--- deliantra/server/include/object.h 2007/05/14 21:32:26 1.122 +++ deliantra/server/include/object.h 2007/05/26 15:44:04 1.126 @@ -109,11 +109,6 @@ #define WILL_APPLY_DOOR 0x08 #define WILL_APPLY_FOOD 0x10 -/* However, if you're keeping a pointer of some sort, you probably - * don't just want it copied, so you'll need to add to common/object.C, - * e.g. ->copy_to () - */ - struct body_slot { signed char info:4; /* body info as loaded from the file */ @@ -299,24 +294,6 @@ do_remove (); } - // move this object to the top of its env's inventory to speed up - // searches for it. - MTH object *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; - } - - return this; - } - static bool can_merge_slow (object *op1, object *op2); // this is often used in time-critical code, so optimise @@ -330,6 +307,7 @@ 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 () @@ -337,6 +315,12 @@ open_container (0); } + // overwrite the attachable should_invoke function with a version that also checks ev_want_type + bool should_invoke (event_type event) + { + return ev_want_event [event] || ev_want_type [type] || cb; + } + MTH void instantiate (); // recalculate all stats @@ -509,6 +493,25 @@ ~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; @@ -539,7 +542,6 @@ 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); -int change_skill (object *who, object *new_skill, int flag); /* * The archetype structure is a set of rules on how to generate and manipulate