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