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