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-rw-r--r--crawl-ref/source/delay.cc60
1 files changed, 45 insertions, 15 deletions
diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc
index a9335e2e72..0175fb29aa 100644
--- a/crawl-ref/source/delay.cc
+++ b/crawl-ref/source/delay.cc
@@ -144,6 +144,11 @@ void stop_delay( void )
delay_queue_item delay = you.delay_queue.front();
+ const bool butcher_swap_warn =
+ delay.type == DELAY_BUTCHER
+ && (you.delay_queue.size() >= 2
+ && you.delay_queue[1].type == DELAY_WEAPON_SWAP);
+
// At the very least we can remove any queued delays, right
// now there is no problem with doing this... note that
// any queuing here can only happen from a single command,
@@ -156,7 +161,12 @@ void stop_delay( void )
{
case DELAY_BUTCHER:
// Corpse keeps track of work in plus2 field, see handle_delay() -- bwr
- mpr( "You stop butchering the corpse." );
+ if (butcher_swap_warn)
+ mpr("You stop butchering the corpse; not switching back to "
+ "primary weapon.",
+ MSGCH_WARN);
+ else
+ mpr( "You stop butchering the corpse." );
pop_delay();
break;
@@ -320,7 +330,8 @@ void handle_delay( void )
{
// special < 100 is the rottenness check
if ( (mitm[delay.parm1].special < 100) &&
- (delay.parm2 >= 100) ) {
+ (delay.parm2 >= 100) )
+ {
mpr("The corpse rots.", MSGCH_ROTTEN_MEAT);
delay.parm2 = 99; // don't give the message twice
}
@@ -330,9 +341,10 @@ void handle_delay( void )
}
else
{
- // corpse is no longer valid!
- stop_delay();
- return;
+ // corpse is no longer valid! End the butchering normally
+ // instead of using stop_delay() so that the player switches
+ // back to their main weapon if necessary.
+ delay.duration = 0;
}
}
if ( delay.type == DELAY_MULTIDROP )
@@ -545,19 +557,28 @@ static void finish_delay(const delay_queue_item &delay)
}
case DELAY_BUTCHER:
- snprintf(info, INFO_SIZE, "You finish %s the corpse into pieces.",
- (you.species == SP_TROLL ||
- you.species == SP_GHOUL) ? "ripping" : "chopping" );
- mpr(info);
+ {
+ const item_def &item = mitm[delay.parm1];
+ if (is_valid_item(item) && item.base_type == OBJ_CORPSES)
+ {
+ mprf("You finish %s the corpse into pieces.",
+ (you.species==SP_TROLL || you.species == SP_GHOUL) ? "ripping"
+ : "chopping");
- turn_corpse_into_chunks( mitm[ delay.parm1 ] );
+ turn_corpse_into_chunks( mitm[ delay.parm1 ] );
- if (you.berserker && you.berserk_penalty != NO_BERSERK_PENALTY)
+ if (you.berserker && you.berserk_penalty != NO_BERSERK_PENALTY)
+ {
+ mpr("You enjoyed that.");
+ you.berserk_penalty = 0;
+ }
+ }
+ else
{
- mpr("You enjoyed that.");
- you.berserk_penalty = 0;
+ mpr("You stop butchering the corpse.");
}
break;
+ }
case DELAY_DROP_ITEM:
// Note: checking if item is droppable is assumed to
@@ -617,8 +638,10 @@ static void finish_delay(const delay_queue_item &delay)
you.wield_change = true;
print_stats(); // force redraw of the stats
- you.turn_is_over = true;
pop_delay();
+
+ // Chain onto the next delay.
+ handle_delay();
}
static void armour_wear_effects(const int item_slot)
@@ -799,7 +822,7 @@ static void handle_run_delays(const delay_queue_item &delay)
return;
}
- if ( you.turn_is_over )
+ if (you.turn_is_over)
return;
command_type cmd = CMD_NO_CMD;
@@ -829,6 +852,13 @@ static void handle_run_delays(const delay_queue_item &delay)
pop_delay();
update_turn_count();
}
+
+ if (you.running && !you.turn_is_over
+ && you_are_delayed()
+ && !is_run_delay(current_delay_action()))
+ {
+ handle_delay();
+ }
}
static void handle_macro_delay()