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authorStefan O'Rear <stefanor@cox.net>2009-12-30 01:08:16 -0800
committerStefan O'Rear <stefanor@cox.net>2009-12-30 01:08:16 -0800
commite4206960f898f3ffc8ff7d507dfb227a232b085b (patch)
treead37b7186c9b88ef75494463da8bf399b65bebce /crawl-ref/source/terrain.cc
parent4db1d75dca2405e186a3e9869a2aa9e058cbf71f (diff)
downloadcrawl-ref-e4206960f898f3ffc8ff7d507dfb227a232b085b.tar.gz
crawl-ref-e4206960f898f3ffc8ff7d507dfb227a232b085b.zip
Do not destroy items in deep water and lava
In the past, this made sense, because deep water was forever. Now, with Shoals tides and Fedhas Sunlight, deep water can dry up, and it makes no sense for waterproof items to cease to exist after a stint as a reef. Scrolls are still destroyed in lava because they are flammable.
Diffstat (limited to 'crawl-ref/source/terrain.cc')
-rw-r--r--crawl-ref/source/terrain.cc5
1 files changed, 3 insertions, 2 deletions
diff --git a/crawl-ref/source/terrain.cc b/crawl-ref/source/terrain.cc
index 2e3ac60cc7..b917b87b50 100644
--- a/crawl-ref/source/terrain.cc
+++ b/crawl-ref/source/terrain.cc
@@ -549,15 +549,16 @@ bool feat_destroys_item(dungeon_feature_type feat, const item_def &item,
{
switch (feat)
{
+ case DNGN_SHALLOW_WATER:
case DNGN_DEEP_WATER:
if (noisy)
mprf(MSGCH_SOUND, "You hear a splash.");
- return (true);
+ return (false);
case DNGN_LAVA:
if (noisy)
mprf(MSGCH_SOUND, "You hear a sizzling splash.");
- return (true);
+ return (item.base_type == OBJ_SCROLLS);
default:
return (false);