Un-overload Object fields and pre-parse damage dice (refactor step 3)

Object.Arm carried four meanings in C (o_arm/o_charges/o_goldval plus
ring bonuses); it is now four fields: ArmorClass, Charges, GoldValue,
and Bonus. Stats.Arm becomes Stats.ArmorClass. The Charges()/GoldVal()
accessor pair is gone.

Damage dice strings ("1x4/1x2") are parsed once into DiceSpec — at
table definition for the bestiary and weapon tables, at creation for
items — instead of re-parsed with atoi on every swing as fight.c
roll_em did. ParseDice preserves the C parse semantics exactly,
including the junk-tolerant "%%%x0" bestiary placeholder and the
"000x0" flytrap reset (regression-tested in dice_test.go); the
flytrap's growing grip becomes DiceSpec{{VfHit, 1}}.

Save format bumps to 5.4.4-go3 (field renames and retypes would
silently zero under gob's match-by-name decoding).

No behavior change; full suite green.
This commit is contained in:
2026-07-06 23:07:57 +02:00
parent c75af2ec22
commit 2eff377a73
28 changed files with 268 additions and 186 deletions

12
TODO.md
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@@ -29,14 +29,16 @@ Refactor ground rules:
# Next Step
Refactor step 3 (branch refactor/object-fields): un-overload Object
fields — split Object.Arm into ArmorClass/Charges/GoldValue; parse
damage dice ("1x4/1x2") once into a DiceSpec type at table definition
instead of per swing; save-format update with round-trip test
migration.
Update the module base path to git.eeqj.de/sneak/rgoue (user request
2026-07-06): go.mod, all imports in term/ and cmd/, and doc references.
# Completed Steps
- 2026-07-06 Refactor step 3 (refactor/object-fields): Object.Arm split
into ArmorClass/Charges/GoldValue/Bonus (rings); Stats.Arm →
ArmorClass; damage strings parsed once into DiceSpec at table
definition (ParseDice keeps C roll_em parse semantics, incl. "%%%x0"
and "000x0" edge cases, regression-tested); save format 5.4.4-go3.
- 2026-07-06 Refactor step 2 (refactor/typed-kinds, b940cfc):
ObjectKind separates item category from map glyph (Object.Type byte
→ Kind ObjectKind with Glyph()); PotionKind/ScrollKind/RingKind/

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@@ -410,7 +410,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
g.turnSee(p.On(SenseMonsters))
case CTRL('~'):
if item := g.getItem("charge", KindWand); item != nil {
item.SetCharges(10000)
item.Charges = 10000
}
case CTRL('I'):
for range 9 {
@@ -427,7 +427,7 @@ func (g *RogueGame) wizardCommand(ch byte) {
obj = newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorPlateMail)
obj.Arm = -5
obj.ArmorClass = -5
obj.Flags.Set(Known)
obj.Count = 1
p.CurArmor = obj

58
game/dice.go Normal file
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@@ -0,0 +1,58 @@
package game
import (
"fmt"
"strings"
)
// Rogue expresses damage as strings like "1x4/3x6": one attack rolling
// 1d4 and a second rolling 3d6. The C code re-parsed these with atoi on
// every swing (fight.c roll_em); the port parses them once, at table
// definition or item creation, into a DiceSpec.
// DiceRoll is one attack's dice: Count rolls of a Sides-sided die.
type DiceRoll struct {
Count int
Sides int
}
// DiceSpec is the sequence of attacks a damage string described.
type DiceSpec []DiceRoll
// ParseDice parses a C damage string with the exact semantics of the
// roll_em loop: leading digits (C atoi) before and after each 'x', attacks
// separated by '/'. Junk like the bestiary's "%%%x0" placeholder parses as
// a single 0x0 attack, as it did in C.
func ParseDice(s string) DiceSpec {
var spec DiceSpec
for s != "" {
count := cAtoi(s)
xi := strings.IndexByte(s, 'x')
if xi < 0 {
break
}
s = s[xi+1:]
spec = append(spec, DiceRoll{Count: count, Sides: cAtoi(s)})
si := strings.IndexByte(s, '/')
if si < 0 {
break
}
s = s[si+1:]
}
return spec
}
// dice is the table-definition shorthand for ParseDice.
func dice(s string) DiceSpec { return ParseDice(s) }
// String renders the spec back in the classic "NxM/NxM" form.
func (d DiceSpec) String() string {
var sb strings.Builder
for i, r := range d {
if i > 0 {
sb.WriteByte('/')
}
fmt.Fprintf(&sb, "%dx%d", r.Count, r.Sides)
}
return sb.String()
}

