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-rw-r--r--src/landscape.cpp15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/landscape.cpp b/src/landscape.cpp
index 35a00e1d2..adc510253 100644
--- a/src/landscape.cpp
+++ b/src/landscape.cpp
@@ -1038,7 +1038,12 @@ static void River_GetNeighbours(AyStar *aystar, OpenListNode *current)
static void River_FoundEndNode(AyStar *aystar, OpenListNode *current)
{
for (PathNode *path = &current->path; path != NULL; path = path->parent) {
- if (!IsWaterTile(path->node.tile)) MakeRiver(path->node.tile, Random());
+ TileIndex tile = path->node.tile;
+ if (!IsWaterTile(tile)) {
+ MakeRiver(tile, Random());
+ /* Remove desert directly around the river tile. */
+ CircularTileSearch(&tile, 5, RiverModifyDesertZone, NULL);
+ }
}
}
@@ -1168,7 +1173,7 @@ static void CreateRivers()
if (amount == 0) return;
uint wells = ScaleByMapSize(4 << _settings_game.game_creation.amount_of_rivers);
- SetGeneratingWorldProgress(GWP_RIVER, wells);
+ SetGeneratingWorldProgress(GWP_RIVER, wells + 256 / 64); // Include the tile loop calls below.
bool *marks = CallocT<bool>(MapSize());
for (; wells != 0; wells--) {
@@ -1181,6 +1186,12 @@ static void CreateRivers()
}
free(marks);
+
+ /* Run tile loop to update the ground density. */
+ for (uint i = 0; i != 256; i++) {
+ if (i % 64 == 0) IncreaseGeneratingWorldProgress(GWP_RIVER);
+ RunTileLoop();
+ }
}
void GenerateLandscape(byte mode)