interrupted.
Also tweaked delay handling, since delays (particularly stacked delays) were taking more turns than intended.
Changes to delays:
Some delay turn counts: Activity 0.2 0.3 Eat a pear 3 2 Butcher a corpse (no weapon swap) 5 4 Butcher a corpse (swapping weapons) 9 6 Take off robe (when wearing cloak) 8 5 Wear a cloak 3 2
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@1532 c06c8d41-db1a-0410-9941-cceddc491573
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// 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 );
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");