45
game/dice_test.go Normal file
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@@ -0,0 +1,45 @@
package game
import "testing"
// ParseDice must keep the exact semantics of the C roll_em parse loop,
// including its junk-tolerant edges: the bestiary placeholder "%%%x0" and
// the flytrap reset "000x0" both mean a single 0x0 attack.
func TestParseDice(t *testing.T) {
cases := []struct {
in string
want string
len int
}{
{"1x4", "1x4", 1},
{"1x2/1x5/1x5", "1x2/1x5/1x5", 3},
{"2x12/2x4", "2x12/2x4", 2},
{"0x0", "0x0", 1},
{"000x0", "0x0", 1},
{"%%%x0", "0x0", 1},
{"", "", 0},
{"3", "", 0}, // no 'x': C parses nothing
}
for _, c := range cases {
got := ParseDice(c.in)
if len(got) != c.len || got.String() != c.want {
t.Errorf("ParseDice(%q) = %v (len %d), want %q (len %d)",
c.in, got, len(got), c.want, c.len)
}
}
}
// The bestiary and weapon tables must parse to at least one attack each so
// every creature and weapon actually swings.
func TestTablesHaveDice(t *testing.T) {
for i, m := range monsterTable {
if len(m.Stats.Dmg) == 0 {
t.Errorf("monster %c (%s) has no attacks", 'A'+i, m.Name)
}
}
for w, iw := range initWeaps {
if len(iw.dam) == 0 || len(iw.hrl) == 0 {
t.Errorf("weapon %v has empty dice", WeaponKind(w))
}
}
}

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@@ -72,11 +72,11 @@ func TestReadEnchantArmor(t *testing.T) {
ch := give(g, scr)
g.scr.term.(*testTerm).input = []byte{ch}
before := g.Player.CurArmor.Arm
before := g.Player.CurArmor.ArmorClass
g.readScroll()
if g.Player.CurArmor.Arm != before-1 {
if g.Player.CurArmor.ArmorClass != before-1 {
t.Errorf("enchant armor: AC %d -> %d, want %d",
before, g.Player.CurArmor.Arm, before-1)
before, g.Player.CurArmor.ArmorClass, before-1)
}
}
@@ -139,12 +139,12 @@ func TestZapSlowMonster(t *testing.T) {
g.scr.term.(*testTerm).input = []byte{ch}
g.Delta = Coord{X: 1, Y: 0} // aim at the monster
charges := stick.Charges()
charges := stick.Charges
g.doZap()
if !tp.On(Slowed) {
t.Error("slow monster wand did not slow")
}
if stick.Charges() != charges-1 {
if stick.Charges != charges-1 {
t.Error("zap did not use a charge")
}
}

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@@ -1,10 +1,6 @@
package game
import (
"fmt"
"strconv"
"strings"
)
import "strconv"
// fight.c — all the fighting gets done here.
@@ -245,7 +241,7 @@ func (g *RogueGame) attack(mp *Monster) int {
// Venus Flytrap stops the poor guy from moving
p.Flags.Set(Held)
p.VfHit++
g.Monsters['F'-'A'].Stats.Dmg = fmt.Sprintf("%dx1", p.VfHit)
g.Monsters['F'-'A'].Stats.Dmg = DiceSpec{{Count: p.VfHit, Sides: 1}}
if p.Stats.HP--; p.Stats.HP <= 0 {
g.death('F')
}
@@ -322,34 +318,34 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
p := &g.Player
att := &thatt.Stats
def := &thdef.Stats
var cp string
var attacks DiceSpec
var hplus, dplus int
if weap == nil {
cp = att.Dmg
attacks = att.Dmg
} else {
hplus = weap.HPlus
dplus = weap.DPlus
if weap == p.CurWeapon {
if p.IsRing(Left, RingIncreaseDamage) {
dplus += p.CurRing[Left].Arm
dplus += p.CurRing[Left].Bonus
} else if p.IsRing(Left, RingDexterity) {
hplus += p.CurRing[Left].Arm
hplus += p.CurRing[Left].Bonus
}
if p.IsRing(Right, RingIncreaseDamage) {
dplus += p.CurRing[Right].Arm
dplus += p.CurRing[Right].Bonus
} else if p.IsRing(Right, RingDexterity) {
hplus += p.CurRing[Right].Arm
hplus += p.CurRing[Right].Bonus
}
}
cp = weap.Damage
attacks = weap.Damage
if hurl {
if weap.Flags.Has(Missile) && p.CurWeapon != nil &&
WeaponKind(p.CurWeapon.Which) == weap.Launch {
cp = weap.HurlDmg
attacks = weap.HurlDmg
hplus += p.CurWeapon.HPlus
dplus += p.CurWeapon.DPlus
} else if weap.Launch < 0 {
cp = weap.HurlDmg
attacks = weap.HurlDmg
}
}
}
@@ -358,40 +354,28 @@ func (g *RogueGame) rollEm(thatt, thdef *Creature, weap *Object, hurl bool) bool
if !thdef.Flags.Has(Awake) {
hplus += 4
}
defArm := def.Arm
defArm := def.ArmorClass
if def == &p.Stats {
if p.CurArmor != nil {
defArm = p.CurArmor.Arm
defArm = p.CurArmor.ArmorClass
}
if p.IsRing(Left, RingProtection) {
defArm -= p.CurRing[Left].Arm
defArm -= p.CurRing[Left].Bonus
}
if p.IsRing(Right, RingProtection) {
defArm -= p.CurRing[Right].Arm
defArm -= p.CurRing[Right].Bonus
}
}
didHit := false
for cp != "" {
ndice := cAtoi(cp)
xi := strings.IndexByte(cp, 'x')
if xi < 0 {
break
}
cp = cp[xi+1:]
nsides := cAtoi(cp)
for _, atk := range attacks {
if g.swing(att.Lvl, defArm, hplus+strPlus[att.Str]) {
proll := g.roll(ndice, nsides)
proll := g.roll(atk.Count, atk.Sides)
damage := dplus + proll + addDam[att.Str]
if damage > 0 {
def.HP -= damage
}
didHit = true
}
si := strings.IndexByte(cp, '/')
if si < 0 {
break
}
cp = cp[si+1:]
}
return didHit
}
@@ -531,7 +515,7 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
case 'F':
p.Flags.Clear(Held)
p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = "000x0"
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
case 'L':
pos, ok := g.fallpos(tp.Pos)
if ok {
@@ -540,9 +524,9 @@ func (g *RogueGame) killed(tp *Monster, pr bool) {
if ok && g.Depth >= g.MaxDepth {
gold := newObject()
gold.Kind = KindGold
gold.SetGoldVal(g.goldCalc())
gold.GoldValue = g.goldCalc()
if g.save(VsMagic) {
gold.Arm += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
gold.GoldValue += g.goldCalc() + g.goldCalc() + g.goldCalc() + g.goldCalc()
}
attachObj(&tp.Pack, gold)
}

