appropriate, and so it unsubmerges monsters if they can't stay submerged in the new terrain.
Also, changed the Water card to use dungeon_terrain_changed() in order to simplify the code a bit, to clean up bloodstains, and to fire off DET_FEAT_CHANGE dungeon events.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@5479 c06c8d41-db1a-0410-9941-cceddc491573
WDQ3ST3BQ7BMW2IXQMSJVRG7GK2EG444JLKII24FB7IJ5YF5KT5QC WMSGO6GYABSDAVS2WINIPADOCOU22KLN72HCYJDEFGOSYKQ5WPNAC HIPFIMUOA7DFOFV3DQ55YZJVGNU2GNDYFUCB4MRPUR5DTYDO5YMAC SVY2PTCLXR3KNPQAWXVXTTGCC5DR334HOAKHYO3VDDRWM2BWMALAC ED62QWGKBPORWVKDFOQRKJXEIWZVNGR3O4KWQBDSRNPT36AYOQYAC VJDLV4PF2ZJ46NERO4LZUX5JE2CD5XBOBQCYYPTFWTHLUEYDUOYAC K2CS6TCX2NDVL2ASEHGP4J4K4IJ6FP3ANNKTSIWVG43HPYSBX6ZQC set_terrain_changed(pos.x, pos.y);
if (new_feat == DNGN_UNSEEN){// Caller has already changed the grid, and old_feat is actually// the new feat.if (old_feat != DNGN_FLOOR && !grid_is_solid(old_feat))env.map(pos).property = FPROP_NONE;}else{if (grid_is_solid(old_feat) != grid_is_solid(new_feat)|| grid_is_water(new_feat) || grid_destroys_items(new_feat)|| is_critical_feature(new_feat)){env.map(pos).property = FPROP_NONE;}}
}}static void _pond_creature_effect( const coord_def& center, int radius ){radius_iterator ri(center, radius, false);bool you_affected = false;for ( ; ri; ++ri ){const coord_def p = *ri;if ( p == you.pos() )you_affected = true;else if ( mgrd(p) != NON_MONSTER )mons_check_pool( &menv[mgrd(p)], KILL_YOU );