--- deliantra/server/include/object.h 2007/05/14 19:08:26 1.121 +++ deliantra/server/include/object.h 2007/05/17 20:27:01 1.123 @@ -33,14 +33,14 @@ typedef int tag_t; enum { + body_skill, + body_combat, body_range, body_shield, - body_combat, body_arm, body_torso, body_head, body_neck, - body_skill, body_finger, body_shoulder, body_foot, @@ -301,7 +301,7 @@ // move this object to the top of its env's inventory to speed up // searches for it. - MTH void inv_splay () + MTH object *inv_splay () { if (env && env->inv != this) { @@ -313,6 +313,8 @@ below->above = this; env->inv = this; } + + return this; } static bool can_merge_slow (object *op1, object *op2); @@ -328,6 +330,7 @@ MTH void set_owner (object *owner); MTH void set_speed (float speed); MTH bool change_weapon (object *ob); + MTH bool change_skill (object *ob); MTH void open_container (object *new_container); MTH void close_container () @@ -534,6 +537,10 @@ struct oblinkpt *next; } oblinkpt; +object *find_skill_by_name (object *who, const char *name); +object *find_skill_by_name (object *who, const shstr &sh); +object *find_skill_by_number (object *who, int skillno); + /* * The archetype structure is a set of rules on how to generate and manipulate * objects which point to archetypes.