/**
* 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" ];
}