View File

@@ -23,8 +23,8 @@ func spawnAdjacent(g *RogueGame, typ byte) *Monster {
func TestRollEmParsesMultiAttackDice(t *testing.T) {
g := mkGame(t, 42)
att := &Creature{Stats: Stats{Str: 16, Lvl: 20, Dmg: "1x4/1x4/1x4"}}
def := &Creature{Stats: Stats{Arm: 10, HP: 1000}}
att := &Creature{Stats: Stats{Str: 16, Lvl: 20, Dmg: dice("1x4/1x4/1x4")}}
def := &Creature{Stats: Stats{ArmorClass: 10, HP: 1000}}
def.Flags.Set(Awake)
// With attacker level 20 vs armor 10, swing always hits
// (rnd(20)+wplus >= (20-20)-10 is always true), so three attacks of

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@@ -20,7 +20,7 @@ func (g *RogueGame) initPlayer() {
obj = newObject()
obj.Kind = KindArmor
obj.Which = int(ArmorRingMail)
obj.Arm = aClass[ArmorRingMail] - 1
obj.ArmorClass = aClass[ArmorRingMail] - 1
obj.Flags.Set(Known)
obj.Count = 1
p.CurArmor = obj

View File

@@ -142,9 +142,9 @@ func (g *RogueGame) status() {
p := &g.Player
// If nothing has changed since the last status, don't bother.
temp := p.Stats.Arm
temp := p.Stats.ArmorClass
if p.CurArmor != nil {
temp = p.CurArmor.Arm
temp = p.CurArmor.ArmorClass
}
if s.init && s.hp == p.Stats.HP && s.exp == p.Stats.Exp &&
s.pur == p.Purse && s.arm == temp && s.str == p.Stats.Str &&

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@@ -279,10 +279,10 @@ func (g *RogueGame) chgStr(amt int) {
addStr(&p.Stats.Str, amt)
comp := p.Stats.Str
if p.IsRing(Left, RingAddStrength) {
addStr(&comp, -p.CurRing[Left].Arm)
addStr(&comp, -p.CurRing[Left].Bonus)
}
if p.IsRing(Right, RingAddStrength) {
addStr(&comp, -p.CurRing[Right].Arm)
addStr(&comp, -p.CurRing[Right].Bonus)
}
if comp > p.MaxStats.Str {
p.MaxStats.Str = comp

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@@ -54,7 +54,7 @@ func (g *RogueGame) newMonster(tp *Monster, typ byte, cp Coord) {
tp.Stats.Lvl = mp.Stats.Lvl + levAdd
tp.Stats.MaxHP = g.roll(tp.Stats.Lvl, 8)
tp.Stats.HP = tp.Stats.MaxHP
tp.Stats.Arm = mp.Stats.Arm - levAdd
tp.Stats.ArmorClass = mp.Stats.ArmorClass - levAdd
tp.Stats.Dmg = mp.Stats.Dmg
tp.Stats.Str = mp.Stats.Str
tp.Stats.Exp = mp.Stats.Exp + levAdd*10 + expAdd(tp)
@@ -183,10 +183,10 @@ func (g *RogueGame) save(which int) bool {
p := &g.Player
if which == VsMagic {
if p.IsRing(Left, RingProtection) {
which -= p.CurRing[Left].Arm
which -= p.CurRing[Left].Bonus
}
if p.IsRing(Right, RingProtection) {
which -= p.CurRing[Right].Arm
which -= p.CurRing[Right].Bonus
}
}
return g.saveThrow(which, &p.Stats)

