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