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-rw-r--r--src/landscape.cpp8
1 files changed, 7 insertions, 1 deletions
diff --git a/src/landscape.cpp b/src/landscape.cpp
index b173709f3..b36f5c884 100644
--- a/src/landscape.cpp
+++ b/src/landscape.cpp
@@ -1063,6 +1063,9 @@ static bool MakeLake(TileIndex tile, void *user_data)
TileIndex t2 = tile + TileOffsByDiagDir(d);
if (IsWaterTile(t2)) {
MakeRiver(tile, Random());
+ /* Remove desert directly around the river tile. */
+ TileIndex t = tile;
+ CircularTileSearch(&t, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL);
return false;
}
}
@@ -1134,7 +1137,7 @@ static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
if (!IsWaterTile(tile)) {
MakeRiver(tile, Random());
/* Remove desert directly around the river tile. */
- CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
+ CircularTileSearch(&tile, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL);
}
}
}
@@ -1245,6 +1248,9 @@ static bool FlowRiver(TileIndex spring, TileIndex begin)
DistanceManhattan(spring, lakeCenter) > _settings_game.game_creation.min_river_length) {
end = lakeCenter;
MakeRiver(lakeCenter, Random());
+ /* Remove desert directly around the river tile. */
+ CircularTileSearch(&lakeCenter, RIVER_OFFSET_DESERT_DISTANCE, RiverModifyDesertZone, NULL);
+ lakeCenter = end;
uint range = RandomRange(8) + 3;
CircularTileSearch(&lakeCenter, range, MakeLake, &height);
/* Call the search a second time so artefacts from going circular in one direction get (mostly) hidden. */