--- deliantra/server/include/object.h 2007/05/14 19:08:26 1.121 +++ deliantra/server/include/object.h 2007/05/18 12:13:02 1.124 @@ -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, @@ -299,22 +299,6 @@ do_remove (); } - // move this object to the top of its env's inventory to speed up - // searches for it. - MTH void inv_splay () - { - if (env && env->inv != this) - { - if (above) above->below = below; - if (below) below->above = above; - - above = 0; - below = env->inv; - below->above = this; - env->inv = this; - } - } - static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -328,6 +312,7 @@ 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 () @@ -507,6 +492,25 @@ ~object (); }; +// move this object to the top of its env's inventory to speed up +// searches for it. +static object * +splay (object *ob) +{ + if (ob->env && ob->env->inv != ob) + { + if (ob->above) ob->above->below = ob->below; + if (ob->below) ob->below->above = ob->above; + + ob->above = 0; + ob->below = ob->env->inv; + ob->below->above = ob; + ob->env->inv = ob; + } + + return ob; +} + typedef object_vector objectvec; typedef object_vector activevec; @@ -534,6 +538,10 @@ 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.