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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/terrain.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/terrain.cc')
-rw-r--r--crawl-ref/source/terrain.cc2
1 files changed, 1 insertions, 1 deletions
diff --git a/crawl-ref/source/terrain.cc b/crawl-ref/source/terrain.cc
index 6dc4224162..fbd031907a 100644
--- a/crawl-ref/source/terrain.cc
+++ b/crawl-ref/source/terrain.cc
@@ -203,7 +203,7 @@ bool grid_is_water( dungeon_feature_type grid )
bool grid_is_watery( dungeon_feature_type grid )
{
- return (grid_is_water(grid) || grid == DNGN_BLUE_FOUNTAIN);
+ return (grid_is_water(grid) || grid == DNGN_FOUNTAIN_BLUE);
}
bool grid_destroys_items( dungeon_feature_type grid )