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