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@@ -241,7 +241,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
p.Flags.Clear(Awake)
g.msg("a strange white mist envelops you and you fall asleep")
case TrapArrow:
if g.swing(p.Stats.Lvl-1, p.Stats.Arm, 1) {
if g.swing(p.Stats.Lvl-1, p.Stats.ArmorClass, 1) {
p.Stats.HP -= g.roll(1, 6)
if p.Stats.HP <= 0 {
g.msg("an arrow killed you")
@@ -263,7 +263,7 @@ func (g *RogueGame) beTrapped(tc Coord) TrapKind {
g.teleport()
g.mvaddch(tc.Y, tc.X, Trap)
case TrapDart:
if !g.swing(p.Stats.Lvl+1, p.Stats.Arm, 1) {
if !g.swing(p.Stats.Lvl+1, p.Stats.ArmorClass, 1) {
g.msg("a small dart whizzes by your ear and vanishes")
} else {
p.Stats.HP -= g.roll(1, 4)
@@ -322,7 +322,7 @@ func (g *RogueGame) rndmove(who *Creature) Coord {
// aren't wearing a magic ring (move.c rust_armor).
func (g *RogueGame) rustArmor(arm *Object) {
if arm == nil || arm.Kind != KindArmor || arm.ArmorKind() == ArmorLeather ||
arm.Arm >= 9 {
arm.ArmorClass >= 9 {
return
}
@@ -331,7 +331,7 @@ func (g *RogueGame) rustArmor(arm *Object) {
g.msg("the rust vanishes instantly")
}
} else {
arm.Arm++
arm.ArmorClass++
if !g.Options.Terse {
g.msg("your armor appears to be weaker now. Oh my!")
} else {

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@@ -111,9 +111,9 @@ func (g *RogueGame) putThings() {
if g.Depth >= AmuletLevel && !g.HasAmulet {
obj := newObject()
attachObj(&g.Level.Objects, obj)
obj.Damage = "0x0"
obj.HurlDmg = "0x0"
obj.Arm = 11
obj.Damage = dice("0x0")
obj.HurlDmg = dice("0x0")
obj.ArmorClass = 11
obj.Kind = KindAmulet
// Put it somewhere
obj.Pos, _ = g.findFloor(nil, 0, false)

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@@ -94,21 +94,24 @@ func (k ObjectKind) MergesInPack() bool {
// Object is the _o arm of the C THING union: anything that can lie on the
// floor or ride in a pack.
type Object struct {
Kind ObjectKind // what kind of object it is (o_type)
Pos Coord // where it lives on the screen
Text string // what it says if you read it
Launch WeaponKind // what you need to launch it (noWeapon if none)
PackCh byte // what character it is in the pack
Damage string // damage if used like sword
HurlDmg string // damage if thrown
Count int // count for plural objects
Which int // which object of a type it is (index for the Kind's table)
HPlus int // plusses to hit
DPlus int // plusses to damage
Arm int // armor protection — overloaded as in C (see Charges/GoldVal)
Flags ObjFlags
Group int // group number for this object
Label string // label for object
Kind ObjectKind // what kind of object it is (o_type)
Pos Coord // where it lives on the screen
Text string // what it says if you read it
Launch WeaponKind // what you need to launch it (noWeapon if none)
PackCh byte // what character it is in the pack
Damage DiceSpec // damage if used like sword
HurlDmg DiceSpec // damage if thrown
Count int // count for plural objects
Which int // which object of a type it is (index for the Kind's table)
HPlus int // plusses to hit
DPlus int // plusses to damage
ArmorClass int // armor protection (armor only)
Charges int // charges remaining (wands and staffs only)
GoldValue int // worth (gold piles only)
Bonus int // magic bonus (rings only: protection, add strength, ...)
Flags ObjFlags
Group int // group number for this object
Label string // label for object
}
// newObject is list.c new_item() for objects: a zeroed Object with the
@@ -117,18 +120,6 @@ func newObject() *Object {
return &Object{Launch: noWeapon}
}
// Charges is the o_charges alias for Arm on wands and staffs.
func (o *Object) Charges() int { return o.Arm }
// SetCharges stores a charge count in the overloaded Arm field.
func (o *Object) SetCharges(n int) { o.Arm = n }
// GoldVal is the o_goldval alias for Arm on gold piles.
func (o *Object) GoldVal() int { return o.Arm }
// SetGoldVal stores a gold value in the overloaded Arm field.
func (o *Object) SetGoldVal(n int) { o.Arm = n }
// PotionKind returns Which as a potion kind; valid only for KindPotion.
func (o *Object) PotionKind() PotionKind { return PotionKind(o.Which) }

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@@ -250,7 +250,7 @@ func (g *RogueGame) pickUp(ch byte) {
if obj == nil {
return
}
g.money(obj.GoldVal())
g.money(obj.GoldValue)
detachObj(&g.Level.Objects, obj)
p.Room.GoldVal = 0
default:

