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

View File

@@ -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: