diff options
Diffstat (limited to 'crawl-ref/source/delay.cc')
-rw-r--r-- | crawl-ref/source/delay.cc | 50 |
1 files changed, 37 insertions, 13 deletions
diff --git a/crawl-ref/source/delay.cc b/crawl-ref/source/delay.cc index 9de42ec70d..366ced7327 100644 --- a/crawl-ref/source/delay.cc +++ b/crawl-ref/source/delay.cc @@ -145,6 +145,11 @@ 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, @@ -157,7 +162,12 @@ 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; @@ -319,7 +329,8 @@ 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= 99; // don't give the message twice } @@ -329,9 +340,10 @@ void handle_delay( void ) } else { - // corpse is no longer valid! - stop_delay(); - return; + // corpse is no longer valid!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 ) @@ -536,18 +548,28 @@ static void finish_delay(const delay_queue_item &delay) } case DELAY_BUTCHER: - mprf("You finish %s the corpse into pieces.", - (you.species==SP_TROLL || you.species == SP_GHOUL) ? "ripping" - : "chopping"); + { + 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 @@ -603,8 +625,10 @@ 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) |