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:
@@ -38,12 +38,12 @@ func (g *RogueGame) createObj() {
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obj.HPlus += g.rnd(3) + 1
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}
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} else {
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obj.Arm = aClass[obj.Which]
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obj.ArmorClass = aClass[obj.Which]
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if bless == '-' {
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obj.Arm += g.rnd(3) + 1
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obj.ArmorClass += g.rnd(3) + 1
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}
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if bless == '+' {
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obj.Arm -= g.rnd(3) + 1
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obj.ArmorClass -= g.rnd(3) + 1
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}
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}
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case obj.Kind == KindRing:
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@@ -54,9 +54,9 @@ func (g *RogueGame) createObj() {
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g.Msgs.Mpos = 0
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if bless == '-' {
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obj.Flags.Set(Cursed)
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obj.Arm = -1
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obj.Bonus = -1
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} else {
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obj.Arm = g.rnd(2) + 1
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obj.Bonus = g.rnd(2) + 1
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}
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case RingAggravateMonsters, RingTeleportation:
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obj.Flags.Set(Cursed)
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@@ -67,7 +67,7 @@ func (g *RogueGame) createObj() {
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g.msg("how much?")
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buf := ""
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if g.getStr(&buf, g.scr.Std) == Norm {
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obj.SetGoldVal(cAtoi(buf))
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obj.GoldValue = cAtoi(buf)
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}
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}
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g.addPack(obj, false)
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@@ -169,7 +169,7 @@ func (g *RogueGame) teleport() {
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if p.On(Held) {
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p.Flags.Clear(Held)
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p.VfHit = 0
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g.Monsters['F'-'A'].Stats.Dmg = "000x0"
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g.Monsters['F'-'A'].Stats.Dmg = dice("000x0")
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}
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g.NoMove = 0
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g.Count = 0
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