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@@ -153,19 +153,19 @@ func (g *RogueGame) quaff() {
}
case PotionRestoreStrength:
if p.IsRing(Left, RingAddStrength) {
addStr(&p.Stats.Str, -p.CurRing[Left].Arm)
addStr(&p.Stats.Str, -p.CurRing[Left].Bonus)
}
if p.IsRing(Right, RingAddStrength) {
addStr(&p.Stats.Str, -p.CurRing[Right].Arm)
addStr(&p.Stats.Str, -p.CurRing[Right].Bonus)
}
if p.Stats.Str < p.MaxStats.Str {
p.Stats.Str = p.MaxStats.Str
}
if p.IsRing(Left, RingAddStrength) {
addStr(&p.Stats.Str, p.CurRing[Left].Arm)
addStr(&p.Stats.Str, p.CurRing[Left].Bonus)
}
if p.IsRing(Right, RingAddStrength) {
addStr(&p.Stats.Str, p.CurRing[Right].Arm)
addStr(&p.Stats.Str, p.CurRing[Right].Bonus)
}
g.msg("hey, this tastes great. It make you feel warm all over")
case PotionBlindness:
@@ -212,7 +212,7 @@ func (g *RogueGame) doPot(kind PotionKind, knowit bool) {
func (o *Object) isMagic() bool {
switch o.Kind {
case KindArmor:
return o.Flags.Has(Protected) || o.Arm != aClass[o.Which]
return o.Flags.Has(Protected) || o.ArmorClass != aClass[o.Which]
case KindWeapon:
return o.HPlus != 0 || o.DPlus != 0
case KindPotion, KindScroll, KindWand, KindRing, KindAmulet:

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@@ -49,7 +49,7 @@ func (g *RogueGame) ringOn() {
// Calculate the effect it has on the poor guy.
switch obj.RingKind() {
case RingAddStrength:
g.chgStr(obj.Arm)
g.chgStr(obj.Bonus)
case RingSeeInvisible:
g.invisOn()
case RingAggravateMonsters:
@@ -168,7 +168,7 @@ func ringNum(g *RogueGame, obj *Object) string {
}
switch obj.RingKind() {
case RingProtection, RingAddStrength, RingIncreaseDamage, RingDexterity:
return fmt.Sprintf(" [%s]", num(obj.Arm, 0, Ring))
return fmt.Sprintf(" [%s]", num(obj.Bonus, 0, Ring))
}
return ""
}

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@@ -124,8 +124,8 @@ func (g *RogueGame) totalWinner() {
obj.Flags.Set(Known)
case KindArmor:
worth = it.Armors[obj.Which].Worth
worth += (9 - obj.Arm) * 100
worth += 10 * (aClass[obj.Which] - obj.Arm)
worth += (9 - obj.ArmorClass) * 100
worth += 10 * (aClass[obj.Which] - obj.ArmorClass)
obj.Flags.Set(Known)
case KindScroll:
op := &it.Scrolls[obj.Which]
@@ -146,8 +146,8 @@ func (g *RogueGame) totalWinner() {
worth = op.Worth
if obj.RingKind() == RingAddStrength || obj.RingKind() == RingIncreaseDamage ||
obj.RingKind() == RingProtection || obj.RingKind() == RingDexterity {
if obj.Arm > 0 {
worth += obj.Arm * 100
if obj.Bonus > 0 {
worth += obj.Bonus * 100
} else {
worth = 10
}
@@ -160,7 +160,7 @@ func (g *RogueGame) totalWinner() {
case KindWand:
op := &it.Sticks[obj.Which]
worth = op.Worth
worth += 20 * obj.Charges()
worth += 20 * obj.Charges
if !obj.Flags.Has(Known) {
worth /= 2
}

View File

@@ -88,7 +88,7 @@ func (g *RogueGame) doRooms() {
if g.rnd(2) == 0 && (!g.HasAmulet || g.Depth >= g.MaxDepth) {
gold := newObject()
rp.GoldVal = g.goldCalc()
gold.SetGoldVal(rp.GoldVal)
gold.GoldValue = rp.GoldVal
rp.Gold, _ = g.findFloorIn(rp, 0, false)
gold.Pos = rp.Gold
g.Level.SetChar(rp.Gold.Y, rp.Gold.X, Gold)

View File

@@ -13,8 +13,10 @@ import (
// saveFormatVersion identifies the snapshot layout; it changes whenever a
// field rename or retype would make gob silently mis-decode an older
// save ("go2": Object.Type became Kind ObjectKind).
const saveFormatVersion = Release + "-go2"
// save ("go2": Object.Type became Kind ObjectKind; "go3": Object.Arm split
// into ArmorClass/Charges/GoldValue/Bonus, damage strings became
// DiceSpec).
const saveFormatVersion = Release + "-go3"
// destRef encodes a monster's chase target (state.c rs_write_thing's
// (kind, index) pairs).

