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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/terrain.h
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/terrain.h')
-rw-r--r--crawl-ref/source/terrain.h1
1 files changed, 1 insertions, 0 deletions
diff --git a/crawl-ref/source/terrain.h b/crawl-ref/source/terrain.h
index d879f0a6f3..6dfca2541e 100644
--- a/crawl-ref/source/terrain.h
+++ b/crawl-ref/source/terrain.h
@@ -129,6 +129,7 @@ void temp_change_terrain(coord_def pos, dungeon_feature_type newfeat, int dur,
terrain_change_type type = TERRAIN_CHANGE_GENERIC,
const monster* mon = NULL);
bool revert_terrain_change(coord_def pos, terrain_change_type ctype);
+bool is_temp_terrain(coord_def pos);
bool plant_forbidden_at(const coord_def &p, bool connectivity_only = false);