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author | pauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-19 09:53:13 +0000 |
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committer | pauldubois <pauldubois@c06c8d41-db1a-0410-9941-cceddc491573> | 2008-04-19 09:53:13 +0000 |
commit | 351df26a45219be708eafc947bb359e5dd8c90c2 (patch) | |
tree | 4d7361690a50460ec101e7068ad158895f7b56a7 /crawl-ref/source/misc.cc | |
parent | a882fb4817bd2ca7a5f72dac2f63b77db51434d2 (diff) | |
download | crawl-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.cc | 36 |
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 |