View File

@@ -15,7 +15,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
g.HasAmulet = true
g.Items.Potions[PotionHealing].Know = true
g.Items.Scrolls[ScrollMagicMapping].Guess = "map???"
g.Monsters['F'-'A'].Stats.Dmg = "3x1" // mutated bestiary must survive
g.Monsters['F'-'A'].Stats.Dmg = dice("3x1") // mutated bestiary must survive
if len(g.Level.Monsters) > 0 {
g.Level.Monsters[0].Flags.Set(Awake)
g.Level.Monsters[0].Dest = &g.Player.Pos
@@ -48,7 +48,7 @@ func TestSaveRestoreRoundTrip(t *testing.T) {
if h.Items.Scrolls[ScrollMagicMapping].Guess != "map???" {
t.Error("scroll guess lost")
}
if h.Monsters['F'-'A'].Stats.Dmg != "3x1" {
if h.Monsters['F'-'A'].Stats.Dmg.String() != "3x1" {
t.Error("mutated bestiary lost")
}
if h.Rng.Seed != g.Rng.Seed {

View File

@@ -42,7 +42,7 @@ func (g *RogueGame) readScroll() {
g.msg("your hands begin to glow %s", g.pickColor("red"))
case ScrollEnchantArmor:
if p.CurArmor != nil {
p.CurArmor.Arm--
p.CurArmor.ArmorClass--
p.CurArmor.Flags.Clear(Cursed)
g.msg("your armor glows %s for a moment", g.pickColor("silver"))
}

View File

@@ -16,7 +16,7 @@ func (g *RogueGame) doZap() {
g.msg("you can't zap with that!")
return
}
if obj.Charges() == 0 {
if obj.Charges == 0 {
g.msg("nothing happens")
return
}
@@ -111,7 +111,7 @@ func (g *RogueGame) doZap() {
g.Items.Sticks[WandMagicMissile].Know = true
bolt := newObject()
bolt.Kind = KindGold // C set o_type='*': draws a '*' and is not a weapon
bolt.HurlDmg = "1x4"
bolt.HurlDmg = dice("1x4")
bolt.HPlus = 100
bolt.DPlus = 1
bolt.Flags = Missile
@@ -167,7 +167,7 @@ func (g *RogueGame) doZap() {
g.Items.Sticks[obj.Which].Know = true
case WandNothing:
}
obj.SetCharges(obj.Charges() - 1)
obj.Charges--
}
// drain does the drain-hit-points-from-player schtick (sticks.c drain).
@@ -213,7 +213,7 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
bolt := newObject()
bolt.Kind = KindWeapon
bolt.Which = int(WeaponFlame)
bolt.HurlDmg = "6x6"
bolt.HurlDmg = dice("6x6")
bolt.HPlus = 100
bolt.DPlus = 0
g.Items.Weapons[WeaponFlame].Name = name
@@ -322,17 +322,17 @@ func (g *RogueGame) fireBolt(start Coord, dir *Coord, name string) {
// fixStick sets up a new wand or staff (sticks.c fix_stick).
func (g *RogueGame) fixStick(cur *Object) {
if g.Items.WandType[cur.Which] == "staff" {
cur.Damage = "2x3"
cur.Damage = dice("2x3")
} else {
cur.Damage = "1x1"
cur.Damage = dice("1x1")
}
cur.HurlDmg = "1x1"
cur.HurlDmg = dice("1x1")
switch cur.WandKind() {
case WandLight:
cur.SetCharges(g.rnd(10) + 10)
cur.Charges = g.rnd(10) + 10
default:
cur.SetCharges(g.rnd(5) + 3)
cur.Charges = g.rnd(5) + 3
}
}
@@ -343,7 +343,7 @@ func chargeStr(g *RogueGame, obj *Object) string {
return ""
}
if g.Options.Terse {
return fmt.Sprintf(" [%d]", obj.Charges())
return fmt.Sprintf(" [%d]", obj.Charges)
}
return fmt.Sprintf(" [%d charges]", obj.Charges())
return fmt.Sprintf(" [%d charges]", obj.Charges)
}

