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:
@@ -374,13 +374,13 @@ type Coord struct {
|
||||
|
||||
// Stats describes a fighting being (rogue.h struct stats).
|
||||
type Stats struct {
|
||||
Str int // strength (s_str; 3..31)
|
||||
Exp int // experience
|
||||
Lvl int // level of mastery
|
||||
Arm int // armor class
|
||||
HP int // hit points (s_hpt)
|
||||
Dmg string // damage dice, e.g. "1x4/1x2"
|
||||
MaxHP int
|
||||
Str int // strength (s_str; 3..31)
|
||||
Exp int // experience
|
||||
Lvl int // level of mastery
|
||||
ArmorClass int // armor class (s_arm)
|
||||
HP int // hit points (s_hpt)
|
||||
Dmg DiceSpec // damage dice, e.g. "1x4/1x2"
|
||||
MaxHP int
|
||||
}
|
||||
|
||||
// Room describes a room or passage network (rogue.h struct room).
|
||||
|
||||
Reference in New Issue
Block a user