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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@@ -69,11 +69,11 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
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case KindArmor:
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sp := it.Armors[which].Name
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if obj.Flags.Has(Known) {
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fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.Arm, 0, Armor), sp)
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fmt.Fprintf(&pb, "%s %s [", num(aClass[which]-obj.ArmorClass, 0, Armor), sp)
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if !g.Options.Terse {
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pb.WriteString("protection ")
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}
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fmt.Fprintf(&pb, "%d]", 10-obj.Arm)
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fmt.Fprintf(&pb, "%d]", 10-obj.ArmorClass)
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} else {
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pb.WriteString(sp)
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}
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@@ -83,7 +83,7 @@ func (g *RogueGame) invName(obj *Object, drop bool) string {
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case KindAmulet:
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pb.WriteString("The Amulet of Yendor")
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case KindGold:
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fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldVal())
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fmt.Fprintf(&pb, "%d Gold pieces", obj.GoldValue)
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}
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out := pb.String()
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@@ -168,7 +168,7 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
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p.CurRing[hand] = nil
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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.unsee(0)
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g.Extinguish(DUnsee)
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@@ -180,9 +180,9 @@ func (g *RogueGame) dropCheck(obj *Object) bool {
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// newThing returns a new random thing for the dungeon (things.c new_thing).
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func (g *RogueGame) newThing() *Object {
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cur := newObject()
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cur.Damage = "0x0"
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cur.HurlDmg = "0x0"
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cur.Arm = 11
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cur.Damage = dice("0x0")
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cur.HurlDmg = dice("0x0")
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cur.ArmorClass = 11
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cur.Count = 1
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// Decide what kind of object it will be; if we haven't had food for a
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@@ -219,20 +219,20 @@ func (g *RogueGame) newThing() *Object {
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case 4:
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cur.Kind = KindArmor
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cur.Which = pickOne(g, g.Items.Armors[:])
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cur.Arm = aClass[cur.Which]
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cur.ArmorClass = aClass[cur.Which]
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if r := g.rnd(100); r < 20 {
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cur.Flags.Set(Cursed)
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cur.Arm += g.rnd(3) + 1
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cur.ArmorClass += g.rnd(3) + 1
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} else if r < 28 {
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cur.Arm -= g.rnd(3) + 1
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cur.ArmorClass -= g.rnd(3) + 1
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}
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case 5:
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cur.Kind = KindRing
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cur.Which = pickOne(g, g.Items.Rings[:])
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switch cur.RingKind() {
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case RingAddStrength, RingProtection, RingDexterity, RingIncreaseDamage:
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if cur.Arm = g.rnd(3); cur.Arm == 0 {
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cur.Arm = -1
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if cur.Bonus = g.rnd(3); cur.Bonus == 0 {
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cur.Bonus = -1
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cur.Flags.Set(Cursed)
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}
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case RingAggravateMonsters, RingTeleportation:
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