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authorj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-26 17:10:09 +0000
committerj-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573>2008-03-26 17:10:09 +0000
commita54d0315be1fae4bab7b05dbfe092f374ecfd991 (patch)
treefb625f3094bc9cb1c14c6d7bcac89b8e498e3f5a /crawl-ref/source/dungeon.cc
parent5c6b5260c78682faae4822494a61ccb173117d85 (diff)
downloadcrawl-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.cc10
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