View File

@@ -6,7 +6,7 @@ package game
// change during play) are cloned into RogueGame.Items by NewGame.
// initStats is the C INIT_STATS: the player's starting statistics.
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, Arm: 10, HP: 12, Dmg: "1x4", MaxHP: 12}
var initStats = Stats{Str: 16, Exp: 0, Lvl: 1, ArmorClass: 10, HP: 12, Dmg: dice("1x4"), MaxHP: 12}
// aClass is extern.c a_class[]: armor class for each armor type.
var aClass = [NumArmorTypes]int{
@@ -47,32 +47,32 @@ var invTName = []string{"Overwrite", "Slow", "Clear"}
// rolled from the level at creation time.
var monsterTable = [26]MonsterKind{
/* Name CARRY FLAGS str exp lvl arm hp dmg */
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, "0x0/0x0", 0}},
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, "1x2", 0}},
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, "1x2/1x5/1x5", 0}},
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, "1x8/1x8/3x10", 0}},
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, "1x2", 0}},
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, "%%%x0", 0}},
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, "4x3/3x5", 0}},
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, "1x8", 0}},
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, "0x0", 0}},
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, "2x12/2x4", 0}},
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, "1x4", 0}},
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, "1x1", 0}},
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, "3x4/3x4/2x5", 0}},
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, "0x0", 0}},
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, "1x8", 0}},
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, "4x4", 0}},
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, "1x5/1x5", 0}},
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, "1x6", 0}},
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, "1x3", 0}},
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, "1x8/1x8/2x6", 0}},
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, "1x9/1x9/2x9", 0}},
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, "1x10", 0}},
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, "1x6", 0}},
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, "4x4", 0}},
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, "1x6/1x6", 0}},
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, "1x8", 0}},
{"aquator", 0, Mean, Stats{10, 20, 5, 2, 1, dice("0x0/0x0"), 0}},
{"bat", 0, Flying, Stats{10, 1, 1, 3, 1, dice("1x2"), 0}},
{"centaur", 15, 0, Stats{10, 17, 4, 4, 1, dice("1x2/1x5/1x5"), 0}},
{"dragon", 100, Mean, Stats{10, 5000, 10, -1, 1, dice("1x8/1x8/3x10"), 0}},
{"emu", 0, Mean, Stats{10, 2, 1, 7, 1, dice("1x2"), 0}},
{"venus flytrap", 0, Mean, Stats{10, 80, 8, 3, 1, dice("%%%x0"), 0}},
{"griffin", 20, Mean | Flying | Regenerates, Stats{10, 2000, 13, 2, 1, dice("4x3/3x5"), 0}},
{"hobgoblin", 0, Mean, Stats{10, 3, 1, 5, 1, dice("1x8"), 0}},
{"ice monster", 0, 0, Stats{10, 5, 1, 9, 1, dice("0x0"), 0}},
{"jabberwock", 70, 0, Stats{10, 3000, 15, 6, 1, dice("2x12/2x4"), 0}},
{"kestrel", 0, Mean | Flying, Stats{10, 1, 1, 7, 1, dice("1x4"), 0}},
{"leprechaun", 0, 0, Stats{10, 10, 3, 8, 1, dice("1x1"), 0}},
{"medusa", 40, Mean, Stats{10, 200, 8, 2, 1, dice("3x4/3x4/2x5"), 0}},
{"nymph", 100, 0, Stats{10, 37, 3, 9, 1, dice("0x0"), 0}},
{"orc", 15, Greedy, Stats{10, 5, 1, 6, 1, dice("1x8"), 0}},
{"phantom", 0, Invisible, Stats{10, 120, 8, 3, 1, dice("4x4"), 0}},
{"quagga", 0, Mean, Stats{10, 15, 3, 3, 1, dice("1x5/1x5"), 0}},
{"rattlesnake", 0, Mean, Stats{10, 9, 2, 3, 1, dice("1x6"), 0}},
{"snake", 0, Mean, Stats{10, 2, 1, 5, 1, dice("1x3"), 0}},
{"troll", 50, Regenerates | Mean, Stats{10, 120, 6, 4, 1, dice("1x8/1x8/2x6"), 0}},
{"black unicorn", 0, Mean, Stats{10, 190, 7, -2, 1, dice("1x9/1x9/2x9"), 0}},
{"vampire", 20, Regenerates | Mean, Stats{10, 350, 8, 1, 1, dice("1x10"), 0}},
{"wraith", 0, 0, Stats{10, 55, 5, 4, 1, dice("1x6"), 0}},
{"xeroc", 30, 0, Stats{10, 100, 7, 7, 1, dice("4x4"), 0}},
{"yeti", 30, 0, Stats{10, 50, 4, 6, 1, dice("1x6/1x6"), 0}},
{"zombie", 0, Mean, Stats{10, 6, 2, 8, 1, dice("1x8"), 0}},
}
// Base ObjInfo tables (extern.c). These are templates: NewGame copies them

View File

@@ -69,11 +69,11 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
case KindArmor:
sp := it.Armors[which].Name
if obj.Flags.Has(Known) {
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.Arm, 0, Armor), sp)
fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.ArmorClass, 0, Armor), sp)
if !g.Options.Terse {
pb.WriteString("protection ")
}
fmt.Fprintf(&pb, "%d]", 10-obj.Arm)
fmt.Fprintf(&pb, "%d]", 10-obj.ArmorClass)
} else {
pb.WriteString(sp)
}
@@ -83,7 +83,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
case KindAmulet:
pb.WriteString("The Amulet of Yendor")
case KindGold:
fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldVal())
fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldValue)
}
out := pb.String()
@@ -168,7 +168,7 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
p.CurRing[hand] = nil
switch obj.RingKind() {
case RingAddStrength:
g.chgStr(-obj.Arm)
g.chgStr(-obj.Bonus)
case RingSeeInvisible:
g.unsee(0)
g.Extinguish(DUnsee)
@@ -180,9 +180,9 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
// newThing returns a new random thing for the dungeon (things.c new_thing).
func (g *RogueGame) newThing() *Object {
cur := newObject()
cur.Damage = "0x0"
cur.HurlDmg = "0x0"
cur.Arm = 11
cur.Damage = dice("0x0")
cur.HurlDmg = dice("0x0")
cur.ArmorClass = 11
cur.Count = 1
// Decide what kind of object it will be; if we haven't had food for a
@@ -219,20 +219,20 @@ func (g *RogueGame) newThing() *Object {
case 4:
cur.Kind = KindArmor
cur.Which = pickOne(g, g.Items.Armors[:])
cur.Arm = aClass[cur.Which]
cur.ArmorClass = aClass[cur.Which]
if r := g.rnd(100); r < 20 {
cur.Flags.Set(Cursed)
cur.Arm += g.rnd(3) + 1
cur.ArmorClass += g.rnd(3) + 1
} else if r < 28 {
cur.Arm -= g.rnd(3) + 1
cur.ArmorClass -= g.rnd(3) + 1
}
case 5:
cur.Kind = KindRing
cur.Which = pickOne(g, g.Items.Rings[:])
switch cur.RingKind() {
case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
if cur.Arm = g.rnd(3); cur.Arm == 0 {
cur.Arm = -1
if cur.Bonus = g.rnd(3); cur.Bonus == 0 {
cur.Bonus = -1
cur.Flags.Set(Cursed)
}
case RingAggravateMonsters, RingTeleportation:

