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:
@@ -13,8 +13,10 @@ import (
|
||||
|
||||
// saveFormatVersion identifies the snapshot layout; it changes whenever a
|
||||
// field rename or retype would make gob silently mis-decode an older
|
||||
// save ("go2": Object.Type became Kind ObjectKind).
|
||||
const saveFormatVersion = Release + "-go2"
|
||||
// save ("go2": Object.Type became Kind ObjectKind; "go3": Object.Arm split
|
||||
// into ArmorClass/Charges/GoldValue/Bonus, damage strings became
|
||||
// DiceSpec).
|
||||
const saveFormatVersion = Release + "-go3"
|
||||
|
||||
// destRef encodes a monster's chase target (state.c rs_write_thing's
|
||||
// (kind, index) pairs).
|
||||
|
||||
Reference in New Issue
Block a user