diff options
author | j-p-e-g <j-p-e-g@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-03-26 17:10:09 +0000 |
---|---|---|
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/enum.h | |
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/enum.h')
-rw-r--r-- | crawl-ref/source/enum.h | 25 |
1 files changed, 11 insertions, 14 deletions
diff --git a/crawl-ref/source/enum.h b/crawl-ref/source/enum.h index 74211b4f56..237d1106ee 100644 --- a/crawl-ref/source/enum.h +++ b/crawl-ref/source/enum.h @@ -983,24 +983,21 @@ enum dungeon_feature_type DNGN_ALTAR_BEOGH, DNGN_ALTAR_LAST_GOD = DNGN_ALTAR_BEOGH, - DNGN_BLUE_FOUNTAIN = 200, // 200 - DNGN_DRY_FOUNTAIN_I, - DNGN_SPARKLING_FOUNTAIN, // aka 'Magic Fountain' {dlb} - DNGN_DRY_FOUNTAIN_II, - DNGN_DRY_FOUNTAIN_III, - DNGN_DRY_FOUNTAIN_IV, // 205 - DNGN_DRY_FOUNTAIN_V, - DNGN_DRY_FOUNTAIN_VI, - DNGN_DRY_FOUNTAIN_VII, - DNGN_DRY_FOUNTAIN_VIII, - DNGN_PERMADRY_FOUNTAIN = 210, // added (from dungeon.cc/maps.cc) 22jan2000 {dlb} - - NUM_REAL_FEATURES, + DNGN_FOUNTAIN_BLUE = 200, // 200 + DNGN_FOUNTAIN_SPARKLING, // aka 'Magic Fountain' {dlb} + DNGN_FOUNTAIN_BLOOD, + // same order as above! + DNGN_DRY_FOUNTAIN_BLUE, + DNGN_DRY_FOUNTAIN_SPARKLING, + DNGN_DRY_FOUNTAIN_BLOOD, // 205 + DNGN_PERMADRY_FOUNTAIN, + + NUM_REAL_FEATURES, // 207 // Real terrain must all occur before 256 to guarantee it fits // into the unsigned char used for the grid! - // There aren't really terrain, but they're passed in and used + // These aren't really terrain, but they're passed in and used // to get their appearance character so I'm putting them here for now. DNGN_ITEM_ORB = 256, DNGN_INVIS_EXPOSED = 257, |