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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/enum.h
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/enum.h')
-rw-r--r--crawl-ref/source/enum.h25
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,