View File

@@ -374,13 +374,13 @@ type Coord struct {
// Stats describes a fighting being (rogue.h struct stats).
type Stats struct {
Str int // strength (s_str; 3..31)
Exp int // experience
Lvl int // level of mastery
Arm int // armor class
HP int // hit points (s_hpt)
Dmg string // damage dice, e.g. "1x4/1x2"
MaxHP int
Str int // strength (s_str; 3..31)
Exp int // experience
Lvl int // level of mastery
ArmorClass int // armor class (s_arm)
HP int // hit points (s_hpt)
Dmg DiceSpec // damage dice, e.g. "1x4/1x2"
MaxHP int
}
// Room describes a room or passage network (rogue.h struct room).

View File

@@ -123,20 +123,20 @@ func (g *RogueGame) wield() {
// initWeaps is the weapons.c init_dam[] table.
var initWeaps = [NumWeaponTypes]struct {
dam string // damage when wielded
hrl string // damage when thrown
dam DiceSpec // damage when wielded
hrl DiceSpec // damage when thrown
launch WeaponKind // launching weapon
flags ObjFlags
}{
{"2x4", "1x3", noWeapon, 0}, // WeaponMace
{"3x4", "1x2", noWeapon, 0}, // Long sword
{"1x1", "1x1", noWeapon, 0}, // WeaponBow
{"1x1", "2x3", WeaponBow, Stackable | Missile}, // WeaponArrow
{"1x6", "1x4", noWeapon, Missile}, // WeaponDagger
{"4x4", "1x2", noWeapon, 0}, // 2h sword
{"1x1", "1x3", noWeapon, Stackable | Missile}, // WeaponDart
{"1x2", "2x4", noWeapon, Stackable | Missile}, // Shuriken
{"2x3", "1x6", noWeapon, Missile}, // WeaponSpear
{dice("2x4"), dice("1x3"), noWeapon, 0}, // WeaponMace
{dice("3x4"), dice("1x2"), noWeapon, 0}, // Long sword
{dice("1x1"), dice("1x1"), noWeapon, 0}, // WeaponBow
{dice("1x1"), dice("2x3"), WeaponBow, Stackable | Missile}, // WeaponArrow
{dice("1x6"), dice("1x4"), noWeapon, Missile}, // WeaponDagger
{dice("4x4"), dice("1x2"), noWeapon, 0}, // 2h sword
{dice("1x1"), dice("1x3"), noWeapon, Stackable | Missile}, // WeaponDart
{dice("1x2"), dice("2x4"), noWeapon, Stackable | Missile}, // Shuriken
{dice("2x3"), dice("1x6"), noWeapon, Missile}, // WeaponSpear
}
// initWeapon sets up a new weapon (weapons.c init_weapon).

View File

@@ -38,12 +38,12 @@ func (g *RogueGame) createObj() {
obj.HPlus += g.rnd(3) + 1
}
} else {
obj.Arm = aClass[obj.Which]
obj.ArmorClass = aClass[obj.Which]
if bless == '-' {
obj.Arm += g.rnd(3) + 1
obj.ArmorClass += g.rnd(3) + 1
}
if bless == '+' {
obj.Arm -= g.rnd(3) + 1
obj.ArmorClass -= g.rnd(3) + 1
}
}
case obj.Kind == KindRing:
@@ -54,9 +54,9 @@ func (g *RogueGame) createObj() {
g.Msgs.Mpos = 0
if bless == '-' {
obj.Flags.Set(Cursed)
obj.Arm = -1
obj.Bonus = -1
} else {
obj.Arm = g.rnd(2) + 1
obj.Bonus = g.rnd(2) + 1
}
case RingAggravateMonsters, RingTeleportation:
obj.Flags.Set(Cursed)
@@ -67,7 +67,7 @@ func (g *RogueGame) createObj() {
g.msg("how much?")
buf := ""
if g.getStr(&buf, g.scr.Std) == Norm {
obj.SetGoldVal(cAtoi(buf))
obj.GoldValue = cAtoi(buf)
}
}
g.addPack(obj, false)
@@ -169,7 +169,7 @@ func (g *RogueGame) teleport() {
if p.On(Held) {
p.Flags.Clear(Held)
p.VfHit = 0
g.Monsters['F'-'A'].Stats.Dmg = "000x0"
g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
}
g.NoMove = 0
g.Count = 0