/** * Inheritable to handle basic consecration things. * We can consecrate any item without using shadows or properties. * Hooray! * @author Terano * @started 6/6/2001 */ private string _god; /** * @ignore */ void set_god( string deity ) { if ( stringp( deity ) ) deity = lower_case( deity ); _god = deity; return; } /** * Consecrates an item */ void set_deity( string deity ) { if ( stringp( deity ) ) deity = lower_case( deity ); _god = deity; return; } /** * @ignore */ string query_god() { return _god; } /** * @ignore */ string query_deity() { return _god; } /** * Returns 1 if an item is queried to a particular god. * @arg God Name of the God to check. */ int query_consecrated( string god ) { if ( !stringp( god ) ) return 0; god = lower_case( god ); if ( _god ) return god == _god; return this_object()->query_property( god ); } /** * @ignore */ mixed *stats() { return ({ ({ "consecrated", _god }), }); } /** * @ignore */ mapping query_static_auto_load() { return ([ "god" : _god ]); } /** * @ignore */ void init_static_arg( mapping map ) { if ( !undefinedp( map[ "god" ] ) ) _god = map[ "god" ]; }