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author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-26 17:10:09 +0000 |
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committer | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-26 17:10:09 +0000 |
commit | a54d0315be1fae4bab7b05dbfe092f374ecfd991 (patch) | |
tree | fb625f3094bc9cb1c14c6d7bcac89b8e498e3f5a /crawl-ref/source/dungeon.cc | |
parent | 5c6b5260c78682faae4822494a61ccb173117d85 (diff) | |
download | crawl-ref-a54d0315be1fae4bab7b05dbfe092f374ecfd991.tar.gz crawl-ref-a54d0315be1fae4bab7b05dbfe092f374ecfd991.zip |
Add fountains of blood (as suggested by Lemuel), and tidy up
the existing fountains: change their order and remove all
those superfluous dry fountain types.
I couldn't find any place for random generation of fountains,
so if that is possible it will have to be disabled for blood
fountains outside the hells. I've added a shortcut (Y) for
vault creation, though. :)
Drinking from such a fountain has a 33% chance of leaving it
dry. I think that's it... for now.
git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@3886 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/dungeon.cc')
-rw-r--r-- | crawl-ref/source/dungeon.cc | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/crawl-ref/source/dungeon.cc b/crawl-ref/source/dungeon.cc index cec70d8cce..d1f5949da7 100644 --- a/crawl-ref/source/dungeon.cc +++ b/crawl-ref/source/dungeon.cc @@ -4445,9 +4445,10 @@ dungeon_feature_type map_feature(map_def *map, const coord_def &c, int rawfeat) (rawfeat == 'F') ? DNGN_GRANITE_STATUE : (rawfeat == 'I') ? DNGN_ORCISH_IDOL : (rawfeat == 'G') ? DNGN_GRANITE_STATUE : - (rawfeat == 'T') ? DNGN_BLUE_FOUNTAIN : - (rawfeat == 'U') ? DNGN_SPARKLING_FOUNTAIN : + (rawfeat == 'T') ? DNGN_FOUNTAIN_BLUE : + (rawfeat == 'U') ? DNGN_FOUNTAIN_SPARKLING : (rawfeat == 'V') ? DNGN_PERMADRY_FOUNTAIN : + (rawfeat == 'Y') ? DNGN_FOUNTAIN_BLOOD : (rawfeat == '\0')? DNGN_ROCK_WALL : DNGN_FLOOR); // includes everything else } @@ -4546,9 +4547,10 @@ static int vault_grid( vault_placement &place, (vgrid == 'F') ? DNGN_GRANITE_STATUE : (vgrid == 'I') ? DNGN_ORCISH_IDOL : (vgrid == 'G') ? DNGN_GRANITE_STATUE : - (vgrid == 'T') ? DNGN_BLUE_FOUNTAIN : - (vgrid == 'U') ? DNGN_SPARKLING_FOUNTAIN : + (vgrid == 'T') ? DNGN_FOUNTAIN_BLUE : + (vgrid == 'U') ? DNGN_FOUNTAIN_SPARKLING : (vgrid == 'V') ? DNGN_PERMADRY_FOUNTAIN : + (vgrid == 'Y') ? DNGN_FOUNTAIN_BLOOD : (vgrid == '\0')? DNGN_ROCK_WALL : DNGN_FLOOR); // includes everything else |