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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/tile1.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/tile1.cc')
-rw-r--r--crawl-ref/source/tile1.cc21
1 files changed, 9 insertions, 12 deletions
diff --git a/crawl-ref/source/tile1.cc b/crawl-ref/source/tile1.cc
index db27bf9663..ca04d07d00 100644
--- a/crawl-ref/source/tile1.cc
+++ b/crawl-ref/source/tile1.cc
@@ -1990,20 +1990,17 @@ int tileidx_feature(int object, int gx, int gy)
return TILE_DNGN_ALTAR_LUGONU;
case DNGN_ALTAR_BEOGH:
return TILE_DNGN_ALTAR_BEOGH;
- case DNGN_BLUE_FOUNTAIN:
+ case DNGN_FOUNTAIN_BLUE:
return TILE_DNGN_BLUE_FOUNTAIN;
- case DNGN_DRY_FOUNTAIN_I:
- case DNGN_DRY_FOUNTAIN_II:
- case DNGN_DRY_FOUNTAIN_III:
- case DNGN_DRY_FOUNTAIN_IV:
- case DNGN_DRY_FOUNTAIN_V:
- case DNGN_DRY_FOUNTAIN_VI:
- case DNGN_DRY_FOUNTAIN_VII:
- case DNGN_DRY_FOUNTAIN_VIII:
- case DNGN_PERMADRY_FOUNTAIN :
- return TILE_DNGN_DRY_FOUNTAIN;
- case DNGN_SPARKLING_FOUNTAIN:
+ case DNGN_FOUNTAIN_SPARKLING:
return TILE_DNGN_SPARKLING_FOUNTAIN;
+ case DNGN_FOUNTAIN_BLOOD:
+ return TILE_DNGN_BLOOD_FOUNTAIN;
+ case DNGN_DRY_FOUNTAIN_BLUE:
+ case DNGN_DRY_FOUNTAIN_SPARKLING:
+ case DNGN_DRY_FOUNTAIN_BLOOD:
+ case DNGN_PERMADRY_FOUNTAIN:
+ return TILE_DNGN_DRY_FOUNTAIN;
}
return TILE_ERROR;