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authorDracoOmega <draco_omega@live.com>2014-01-19 17:57:09 -0330
committerDracoOmega <draco_omega@live.com>2014-01-28 02:30:58 -0330
commitbc8360aaf3b22e0584fea06ea129354bf486c195 (patch)
tree5974590a7d753c1854647556b497a0417ea5c4b1 /crawl-ref/source/dgn-shoals.cc
parent61e05370bc7496d70a91b32e74a85f0818189899 (diff)
downloadcrawl-ref-bc8360aaf3b22e0584fea06ea129354bf486c195.tar.gz
crawl-ref-bc8360aaf3b22e0584fea06ea129354bf486c195.zip
Reduce strange interactions between Shoals tides and temp water
When a tidal change happened, sometimes large chunks of temp water would be outright removed (even when they were far from the shoreline), and without actually removing the terrain change marker (which caused bits of land that were curiously immune to being flooded again). I have to admit that I don't entirely understand all the tidal code so it's possible this fix doesn't do exactly what I think it does, but it does seem to address the visible issue - temp water is preserved regardless of tidal movement, which continues to operate normally around it.
Diffstat (limited to 'crawl-ref/source/dgn-shoals.cc')
-rw-r--r--crawl-ref/source/dgn-shoals.cc3
1 files changed, 2 insertions, 1 deletions
diff --git a/crawl-ref/source/dgn-shoals.cc b/crawl-ref/source/dgn-shoals.cc
index 78b3a2d8ef..759a656481 100644
--- a/crawl-ref/source/dgn-shoals.cc
+++ b/crawl-ref/source/dgn-shoals.cc
@@ -1104,7 +1104,8 @@ static void _shoals_apply_tide(int tide, bool incremental_tide)
{
coord_def c(cpage[i]);
const dungeon_feature_type herefeat(grd(c));
- const bool was_wet(_shoals_tide_passable_feat(herefeat));
+ const bool was_wet = (_shoals_tide_passable_feat(herefeat)
+ && !is_temp_terrain(c));
seen_points(c) = true;
if (_shoals_tide_susceptible_feat(herefeat))
{