
<br /><a href="obj.handlers.room_handler.c.shtml">/obj/handlers/room_handler.c</a>, <a href="#query_msgin">query_msgin()</a> and <a href="#set_msgout">set_msgout()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_msgout">
set_msgout</a><pre class="autodocfuncdef">
int set_msgout(string str)
</pre><dd><br />
This is the method used to query the current message to use when
exiting a room.   A $N in the string will be expanded to the
name and a $T will be expanded to the to direction.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />the message to print when entering a room.<br /><br />
<dd><b>See also:</b>
<br /><a href="obj.handlers.room_handler.c.shtml">/obj/handlers/room_handler.c</a>, <a href="#query_msgout">query_msgout()</a> and <a href="#set_msgin">set_msgin()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_position">
set_position</a><pre class="autodocfuncdef">
void set_position(string name)
</pre><dd><br />
This sets the current position of the object.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
name - the string to use for the position<br />
<br />
<dd><b>See also:</b>
<br /><a href="#query_position">query_position()</a>, <a href="#query_position_on">query_position_on()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#query_position_type">query_position_type()</a>, <a href="#set_position_on">set_position_on()</a>, <a href="#set_position_multiple">set_position_multiple()</a>, <a href="#set_position_type">set_position_type()</a> and <a href="#send_position_event">send_position_event()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_position_multiple">
set_position_multiple</a><pre class="autodocfuncdef">
void set_position_multiple(int mult)
</pre><dd><br />
This sets fact that the object being referenced is one of many.  So
you get something more like 'xx is sitting on one of the couches'.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
mult - 0 if non-multiple, 1 if multiple<br />
<br />
<dd><b>See also:</b>
<br /><a href="#query_position">query_position()</a>, <a href="#query_position_on">query_position_on()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#query_position_type">query_position_type()</a>, <a href="#set_position">set_position()</a>, <a href="#set_position_multiple">set_position_multiple()</a>, <a href="#set_position_type">set_position_type()</a> and <a href="#send_position_event">send_position_event()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_position_on">
set_position_on</a><pre class="autodocfuncdef">
void set_position_on(mixed ob)
</pre><dd><br />
This sets the current object which is being referenced as being
'on', 'beside' or 'at'.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
ob - the object being referenced<br />
<br />
<dd><b>See also:</b>
<br /><a href="#query_position">query_position()</a>, <a href="#query_position_on">query_position_on()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#query_position_type">query_position_type()</a>, <a href="#set_position">set_position()</a>, <a href="#set_position_multiple">set_position_multiple()</a>, <a href="#set_position_type">set_position_type()</a> and <a href="#send_position_event">send_position_event()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_position_type">
set_position_type</a><pre class="autodocfuncdef">
void set_position_type(string type)
</pre><dd><br />
This sets way the object is being referenced.  The 'on', 'at', 'beside'
or whatever strings.<br />
<br /><dl>
<dd><b>Parameters:</b><br />
type - the new type string<br />
<br />
<dd><b>See also:</b>
<br /><a href="#query_position">query_position()</a>, <a href="#query_position_on">query_position_on()</a>, <a href="#query_position_multiple">query_position_multiple()</a>, <a href="#query_position_type">query_position_type()</a>, <a href="#set_position">set_position()</a>, <a href="#set_position_on">set_position_on()</a>, <a href="#set_position_multiple">set_position_multiple()</a> and <a href="#send_position_event">send_position_event()
</a><br /><br /><br /></dl>

<dt class="autodocfuncname"><a name="set_verbose">
set_verbose</a><pre class="autodocfuncdef">
void set_verbose(string type,
                 int val)
</pre><dd><br />
This method sets the verbosity for a given type.
<br />

<dt class="autodocfuncname"><a name="test_add">
test_add</a><pre class="autodocfuncdef">
int test_add(object ob,
             int flag)
</pre><dd><br />
This method handles the cannot get flags.  This is placed
into the living object so that things which are marked as
being unable to be picked up can still be put into normal
containers.  The upwards checking of containers stops here.
This should make it so that objects marked as unable to be
picked up cannot be put into objects in the players
inventory.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />1 if the object can be added, 0 if not.
<br /><br />
<br /></dl>

<dt class="autodocfuncname"><a name="test_remove">
test_remove</a><pre class="autodocfuncdef">
int test_remove(object ob,
                int flag,
                mixed dest)
</pre><dd><br />
This method handles the cannot drop flags.  This is placed
into the living object so that things which are marked as
being unable to be dropped can still be remove from normal
containers.  This does all sorts of other exciting checks
now.<br />
<br /><dl>
<dd><b>Returns:</b>
<br />1 if the object can be added, 0 if not.
<br /><br />
<br /></dl>

</dl>
<h2>Classes</h2>
These are nice data types for dealing with...  Data!<p>
<ul>
<li><a name="class_living_data">
living_data</a><pre>
class living_data {
                    int handicap;
                    int burden;
                    object * followers;
                    object * skill_followers;
                    object * following;
                    object * skill_following;
                    class obj_match_context it_them;
                    object * to_drop;
                    int burden_call;
                    int position_event;
}

</pre>
<li><a name="class_messages">
messages</a><pre>
class messages {
                 string msgout;
                 string msgin;
                 string mmsgout;
                 string mmsgin;
}

</pre>
</ul>
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