Add mob equipment save function

This commit is contained in:
kinther 2025-08-31 15:55:00 -07:00
parent fd58fc5f13
commit 542b01d71d
10 changed files with 386 additions and 53 deletions

View file

@ -26,6 +26,7 @@
#include "act.h"
#include "genzon.h" /* for real_zone_by_thing */
#include "class.h"
#include "genmob.h"
#include "genolc.h"
#include "genobj.h"
#include "fight.h"
@ -5733,4 +5734,145 @@ ACMD(do_acaudit)
#undef APPEND_FMT
}
/* ====== Builder snapshot: save a staged mob's gear as its prototype loadout ====== */
/* Put these helpers near the top of act.wizard.c (or a shared .c) */
struct inv_count { obj_vnum vnum; int qty; struct inv_count *next; };
static void inv_add(struct inv_count **head, obj_vnum v, int q) {
struct inv_count *p;
if (q < 1) q = 1;
for (p = *head; p; p = p->next)
if (p->vnum == v) { p->qty += q; return; }
CREATE(p, struct inv_count, 1);
p->vnum = v; p->qty = q; p->next = *head; *head = p;
}
static void inv_free_all(struct inv_count **head) {
struct inv_count *n, *p = *head;
while (p) { n = p->next; free(p); p = n; }
*head = NULL;
}
/* Add ACMD prototype to interpreter.h: ACMD(do_msave); */
ACMD(do_msave)
{
char a1[MAX_INPUT_LENGTH], a2[MAX_INPUT_LENGTH];
char target[MAX_INPUT_LENGTH] = {0}, flags[MAX_INPUT_LENGTH] = {0};
struct char_data *vict = NULL, *tmp = NULL;
mob_rnum rnum;
int include_inv = 0; /* -all */
int clear_first = 1; /* default replace; -append flips this to 0 */
int equips_added = 0, inv_entries = 0;
struct inv_count *inv = NULL;
int pos;
struct obj_data *o;
two_arguments(argument, a1, a2);
if (*a1 && *a1 == '-') {
/* user wrote: msave -flags <mob> */
strcpy(flags, a1);
strcpy(target, a2);
} else {
/* user wrote: msave <mob> [-flags] */
strcpy(target, a1);
strcpy(flags, a2);
}
/* Parse flags (space-separated, any order) */
if (*flags) {
char buf[MAX_INPUT_LENGTH], *p = flags;
while (*p) {
p = one_argument(p, buf);
if (!*buf) break;
if (!str_cmp(buf, "-all")) include_inv = 1;
else if (!str_cmp(buf, "-append")) clear_first = 0;
else if (!str_cmp(buf, "-clear")) clear_first = 1;
else {
send_to_char(ch, "Unknown flag '%s'. Try -all, -append, or -clear.\r\n", buf);
return;
}
}
}
/* Find target mob in the room */
if (*target)
vict = get_char_vis(ch, target, NULL, FIND_CHAR_ROOM);
else {
/* No name: pick the first NPC only if exactly one exists */
for (tmp = world[IN_ROOM(ch)].people; tmp; tmp = tmp->next_in_room) {
if (IS_NPC(tmp)) {
if (vict) { vict = NULL; break; } /* more than one — force explicit name */
vict = tmp;
}
}
}
if (!vict || !IS_NPC(vict)) {
send_to_char(ch, "Target an NPC in this room: msave <mob> [-all] [-append|-clear]\r\n");
return;
}
/* Resolve prototype and permission to edit its zone */
rnum = GET_MOB_RNUM(vict);
if (rnum < 0) {
send_to_char(ch, "I cant resolve that mob's prototype.\r\n");
return;
}
#ifdef CAN_EDIT_ZONE
if (!can_edit_zone(ch, real_zone_by_thing(GET_MOB_VNUM(vict)))) {
send_to_char(ch, "You dont have permission to modify that mobs zone.\r\n");
return;
}
#endif
/* Build the new loadout into the PROTOTYPE */
if (clear_first)
loadout_free_list(&mob_proto[rnum].proto_loadout);
/* Capture equipment: one entry per worn slot */
for (pos = 0; pos < NUM_WEARS; pos++) {
o = GET_EQ(vict, pos);
if (!o) continue;
if (GET_OBJ_VNUM(o) <= 0) continue;
loadout_add_entry(&mob_proto[rnum].proto_loadout, GET_OBJ_VNUM(o), (sh_int)pos, 1);
equips_added++;
}
/* Capture inventory (compressed by vnum) if requested */
if (include_inv) {
for (o = vict->carrying; o; o = o->next_content) {
if (GET_OBJ_VNUM(o) <= 0) continue;
inv_add(&inv, GET_OBJ_VNUM(o), 1);
}
{
struct inv_count *p;
for (p = inv; p; p = p->next) {
loadout_add_entry(&mob_proto[rnum].proto_loadout, p->vnum, -1, MAX(1, p->qty));
inv_entries++;
}
}
}
/* Persist to disk: save the zone owning this mob vnum */
{
zone_rnum zr = real_zone_by_thing(GET_MOB_VNUM(vict));
if (zr == NOWHERE) {
mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE,
"msave: could not resolve zone for mob %d", GET_MOB_VNUM(vict));
send_to_char(ch, "Saved in memory, but couldnt resolve zone to write disk.\r\n");
} else {
save_mobiles(zr);
send_to_char(ch,
"Loadout saved for mob [%d]. Equipped: %d, Inventory lines: %d%s\r\n",
GET_MOB_VNUM(vict), equips_added, inv_entries, include_inv ? "" : " (use -all to include inventory)");
mudlog(CMP, MAX(LVL_GOD, GET_INVIS_LEV(ch)), TRUE,
"msave: %s saved loadout for mob %d (eq=%d, inv=%d) in zone %d",
GET_NAME(ch), GET_MOB_VNUM(vict), equips_added, inv_entries,
zone_table[zr].number);
}
}
inv_free_all(&inv);
}