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-rw-r--r--crawl-ref/source/food.cc23
1 files changed, 10 insertions, 13 deletions
diff --git a/crawl-ref/source/food.cc b/crawl-ref/source/food.cc
index 81da3e2164..cfef6af4aa 100644
--- a/crawl-ref/source/food.cc
+++ b/crawl-ref/source/food.cc
@@ -167,14 +167,6 @@ static bool find_butchering_implement()
{
mpr("Switching to a butchering implement.");
wield_weapon( true, i, false );
-
- // Account for the weapon switch...we're doing this here
- // since the above switch may reveal information about the
- // weapon (curse status, ego type). So even if the
- // character fails to or decides not to butcher past this
- // point, they have achieved something and there should be
- // a cost.
- start_delay( DELAY_UNINTERRUPTIBLE, 1 );
return true;
}
}
@@ -233,7 +225,8 @@ bool butchery(void)
// It makes more sense that you first find out if there's anything
// to butcher, *then* decide to actually butcher it.
// The old code did it the other way.
- if ( !can_butcher && you.berserker ) {
+ if ( !can_butcher && you.berserker )
+ {
mpr ("You are too berserk to search for a butchering knife!");
return (false);
}
@@ -310,14 +303,19 @@ bool butchery(void)
if (you.duration[DUR_PRAYER] &&
(you.religion == GOD_OKAWARU || you.religion == GOD_MAKHLEB ||
- you.religion == GOD_TROG))
+ you.religion == GOD_TROG))
{
offer_corpse(objl);
destroy_item(objl);
}
else
{
- int work_req = 4 - (++mitm[objl].plus2);
+ // If we didn't switch weapons, we get in one turn of butchery;
+ // otherwise the work has to happen in the delay.
+ if (!wpn_switch)
+ ++mitm[objl].plus2;
+
+ int work_req = 4 - mitm[objl].plus2;
if (work_req < 0)
work_req = 0;
@@ -329,8 +327,7 @@ bool butchery(void)
if (!new_cursed && wpn_switch)
start_delay( DELAY_WEAPON_SWAP, 1, old_weapon );
- you.turn_is_over = true;
-
+ you.turn_is_over = true;
return true;
}