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authorpauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-19 09:53:13 +0000
committerpauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573>2008-04-19 09:53:13 +0000
commit351df26a45219be708eafc947bb359e5dd8c90c2 (patch)
tree4d7361690a50460ec101e7068ad158895f7b56a7 /crawl-ref/source/misc.cc
parenta882fb4817bd2ca7a5f72dac2f63b77db51434d2 (diff)
downloadcrawl-ref-351df26a45219be708eafc947bb359e5dd8c90c2.tar.gz
crawl-ref-351df26a45219be708eafc947bb359e5dd8c90c2.zip
Implement the results of the HUD discussion with maybe 80% accuracy.
I didn't do anything with changing how rot is displayed because it's a big bikeshed. For now, if there's rot you see "HP:" instead of "Health:" and I predict it'll be a long time before anyone complains (if ever) show_turns=true shows Turn: but also Gold:, will maybe rename the option (having two options is not an option :). It gets the space by stealing from the monster list rather than pushing anything off the HUD; seems like a reasonable thing to do. The HUD feels too tight already IMO. git-svn-id: https://crawl-ref.svn.sourceforge.net/svnroot/crawl-ref/trunk@4359 c06c8d41-db1a-0410-9941-cceddc491573
Diffstat (limited to 'crawl-ref/source/misc.cc')
-rw-r--r--crawl-ref/source/misc.cc36
1 files changed, 1 insertions, 35 deletions
diff --git a/crawl-ref/source/misc.cc b/crawl-ref/source/misc.cc
index 0c21d3394c..6e24395952 100644
--- a/crawl-ref/source/misc.cc
+++ b/crawl-ref/source/misc.cc
@@ -2286,44 +2286,10 @@ void trackers_init_new_level(bool transit)
stash_init_new_level();
}
-std::string level_description_string()
-{
- if (you.level_type == LEVEL_PANDEMONIUM)
- return "- Pandemonium";
-
- if (you.level_type == LEVEL_ABYSS)
- return "- The Abyss";
-
- if (you.level_type == LEVEL_LABYRINTH)
- return "- a Labyrinth";
-
- if (you.level_type == LEVEL_PORTAL_VAULT)
- {
- if (you.level_type_name == "bazaar")
- return "- a Bazaar";
-
- return "- a Portal Chamber";
- }
-
- // level_type == LEVEL_DUNGEON
- char buf[200];
- const int youbranch = you.where_are_you;
- if ( branches[youbranch].depth == 1 )
- snprintf(buf, sizeof buf, "- %s", branches[youbranch].longname);
- else
- {
- const int curr_subdungeon_level = player_branch_depth();
- snprintf(buf, sizeof buf, "%d of %s", curr_subdungeon_level,
- branches[youbranch].longname);
- }
- return buf;
-}
-
-
void new_level(void)
{
take_note(Note(NOTE_DUNGEON_LEVEL_CHANGE));
- print_stats_level(level_description_string());
+ print_stats_level();
#ifdef DGL_WHEREIS
whereis_record();
#endif